Dear returning Carmageddon fans Image

These last years, the CWA Board assimilated what was archived from many old Carmageddon forums, including the whole of the Official Carmageddon.com Forums.
If you wish to merge any previous account you might have had with your new or existing CWA account, don't hesitate to reach out to us !

Search found 1998 matches

by C2 Scientist
Sun Mar 24, 2013 5:10 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

Update time again. It is mainly a few new buildings, a few additional horizon images, and the usual random changes. I was actually doing quite good progress right after the last update, but then I got distracted by... Doom II. :) The white river fences look bugged at the moment. After remaking them,...
by C2 Scientist
Thu Feb 28, 2013 4:08 pm
Forum: Carmageddon: Max Damage
Topic: STATS!
Replies: 126
Views: 610

STATS!

Biggest head-on collision (your speed and opponent's speed combined)
by C2 Scientist
Sun Feb 24, 2013 12:06 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

Ok, since I've been a bit busy with other things, there's so little progress this time that I should be ashamed... sorry! :) I've added a couple of new houses and storage sheds in the residential area, which I think look alright. There also two new fog styles in the "Horizon images" textfi...
by C2 Scientist
Mon Feb 18, 2013 5:31 pm
Forum: Carmageddon: Max Damage
Topic: Carmageddon Car Name Generator
Replies: 43
Views: 123

Carmageddon Car Name Generator

Nice one, Coffey. :)

And 'Jungle Beach Destroyer'? Must be something sinister and grossly oversized for sure! I instantly thought of Bagger 288.
by C2 Scientist
Thu Feb 14, 2013 10:34 am
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Yeah, the cockpit view still displays in 640x480, in the upper-left area of the screen. Same for the map screen.

But if the cockpit view can be made fullscreen, I'll edit the HUD for it as well.
by C2 Scientist
Thu Feb 14, 2013 12:39 am
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

In short, it's the APO bars element that is drawn in front, not the other way around. So the opaque bits of it will block the timer graphics beneath. :/<br/><br/>Here's the re-positioned timer if you want to take a look:<br><code class="bb-code">606,95,1,ch,576,65,636,125 // Timer</code><br/><br/>If...
by C2 Scientist
Wed Feb 13, 2013 4:36 pm
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Crap. I just tried moving the timer on top of the APO bars; guess in what order they're drawn...
by C2 Scientist
Tue Feb 12, 2013 12:06 pm
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Here are the <a href="https://c2s.cwaboard.co.uk/DLoads/C1HUD.zip" class="bb-url" rel="nofollow">textfiles</a> with the current progress.<br/><br/>You may want to move the misc messages / credit awards back up though, since I've moved them to appear just above the "credits earned" display (personal ...
by C2 Scientist
Tue Feb 12, 2013 11:01 am
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Thanks, that worked. :)

And I've moved most HUD elements now - just those APO bars remaining.
by C2 Scientist
Mon Feb 11, 2013 6:58 pm
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

"<span style="font-style:italic">Look for 3041C705246B53 (hex)</span>"<br> I'm getting "string not found", both with original Carm95.exe, and with the Carm95-1280x720.exe you shared... strange. I used a hex editor called XVI32.<br/><br/>"<span style="font-style:italic">Yeah the rest of the HUD is of...
by C2 Scientist
Mon Feb 11, 2013 5:08 pm
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

That works well, but can it be combined with the 720p/1080p hack?<br/><br/>Meanwhile, I've been editing the HUD layout for the 720p mode. Have you documented the HEADUP.TXT anywhere?<br/><br/>Here's what I've noticed so far:<br/><br/><pre class="bb-code-block"><span style="font-weight:bold">640,5,1,...
by C2 Scientist
Mon Feb 11, 2013 10:50 am
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Interesting, I'll have to test this.

"Increased ped/p-up pop-up distance would be awesome though. That must be hackable?!"

I wish so. I didn't have much luck the last time I tried (as expected, really), but I'm thinking you might do much better. If anyone, it's you. :)
by C2 Scientist
Wed Feb 06, 2013 8:22 pm
Forum: Carmageddon and The Splat Pack
Topic: Why can't PC users get some of the enhanced features of the tablet version, too?
Replies: 27
Views: 94

Why can't PC users get some of the enhanced features of the tablet version, too?

