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C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
Obviously the content would be a no-no, but being the budding hobbyist developer I am, as I'm sure many others are, it would be very interesting to have a poke around the old games' intestines and fiddle with them to create a frankenstein style fan update, get more of a grasp on some of the more obscure data formats and try hooking up updated renderers, modern networking and so on to breath new life in to these old classics?
Is it at all on the cards now you guys own the franchise and rights again, or would there be issues with them being based on the BRender engine?
C1 or 2 Open Source Possibilities?
As far as file formats go I think we have that licked. I've got a semi-working Plaything2 replacement coded (allows import, export, all that jazz) and HarmAlarm has an incredible (or so I've heard) MaxScript that can read and write the various files too. I'll be covering the files used by C2 in my "Let's Get Technical" post on www.toxic-ragers.co.uk once I finish pulling apart TDR2000.
So, inadvertant self-promotion aside, give me the source! GIVE IT TO MEEEEE!
-Errol
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C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
It's more of a desire to get a piece of history than want a remake, if you get what I mean. I'd love to see how the originals were put together, see what tricks and hacks they used to get it working the way it was and bugger about with it like that.
- Harmalarm
- road raged psycho
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C1 or 2 Open Source Possibilities?
I am working on an export script for 3ds max, which will enable us to export all our models directly to game-ready format. Also I created some, and will create a lot of text file helpers, that will output text chunks suitable for the 'paperwork' of track and car setup.Errol wrote:and HarmAlarm has an incredible (or so I've heard) MaxScript that can read and write the various files too.
so it's there, it's just not finished yet ;)
- C2 Scientist
- jaywalker
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C1 or 2 Open Source Possibilities?
Sounds great. Actually, even better considering that I know you're well aware of both Ase2Asc and Dan's noncar tool, meaning that perhaps I can reasonably assume it could replace both of those, plus do some more? ;)I am working on an export script for 3ds max, which will enable us to export all our models directly to game-ready format. Also I created some, and will create a lot of text file helpers, that will output text chunks suitable for the 'paperwork' of track and car setup.
And if it just so happens that you still need more ideas, I'm pretty sure I could always come up with something... :P
- Harmalarm
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C1 or 2 Open Source Possibilities?
What the script basically does is look for a group. Within this group you will have to place the noncars as instances. The script will take the position, rotation and scale of these noncars and will create a proper ACT file, and it will also export just 1 model to use as instance. The name of the group, will be the name of the noncar, and will count upwards from 0000 to 0001, 0002 etc.
It can do it all at once, track + noncars + other actor heirarchy tricks ;)
I am trying to also put the material in the ACT file, so we can use different materials on the same noncar. Also a fun fact is that we can now also rotate noncars in x and z axis, which Dan's noncartool couldn't do if I am not mistaken ;)
As soon as the script is in a release ready beta stage, I will write a proper tutorial to go with it.
C1 or 2 Open Source Possibilities?
- Razor
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C1 or 2 Open Source Possibilities?
Mr. Errol Errolson's Digga brings you one huge step closer.TheCoach wrote:Granting the community the ability to complete that game will give you community points and some very good publicity.
To download the BETA Mod and more information on my other work, visit me @ https://razor.cwaboard.co.uk
C1 or 2 Open Source Possibilities?
http://www.toxic-ragers.co.uk/news/2000/02/competition/
No-one did though.
-Errol
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C1 or 2 Open Source Possibilities?
ok... that Digga is actually from Clutch, but it's got Ron Dumpster behind the wheel uh!
C1 or 2 Open Source Possibilities?
That's pretty damn awesome. Can't wait for the beta release, I might give track and/or car making a go again using it. Every time I've tried so far I've always got frustrated with the amount of ping-ponging between the various tools and Plaything crashing so never finished anything. If I can set up most of it in Max and export it directly then that will save a lot of the headaches I was running in to :DHarmalarm wrote:Yup! I currently have a proper noncar export function.What the script basically does is look for a group. Within this group you will have to place the noncars as instances. The script will take the position, rotation and scale of these noncars and will create a proper ACT file, and it will also export just 1 model to use as instance. The name of the group, will be the name of the noncar, and will count upwards from 0000 to 0001, 0002 etc.
It can do it all at once, track + noncars + other actor heirarchy tricks ;)
I am trying to also put the material in the ACT file, so we can use different materials on the same noncar. Also a fun fact is that we can now also rotate noncars in x and z axis, which Dan's noncartool couldn't do if I am not mistaken ;)
As soon as the script is in a release ready beta stage, I will write a proper tutorial to go with it.
C1 or 2 Open Source Possibilities?
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C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
-Errol
- AdamtheClown
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C1 or 2 Open Source Possibilities?
