Dear returning Carmageddon fans
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 !
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
- Mon Mar 02, 2015 6:17 pm
- Forum: Carmageddon: Max Damage
- Topic: Vlad & Anihillator's handling
- Replies: 18
- Views: 62
Vlad & Anihillator's handling
<blockquote class="uncited"><div>And sometimes after being wrecked, or maybe in other situations, i don't know exactly how to replicate the issue, buuut, when the issue occur, no matter how soft I push the accélération trigger, the car will do a wheelie. Restarting the évent fix it.</div></blockquot...
- Wed Feb 25, 2015 10:13 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
The tank doesn't really open from the sides, if that is what you're expecting. It's already open from the top, so what you have to do is to jump inside using powerups. You'll notice that the inner moving part works as a lift; when it goes down as part of its cycle, you are able to collect the poweru...
- Tue Feb 24, 2015 7:45 pm
- Forum: Carmageddon: Max Damage
- Topic: Why is the city level not set at near dusk or night.. it would look far better
- Replies: 46
- Views: 163
Why is the city level not set at near dusk or night.. it would look far better
Sorry if I wasn't precise enough; by "animating the lighting", I meant the animating lighting effect they have on their immediate surroundings, so that, for example, a flickering neon sign would accordingly cast a flickering light on the scene, instead of a simple, static light of matching color. An...
- Tue Feb 24, 2015 3:05 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
I just found the powerup in Lock Up:<br/><br/><div style="margin:20px 0; margin-top:5px"> <div class="quotetitle spoilertitle"><b>Spoiler: </b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('di...
- Mon Feb 23, 2015 9:05 pm
- Forum: Carmageddon: Max Damage
- Topic: Why is the city level not set at near dusk or night.. it would look far better
- Replies: 46
- Views: 163
Why is the city level not set at near dusk or night.. it would look far better
It may be quick to modify the instanced street lights as they are probably using shared settings, but especially the city maps contain a lot of unique light sources. There are various neon signs, traffic lights, the futuristic directional signs, etc. In addition to the usual color, intensity and rad...
- Mon Feb 23, 2015 6:23 pm
- Forum: Carmageddon: Max Damage
- Topic: Why is the city level not set at near dusk or night.. it would look far better
- Replies: 46
- Views: 163
Why is the city level not set at near dusk or night.. it would look far better
He probably expects something like <a href="http://extreme.pcgameshardware.de/attachments/443315d1311018624-gta-4-icenhancer-1-25-anleitung-night.jpg" class="bb-url" rel="nofollow">this</a>. As previously mentioned, it would a rather laborious task for a modder to properly light up all street lights...
- Mon Feb 23, 2015 1:28 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
Are there two in Beef Curtains then? As Fr0nt mentions, you can also find one on the top of the mountain with the abandoned mansion, as you drive around the back, following the sloped edge of the precipice.
- Sun Feb 22, 2015 12:13 am
- Forum: Carmageddon: Max Damage
- Topic: Why is the city level not set at near dusk or night.. it would look far better
- Replies: 46
- Views: 163
Why is the city level not set at near dusk or night.. it would look far better
By the way, is the background horizon / skybox drawn from a single 360° x 180° bitmap, or is it a textured cube? If the former, what's its maximum possible resolution?
- Sat Feb 21, 2015 4:17 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
Okay Nobby, good to know.<br/><br/>On a related note:<br/><br/><div style="margin:20px 0; margin-top:5px"> <div class="quotetitle spoilertitle"><b>Spoiler: </b> <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElem...
- Sat Feb 21, 2015 2:00 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
Well, I think it would be a good start to receive an official confirmation that the damn things even exist in all of the Classic Carma events. :-)
- Fri Feb 20, 2015 11:09 am
- Forum: Carmageddon: Max Damage
- Topic: Some beta feedback
- Replies: 8
- Views: 27
Some beta feedback
Really? It's a big bummer if that's their intention, as the limited responsiveness in steering is the single biggest peeve of mine in the game at the moment. I was assuming they had simply unified keyboard and analog controller steering speeds for now, to be separated later at a better time. I don't...
- Fri Feb 20, 2015 12:03 am
- Forum: Carmageddon: Max Damage
- Topic: Some beta feedback
- Replies: 8
- Views: 27
Some beta feedback
I'm familiar with the slow steering issue you describe. The steering wheels of the cars will not turn instantly to accurately reflect your input; instead, the rate at which they turn seems to be capped at the moment. One exception to this is centering the controller, which makes the steering wheels ...
- Thu Feb 19, 2015 8:00 pm
- Forum: Carmageddon: Max Damage
- Topic: Achievement Locked.
- Replies: 7
- Views: 58
Achievement Locked.
When I go to my "criminal record", it says I haven't killed any targeted peds. Lies!
Also, the "you'll take someone's eye out with that" achievement remains locked, and there's no cunning stunts counter in the records.
Also, the "you'll take someone's eye out with that" achievement remains locked, and there's no cunning stunts counter in the records.
