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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 !
DD22C2TC
- Harmalarm
- road raged psycho
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DD22C2TC
yes I agree on that, but right now the cars have way to few grip! :) They fly out every corner easilly. Plus a little more grid will let it bounce and lean over in corners better. I will have to look for a good balance between grip and slipperyness
- Razor
- Stomping-on-Kittens
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DD22C2TC
Yeah, it would be but there will be invisible walls to stop the cars from flying off the map aswell.
Harm, I just watched the Chalk Canyon video again, I think you should change the road texture inside the tunnels to a darkened raod texture, this would make it look as if the tunnel isn't lighted as opposed the only the floor being lighted and the rest of the tunnel in shade.
Harm, I just watched the Chalk Canyon video again, I think you should change the road texture inside the tunnels to a darkened raod texture, this would make it look as if the tunnel isn't lighted as opposed the only the floor being lighted and the rest of the tunnel in shade.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
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DD22C2TC
It has been a bit silent here for a week now. I have been working my ass off for my graduation project, but I passed the exam! :) So it was all worth it.
I started work on the SCA ultimate speedway this morning and layed a nice beginning.
I've been working on the menu and finalized the track selection screen implementation. No track images yet, as they are not working properly so far.
The car physics are still under construction. It is very hard finding the right variables and knowing what to change and what not... Giving it softer suspension makes it gripless, giving it more grip makes the cars flip over, lowering the center of gravity makes them less bouncy... it's just hard, but I have no doubt i will figure out a nice setting.
expect some new screens when I get a little further on the track. ;)
I started work on the SCA ultimate speedway this morning and layed a nice beginning.
I've been working on the menu and finalized the track selection screen implementation. No track images yet, as they are not working properly so far.
The car physics are still under construction. It is very hard finding the right variables and knowing what to change and what not... Giving it softer suspension makes it gripless, giving it more grip makes the cars flip over, lowering the center of gravity makes them less bouncy... it's just hard, but I have no doubt i will figure out a nice setting.
expect some new screens when I get a little further on the track. ;)
DD22C2TC
[quote=Harmalarm]It has been a bit silent here for a week now. I have been working my ass off for my graduation project, but I passed the exam! :) So it was all worth it.
I started work on the SCA ultimate speedway this morning and layed a nice beginning.
I've been working on the menu and finalized the track selection screen implementation. No track images yet, as they are not working properly so far.
The car physics are still under construction. It is very hard finding the right variables and knowing what to change and what not... Giving it softer suspension makes it gripless, giving it more grip makes the cars flip over, lowering the center of gravity makes them less bouncy... it's just hard, but I have no doubt i will figure out a nice setting.
expect some new screens when I get a little further on the track. ;)[/quote]
Yeah, the balance will be hard, but we have faith :D
Looking forward to see more preveiws.
I started work on the SCA ultimate speedway this morning and layed a nice beginning.
I've been working on the menu and finalized the track selection screen implementation. No track images yet, as they are not working properly so far.
The car physics are still under construction. It is very hard finding the right variables and knowing what to change and what not... Giving it softer suspension makes it gripless, giving it more grip makes the cars flip over, lowering the center of gravity makes them less bouncy... it's just hard, but I have no doubt i will figure out a nice setting.
expect some new screens when I get a little further on the track. ;)[/quote]
Yeah, the balance will be hard, but we have faith :D
Looking forward to see more preveiws.
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
- Contact:
DD22C2TC
here's a shot of the current SCA ultimate destruction speedway track
[nmg]img9.imageshack.us/img9/6180/scaspeedway.jpg[/nmg]
not really sexy yet. It still needs loads of work, but the basic track layout is done, scale is good, corners what they are supposed to be etc. This track will hopefully be very enjoyable with all the jumps and hills.
[nmg]img9.imageshack.us/img9/6180/scaspeedway.jpg[/nmg]
not really sexy yet. It still needs loads of work, but the basic track layout is done, scale is good, corners what they are supposed to be etc. This track will hopefully be very enjoyable with all the jumps and hills.
- Razor
- Stomping-on-Kittens
- Posts: 3431
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DD22C2TC
Looking good so far. Was always a fun track, SCA.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Razor
- Stomping-on-Kittens
- Posts: 3431
- Joined: Sat Dec 01, 2007 6:38 pm
- Location: Beaver City
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DD22C2TC
Oooooh! Tasty.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
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DD22C2TC
ahhh, almost there man! Time is short, but the track's static mesh is now done.
