Damn. Having been away, I too have missed this.
Ride hard on the other side, brother.
Dear returning Carmageddon fans
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 !
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 1998 matches
- Sun Aug 13, 2023 8:14 pm
- Forum: General Carmageddon and Rant Forum
- Topic: Deep_Blue, pillar of the Carmageddon community, passed away
- Replies: 5
- Views: 1598
- Fri Mar 31, 2017 2:08 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Cruise Map (unfinished) by C2_Scientist
- Replies: 29
- Views: 13818
Re: Cruise Map (unfinished) by C2_Scientist
Cruisemap was built entirely in max, yes. It's a shame c2 cannot handle larger tracks and files and that we are limited to the 1998 rendering standards. True, but now with the more recent knowledge of ours, it would be possible to at least improve the load times somewhat, by making use of modular pi...
- Fri Mar 24, 2017 2:19 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Cruise Map (unfinished) by C2_Scientist
- Replies: 29
- Views: 13818
Re: Cruise Map (unfinished) by C2_Scientist
That's correct, it was supposed to be small island for a large airport (in the middle of nowhere). Though the shape also made me think that I could make it a combined airport / starport; there would have been some kind of large portal structure in the middle, with special visual effects and various ...
- Thu Mar 23, 2017 6:11 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Cruise Map (unfinished) by C2_Scientist
- Replies: 29
- Views: 13818
Re: Cruise Map (unfinished) by C2_Scientist
Random post!
I found some old renders of Cruisemap, I think no one ever saw these expanded areas.
Large map image
Isometric view
I can try to explain some parts, if anyone is interested.
I found some old renders of Cruisemap, I think no one ever saw these expanded areas.
Large map image
Isometric view
I can try to explain some parts, if anyone is interested.
- Tue Apr 12, 2016 6:34 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Advanced C2 map/car tricks galore (physics, modeling, misc)
- Replies: 29
- Views: 40498
Re:
I realized I never linked here the two modding videos I uploaded a while back:
Smoothly animated traffic lights:
Real-time digital clock:
Smoothly animated traffic lights:
Real-time digital clock:
- Wed Feb 10, 2016 4:39 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
Hmm, that's neat. I'll share the planes test scene file, if you want to give it a try:
https://c2s.cwaboard.co.uk/DLoads/PlaneTest.max
https://c2s.cwaboard.co.uk/DLoads/PlaneTest.max
- Wed Feb 10, 2016 12:21 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
As you are posting actual numbers, I should clarify that when I said... " vertex count had increased due to breaking SGs " ...it was only an assumption based on both what I saw in game and what I had previously learned from the linked article (also assuming it applies to BRender engine in ...
- Wed Feb 10, 2016 9:13 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
This is best explained in the link Tosh posted a good while back, in the part titled "Welcome to Splitsville": http://www.ericchadwick.com/examples/provost/byf2.html The vertex count will typically increase from the number you see in your modeling program, unless you're using one material ...
- Tue Feb 09, 2016 1:39 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
While I could be wrong, I'm thinking that we shouldn't look at the total faces count, but the total vertex count: 1400 x 1 triangle = 1400 x 3 vertices = 4200 vertices 1000 x 2 triangles = 1000 x 4 vertices = 4000 vertices 640 x 4 triangles = 640 x 6 vertices = 3840 vertices The numbers don't match ...
- Wed Jan 27, 2016 5:54 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
So can we do an exact count of the number of polygons that can be shown safely? Not sure what it should be exactly, as the max number seemed to change as I changed (simplified) the mesh complexity: - 640 trees of 4 triangles -> 2560 triangles - 1000 trees of 2 triangles -> 2000 triangles - 1400 tre...
- Wed Jan 27, 2016 4:02 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
After further testing: - Doubling the number of trees shown above was ok (640 trees), but - Tripling the number of trees was not (960 trees); one group out of three would remain invisible At this point, I simplified the model from two polys to single poly (two triangles). The result was that ~ 3.1 g...
- Tue Jan 26, 2016 11:42 am
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Re: Transparency test
That's a pretty scene. :smile: I think the game is simply limited to a nuber of transparent faces in its virtual buffer. As soon as we exceed the limit, things start to disappear. I'm a bit sad that these artifacts won't let you make a massive forest in C2... but I guess if you wanted to attempt one...
