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This was asked on one of the earlier streams, and it's a bug that should be fixed in the final release.haaz wrote:I am not on the right time zone to assist these sessions, so could someone ask on the next stream if the peds "hidden in the wall" on the Magnuchem maps are going to stay in the final release or be moved in a place that can be reached normally?
it arouses such a bittersweet, almost heartbreaking fondness.
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- YautjaLord
- speed freak
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- '80s Time Warp
- Road Warrior
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- In the final release, will players be able to set Opponent APO in Freeplay to match the APO of the players car, as opposed to it being set to the maximum level that is unlocked?
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- Mad_Maxine
- Pink
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But still can anybody give any idea on how carmodgeddon is going to work? I still cant picture what anybody means,
I at the moment see it as some kind of data extractor kinda thing, like.. a mod loader.
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- hit n run
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.. Meaning RWD .. ?Epitaph wrote:... 2-wheeled Tech...
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As explained 2 pages ago, 2-wheeled tech means 2 wheels, as in bikes, possibly as in segways.Bonus for artistic impression wrote:Epitaph wrote:... 2-wheeled Tech..... Meaning RWD .. ?
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it arouses such a bittersweet, almost heartbreaking fondness.
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Level UI Assets - Will the UI assets for levels be moved to the level's folder? Having the car's UI assets in the car's folder has been a lot easier to work with so being able to have level's map images, loading images, race preview images, etc. in the level's folder would be very useful.
Scrolling Textures On Cars - There are two CDamageParameter functions in Structure.xml, Add_PostIK_NamedScrollMaterialInV and Add_PostIK_NamedScrollMaterialInU, which look like they should be used to scroll textures based on animation controllers like "WHEEL_SPEED_OVER_TIME", "STEERING", "ENGINE_RPM", etc. but I can not seem to get it to work, despite having what looks like the correct parameters (String/Controller, Scalar/Amount, String/Material). Does it actually work yet or is it a place holder for future development?
Trent wrote:Someone asked about custom gamemodes in CarMODgeddon during the stream and Nobby said to ask about it here, so I figured I would just post a load of CarMODgeddon questions/feature requests:Custom Game Modes - Will custom game modes be supported?
Uncompiled Scripts - Will the uncompiled scripts be released with CarMODgeddon as Nobby original suggested when asked ages ago?
Custom Engine Sonuds - Will the game support custom FMOD .FEV files to be loaded for custom engine sounds, or even plain audio files to be used for engine sounds if custom .FEV files aren't an option?
Custom Shader DB files - As the shaders are all compiled into a single Shader_DB.DB file now, will there be support for custom Shader DB's to be loaded rather than having to edit the main one and potentially screw up the main game?
Shader Header Files - Are there any plans for releasing the shader header files to ease the creation of custom shaders? Or a tool for compiling shader bytecode from the material scripts, e.g. have all the relevant shader includes and such in an EXE similar to the way the game used to compile the shaders at runtime?
Levels Being Loaded When Not In Career Playlist - Currently levels are only loaded when they are in the Career playlist and need to be unlocked. Will it support files not in the Career playlist and will levels have a setting like cars have to force them to be unlocked automatically?
Custom Career Playlists - Will CarMODgeddon support multiple custom Career Playlists? e.g. so you could choose a Carma1 career, a Carma 2 playlist, Banger Racing playlist, etc.? If yes, what about defining which cars appear as opponents and which are playable in those custom careers?
Custom Text.xml files - Will the game support custom Text.xml files so modders can add names, driver bios and other text to their cars and levels without editing the main Text.xml file?
Car Joint Chains - Currently hinged joints in the cars Structure.xml files are positioned absolutely in car space, they are unaffected by the positions of the parent objects, so it's impossible to have, for example, a digger with an arm which is hinged with a hinged bucket on the end. Are there any plans to support hierarchy of hinges? Such hinge hierarchies are supported in Accessories which is how the Mutant Tail Thing is done, but not in car Structure.xml files.
Mixed ZAD/Unpacked - Currently the game only supports either using content packed in ZAD files or entirely extracted, it would be very handy to allow the game to use partially unpacked data, so you don't have to unpack the many gigs of the game's data but can work on mods without having to pack them up.
Rim/Skins - Currently all the extra Rims & Skins for cars are defined in a single file, it would be very handy to support additional ones without editing that file, so multiple people can make skins and rims for the same car without overriding each other.I think that's all for now, if I can think of any other suggestions or questions, I'll add some more.
