Search found 260 matches

by Errol
Fri Apr 27, 2018 8:58 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Operation Silent Sedans: A Carma 1 Non-Car Modding Adventure
Replies: 45
Views: 13780

Re: Operation Silent Sedans: A Carma 1 Non-Car Modding Adven

I plan to convert some C2 cars to C1 in the future after I understand the basics, but am unaware of if a thread like this for such a well-covered topic would be acceptable. Would such threads be considered spam, or are they welcome because of how quiet this community is? Probably just use this thre...
by Errol
Tue Apr 24, 2018 8:40 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Crush It - A crush data generator for Carmageddon
Replies: 16
Views: 6753

Re: Crush It - A crush data generator for Carmageddon

In c you allocate a block of memory, use it and then free it. The "DAMAGE: after normal block" error occurs when memory is freed that has been written beyond the allocated amount. Or, put more simply. The game says "I want 6 bytes", the game then writes 7 bytes and then calls free(). This will throw...
by Errol
Sat Apr 14, 2018 11:43 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Crush It - A crush data generator for Carmageddon
Replies: 16
Views: 6753

Re: Crush It - A crush data generator for Carmageddon

Glad things are working well. :ssmile: I'm going to do a bit of a technical write-up on how I worked out the numbers, as well as some pseudo-code and illustrations to aid with getting this functionality into other tools. Let me know if you have any issues, I'm available through PM here, Discord, Twi...
by Errol
Fri Apr 13, 2018 8:39 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Crush It - A crush data generator for Carmageddon
Replies: 16
Views: 6753

Crush It - A crush data generator for Carmageddon

http://www.toxic-ragers.co.uk/images/misc/crushit.png How to use: Put some .dat files in the same folder as crushit.exe Run crushit.exe Copy the resulting crush data into your car file, replacing the 2nd crush data block Check out the project link below for more info. Project: https://github.com/Ma...
by Errol
Thu Mar 29, 2018 8:45 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Save Sum
Replies: 1
Views: 1120

Save Sum

A simple tool for recalculating the checksum in a Carmageddon save file after you've made manual amendments with a hex editor. Just place in the folder with your save files and run. Simple as that. It is a bit of a one trick pony. The only real use for it is resigning the save after resetting your A...
by Errol
Fri Mar 16, 2018 4:19 pm
Forum: Technical Assistance & Help Forum
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 7623

Re: Hey People! Carmageddon 1 Android .IMG related question

IMG only has the support it has because CarMODgeddon lost TDX support briefly and I hacked together rough and ready IMG support until they patched it back in again.
by Errol
Thu Mar 15, 2018 10:37 pm
Forum: Technical Assistance & Help Forum
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 7623

Re: Hey People! Carmageddon 1 Android .IMG related question

Yup, Crashers is Unity. I'm pretty sure tools exist to extract Unity assets if you want to have a fiddle.
by Errol
Thu Mar 15, 2018 8:52 am
Forum: Technical Assistance & Help Forum
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 7623

Re: Hey People! Carmageddon 1 Android .IMG related question

Flummery can write IMG files but can't really read them, I never implemented a way of loading Huffman binary tree data. Unfortunately if I do add batch IMG support it won't be compatible with your OS QTZ. I make extensive use of functionality only found in the new .NET frameworks and they just don't...
by Errol
Wed Mar 07, 2018 1:35 pm
Forum: General Discussion / Rant Forum
Topic: Screen Shots
Replies: 1350
Views: 305524

Re: Screen Shots

Just jumping in to say that Flummery uses .NET 4.6.2 which I think needs Window 7 or newer.
by Errol
Sun Jan 15, 2017 10:22 am
Forum: General Discussion / Rant Forum
Topic: Is this thing on?
Replies: 7
Views: 4220

Is this thing on?