I will now add shadows using a different material darkness in the tunnels and I will add the 2d crowds.
screens;
[nmg]img534.imageshack.us/img534/1273/speedway2.jpg[/nmg]
[nmg]img338.imageshack.us/img338/2927/speedway3.jpg[/nmg]
[nmg]img706.imageshack.us/img706/6420/speedway4.jpg[/nmg]
I will now add shadows using a different material darkness in the tunnels and I will add the 2d crowds.
screens;
[nmg]img534.imageshack.us/img534/1273/speedway2.jpg[/nmg]
[nmg]img338.imageshack.us/img338/2927/speedway3.jpg[/nmg]
[nmg]img706.imageshack.us/img706/6420/speedway4.jpg[/nmg]
- Toshiba-3
- BRender Actor
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DD22C2TC
Nice steady progress Harm!
In case you don't know it yet: you can load transparency for these sprites easily by loading the B/W alpha channel as the opacity texture in the same material.
In case you don't know it yet: you can load transparency for these sprites easily by loading the B/W alpha channel as the opacity texture in the same material.
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
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DD22C2TC
DONE!
next up; Black Sail valley
going a bit crazy with images now :p
[nmg]img62.imageshack.us/img62/2254/dd2modhw201003312011499.jpg[/nmg]
[nmg]img34.imageshack.us/img34/3305/dd2modhw201003312014023.jpg[/nmg]
[nmg]img408.imageshack.us/img408/6522/dd2modhw201003312017134.jpg[/nmg]
[nmg]img11.imageshack.us/img11/3608/dd2modhw201003312018056.jpg[/nmg]
[nmg]img408.imageshack.us/img408/522/dd2modhw201003312019310.jpg[/nmg]
[nmg]img249.imageshack.us/img249/6411/dd2modhw201003312020163.jpg[/nmg]
[nmg]img100.imageshack.us/img100/585/dd2modhw201003312021284.jpg[/nmg]
[nmg]img28.imageshack.us/img28/7286/dd2modhw201003312022181.jpg[/nmg]
[nmg]img214.imageshack.us/img214/8332/dd2modhw201003312023207.jpg[/nmg]
next up; Black Sail valley
going a bit crazy with images now :p
[nmg]img62.imageshack.us/img62/2254/dd2modhw201003312011499.jpg[/nmg]
[nmg]img34.imageshack.us/img34/3305/dd2modhw201003312014023.jpg[/nmg]
[nmg]img408.imageshack.us/img408/6522/dd2modhw201003312017134.jpg[/nmg]
[nmg]img11.imageshack.us/img11/3608/dd2modhw201003312018056.jpg[/nmg]
[nmg]img408.imageshack.us/img408/522/dd2modhw201003312019310.jpg[/nmg]
[nmg]img249.imageshack.us/img249/6411/dd2modhw201003312020163.jpg[/nmg]
[nmg]img100.imageshack.us/img100/585/dd2modhw201003312021284.jpg[/nmg]
[nmg]img28.imageshack.us/img28/7286/dd2modhw201003312022181.jpg[/nmg]
[nmg]img214.imageshack.us/img214/8332/dd2modhw201003312023207.jpg[/nmg]
DD22C2TC
Crazy good!
So wierd seeing it like that, just gives DD2 a new lease of life in a way.
So wierd seeing it like that, just gives DD2 a new lease of life in a way.
<---- 1970 Plymouth Superbird (Richard Petty Replica) at Brooklands.
DD22C2TC
Ahaaa. My favourite track, looks great mate!
Just a quick little question, will there be an option to include peds in the races? Or will we just have to enter the lines of text ourselves. (which I don't mind really)
Still can't wait to try it all out!
Just a quick little question, will there be an option to include peds in the races? Or will we just have to enter the lines of text ourselves. (which I don't mind really)
Still can't wait to try it all out!
<---- 1970 Plymouth Superbird (Richard Petty Replica) at Brooklands.
- Toshiba-3
- BRender Actor
- Posts: 5516
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DD22C2TC
It's already been quite a while since you started this mod and you're still kicking!
Nice to see such a project progressing steadily and in a very inspiring way.
I must still finish the menus hacking, remind me next week!
Nice to see such a project progressing steadily and in a very inspiring way.
I must still finish the menus hacking, remind me next week!
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
- Contact:
DD22C2TC
[quote]Just a quick little question, will there be an option to include peds in the races? Or will we just have to enter the lines of text ourselves.[/quote]
Peds will be totally removed from the c2 installation. Peds do not belong in a destruction derby environment, and since I want to strip the c2 install as much as possible, they are gone.
If you really want to have peds, which I still think is weird, you might copy all content of the mod over a clean install of the game. Then manual editing of the track txt files will give you peds.
Peds will be totally removed from the c2 installation. Peds do not belong in a destruction derby environment, and since I want to strip the c2 install as much as possible, they are gone.
If you really want to have peds, which I still think is weird, you might copy all content of the mod over a clean install of the game. Then manual editing of the track txt files will give you peds.
