Dear returning Carmageddon fans Image

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 79 matches

by jeff_1amstudios
Fri Dec 14, 2018 11:11 pm
Forum: General Carmageddon and Rant Forum
Topic: THQ Nordic buys the Carmageddon IP
Replies: 9
Views: 6703

Re: THQ Nordic buys the Carmageddon IP

Wow, I don't believe it :(

Thanks for the background info @toshiba, keep it coming
by jeff_1amstudios
Wed Dec 03, 2014 7:48 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 7
Views: 52

Carmageddon 1 debugging symbols dumped!

Wow, he was quick! I wrote the original blog post and posted to reddit before deciding to post here aswell!
by jeff_1amstudios
Wed Dec 03, 2014 7:45 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 7
Views: 52

Carmageddon 1 debugging symbols dumped!

<blockquote><div><cite>Breakin'Benny wrote:</cite>Wow, interesting find! Also, where were you for two years? OpenC1 sure hasn't gotten any development since January, we considered it "discontinued on Carmageddon Wiki.</div></blockquote>Apart from getting married, moving from New Zealand to San Franc...
by jeff_1amstudios
Wed Dec 03, 2014 2:46 am
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 15
Views: 5443

Re: Carmageddon 1 debugging symbols dumped!

Over on the reddit discussion page, there is the guy who originally build the BRender engine. Head on over and ask him questions while we've got his attention! Toshiba - I'm sure you have some questions that could stump him :) https://www.reddit.com/r/gamedev/comments/2o2bh2/17_year_old_carmageddon_...
by jeff_1amstudios
Tue Dec 02, 2014 11:56 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 15
Views: 5443

Re: Carmageddon 1 debugging symbols dumped!

Yeah, back when I was fully into OpenC1, I talked to Tosh a lot and looked at all the cool stuff on RR :) I have tried all the executables on RR, but if you want to zip up all the random executables you have and post them, I'm happy to give them a try :)
by jeff_1amstudios
Tue Dec 02, 2014 10:59 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 15
Views: 5443

Re: Carmageddon 1 debugging symbols dumped!

Ah cool! I googled it but nothing came up except torrent links to Splat Pack! Some of the function names are really funny :)
by jeff_1amstudios
Tue Dec 02, 2014 9:35 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 7
Views: 52

Carmageddon 1 debugging symbols dumped!

In the Carmageddon Splat Pack folder, there is a file called ‘DETHRSC.SYM’, last modified 13th November 1997.<br/><br/>It has sat there, un-noticed and un-loved for the last 17 years, ignored by the internet....<br/><br/>More info - <a href="http://1amstudios.com/2014/12/02/carma1-symbols-dumped/" r...
by jeff_1amstudios
Tue Dec 02, 2014 9:28 pm
Forum: Carmageddon and The Splat Pack
Topic: Hard to wreck Addon vehicles
Replies: 3
Views: 60

Hard to wreck Addon vehicles

We know enough of the format of the crush data that you *could* add crushing to an addon car, but it would be time consuming without a tool to help

Crush data description
by jeff_1amstudios
Tue Dec 02, 2014 8:46 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 debugging symbols dumped!
Replies: 15
Views: 5443

Carmageddon 1 debugging symbols dumped!

In the Carmageddon Splat Pack folder, there is a file called ‘DETHRSC.SYM’, last modified 13th November 1997.

It has sat there, un-noticed and un-loved for the last 17 years, ignored by the internet...

http://1amstudios.com/2014/12/02/carma1-symbols-dumped/

Enjoy!
by jeff_1amstudios
Fri Nov 02, 2012 11:18 pm
Forum: Carmageddon and The Splat Pack
Topic: PSX 2 C1 cars
Replies: 26
Views: 10526

Re: PSX 2 C1 cars

Yeah - the child vertices usually are a circle around the main vertex. In OpenC1, the distance value is used as a divisor on the amount to move in a collision. I did have a debugging mode in OpenC1 where it would show the main crush vertex and its children and you could cycle through them... I wish ...
by jeff_1amstudios
Wed Oct 31, 2012 8:13 pm
Forum: Carmageddon and The Splat Pack
Topic: PSX 2 C1 cars
Replies: 26
Views: 10526

