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 Forum: Technical Assistance & Help Forum   Topic: Trying to figure out how (Android Carmageddon)

Posted: Tue Feb 20, 2018 3:10 pm 
Hey sonofham,

Sorry to hear about your loss :sad:

About the apk/obb, you can download it here:
http://rr2000.toshiba-3.com/R6/carma_android.zip

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Restored hires Eagle MK1 skin

Posted: Tue Feb 20, 2018 12:14 am 
Just look at this! We could remap the top of the Suppressor with its damage inidcator and it'd still get more detail out of it!
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Official seal of FIX IT SCI:
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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Mon Feb 19, 2018 4:34 pm 
Heh! Well it was more of a test to see how feasible it was to update the C1 textures using their mobile version counterpart, and if it was worth it. I'm not sure it is a success in the end as the original textures were even sharper in their details (cfr. eagle mk1 and ed's jet textures) and also bec...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Mon Feb 19, 2018 12:00 am 
:yingyang:

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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Fri Feb 16, 2018 12:48 pm 
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It's available at RR2000 :grin: A quick little mod.

@Harm: Beside a C1 source-port, a crush data generator is the biggest thing! Even a simple one that would output preset deformation. But I understand this mustn't be easy at all.

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Thu Feb 15, 2018 11:42 pm 
Ah thanks for the kind words! Always a motivation boost to be reminded others also play C1 with mods! :rockon:

Knocked together a quick mod, really wonder why no one ever did it before! Deformation still works.
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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Mon Feb 12, 2018 1:36 am 
An update 'cause it's taking longer than I thought.

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 Forum: Technical Assistance & Help Forum   Topic: CARMA95 / Meld Pack difficulty mode bug

Posted: Fri Feb 02, 2018 7:23 pm 
Ok I spent a lot of time on this. The culprit is... OPPONENT.TXT. Somehow. Actually the game only allocates enough space in a savefile to save the wasted status of 48 cars. So if we have more cars installed, like MeldPack which has 70, the overflow is written over the entries that follow the 48-cars...

 Forum: News   Topic: cnc-ddraw still in development and more

Posted: Tue Jan 30, 2018 10:44 pm 
Just for the record and in case someone wants to try them out, here are a couple of other recent DDraw wrappers: DDrawCompat, https://github.com/narzoul/DDrawCompat Runs very well, but no configuration possible, so no windowed mode. (latest 'experimental' release is more up to date than its release ...

 Forum: News   Topic: cnc-ddraw still in development and more

Posted: Tue Jan 30, 2018 10:33 pm 
hifi's ddraw.dll is what we've been using for years now to propel Carma95. It turns out FunkyFr3sh is still working on it and improving compatibility to work with Command & Conquer (while keeping an eye on Carmageddon). https://github.com/CnCNet/cnc-ddraw Releases can be downloaded there: https:...

 Forum: Technical Assistance & Help Forum   Topic: CARMA95 / Meld Pack difficulty mode bug

Posted: Tue Jan 30, 2018 10:32 pm 
Right, my bad, I answered too quickly...
Editing all races TXT files could be a chore, especially as the folder is also filled with unused ones. :crazy:

I just tested with an unmodified CARM95.EXE from the original CD and the problem is also present... I'll have to check in a Win95 VM as well.

 Forum: Technical Assistance & Help Forum   Topic: CARMA95 / Meld Pack difficulty mode bug

Posted: Mon Jan 29, 2018 9:41 pm 
Hello! Yes, that bug has been reported before but we haven't been able to track down the issue so far... I'd like to solve this for the next update to the Meld Pack. The only workaround at the moment is editing DATA\GENERAL.TXT and changing each skill-related line so that the easy skill value matche...

 Forum: News   Topic: Crystal Quest to Carmageddon: Patrick Buckland interview

Posted: Sat Jan 20, 2018 12:23 am 
The Retro Hour Ep105:
https://soundcloud.com/the-retro-hour/c ... hour-ep105

Interview is at 25:25.

They are prototyping something new to do with Carmageddon apparently. (towards the end, 1:09-10 or so)

 Forum: News   Topic: Carmageddon: Max Damage now DRM-free on GOG.com!

Posted: Thu Jan 18, 2018 3:27 pm 
https://images-1.gog.com/a5bfd4070040d7e706d04495bea5ab1527b1350f1c880ee81d96dc5443513e00.jpg ... also TDR2000 giveaway for 48 hours. And there's a 75% promo on Carmageddon titles for a week. >>>>> GOG.com Kickstarter backers can redeem CMD via Humble Bundle (enter your email in the resender page h...

 Forum: Technical Assistance & Help Forum   Topic: C1 UI flickers, crashes

 Post subject: Re: C1 UI flickers, crashes
Posted: Mon Jan 15, 2018 11:32 am 
Awesome :beer:

 Forum: Technical Assistance & Help Forum   Topic: C1 UI flickers, crashes

 Post subject: Re: C1 UI flickers, crashes
Posted: Wed Jan 10, 2018 3:41 pm 
Make sure you're using the latest patch (1.3) (the one with VOODO2C.EXE), non-debug+cracked one is available at Road Reaction. Don't forget you can try arguments like -vgraphics or -vrush. I always run in it like so "VOODO2C.EXE -VRUSH". If that doesn't help, then trying the earlier patch ...

 Forum: News   Topic: nGlide 2.0 & dgVoodoo v2.55

Posted: Wed Jan 10, 2018 3:30 pm 
I guess by 'alphas' you mean the voodoo patches. I think nGlide in DirectX9 mode works best with DOSBox (last time I tried I couldn't get dgVoodoo to work with DOSBox). DOSBox Daum doesn't like C1 too much apparently. On a decent machine, with GOG's DOSBox, nGlide 2 (D3D9), latest 3DFX patch (VOODO2...

