matt on Sat Mar 15, 2014 12:45 am
Man, it's been great jumping back in, even in the pre-alpha state.
We need to start a dissection thread too IMO, but the sake of getting the ball rolling, has anyone else noticed that the ZAD assets are simply zip compressed archives with index files? You can extract them with 7Zip et al. I haven't managed to get it to load with amended files yet though (but I haven't have time to try too hard yet). I have noticed that if you extract and rename only the pre-extension part of the ZAD filename, the game still loads it (it must index and parse every ZAD file in the dir), so you've got to rename the extension, but at the moment it just causes the game launch to bug out. I wonder if it's as straight forward as just not having the extracted structure in the right dir.
Other notes, you can force anti aliasing by manually editing config.lua, and it does make a difference (not all the settings in this file do, some get reset by the game too). I encourage everyone to play with these and see what you can find to performance on your particular systems (wont make the underlying code any more efficient but might make the game more playable/fun in the mean time):
No AA:

With AA:

Also, it would be nice if we could work out how to enable to inbuilt debug mode (cheat mode). If only so we can find ever more inventive ways of stretching the game to breaking :) cheat_config.hidden.text
I approve of the new lua schematic breakdown for the vehicle structures too, human readable and easily programmable.
I tried a couple of (admittedly weak) hatchet job tweaks to see if the we can get APC playable, but given that I can't get my recompressed archives to load yet either, it's not been possible. That's only a couple of hours in anyway, it's been a long day today.
Anyone else found anything interesting yet?
** Espyo just pointed out this (hadn't come across it yet against the volume of noise over there:
http://www.carmageddon.com/forum/topic/26453 ** will have a read through in the morning, it's late now.