Sadly, thats true. And I love how car games nowadays have NO car damage, but a 12 year old game has the best deformation around... :PErrol wrote:I'd assume it's the physics and car deformation code they won't want to release. Even now, 12 years on, it's still the best out there.-Errol
C1 or 2 Open Source Possibilities?
No excuse for the Burnout series though. The games are great but the crashes feel very pre-calculated.
- AdamtheClown
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C1 or 2 Open Source Possibilities?
The only car games that I've played that has actual damage is GTA IV, Burnout (but like Swiss said, it seems pre-calculated), FlatOut 1 & 2, MotorStorm, and of course, Carmageddon games (specially II).
C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
Carmageddon's system isn't great because it's realistic, it's great because of how dynamic it is and how far ahead of its time it was. These days any developer can just hook in Havoc or PhysX and get a fully featured physics which supports most of the features Carmaggedon used, probably only missing the dynamic mesh splitting.
As much I love Carmageddon and enjoy it's very arcadey physics, I can't say it's the best representation of car physics around, It was back then, but it's since been eclipsed. In fact it's actually very unrealistic when you compare it to what guys like Turn 10 and Codemasters are doing with their respective games these days.
On the open source front, I thought BRender was owned by Argonaut who shut its doors in 2004? I'm finding it difficult finding how bought them out, but I can't find any mention of Synopsys buying the licensing rights to the engine. Where'd you hear about that, Errol?
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C1 or 2 Open Source Possibilities?
So yeah actually it's a bit of a wild guess but Synopsys probably has the BRender code rights now if it wasn't sold to a third party before.
C1 or 2 Open Source Possibilities?
I wonder how much value Synopsys would put on the BRender code given how old it is and that pretty much all the rendering code would be useless in trying to make a modern game. The way graphics hardware works now compared to even 2004, when I assume it was last actively developed, is so different it's not even funny. Even the top end cards of the time were barely began to touch the DX9 techniques we think of as standard.
It would be interesting to find out where exactly the rights lie and in what form without just guessing :)
- AdamtheClown
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C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
For example, watch this video on 13-15 seconds http://www.youtube.com/watch?v=CCOwpTMn08o
C1 or 2 Open Source Possibilities?
It's by far the most realistic representation of car damage of any game I've played. The cars break and fall apart in the way they actually would in real life rather than some over the top artistic interpretation of it. It's not so loose that minor hits crumple everything to hell and back, but it's not so tight that huge crashes only do minor damage. It's a very realistic amount of damage for the crashes seen in the game.
The strange behaviour you mentioned is, you know, the general physics and collision bugs as happens in every single game which tries to represent physics. It's simply impossible for games to have a 100% accurate physics system as that would be far too calculation heavy. Even Carmageddon has those same problems.
- AdamtheClown
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C1 or 2 Open Source Possibilities?
Viper Racing... Really fun game (back in the day). Last time I played that game was 2 yrs ago...
Yup, this is definantly realistic: http://www.youtube.com/watch?v=XhRDT4LmjlM&feature=related
And Rigs of Rods has some pretty awesome damage. If you crash into a pole the cars body (if it has flexbody (i think thats what it is call since I havent played in a while)) goes around the pole (you should know what I mean) and if it hits a wall it deforms pretty realistically (to an extent): http://www.youtube.com/watch?v=jHDWRtJXZy0
- silversurfernhs
- mechanic
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C1 or 2 Open Source Possibilities?
AdamtheClown wrote:I completely forgot about Viper Racing. xD
Viper Racing... Really fun game (back in the day). Last time I played that game was 2 yrs ago...Yup, this is definantly realistic: http://www.youtube.com/watch?v=XhRDT4LmjlM&feature=related
And Rigs of Rods has some pretty awesome damage. If you crash into a pole the cars body (if it has flexbody (i think thats what it is call since I havent played in a while)) goes around the pole (you should know what I mean) and if it hits a wall it deforms pretty realistically (to an extent): http://www.youtube.com/watch?v=jHDWRtJXZy0
Viper Racing was another that had a great community, although the gameplay was less dynamic. It happened to be and still is my favorite car, so i loved racing a career mode and upgrading and seeing the difference...
Wich i could get it to run though, last time i played it was a year ago, in college when it last peeked my interest. I think i VMWared it. That one should be a no brainer to Open Source... SRY back to the topic...
- C2 Scientist
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C1 or 2 Open Source Possibilities?
C1 or 2 Open Source Possibilities?
Create a topic in the competition forum? :PErrol wrote:Haha, you bastard. A skin so bad the community demanded I allow them to do better!
http://www.toxic-ragers.co.uk/news/2000/02/competition/No-one did though.
-Errol
Surely more people would respond.
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