Some off-the-cuff ideas:
Wipeout/Extreme G style - super fast looping, corkscrewing, permeant wall climber, speed boost pads, etc. Sci-Fi style visuals.
Mario Kart style racer - cartoony, mascot character driven kart racing.
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 2974 matches
- Fri Sep 15, 2023 5:38 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Total conversion (TC) ideas, based on Carmageddon 2
- Replies: 8
- Views: 2656
- Tue May 16, 2023 8:00 am
- Forum: Carmageddon: Max Damage
- Topic: [Release] Carmageddon 1 mod - All cars & Levels
- Replies: 23
- Views: 4814
Re: [Release] Carmageddon 1 mod - All cars & Levels
Couple of questions: 1) Are you running the game's Experimental Beta Patch? If you are then you need to use the version linked at the bottom of this post:https://www.cwaboard.co.uk/viewtopic.php?t=9732 and use the instructions in there to set the command line to run the mod 2) If you are not using t...
- Mon Apr 03, 2023 2:32 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Skinning competition : Semi Mk 2
- Replies: 28
- Views: 10619
Re: Skinning competition : Semi Mk 2
So.... who won?
- Wed Mar 29, 2023 9:52 am
- Forum: Carmageddon: Max Damage
- Topic: Prototype: Carma 2 Car Ports
- Replies: 3
- Views: 1502
Prototype: Carma 2 Car Ports
So ages ago I started porting all the cars from Carmageddon 2 over to Max Damage. This was one of my many projects which has been left on the wayside due to other projects. I have full intentions of finishing it off at some point but I have no idea when. So, given the lack of progress and having pac...
- Wed Mar 08, 2023 12:07 pm
- Forum: Carmageddon: Max Damage
- Topic: Issues with AMD RX 6400
- Replies: 6
- Views: 1490
Re: Issues with AMD RX 6400
It couldn't hurt to drop an message to their driver support people about it, CMD might not be the only game which this effects.
- Wed Mar 08, 2023 10:04 am
- Forum: Carmageddon: Max Damage
- Topic: Issues with AMD RX 6400
- Replies: 6
- Views: 1490
Re: Issues with AMD RX 6400
Glad I could help. Might I ask which version of the drivers worked? It would be helpful to know incase any one else runs into the problem.
- Mon Mar 06, 2023 11:58 pm
- Forum: Carmageddon: Max Damage
- Topic: Issues with AMD RX 6400
- Replies: 6
- Views: 1490
Re: Issues with AMD RX 6400
Welcome to the boards! This is the first time I've seen this issue to be honest, from an educated guess it looks like there's an incompatibility with the skeletal mesh skinning shader. The game has a bad history with Radeon GPUs since the Vega series, the fact it runs at all is good progress for AMD...
- Tue Jan 24, 2023 4:13 pm
- Forum: Carmageddon 2: Carpocalypse Now
- Topic: Skinning competition : Semi Mk 2
- Replies: 28
- Views: 10619
Re: Skinning competition : Semi Mk 2
Drag-Gone! A knight of the round table has tamed a dragon and fallen through merlin's time warp, now he has to enter the Carmageddon tournament to find his way home! Be careful not to get eaten! Download here: https://www.carmatools.com/downloads/C2Skin-DragGone.zip https://www.carmatools.com/image...
- Wed Jan 18, 2023 2:25 pm
- Forum: Carmageddon and The Splat Pack
- Topic: IWantToFiddle - a tool so you don't need to type IWantToFiddle!
- Replies: 5
- Views: 1781
Re: IWantToFiddle - a tool so you don't need to type IWantToFiddle!
Quick update, I've now got it embedding all the dependencies so it should work without needing to install the correct version of .NET and also sets the dummy PROG.ACT file correctly to let the game know the files are decrypted. Let me know if it doesn't work!
- Tue Jan 17, 2023 9:03 pm
- Forum: Carmageddon and The Splat Pack
- Topic: IWantToFiddle - a tool so you don't need to type IWantToFiddle!