- Razor
- Stomping-on-Kittens
- Posts: 3431
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DD22C2TC
Very sexy, Harm.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
- Contact:
DD22C2TC
Black Sail valley done!
http://www.youtube.com/watch?v=Hk98chK3Tlg
another movie for you guys. Two more tracks to go now, the Cross Country Raceway will be an easy one, and after that the final one, the SCA motorway.
http://www.youtube.com/watch?v=Hk98chK3Tlg
another movie for you guys. Two more tracks to go now, the Cross Country Raceway will be an easy one, and after that the final one, the SCA motorway.
DD22C2TC
Omg! Looks great! :)
See the physics have gotten an upgrade aswell, it seems balanced now. It's a challenge to drive, but yet - fun and fast enough to send the cars flying.
Just two more tracks before this baby is out... can't wait!
One thing tho, the time limit. Are there some way to remove this instead og bringing up the cheat meny? Would suck to have a time limit to be honest :D
See the physics have gotten an upgrade aswell, it seems balanced now. It's a challenge to drive, but yet - fun and fast enough to send the cars flying.
Just two more tracks before this baby is out... can't wait!
One thing tho, the time limit. Are there some way to remove this instead og bringing up the cheat meny? Would suck to have a time limit to be honest :D
- Razor
- Stomping-on-Kittens
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DD22C2TC
Great work, Harm, you remember what to do after it's all finished? ;)
Re: Time Limits - The time limits could just be set to 99:00, I guess.
Re: Time Limits - The time limits could just be set to 99:00, I guess.
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
- Contact:
DD22C2TC
Hey guys, thanx for the replies. I also cannot wait to get this thing finished, also for the sake of being able to start other projects. :) But we are getting closer and closer.
the time limit will not be an issue. I will find a way to get rid of it somehow I suppose. There still are some other issues left though, which I am not sure I can fix...
The bowl tracks for example use specific starting points for the opponents. However, the player's car will always start in the default starting grid, which keeps the count of the amount of players. Because the player is randomly placed within this grid, you sometimes end up outside the arena bowls, and sometimes all the way at the other end. I've tried finding the grid settings, but cannot find them and I cannot seem to place the player outside the default grid either. I hope this is fixable, but I'm having my doubts.
Other issue is the blue boxes in the top part of the hud. It's a minor issue, not gameplay related, but it would still be nice to get rid of...
the time limit will not be an issue. I will find a way to get rid of it somehow I suppose. There still are some other issues left though, which I am not sure I can fix...
The bowl tracks for example use specific starting points for the opponents. However, the player's car will always start in the default starting grid, which keeps the count of the amount of players. Because the player is randomly placed within this grid, you sometimes end up outside the arena bowls, and sometimes all the way at the other end. I've tried finding the grid settings, but cannot find them and I cannot seem to place the player outside the default grid either. I hope this is fixable, but I'm having my doubts.
Other issue is the blue boxes in the top part of the hud. It's a minor issue, not gameplay related, but it would still be nice to get rid of...
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
- Location: Den Haag, Holland
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DD22C2TC
Today I tested the net play functionality of the Mod and I was pleased to discover that it played flawlessly at first try! :)
This means LAN-play WILL be available for the mod! And, if we manage to improve net-play speed, we might even play over the net? Hell yeah
just want to point out a little nice detail for you folks, notice the little custom car icons? :p
This means LAN-play WILL be available for the mod! And, if we manage to improve net-play speed, we might even play over the net? Hell yeah
just want to point out a little nice detail for you folks, notice the little custom car icons? :p
Last edited by Harmalarm on Thu Mar 07, 2013 8:23 am, edited 1 time in total.
- Harmalarm
- road raged psycho
- Posts: 1302
- Joined: Tue May 13, 2008 3:56 am
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DD22C2TC
[quote=Dudleif]Omg that is great!! Let's hope it's good enough to play on internet by hamachi and such :D Please, post a video of the LAN session or something, want to look how it flows over the net :)[/quote]
it was Lan play. Internet play will work the same way as the original game will, meaning you will need a fast connection speed to prevent lagg and out of sync.
it was Lan play. Internet play will work the same way as the original game will, meaning you will need a fast connection speed to prevent lagg and out of sync.
- Razor
- Stomping-on-Kittens
- Posts: 3431
- Joined: Sat Dec 01, 2007 6:38 pm
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- Contact:
DD22C2TC
[quote=Harmalarm][quote=Dudleif]Omg that is great!! Let's hope it's good enough to play on internet by hamachi and such :D Please, post a video of the LAN session or something, want to look how it flows over the net :)[/quote]
it was Lan play. Internet play will work the same way as the original game will, meaning you will need a fast connection speed to prevent lagg and out of sync.[/quote]
TTR. :)
it was Lan play. Internet play will work the same way as the original game will, meaning you will need a fast connection speed to prevent lagg and out of sync.[/quote]
TTR. :)
[ Razor @ Carmageddon Webmasters Alliance Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
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