- Thu Feb 19, 2015 12:50 pm
- Forum: Carmageddon: Max Damage
- Topic: Why is the city level not set at near dusk or night.. it would look far better
- Replies: 46
- Views: 163
Why is the city level not set at near dusk or night.. it would look far better
Well, to be honest, to me this night modification (as well as Bleak City Outskirts) looks more like rainy/cloudy afternoon still with colder white balance, or alternatively, very brightly moonlit night environment. :-)<br/><br/>By night-time environment, I assume most would expect nearly black stree...
- Thu Feb 19, 2015 1:08 am
- Forum: Carmageddon: Max Damage
- Topic: Full powerup bar
- Replies: 6
- Views: 37
Full powerup bar
Of course one option would be to hide the powerups you don't currently have, and grouping the existing ones together at the center of the screen. This way the bar would always be as short as possible, expanding and contracting as necessary. Only if you had all 39 different powerup types in your inve...
- Wed Feb 18, 2015 11:35 am
- Forum: Carmageddon: Max Damage
- Topic: Full powerup bar
- Replies: 6
- Views: 37
Full powerup bar
Did you know there are almost 40 user operable powerups in C:R? :-)<br/><br/>It's a rather long list to browse through if you have most of them in your inventory, and the compact powerup bar next to PIS only lets you see 5 at a time. This gives me an idea of a "full powerup bar", which could be enab...
- Tue Feb 17, 2015 11:33 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
Ah, of course, makes sense. After all, the barrel I mentioned that gives you the "Peds on map" powerup, will always do so.
By the way. To clarify in case anyone got confused; by "light orange barrels", I meant the fatter ones, not the thinner gas cylinder types.
By the way. To clarify in case anyone got confused; by "light orange barrels", I meant the fatter ones, not the thinner gas cylinder types.
- Tue Feb 17, 2015 11:19 pm
- Forum: Carmageddon: Max Damage
- Topic: Wheel support ?
- Replies: 34
- Views: 114
Wheel support ?
The <a href="http://www.x360ce.com/default.aspx" class="bb-url" rel="nofollow">Xbox 360 Controller Emulator</a> that was suggested, has a few frustrating shortcomings. As it's a bit lengthy post, I'll wrap it in spoiler tags, so that those not interested can skip it.<br/><br/><div style="margin:20px...
- Tue Feb 17, 2015 10:13 pm
- Forum: Carmageddon: Max Damage
- Topic: Pedestrians shown on map anyone?
- Replies: 131
- Views: 981
Pedestrians shown on map anyone?
Yeah, if you load "City of the lost giblets" (in chapter 12) and follow the old "Blood on the rooftop" race route, you can find one just before the jump to the rooftop with the last checkpoint. But it's not there in the "Lock up" variant of the same city (chapter 15).<br/><br/>They are in the light ...
- Tue Feb 17, 2015 6:21 pm
- Forum: Carmageddon: Max Damage
- Topic: For those of you getting the 'Nvidia windows kernel mode driver stopped responding and was recovered successfully' -crash
- Replies: 4
- Views: 26
For those of you getting the 'Nvidia windows kernel mode driver stopped responding and was recovered successfully' -crash
Not sure if that's it; I've had it set the way you describe since the beta launched, and I've experienced these "Nvidia crashes" anyway. At least in my case, a computer restart is always required afterwards, otherwise C:R will immediately crash again if I try to run it (it won't even make it to the ...
- Sun Feb 15, 2015 11:07 pm
- Forum: Carmageddon: Max Damage
- Topic: Bugs and Irritations
- Replies: 8
- Views: 39
Bugs and Irritations
Thanks to both. It worked for me this way:<br/><br/>1) Copied the game folder to SSD drive Steam library folder<br> 2) From Steam, removed local content of the existing installation<br> 3) Re-installed using the SSD drive Steam library folder<br/><br/>Steam simply verified that the required files ex...
- Sun Feb 15, 2015 1:58 pm
- Forum: Carmageddon: Max Damage
- Topic: Bugs and Irritations
- Replies: 8
- Views: 39
Bugs and Irritations
<span style="font-weight:bold">Errol:</span> I might have enough space on mine so might do that; what would be the safest way to relocate the game files? Simply move it in file explorer, or would a re-download be necessary so that the game does not get confused about the changed directories? And wha...
- Sat Feb 14, 2015 8:34 pm
- Forum: Carmageddon: Max Damage
- Topic: multiplayer issue, dev's please read
- Replies: 7
- Views: 27
multiplayer issue, dev's please read
That's bugging me as well; I would be fine with editing the controls textfile by hand, but you can't do that since it then locks the multiplayer. And I think you're not eligible for leaderboards with modified files either.<br/><br/>I think a solution could be a separate ZAD-file for personal prefere...
- Wed Feb 11, 2015 11:30 pm
- Forum: Carmageddon: Max Damage
- Topic: Stream Q&A collection
- Replies: 1288
- Views: 6073
Stream Q&A collection
Regarding the lack of expanded controller support that was briefly mentioned in the stream (excluding the XBOX controller). I understand this does not rank really high on the priority list, and thus will be postponed until the more important tasks are completed. Still, there's something that puzzles...