- Replies: 5
- Views: 1781
IWantToFiddle - a tool so you don't need to type IWantToFiddle!
I made a tool to save everyone the faff of typing the annoying IWANTTOFIDDLE in the menu. Grab it from http://www.carmatools.com/downloads/IWantToFiddle.zip If that link doesn't work, you can grab it from the mod database: https://www.cwaboard.co.uk/app.php/dlext/details?df_id=111 It needs .NET 6 an...
- Mon Sep 12, 2022 11:10 am
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: [Tool] Minge: The CarMODgeddon Mod Installer
That is not a Minge issue, that sounds like there's an issue with a mod causing the crash. Minge doesn't interact with the game itselt, it just updates a configuration file which tells the game which mods to load.
- Sun Mar 13, 2022 6:33 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Carmageddon assets as OBJ or other exchange formats
- Replies: 10
- Views: 1578
Re: Getting Carmageddon 1 Running on Windows 7 64-bit
Ah, I'm not surprised Milkshake won't load them as it's so ancient it wouldn't support modern versions. My batch export process doesn't set a target FBX version so it just uses the default of 3dsmax 2017. I wasn't expect such old software to be used. You could pirate a copy of 3dsmax and Harmalarms ...
- Tue Mar 08, 2022 7:06 pm
- Forum: Carmageddon and The Splat Pack
- Topic: Carmageddon assets as OBJ or other exchange formats
- Replies: 10
- Views: 1578
Re: Getting Carmageddon 1 Running on Windows 7 64-bit
Here is a zip of all the C1, SP and C2 levels in FBX format if you're interested in porting to other games.
http://carmatools.com/downloads/C1SPC2Levels.zip
- Thu Dec 16, 2021 3:55 pm
- Forum: Carmageddon: Max Damage
- Topic: VTFucker - Virtual Texture Explorer
- Replies: 2
- Views: 1610
Re: VTFucker - Virtual Texture Explorer
A year on and I had done exactly zero work on this tool since the above release, but Nicbou joined the discord yesterday and asked about it and that got me nerdsnipped into fixing a few things up 😆 So, new release! http://carmatools.com/downloads/tools/VTFucker.zip Change log is fairly simple but si...
- Tue Aug 10, 2021 9:34 am
- Forum: Carmageddon: Max Damage
- Topic: Experimental Beta Patch - An unofficial, unsupported release
- Replies: 20
- Views: 12236
Re: Experimental Beta Patch - An unofficial, unsupported release
Any way to make this work with the GOG version (like just providing the patch files instead of locking it behind Steam)? A modded career playthrough has been one thing I've always wanted out of this game but the idiotic decision to disable saving with mods always prevented this. If I were able to p...
- Fri Jul 09, 2021 10:48 am
- Forum: Carmageddon: Max Damage
- Topic: Cheat UI Mod - Unlock everything, free upgrades, extra freeplay options
- Replies: 0
- Views: 4509
Cheat UI Mod - Unlock everything, free upgrades, extra freeplay options
Cheat UI Mod Here is the UI mod I've set up to ease my mod development work, requested by popular (read: 1 person) demand as it has lots of cheats so you don't have to grind through the game to unlock everything and upgrade all the cars. Features: - All cars, levels, game modes, skins & rims un...
- Mon Mar 29, 2021 10:04 am
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
Well, I still got some errors to start, so I installed a VM, installed there Steam, did a backup of the Valve reg key, imported on my physical machine and started to work. :lol: That's very strange, are you certain you are using Minge v5.32? I've just tested pointing it at a non-existant key and it...
- Sat Mar 27, 2021 10:58 pm
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
You could just install steam if you want the simplest no-update solution. The key in question is SteamPath in Software\Valve\Steam. But I've updated Minge anyway now, it tool longer to package it up and release it than to apply the fix haha. Grab it here: http://carmatools.com/downloads/tools/MingeV...