Modern resolution options (1280x720 and such) and the aforementioned increased pedestrian / powerup popup distance would be nice indeed.
by C2 Scientist
Wed Feb 06, 2013 12:24 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

Glad you like it. :) And sorry, preprocessing is something me and Harm have discussed just recently, and are having problems with on this map. I haven't tried with Plaything though, but I don't think I could get any better results. Funny thing about the elevated highway: I drove to the far end in th...
by C2 Scientist
Mon Feb 04, 2013 7:45 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

Beach-like areas? The swimming beach will cover the southern border of the map, and there will be open sea from there on. The western border will consist of a coastline, and I will probably put several active wind turbines along it. As for cruisemap, right now I'm not sure if I will continue it. At ...
by C2 Scientist
Fri Feb 01, 2013 10:53 am
Forum: Carmageddon and The Splat Pack
Topic: Harmalarm's Carmatools Maxscript Pack [WIP]
Replies: 55
Views: 42344

Re: Carmatools Maxscript Pack [WIP]

404: File not found. ;)

But it doesn't matter, since you say it doesn't work yet. Sorry to hear you're busy, but don't worry, and take your time.
by C2 Scientist
Thu Jan 31, 2013 5:10 pm
Forum: Carmageddon and The Splat Pack
Topic: Harmalarm's Carmatools Maxscript Pack [WIP]
Replies: 55
Views: 42344

Re: Carmatools Maxscript Pack [WIP]

Harm, I wanted to try your preprocessing script (preprocessingV1.ms) on blocksburg, but I can't seem to make it work. Here are the steps I took: 1) Delete the temporary objects not contributing to map geometry 2) Convert the rest to editable polygon type 3) Remove the "&" from the name...
by C2 Scientist
Tue Jan 29, 2013 11:05 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

Yeah it's funny to watch. :) Too bad the noncar freezing has to start at some point. Overall I'm pleasantly surprised that all this is still working, and that I still haven't managed to hit any limits (model slots, mostly). Of course, now I've probably jinxed it... And I got to say again, that expor...
by C2 Scientist
Thu Jan 24, 2013 11:15 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Blocksburg

I think I'll switch to monthly updates with this, that seems like a good interval. I've blocked most of the void in the central parts of the map with simple temporary geometry (grass plains). So if you haven't tried it yet, I think now is a good time to test this map with opponents. Especially if yo...
by C2 Scientist
Sat Jan 19, 2013 12:18 am
Forum: General Carmageddon and Rant Forum
Topic: dgVoodoo 2.0
Replies: 4
Views: 3643

Re: dgVoodoo 2.0

I've only tested on C2, and yes, the performance isn't very good. The visuals seemed fine, though, no problems there.
by C2 Scientist
Mon Dec 31, 2012 5:44 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Yep, happy new year to all. :) Maybe I'll go and record a video of the fireworks at midnight.
by C2 Scientist
Mon Dec 31, 2012 12:16 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Sorry, I didn't notice you were using the 2012 version. Mine is older: 2010 and 32 bit. Maybe that's the problem. The bug seems to occur even if Max is the only DX using program opened. I also have almost all enhancements in appearance options disabled, except the 'update window contents while dragg...
by C2 Scientist
Fri Dec 28, 2012 4:21 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Making waves in C2
Replies: 8
Views: 3272

Re: Making waves in C2

I agree with using a huge rotating model instead of drones, and having a rolling funk for the texture used in the waves. If the rotating model is sort of a huge gear, then each gear tooth should perhaps be shaped to look like a wide bell curve (to resemble a wave shape). You could also position the ...
by C2 Scientist
Thu Dec 27, 2012 12:04 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Yep, it is using the Geforce. I've tried the other rendering modes too. They all suffer from this problem on my system, but there some other differences between them (unrelated to the problem above): Direct3D 9: works well, so this is the preferred choice Direct3D 10: seems buggy: a lot of polys are...
by C2 Scientist
Thu Dec 27, 2012 2:39 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