- Mon Jan 25, 2016 8:24 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Transparency test
- Replies: 15
- Views: 12772
Transparency test
I would have posted in the map tricks galore, but it wouldn't let me. :crazy: Anyway, nothing too special here, I just thought I would share this little transparency test map I made quickly, for those interested. :smile: https://c2s.cwaboard.co.uk/DLoads/TreeTest.zip Contents: a working C2 map, the ...
- Mon Nov 09, 2015 5:20 pm
- Forum: Carmageddon: Max Damage
- Topic: Low acceleration from standstill
- Replies: 22
- Views: 346
Low acceleration from standstill
Of course manual gears would help here. Not because of the ability to manually change 1-2, 2-3 and so on, but because it would (should) allow you to rev up the engine in neutral, and store energy in the flywheel, which would then help with the launch (assuming that the game actually simulates flywhe...
- Mon Nov 09, 2015 12:41 am
- Forum: Carmageddon: Max Damage
- Topic: Low acceleration from standstill
- Replies: 22
- Views: 346
Low acceleration from standstill
Suddenly the "manual gear changes" feature request made by some guy doesn't sound that absurd anymore. :-)
- Tue Oct 06, 2015 4:21 pm
- Forum: Carmageddon: Max Damage
- Topic: My vision for the perfect game balance and gameplay experience
- Replies: 56
- Views: 549
My vision for the perfect game balance and gameplay experience
<blockquote class="uncited"><div>So much goes into determining how cars get damaged and how that damage contributes to them getting wasted that getting the right balance between visually pleasing damage, ease of wasting opponents and difficulty of the player getting wasted is just a mammoth task.</d...
- Tue Jun 02, 2015 11:20 am
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
<blockquote class="uncited"><div>So right now I can steer with the wheel and use the gas pedal, but have to use a button on the wheel for the brake.</div></blockquote> As for the brake pedal mapping (left trigger): have you tried all of the axis related options, such as choosing a different axis num...
- Sat May 16, 2015 3:46 pm
- Forum: Carmageddon: Max Damage
- Topic: New Update?
- Replies: 13
- Views: 117
New Update?
30fps is fluid enough you won't even notice a difference, it's unoticeable.
Heh. :-)
- Sun May 03, 2015 2:56 pm
- Forum: Carmageddon: Max Damage
- Topic: WHOA!!! Back up off the physics please!
- Replies: 34
- Views: 229
WHOA!!! Back up off the physics please!
As for the traction physics; opinions differ. :-) Anyway, sensitivity and saturation sliders for throttle and steering axises of the controller could help, assuming we get them eventually.<br/><br/>I'm happy with the fact that spinouts are actually possible in this game, unlike in the previous title...
- Wed Apr 29, 2015 12:02 pm
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
"Good things come to those who wait".
But really, this game almost had its final release without a sign of this feature, so things are not looking too bright at the moment.
But really, this game almost had its final release without a sign of this feature, so things are not looking too bright at the moment.
- Wed Apr 29, 2015 11:42 am
- Forum: Carmageddon: Max Damage
- Topic: The peds are still very static in the latest twitch stream
- Replies: 30
- Views: 186
The peds are still very static in the latest twitch stream
Well it depends. In Carma2 I disliked how up to 3 peds could get stuck in front of the car in an upright, standing position (waving their hands) in medium to high speed impacts, rather than ever getting flung over the car. Sometimes they would simply launch straight up towards the orbit.<br/><br/>On...
- Fri Apr 24, 2015 8:16 pm
- Forum: General Carmageddon and Rant Forum
- Topic: Steam Monetizes Mods
- Replies: 21
- Views: 221
Steam Monetizes Mods
I agree that the 25/75 deal is rather screwed up.<br/><br/>Other than that, ideally, if you wanted to quit your day job and try to make modding a career for you with a reliable income, the choice should be yours. The money aspect should make more fierce competition, although there will likely be a s...
- Thu Apr 16, 2015 10:41 am
- Forum: Carmageddon: Max Damage
- Topic: My critique about pedestrians
- Replies: 19
- Views: 110
My critique about pedestrians
I don't have a problem with guilt, but I have a problem with the anemic scream sounds; the pedestrians don't really sound like they're that terrified at all. It's like the "nice and fluffy mode" for ped screams enabled by default.<br/><br/>Related to this is the lengthy and excessive blood splatter ...