Re: PSX 2 C1 cars

C1 crush damage you say... http://www.toxic-ragers.co.uk/news/2011/08/its-just-a-little-crush/ I've already figured out what most of the Crush Data means. Theres a parser in OpenC1 where it is implemented. File format specs are here: http://blog.1amstudios.com/2010/05/since-there-have-been-several-...
by jeff_1amstudios
Thu Oct 14, 2010 1:06 am
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<t>Yep - im working on it tonight and tomorrow night for beta release on saturday (NZ time).<br/> <br/> Right now theres a bit of work supporting the demo - many data files are slightly different, and the water obviously wasnt implemented fully in the demo, because in the demo map, the water around ...
by jeff_1amstudios
Fri Sep 10, 2010 1:13 am
Forum: Carmageddon and The Splat Pack
Topic: C1 beta stuff
Replies: 13
Views: 6185

C1 beta stuff

You dont say :) When I looked at it in OpenCarma, it had exactly the same problem - all the houses were missing textures (apart from some small window/door textures.

I havent looked at why they failed to load - but now im interested to see why!
by jeff_1amstudios
Tue Sep 07, 2010 10:19 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

Also I've had (yet another) pass at the physics. In the last video there was too much sliding - as though the cars were on ice compared to the original. I've toned it down quite a bit from there
by jeff_1amstudios
Tue Sep 07, 2010 10:17 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<t>@tosh - we were talking about your Borgnine a while ago and how it was using a textureless Yellow simpmat. I finally downloaded it (and a bunch of other custom cars!) yesterday and I cant see any reference to a Mxx.DAT simpmat in the model or actor. When you fixed it for Glide mode, did you repla...
by jeff_1amstudios
Tue Sep 07, 2010 5:25 am
Forum: Carmageddon and The Splat Pack
Topic: Half-dozen new C1 items
Replies: 18
Views: 7508

Half-dozen new C1 items

damn econobrick those pontiac cockpits look awesome - i'm going to have to see what they look like in OpenCarma :)
by jeff_1amstudios
Tue Sep 07, 2010 4:08 am
Forum: Carmageddon and The Splat Pack
Topic: The shadetabs (TAB files)
Replies: 1
Views: 1459

The shadetabs (TAB files)

Awesome work! No - you're probably the first to figure that out. :)
by jeff_1amstudios
Tue Sep 07, 2010 4:07 am
Forum: Carmageddon and The Splat Pack
Topic: C1 beta stuff
Replies: 13
Views: 6185

C1 beta stuff

Thats really cool!! :) I always wondered about the suburbs.txt track but never got around to trying to get it working.

I'm interested - what did you do to the files in the package to make them work? The files I had already were all slightly different sizes.
by jeff_1amstudios
Wed Jun 30, 2010 8:51 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon XNA remake update (video)
Replies: 13
Views: 6089

Carmageddon XNA remake update (video)

I've been working hard on my Carmageddon 1 remake and have just released a new video showing off some of the latest bits! Enjoy :)

http://www.youtube.com/v/qyF-GhPEY2A&hl=en_US&fs=1
by jeff_1amstudios
Sun May 02, 2010 5:03 pm
Forum: Carmageddon and The Splat Pack
Topic: C1 crush data explained
Replies: 4
Views: 2638

Re: C1 crush data explained

<t>Yeah - its definitely not something you'd want to generate by hand. The format is so nasty it has to have been created by an internal tool stainless used. It possible for me to create a similar too to make it easier - unfortunately I dont think its really possible to auto-magically generate crush...
by jeff_1amstudios
Sun May 02, 2010 3:53 pm
Forum: Carmageddon and The Splat Pack
Topic: C1 crush data explained
Replies: 4
Views: 2638

C1 crush data explained

Hi,

I've reverse engineered the C1 crush data enough for it to be possible to create custom crush data for addon cars.