 Forum: News   Topic: PixaTool 1.31 released, supports Carmageddon 1 palette

Posted: Tue Jan 02, 2018 6:12 pm 
An awesome pixelart tool just got updated with support for the Carmageddon 1 ingame palette! Kronbit's PixaTool is a powerful image/video processor that can pixelate and apply palette on the fly, but more importantly you can tweak several settings to get the best out of the palette for each texture/...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tweaking YON so the games dont crash

Posted: Tue Jan 02, 2018 2:34 pm 
Ruining the game might be exaggerated but it does have bad consequences on the AI and overal performance of the game (esp. if played with mods). As the AI beheaviour is directly tied to the YON, there's sadly no way to modify the YON without affecting the AI. However you can increase the YON in a r...

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Tue Jan 02, 2018 1:15 pm 
Is there a safe way to always get the music working? Like running CARM95.EXE directly? That could indicate the launcher is at fault somehow.

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Fri Dec 29, 2017 3:55 pm 
:beer:

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Fri Dec 29, 2017 2:02 pm 
I installed the GOG release, 95RPP upon it, then the updated winmm.dll but sadly can't reproduce the problem (I'm running Windows 10 as well). :sad: I suppose you tried already, but if you didn't I'd suggest trying to reinstall the whole thing? If you're launching the game via GOG Galaxy, then runni...

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Fri Dec 29, 2017 12:36 pm 
I forgot to ask: which version are you playing? Steam/GOG/MeldPack/own CD? I suppose Steam?
Can you make sure there is a MUSIC folder with ogg files within the CARMA directory?

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tweaking YON so the games dont crash

Posted: Fri Dec 29, 2017 12:00 pm 
Hello there; The game freezing is indeed caused by high YON as the AI can't cheat/teleport/respawn opponents easily enough: it always tries to do it out of the player's sight, but if the YON is too high all spawning nodes might be in sight at times and then the game will freeze. The idea is to add e...

 Forum: devWAM   Topic: Unofficial Max Pack 95 Restoration Project Pack

Posted: Thu Dec 28, 2017 11:15 am 
Hello Mawnster, What version of Windows are you using? This sounds like the usual winmm.dll problem. Isn't there an option for the old cdplayback wrapper in the 95RPP exec? If not you can try either the old one contained in this archive: http://rr2000.toshiba-3.com/R4/PC/carma-winmm.zip (under 'old'...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Restored hires Eagle MK1 skin

Posted: Mon Dec 25, 2017 8:42 pm 
Yeah Suppressor and APC turned into a mess of pixels!

Another reminder of the original texture quality..!
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sex! :swheel:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Mon Dec 25, 2017 8:40 pm 
Yeah :slol:
The running cow sequence from MOO.PIX will be mapped on a quad inside the wheel. Too bad we can't use yLollipop properly with cars as it would have turned into a proper sprite!
Other idea is to mimic the Quake hud as the cockpit view :scool:

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Fri Dec 22, 2017 9:25 pm 
Little update :grin:

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Last update until the release (still A LOT to do):

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 Forum: News   Topic: nGlide 2.0 & dgVoodoo v2.55

Posted: Sat Dec 16, 2017 5:34 pm 
nGlide updated to version 2.0 with addition of a Vulkan API backend!

> http://www.zeus-software.com/forum/view ... f=2&t=2044

This is great! If you encounter any problem with the new video backend, don't hesitate to share it on the official forum.

 Forum: General Discussion / Rant Forum   Topic: Your Ride?

 Post subject: Re: Your Ride?
Posted: Sun Dec 10, 2017 5:39 pm 
Nice update!

I realise I never posted my current beat-up car here. A 2004 Nissan Almera. Scratched all over, bumpers and fenders are riveted etc. Good for the mountains thus :thumbsup:

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 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Tosh's car releases

 Post subject: Re: Tosh's car releases
Posted: Sun Dec 10, 2017 5:33 pm 
Decided to remove Beroc's Chargers from my todo list. Realised it was made for Crashday back then and thus required way more work to be a nice addon for Carma. So mleh. Moved to the next item in the list: https://i.imgur.com/8nvzbM7.png One year ago I asked Maxine to sktech a quick idea around a &qu...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: CTT #2: Testing modular level design for C2

Posted: Tue Nov 28, 2017 12:23 am 
Simply bumping this topic with a video of the track and some words:



Best viewed directly on youtube though!

 Forum: General Discussion / Rant Forum   Topic: C1 pre-release songs

 Post subject: C1 pre-release songs
Posted: Mon Nov 27, 2017 10:22 am 
I found the two songs used in the rolling demo and some other pre-release cutscenes. They seem to be attributed to a korean musician who goes by 써니맨(Sunnyman). One of the song is titled 'Damien' and can be heard on this album . The other song is titled 'Turbo Rock' and is on this album . I just can'...

 Forum: Carmageddon 1 / Carmageddon 2 Editing Forum   Topic: Restored hires Eagle MK1 skin

Posted: Fri Nov 24, 2017 1:49 pm 
hazardic: Yeah you did a lot of stuff in that pack! However I'm also trying to do the same stuff on my own :swink: I kinda did like you and Econo: color swapped one of the remaining hires unfinished textures, but then went a couple steps further by painting back the final colors basing on the downsi...

 Forum: Files, Tutorials & Infos   Topic: Quick C1/C2 finds & facts

Posted: Fri Nov 24, 2017 1:17 am 
Some stuff :sneutr: Actually the 'rock' funk wasn't documented, here it is: WIPERS.MAT constant rock harmonic // mode 2 // period 25 // angle 20,20 // x,y center - might actually be 0.2,0.2 - or both work no lighting thank you no animation either i'm fine really Actually not used by the game, but ju...
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