- Tue Mar 24, 2015 11:24 pm
- Forum: Carmageddon: Max Damage
- Topic: [NEWS] RELEASE DATE NEWS!
- Replies: 204
- Views: 3454
[NEWS] RELEASE DATE NEWS!
Fun fact: I get 105 FPS in WF with 24 cars on screen, and 85 FPS in C:R looking at the empty ocean in bumper camera mode. :-)
- Sun Mar 22, 2015 9:58 pm
- Forum: Carmageddon: Max Damage
- Topic: Can we get a wider fov
- Replies: 9
- Views: 110
Can we get a wider fov
Editing the game config files currently allows customizing the FoV even for each camera... though doing this will lock you out from multiplayer, so official support for this setting would be welcome.
- Thu Mar 19, 2015 12:56 pm
- Forum: Carmageddon: Max Damage
- Topic: Police cars obscenely OP
- Replies: 21
- Views: 134
Police cars obscenely OP
Carma1 APCs were more durable than damaging. In general, compared to C:R, you took much less damage from both opponents and cops in Carma1, especially if you kept upgrading your armour as it became available for purchase. And it's not just an illusion from the lack of detachable parts. One theory fo...
- Wed Mar 18, 2015 5:27 pm
- Forum: Carmageddon: Max Damage
- Topic: [NEWS] RELEASE DATE NEWS!
- Replies: 204
- Views: 3454
[NEWS] RELEASE DATE NEWS!
Sorry to rain a bit on your parade, but personally, I feel this might be too soon. What about the performance optimizations, tracked and six wheel vehicle tech, and numerous little fixes and improvements? While there is still a month to go, and the game can be updated after the release as well, it w...
- Sun Mar 15, 2015 7:00 pm
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
I've been using the <a href="https://code.google.com/p/x360ce/" class="bb-url" rel="nofollow">x360ce emulator</a> since pre-alpha, but there's an annoying quirk I've noticed: at least the steering sometimes gets stuck constantly increasing, so that no matter how much or little you turn the controlle...
- Wed Mar 11, 2015 10:08 am
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
Yes, though to clarify, my remark was directed at the pad users against wheel support in general, instead of CzechDeath.
- Tue Mar 10, 2015 5:41 pm
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
I think you misunderstood me.
- Tue Mar 10, 2015 3:47 pm
- Forum: Carmageddon: Max Damage
- Topic: Game is looking good, but where is wheel support?!
- Replies: 201
- Views: 3774
Game is looking good, but where is wheel support?!
We need more "where's wheel support?" treads !
And more XBox controller users posting in them, stating that they do not want wheel support in C:R. :-)
- Tue Mar 10, 2015 3:40 pm
- Forum: Carmageddon: Max Damage
- Topic: Dedicated PUP trigger keys. What you think?
- Replies: 29
- Views: 357
Dedicated PUP trigger keys. What you think?
I recently created a <a href="https://c2s.cwaboard.co.uk/Images/PU-bar.jpg" class="bb-url" rel="nofollow">mockup image</a> for a feature suggestion, which also illustrates the total number of user-operable powerups in C:R at the moment. It's indeed a pain having to browse through a lot of them when ...
- Mon Mar 09, 2015 12:13 pm
- Forum: Carmageddon: Max Damage
- Topic: Dedicated PUP trigger keys. What you think?
- Replies: 29
- Views: 357
Dedicated PUP trigger keys. What you think?
The ability to instantly activate single, owned powerups using dedicated hotkeys would be a good start, I think. Single keypresses activating multiple powerups, with or without some custom delays, can perhaps be discussed later if there is enough interest.
- Mon Mar 09, 2015 10:38 am
- Forum: Carmageddon: Max Damage
- Topic: Dedicated PUP trigger keys. What you think?
- Replies: 29
- Views: 357
Dedicated PUP trigger keys. What you think?
Dedicated hotkeys would allow direct activation in a frantic situation, while PIS only selects the powerup and then waits for your activation. For example, a 3 powerup combo with PIS would be <span style="font-weight:bold">SelectPU1 - Activate - SelectPU2 - Activate - SelectPU3 - Activate</span>, wh...
- Sun Mar 08, 2015 4:26 pm
- Forum: Carmageddon: Max Damage
- Topic: Dedicated PUP trigger keys. What you think?
- Replies: 29
- Views: 357