Testing if posts post successfully.
by Errol
Wed Aug 12, 2015 7:27 am
Forum: Carmageddon: Max Damage
Topic: Screenshots
Replies: 16
Views: 9284

Re: Screenshots

Neat work coffey. If the driver needs scaling up it suggests the vehicle overall is too large and could do with scaling down a smidge. Annndd... not particular impressive looking but this was the very first custom MDL in C:R, way back on April 14th, 2014. http://images.akamai.steamusercontent.com/ug...
by Errol
Fri Aug 07, 2015 1:16 pm
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.3.7.5

I'm making the whole zad thing a little more streamlined in future versions but yeah, for now you can either manually update or use minge to repack the whole lot.
by Errol
Thu Aug 06, 2015 11:11 pm
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.3.7.5

He probably just added the modified .cnt into the zad
by Errol
Tue Aug 04, 2015 10:06 pm
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.3.7.5

Three out of five of your complaints observations :ssmile: are because Flummery just generates the most basic of materials. This will be addressed in the next version as best I can. Not sure why you're not getting an engine sound or what happened with that weird poly in her face. I'll look into thos...
by Errol
Sun Aug 02, 2015 2:36 pm
Forum: Carmageddon: Max Damage
Topic: Let's get porting! (C2>C:R tutorial)
Replies: 7
Views: 6470

Re: Let's get porting! (C2>C:R tutorial)

Hehe, nope, not taken the wrong way at all.
by Errol
Sun Aug 02, 2015 12:03 pm
Forum: Carmageddon: Max Damage
Topic: Let's get porting! (C2>C:R tutorial)
Replies: 7
Views: 6470

Re: Let's get porting! (C2>C:R tutorial)

When I get some free time I'll have to try this out! Is it possible to delete the original C2 driver model in Flummery or should we maybe get rid of it in PT2 first so there's not two drivers?? For levels I'm gonna guess there's no opponent paths yet? Next version of Flummery fixes the double drive...
by Errol
Tue Jan 20, 2015 6:31 pm
Forum: devWAM
Topic: PT2's optimize function
Replies: 12
Views: 6880

Re: PT2's optimize function

Floating point maths, fantastic stuff :smad:
I read several papers on deduping floating point numbers before giving in and just using C# as my guide.
by Errol
Sun Jan 18, 2015 11:31 am
Forum: devWAM
Topic: PT2's optimize function
Replies: 12
Views: 6880

Re: PT2's optimize function

Indeed, this is my understanding of how the PT2 optimise function works. Your VertexBuffer should contain only unique verts (C2 would define this as Position, Normal, UV and Colour) whereas your IndexBuffer would contain the appropriate index into the vertex buffer. See: http://rbwhitaker.wikidot.co...
by Errol
Sat Jan 17, 2015 12:44 am
Forum: Technical Assistance & Help Forum
Topic: Trying to figure out how (Android Carmageddon)
Replies: 16
Views: 7664

Re: Trying to figure out how (Android Carmageddon)

So... OBB. Looks to be an Android thing that can be decompressed using JOBB . Once you've got that open I think you'll want to focus on DATA_ANDROID.WAD The WAD file has been used by Stainless before (some more info here ). I assume that once you're in the WAD everything will be the same as the iOS ...
by Errol
Fri Jan 16, 2015 9:24 pm
Forum: Technical Assistance & Help Forum
Topic: Removing objects in PT2
Replies: 1
Views: 1534

Re: Removing objects in PT2

A tad late but... rotate the object before hitting delete. I always use the delete key rather than the menu, don't know if this matters. Giving it a little spin first prevents the crash though.
by Errol
Sat Sep 20, 2014 5:44 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: New Releases by Alex Self A 9
Replies: 55
Views: 16571

Re: New Releases by Alex Self A 9

Deep_Blue I guess you know about TRixx already - you can create custom pix pack from directory with custom sizes bitmaps. (TRixx have bug - when extracting files may delete all pixelmaps... so its more safe to run it from its own directory). TRixx adding transparent pixels column when width is not ...
by Errol
Mon Aug 25, 2014 8:08 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.0.3.4

Hehe, it crashes as randomly as the old PT2 too. I'm that good.
by Errol
Fri Aug 22, 2014 5:57 pm
Forum: Carmageddon: Max Damage
Topic: Banshee!
Replies: 4
Views: 2943

Re: Banshee!