- Mon Jan 19, 2015 3:22 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: 1964 Chevy Pickup for Carmageddon 2
- Replies: 21
- Views: 10333
Re: 1964 Chevy Pickup for Carmageddon 2
In addition, you could consider the shell model as an extra optimizing opportunity as well (though a bit limited in that); since the shell model completely replaces the vehicle itself (excluding all grooves) for as long as the vehicle hasn't received any damage, or the doors haven't been opened, you...
- Mon Dec 22, 2014 11:04 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Animated sky in C1 and C2
- Replies: 8
- Views: 7295
Re: Animated sky in C1 and C2
That's a nice find, and I like how Mastro used it :-)
Can you combine this eg. with a "roll" funk, to create both animated and moving background? Thinking of pure cloudscape horizons (with no static scenery in them, of course).
Can you combine this eg. with a "roll" funk, to create both animated and moving background? Thinking of pure cloudscape horizons (with no static scenery in them, of course).
- Fri Dec 12, 2014 11:37 am
- Forum: General Carmageddon and Rant Forum
- Topic: Why do gamers, act like the games?
- Replies: 23
- Views: 155
Why do gamers, act like the games?
All this reminds me of a vehicular combat game from the 90s, it had a feature named Abuse-o-Matic™...
- Wed Dec 03, 2014 3:42 pm
- Forum: Carmageddon: Max Damage
- Topic: Seting up blueprints
- Replies: 5
- Views: 15
Seting up blueprints
I recall background image would stay fixed size on the screen, which is bad when you want to zoom closer to the geometry.<br/><br/>Try creating a box with the real dimensions of the car, then use the "normal" modifier to flip its faces. Break the polys apart ("detach") and move them away from the ca...
- Tue Dec 02, 2014 4:29 pm
- Forum: Carmageddon: Max Damage
- Topic: Rolling over
- Replies: 7
- Views: 6
Rolling over
<blockquote class="uncited"><div>it would be cool if game could simulate cars wheels diging up in a dirt</div></blockquote> Not sure how well the following would work or how realistic it would look, but on select surfaces, the game could compare the angle of the tyre to the traveling direction, and ...
- Mon Nov 24, 2014 9:03 pm
- Forum: Carmageddon: Max Damage
- Topic: Why won't Tony reprise his role for the pratcam?
- Replies: 24
- Views: 130
Why won't Tony reprise his role for the pratcam?
Speaking of pratcam: what if we had an option, maybe toggleable, to merge the pratcam with a rear-view mirror feature? Instead of a square box showing a tight crop of the driver's head, there would be a wider interior shot pointing at the back of the car, the camera placed somewhere over the dashboa...
- Wed Nov 19, 2014 9:43 pm
- Forum: Carmageddon: Max Damage
- Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
- Replies: 197
- Views: 774
[Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
<blockquote class="uncited"><div>wheels don't collide with peds, powerups, objects or anything really when they are still attached to the car</div></blockquote> I think it has been mentioned by a dev that the wheels use some sort of point-based detection, though I'm sure this was related to the surf...
- Fri Oct 31, 2014 3:50 pm
- Forum: Carmageddon: Max Damage
- Topic: Just played 4 first time in 3 months
- Replies: 21
- Views: 35
Just played 4 first time in 3 months
From my experiences, I'd say the FoV value you choose is a compromise of awareness (opponents) vs precision. Wider view = awareness, narrower view = precision, does not really matter whether it's a fast paced first person shooter or a racing / car combat game. Obviously the FoV also affects the sens...
- Wed Oct 29, 2014 12:08 pm
- Forum: Carmageddon: Max Damage
- Topic: Just played 4 first time in 3 months
- Replies: 21
- Views: 35
Just played 4 first time in 3 months
2) I'll have to agree with this, although, as Trent said, it could just be the crooked bias in general. Compared to slamming an opponent against a wall, I think you would take less damage by driving directly into the wall instead, but I'm not entirely sure (just my current impression).<br/><br/>3) <...
- Fri Oct 17, 2014 11:58 am
- Forum: Carmageddon: Max Damage
- Topic: Anyone Else Find The Cops Overpowering?
- Replies: 6
- Views: 11
Anyone Else Find The Cops Overpowering?
<blockquote class="uncited"><div>Cops were always like that in Carma1. Remember the APO system isn't implemented yet, so you're effectively playing with bottom level armour and offence.</div></blockquote> I agree their mass, durability and aggressiveness is similar to C1 cops, but the damage they ca...
- Mon Sep 22, 2014 9:58 am
- Forum: Carmageddon: Max Damage
- Topic: [Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
- Replies: 197
- Views: 774
[Beta3] 3DSMax Reincarnation Tools (3dsmax 2015 fix)
Damn, I must have missed that feature. Thanks all, sorry Harm! :-)