- Thu Mar 25, 2021 11:52 pm
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
Thanks, that confirms my theory. Minge looks for a registry key to find the steam folder (used for launching the steam version of the game), a function which I wrote before the GOG version was released and never thought to update. If steam isn't installed then the registry key is not found and it th...
- Thu Mar 25, 2021 2:53 pm
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
By "version" I meant "where is it from"? Is it the steam version or the gog version? And do you have Steam installed at all?
- Thu Mar 25, 2021 9:54 am
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
Hi Jim,
Could you let me know what version of Max Damage you're using? I have a hunch about what's wrong but I need to confirm which version you're running to be sure.
Could you let me know what version of Max Damage you're using? I have a hunch about what's wrong but I need to confirm which version you're running to be sure.
- Wed Jan 20, 2021 8:39 pm
- Forum: Carmageddon: Max Damage
- Topic: Experimental Beta Patch - An unofficial, unsupported release
- Replies: 20
- Views: 12236
Re: Experimental Beta Patch - An unofficial, unsupported release
Hey Trent! Sorry for the wait, life getting in the way as usual. :lol: C1 mod pack works fine, and if I do the Carmodgeddon version it goes quick with combineAll. I get the zip, ran a test on it, no errors. Everything is in the file. I even tried to unzip the combineAll file with C1 pack, added the...
- Tue Jan 12, 2021 9:21 pm
- Forum: Carmageddon: Max Damage
- Topic: Experimental Beta Patch - An unofficial, unsupported release
- Replies: 20
- Views: 12236
Re: Experimental Beta Patch - An unofficial, unsupported release
Hey 80s Time Warp! That's what i'm doing at the moment. Although I'm sure your pack will be smarter packed :lol: I'm doing "combineCars" now, because repacking with combineAll can take hours on my PC atleast. So far i've packed 25 cars from you Mike, and also Alex RedTech and Alpha Eagle ...
- Wed Dec 16, 2020 5:32 pm
- Forum: Carmageddon: Max Damage
- Topic: Multiplayer reset or car turn
- Replies: 3
- Views: 1330
Re: Multiplayer reset or car turn
Ah, I think on the Xbox controller it should be the Y button. Press it to recover or hold it then wobble the stick to rock back onto the wheels.
- Fri Dec 11, 2020 8:59 am
- Forum: Carmageddon: Max Damage
- Topic: Multiplayer reset or car turn
- Replies: 3
- Views: 1330
Re: Multiplayer reset or car turn
Pressing the R button respots the car back onto the wheels, holding R and using the accelerate/brake/steer buttons will let you rock the car back onto its wheels without respotting.
- Thu Dec 03, 2020 9:54 am
- Forum: Carmageddon: Max Damage
- Topic: VTFucker - Virtual Texture Explorer
- Replies: 2
- Views: 1610
VTFucker - Virtual Texture Explorer
I've just bundled up the latest version of VTFucker for release. Can't remember what I've changed since the previous release, or where I released it at so whatever. Usual "use at your own risk, I take no responsibility for VTFucker fucking up your VTs" type disclaimer. Grab it here: http:/...
- Mon Aug 17, 2020 10:26 am
- Forum: Carmageddon: Max Damage
- Topic: Weak Wheels!
- Replies: 2
- Views: 1772
Re: Weak Wheels!
Each car has a structure.xml file which controls various things including how much of an impact is required to break things off. What you need to do is change the weakness of the wheel welds. This is an example of a wheel part and weld from a structure.xml: <PART name="Wheel_FL"> <![CDATA[...
- Wed Jul 29, 2020 3:39 pm
- Forum: Carmageddon: Max Damage
- Topic: Max Damage thoughts about 3D game engine used
- Replies: 1
- Views: 2229
Re: Max Damage thoughts about 3D game engine used
Where do you get the idea that Max Damage is capped to 30fps? By defualt the game attempts to run at a refresh rate of 60hz and has a softcap of 125fps, but this can be lifted to (I think) 220fps in the config file, which I assume is a limit imposed by the physics engine to stop things going wonky. ...