<3
by Errol
Tue Aug 12, 2014 6:31 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.0.3.2

Skinning features are hidden behind the other large development I've been avoiding... mouse control! Can't pick faces if face-picking doesn't work :(
by Errol
Mon Aug 11, 2014 9:51 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Re: Flummery v0.0.3.2

The FBX format is most definitely a timesink. I think there is light at the end of that tunnel though. Next timesink will be integrated ZAD/TWT/PAK support :(
by Errol
Mon Aug 11, 2014 9:30 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.7.5
Replies: 27
Views: 12227

Flummery v0.3.7.5

Flummery v0.3.7.5 http://www.toxic-ragers.co.uk/images/misc/flummery_v0374.png The spiritual successor to Plaything 2. v0.3.7.5 released 2015-07-28 Download here (1.86MB) Source here . Notes: Public beta release. Heavily work-in-progress. Bug reports, feature requests, etc to this thread or the iss...
by Errol
Wed Jul 02, 2014 8:00 pm
Forum: General Discussion / Rant Forum
Topic: Carma.com content
Replies: 7
Views: 3250

Re: Carma.com content

Yeah, apologies on the Flummery front. I knew I should've left the FBX import stuff until the very end.
by Errol
Tue Jul 01, 2014 7:06 am
Forum: General Discussion / Rant Forum
Topic: Carma.com content
Replies: 7
Views: 3250

Re: Carma.com content

I'd probably skip the config tool. What with it being entirely useless.
by Errol
Tue Jun 17, 2014 6:25 pm
Forum: General Discussion / Rant Forum
Topic: CWA slowly getting quite old: a look back
Replies: 24
Views: 10864

Re: CWA slowly getting quite old: a look back

It's all on Tosh and N3wton now. I just hacked the databases into something like working order.

Tosh has done a fantastic job making the CWA look awesome. Huzzah!
by Errol
Thu Jun 12, 2014 7:53 am
Forum: General Discussion / Rant Forum
Topic: CWA slowly getting quite old: a look back
Replies: 24
Views: 10864

Re: CWA slowly getting quite old: a look back

Hard to believe it has been so long. Thanks everyone for letting me be a part of this.
by Errol
Thu Sep 29, 2011 1:29 pm
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: Citroen CX family estate
Replies: 8
Views: 2114

Re: Citroen CX family estate

Sorry about that Pip. It turns out I'm a bit of a retard and accidentally deleted... well, everything.

It's all back now!

Also, excellent car, I love the older citroens.
by Errol
Tue Sep 20, 2011 11:03 am
Forum: Carmageddon 1 / Carmageddon 2 Editing Forum
Topic: [WIP] Carmageddon: Post-Carpocalypse! Total Conversion
Replies: 36
Views: 6502

Re: [WIP] Carmageddon: Post-Carpocalypse! Total Conversion

I'll be rereleasing Hollowood and Hell fairly soon with various fixes. Hollowood will gain all the opponent paths, drones and things that are currently missing too.
by Errol
Sun Sep 11, 2011 9:14 am
Forum: Technical Assistance & Help Forum
Topic: The C2 Language
Replies: 8
Views: 2746

Re: The C2 Language

Ooooh, I see what you're trying to do now. Sorry chap, this has all been done. For example: Harmalarm has an indepth guide to WAM editing over here: http://devwam.toshiba-3.com/viewtopic.php?id=327 I've started work on GROOVEs here: http://www.toxic-ragers.co.uk/article/groove-spec/ I also have FUNK...
by Errol
Sat Sep 10, 2011 9:16 pm
Forum: Technical Assistance & Help Forum
Topic: The C2 Language
Replies: 8
Views: 2746

Re: The C2 Language

This all sounds very interesting and I'm intrigued to see what you achieve. Please, keep us posted! If there's anything else you need please ask. I've coded parsers for virtually every file in Carmageddon, Carmageddon 2, TDR2000 and Carma PSX so I should be able to offer any information you may need.
by Errol
Fri Sep 09, 2011 7:22 pm
Forum: Technical Assistance & Help Forum
Topic: The C2 Language
Replies: 8
Views: 2746

Re: The C2 Language

I'd assume c/c++ and assembly but I'm not too sure why that is relevant?

Possibly if you give context to your question someone might be able to give you a more appropriate answer?