What an annoying bug I'm having in max on this system, that just won't go away. Every time I close a quad menu, it leaves an inactive area that won't refresh at all until I exit the program. Not only that, but these areas stack as well! I recorded a video of it: http://www.youtube.com/watch?v=txbA7R...
by C2 Scientist
Mon Dec 24, 2012 10:51 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Ho ho ho, it's that time again - update time! As usual, it's been a while, but now it's because I bought a new desktop PC, and had to spend some time not only installing and setting up the programs, but also waiting for the SSD-disk the vendor forgot to include in the case! :) It's a bit faster to w...
by C2 Scientist
Thu Dec 13, 2012 3:38 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Highway To Hell/Anarchie Road track WIP progress...
Replies: 328
Views: 81232

Re: Highway To Hell/Anarchie Road track WIP progress...

I think I've seen texturing artifacts like that before. While I'm not 100% sure, it could be caused either by a texture being applied to really, really long polygons, or by a really long continuous UV map (think of a very long road).
by C2 Scientist
Tue Dec 11, 2012 11:05 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9778

Re: Smoothed Ski Track

Any luck with the fences yet? :) Have you yet tried removing the vertical subdivisions on the fences? In editable polygon mode, you can quickly select a complete edge loop based on a sample selection. I think the vertical subdivisions don't serve much purpose anyway, only causing smashing problems. ...
by C2 Scientist
Sun Dec 02, 2012 6:19 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9778

Re: Smoothed Ski Track

Amazing smoothness! It's a real joy to cruise around. :)

The loading time is a bit hefty, and there's some slowdown if you're looking towards the centre of the map (those on my outdated PC, at least). Still, I'd vote for this version, no doubt :)
by C2 Scientist
Sun Dec 02, 2012 4:23 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Smoothed Ski Track
Replies: 14
Views: 9778

Re: Smoothed Ski Track

Good work so far! There are still minor bumps, but such roads are hardly silk-smooth anyway. :) It's also a matter of smoothness vs performance. Oh, no smashables, by the way. Thanks for mentioning that. Unfortunately, I had forgotten it by the time I was going to drive through the first fence I fou...
by C2 Scientist
Sun Dec 02, 2012 9:28 am
Forum: Carmageddon: Max Damage
Topic: Reincarnation could be better than Carmageddon 2 ???
Replies: 29
Views: 87

Reincarnation could be better than Carmageddon 2 ???

I too like the improved damage (bending, splitting, glass breaking, etc) in Carmageddon 2. On the other hand, it's also satisfying to ram opponents and cops in Carmageddon 1 because their vehicles feel so freaking durable, some of which barely seem to receive any damage visually.
by C2 Scientist
Wed Nov 28, 2012 4:10 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

I'll edit and rewrite this post to compress it. :) The "quick fetcher" script is now here . There's one annoyance though: when the the script finishes, the keyboard shortcuts are temporarily unavailable, until I restore the viewport focus with mouse clicks, for example. From what I've read...
by C2 Scientist
Wed Nov 28, 2012 3:15 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Thanks a bunch! And gah, I did try "getnodebyname" at one point, but I just replaced "select" with it instead of using it the way you did, so it only produced another error. :) I think there was a bit of a problem with this though: for example, if I had a "&Street16_00&q...
by C2 Scientist
Wed Nov 28, 2012 1:12 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Damn maxscript, I'm dumb and I don't seem to get it. :) I'm trying to write a simple script that merely selects an object based on a text input, but it's not working: macroScript Valinta category:"Plugins" buttontext:"Quick select" tooltip:"Quick select" ( on execute do...
by C2 Scientist
Mon Nov 26, 2012 6:48 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Blocksburg
Replies: 113
Views: 53413

Re: Modular modeling (level design)

Hehe, that works better, no complaints from me. Thanks! :) And good catch with the false linking, although I seem to have already fixed it at some point. :) As an unrelated note, I forgot to mention something about the update. The opponent paths in the textfile still present the old layout, before I...