- Wed Apr 01, 2020 8:35 pm
- Forum: Carmageddon: Max Damage
- Topic: Experimental Beta Patch - An unofficial, unsupported release
- Replies: 20
- Views: 12236
Experimental Beta Patch - An unofficial, unsupported release
Happy April Fools Day! Have a gift from me which I was sitting on in hopes of it getting an official release some day but due to the lack of response from THQ Nordic on the matter I figured I might as well just share it anyway as an April Fools on them: The final experimental beta patch for Max Dama...
- Thu Oct 24, 2019 9:39 am
- Forum: Carmageddon: Max Damage
- Topic: Sound not working with “disable zads” -Max Damage
- Replies: 2
- Views: 4327
Re: Sound not working with “disable zads” -Max Damage
You might need to extract the contents of the two ZAD files in the ZAD_AUDIO folder into DATA_CORE, you can open them in 7zip or your favourite ZIP software as ZAD files are just renamed ZIP files. I never got around to making Minge extract the audio ZADs and never noticed they were also not loaded ...
- Mon Oct 07, 2019 8:23 am
- Forum: Carmageddon: Max Damage
- Topic: Adding more peds?
- Replies: 2
- Views: 2460
Re: Adding more peds?
Hey, Yup, you just need to edit the PedFiles for the levels you want to add more peds to. They're just XML files which define where peds spawn, what types of peds, how many, etc. Best to run the game with extracted data, you can use Minge to extract the data and launch the game with ZADs disabled. W...
- Wed May 01, 2019 6:46 am
- Forum: Carmageddon: Max Damage
- Topic: [Tool] Minge: The CarMODgeddon Mod Installer
- Replies: 204
- Views: 37357
Re: Minge: The CarMODgeddon Mod Installer
The instructions in the OP are a bit out of date so here's a proper tutorial to help anyone who can't work it out. We will be using my C1 mod as an example. Prerequisites: Minge v5.30: http://www.carmatools.com/downloads/tools/MingeV5.30.zip C1 Mod: http://www.carmatools.com/download/mods/Carmageddo...
- Mon Apr 08, 2019 7:45 pm
- Forum: Carmageddon: Max Damage
- Topic: Max Damage Extra MP slots mod?
- Replies: 8
- Views: 4910
Re: Max Damage Extra MP slots mod?
Strange, any idea what community you saw that in at least? Literally nothing on the official forums or the steam forums ever showed peds working in multiplayer, not even a proof of concept. I'd like to talk to the person who did it and hear how they did it, I'm pretty sure it must involve hacking th...
- Mon Apr 08, 2019 12:34 pm
- Forum: Carmageddon: Max Damage
- Topic: Max Damage Extra MP slots mod?
- Replies: 8
- Views: 4910
Re: Max Damage Extra MP slots mod?
Where did you see an MP ped mode?
Peds have never worked in multiplayer as far as I'm aware. Stainless never managed to get them to be deterministic (e.g. so everyone's simulation is always identical) and they didn't sync them due to the huge amount of data that would need transfering.
Peds have never worked in multiplayer as far as I'm aware. Stainless never managed to get them to be deterministic (e.g. so everyone's simulation is always identical) and they didn't sync them due to the huge amount of data that would need transfering.
- Sun Apr 07, 2019 8:52 pm
- Forum: Carmageddon: Max Damage
- Topic: Max Damage Extra MP slots mod?
- Replies: 8
- Views: 4910
Re: Max Damage Extra MP slots mod?
Nope, unfortunately the mod abused a bug which allowed unpacked content to be loaded on top of ZAD packed content without being hampered by the integrity checks which locked out MP and saving. That bug was fixed for Max Damage which made it pretty much impossible for the mod to work while still allo...