Heres the file format: http://blog.1amstudios.com

Enjoy :smile:
by jeff_1amstudios
Mon Mar 15, 2010 4:21 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

yep, I reckon so - I registered http://www.opencarmageddon.com the other day! It just points to my blog at the moment. I dont think they do attack each other in C1 - they crash into each other a lot but always to get to the next node or the player. Could probably add it once I've got player attack m...
by jeff_1amstudios
Sun Mar 14, 2010 11:51 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<r>Cool, thanks for the details, I'll check them out. I've uploaded a new video showing first cut of the opponents system. My girlfriend was away for the weekend so I spent about 30 hours on it saturday and sunday, made the video sunday night then went to sleep :)<br/> <br/> <URL url="http://blog.1a...
by jeff_1amstudios
Sun Mar 14, 2010 10:21 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

Definitely, it was one of the annoying things about the original game :smile:
by jeff_1amstudios
Sun Mar 14, 2010 6:57 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

<r>hey guys. I've uploaded a new video showing the first cut of the opponents system. I spent about 30 hours on it in the weekend, made the video sunday night then went to sleep <E>:smile:</E><br/> <br/> yep, the lighting will be totally optional (none, track-only, cars-and-track). I agree, some of ...
by jeff_1amstudios
Mon Mar 01, 2010 7:07 am
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

I've been working on implementing special volumes and getting some simple lighting into my c1 engine.

The latest screenshots showing the lighting on/off are pretty cool :smile:

http://blog.1amstudios.com

Multiplayer - that would be awesome! Its still a bit down the track though.
by jeff_1amstudios
Wed Feb 10, 2010 3:23 am
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<t>hey,<br/> <br/> what I mean is lines like this:<br/> a,4,152,TACHO.PIX,31,179,0,21,215,0,-4<br/> <br/> a=analog, then x,y, then texture, then i guess some kind of scaling of the rotation and dimensions etc. Its definitely figure-outable, but I'd rather spend the time on checkpoints, specvols etc ...
by jeff_1amstudios
Sun Feb 07, 2010 8:05 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

Some new screenshots of material modifiers and cockpit views on http://blog.1amstudios.com
by jeff_1amstudios
Sun Feb 07, 2010 3:08 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

I've put some new screenshots of material modifiers and cockpit views on http://blog.1amstudios.com
by jeff_1amstudios
Tue Feb 02, 2010 5:35 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

mmm, damage models :smile: I spent a few solid days last year trying to understand how the damage model was stored in the car.txt files. This is what I've found I think its going to be possible, but difficult. But thats part of why carmageddon is so fun, so I'd love to be able to implement it :smile...
by jeff_1amstudios
Thu Jan 28, 2010 1:35 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Re: Carmageddon 1 remake in XNA

Thanks for the feedback :smile: Its been a lot of work but fun digging into how everything works. CoffeyCup, awesome, I remember using your skins when I was playing C1 a long time ago! Yep, the plan is to keep the sprite pedestrians, at least in the first version.
by jeff_1amstudios
Wed Jan 27, 2010 9:48 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 remake in XNA
Replies: 34
Views: 12071

Carmageddon 1 remake in XNA

I'm remaking Carmageddon 1 using XNA! (XNA is a wrapper over DirectX for managed code). I'm about 6 months into the project now, and have been posting updates on my blog and at Toshiba's forum , but probably most of you here haven't heard of it. I've got vehicles (using PhysX), tracks, groove/funk a...
by jeff_1amstudios
Sun Jan 17, 2010 10:56 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

Just uploaded a new video showing updated physics, breakable objects, audio, race countdown animations etc :)

http://blog.1amstudios.com/
by jeff_1amstudios
Thu Jan 07, 2010 3:15 am
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<t>hey,<br/> <br/> you should be able to post comments - you just need to choose a supported account from the 'Comment as' list.<br/> <br/> I've got audio going for car engines and collisions. And I've added sparks and vehicle bits particles when hitting walls etc. The camera also swings around to f...
by jeff_1amstudios
Sun Dec 13, 2009 7:51 pm
Forum: Carmageddon and The Splat Pack
Topic: Carmageddon 1 XNA / OpenC1
Replies: 168
Views: 120103

Carmageddon 1 XNA / OpenC1

<r>great video, thanks :) Yeah he says 'when you type in the.. uh.. master cheat code' ...<br/> <br/> i've started posting carmaXNA progress to my blog, but will post here too whenever I make an update. <br/> <br/> <URL url="http://blog.1amstudios.com"><s>[url=http://blog.1amstudios.com]</s>http://b...