- '80s Time Warp
- Road Warrior
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I originally thought this was used by Electric Blue for the Coils, but on closer inspection it turns out the animation is defined in the Materials MT2 instead.Trent wrote:
Scrolling Textures On Cars - There are two CDamageParameter functions in Structure.xml, Add_PostIK_NamedScrollMaterialInV and Add_PostIK_NamedScrollMaterialInU, which look like they should be used to scroll textures based on animation controllers like "WHEEL_SPEED_OVER_TIME", "STEERING", "ENGINE_RPM", etc. but I can not seem to get it to work, despite having what looks like the correct parameters (String/Controller, Scalar/Amount, String/Material). Does it actually work yet or is it a place holder for future development?
I wonder if this is/was considered as a possible method of track animation, albeit an old-fashioned way of doing so.
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Yeah it's not used in any existing car. Scrollable materials controlled in the structure.xml was a feature I requested waaaay back and the function was added around update 3 or 4 of the pre-alpha I think so I was pretty pleased to see it while I was mining the EXE for info, though I never actually tried to use it until now. I'm pretty sure I've got the settings correct, using a different number of parameters or using numbers instead strings, etc. throws errors, it also throws an error if the material can not be found in the object so it's atleast doing something. Maybe it has different controller strings than the other animation settings? Or maybe it needs specific MT2 settings?'80s Time Warp wrote:I originally thought this was used by Electric Blue for the Coils, but on closer inspection it turns out the animation is defined in the Materials MT2 instead.I wonder if this is/was considered as a possible method of track animation, albeit an old-fashioned way of doing so.
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- LordToastALot
- speed freak
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Even after hearing it non-stop (it is the same sample again and again) for, let's say, 45 minutes, 2 hours...?LordToastALot wrote:No, I like the trapped peds screaming. It's a nice touch.
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Screaming peds running in panic in front of your car - YES.Sa1cor wrote:I would actually prefer more screaming in other maps as well. It's is what makes the city somewhat more alive and immersive to me.
Ambient screaming in a short, repeating loop - please, no.
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Screaming peds running in panic in front of your car - YES.Ambient screaming in a short, repeating loop - please, no.
At first that was my opinion as well. But when you kill most of the peds it starts getting a bit lonely.
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Sound Event Scripts - Currently it seems only specific LOL scripts from the audio folder, will it be possible to have an optional sound script for each car? If we want to add a reversing sound like Plow has or custom horn sounds we currently need to edit the sounds_vehicles.lol script to add new sound events, which obviously is not good if multiple mod makers want to add their own sound events to cars.
Trent wrote:Level UI Assets - Will the UI assets for levels be moved to the level's folder? Having the car's UI assets in the car's folder has been a lot easier to work with so being able to have level's map images, loading images, race preview images, etc. in the level's folder would be very useful.
Scrolling Textures On Cars - There are two CDamageParameter functions in Structure.xml, Add_PostIK_NamedScrollMaterialInV and Add_PostIK_NamedScrollMaterialInU, which look like they should be used to scroll textures based on animation controllers like "WHEEL_SPEED_OVER_TIME", "STEERING", "ENGINE_RPM", etc. but I can not seem to get it to work, despite having what looks like the correct parameters (String/Controller, Scalar/Amount, String/Material). Does it actually work yet or is it a place holder for future development?
Custom Game Modes - Will custom game modes be supported?
Uncompiled Scripts - Will the uncompiled scripts be released with CarMODgeddon as Nobby original suggested when asked ages ago?
Custom Engine Sonuds - Will the game support custom FMOD .FEV files to be loaded for custom engine sounds, or even plain audio files to be used for engine sounds if custom .FEV files aren't an option?
Custom Shader DB files - As the shaders are all compiled into a single Shader_DB.DB file now, will there be support for custom Shader DB's to be loaded rather than having to edit the main one and potentially screw up the main game?
Shader Header Files - Are there any plans for releasing the shader header files to ease the creation of custom shaders? Or a tool for compiling shader bytecode from the material scripts, e.g. have all the relevant shader includes and such in an EXE similar to the way the game used to compile the shaders at runtime?
Levels Being Loaded When Not In Career Playlist - Currently levels are only loaded when they are in the Career playlist and need to be unlocked. Will it support files not in the Career playlist and will levels have a setting like cars have to force them to be unlocked automatically?
Custom Career Playlists - Will CarMODgeddon support multiple custom Career Playlists? e.g. so you could choose a Carma1 career, a Carma 2 playlist, Banger Racing playlist, etc.? If yes, what about defining which cars appear as opponents and which are playable in those custom careers?
Custom Text.xml files - Will the game support custom Text.xml files so modders can add names, driver bios and other text to their cars and levels without editing the main Text.xml file?
Car Joint Chains - Currently hinged joints in the cars Structure.xml files are positioned absolutely in car space, they are unaffected by the positions of the parent objects, so it's impossible to have, for example, a digger with an arm which is hinged with a hinged bucket on the end. Are there any plans to support hierarchy of hinges? Such hinge hierarchies are supported in Accessories which is how the Mutant Tail Thing is done, but not in car Structure.xml files.
Mixed ZAD/Unpacked - Currently the game only supports either using content packed in ZAD files or entirely extracted, it would be very handy to allow the game to use partially unpacked data, so you don't have to unpack the many gigs of the game's data but can work on mods without having to pack them up.
Rim/Skins - Currently all the extra Rims & Skins for cars are defined in a single file, it would be very handy to support additional ones without editing that file, so multiple people can make skins and rims for the same car without overriding each other.
- TwIsTeDMiNd
- speed freak
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A couple of ideas for the next game or a big snow DLC package that would include C1 snow map as well as new mp modes inspired by features described below:
- A powerup that put peds inside ice blocks, so we can slide them around like disks on air hockey table and broke the blocks (and peds) against a wall...and splusssh, blood all over floor and walls! *hints hints* idea for a mp mode*
Sidenote...an idea for a multiplayer mode: spawning powerups in ice blocks for one minute. During this time, everyone is fighting to drag these powerups around trying to squeeze all them in a corner. Hitting them hard enough would make them break, but all their ice would break anyway after a given time (these pups would be very useful...like opponent repulsificator, etc). Then everyone would use them until it's timeout and the next powerup chase start. Of course, this would occur in a hockey arena or something. Turning opponents into snowballs down a skying slope is an interesting idea too. What about skying and skating peds?
- Another anvil launcher but which launches chain shots instead of cannonballs.
- A powerup that put...peds on breakable stilts walking around. Kind of a funny and detrimental pup at the same as it would be harder to reach and kill peds...more challenging if you get such a powerup especially when running out of time.
- Peds freeze ray which turns peds frozen/icy and then we can broke the ice when running them over. Breaking frozen icy cars would be nice too but hard too implement I think when they would turn back to their normal states.
- Object repulsificator should throw mines away...would be useful when you can't get to that powerup because mines surrounding it are too close from each other.
I think that's all for now. Thanks for listening!
- '80s Time Warp
- Road Warrior
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- In the final release, will players be able to set Opponent APO in Freeplay to match the APO of the players car, as opposed to it being set to the maximum level that is unlocked?
This would make balancing Custom Cars against default cars considerably easier.
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- CzechDeath
- kill boss
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Anyway, today's Question for Nobby to Remember to Ask Later™: Is the football team sign logo based off of Sonic the Hedgehog 2?
- YautjaLord
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- TwIsTeDMiNd
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How could it be more clear than this? Nope Yautja, King Merc, Project X & Suppressor will not make their way in for final release. nobby said it over and over again. These will come later. Sorry to disappoint you :|Epitaph wrote:YautjaLord wrote:Epitaph wrote:Some great news in the last stream!- Batwick is working on Tracked Vehicle tech
- He's also continuing the work on car splitting.
- Finally he's also working on 6-wheeled ad 2-wheeled Tech. This is PURE FUCKING AWESOME news! I didn't know 2-wheeled vehicles were planned!Now these are some awesome fuckin' news, hope that tech will be in when 23 April comes-a-knockin'. Two wheeled vehicle - halfed Spack Chariot?
Nope, sorry Yautja, none of those will be on Gold Release. Team is mostly conncentrating in Crushing Bugs and improving performance. :D
11 days left! OMG
- YautjaLord
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I'll have to sit through the entire stream again - i haven't heard neither nobster or Shane sayin' this or maybe my hearing betrays me (highly fuckin' unlikely :)) And for fuck's sake - i asked this question when they said April 23rd is the Final Release date. lolTwIsTeDMiNd wrote:How could it be more clear than this? Nope Yautja, King Merc, Project X & Suppressor will not make their way in for final release. nobby said it over and over again. These will come later. Sorry to disappoint you :|
- TwIsTeDMiNd
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Once again, apologies for the delay - we hope to be able to update you further on the situation early next week.
- Doctor Fraggington
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- TwIsTeDMiNd
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Yeah, the collision bug that happened during the stream was nasty. He flew through the rotating bridge and pickups stopped working and peds couldn't be hit.shane wrote:Hey guys. For those that watched our Twitch on Wednesday you'll know we had hoped to get a new update out to you today. Unfortunately we've had two issues that have forced us to delay this update
- CzechDeath
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WE'LL HAVE A NEW UPDATE SOOON
http://www.carmageddon.com/news/final-update
P.S. Was kidding. of COURSE we ALSO care about the TWITCH!!!
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