hifi's Always hires patch:
http://hifi.iki.fi/carmageddon/carm95_always_hires.exe
skill save fix:
http://rr2000.toshiba-3.com/R6/CARMA95- ... ers-48.zip
crush data crashing game upon exiting race:
http://rr2000.toshiba-3.com/R6/CARMA95- ... e-skip.zip
ped distance attempts:
http://rr2000.toshiba-3.com/R6/CARMA95- ... stance.zip
unfinished widescreen patch:
http://rr2000.toshiba-3.com/R4/PC/carm95hd-test.zip
Stuff that would be nice:
Moving the APO in the widescreen hacks.
Fixing the MEGATURBO=slow to a crawl bug.
More than 6 opponents. Might prove to be difficult.
Make Carma95 search other folders next to Data for resources. Might make TC and mods easier to achieve in the same vein as Quake.
Removing the recurring screen pushing the player to upgrade its APO.
Carma95 hacks
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- アルカリ (単3形)
- Posts: 5180
- Joined: Sun Jun 08, 2003 12:14 am
- Location: Bleak City
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- アルカリ (単3形)
- Posts: 5180
- Joined: Sun Jun 08, 2003 12:14 am
- Location: Bleak City
Re: Carma95 hacks
I explained the skill save fix there:
http://www.cwaboard.co.uk/viewtopic.php ... 72#p105572
About the ped drawing distance:
I had another go at it recently and while it's done more properly, the disappearing ped problem still occurs. Carma is really coded strangely, the way it handles ped is weird and makes it difficult to follow. This is why we haven't been able to track down the issue yet.
I'm not even sure it'd be due to having too many peds drawn onscreen. And why do they disappear only when close to the camera?
At the moment I'd like to make sure they disappear further from the camera as the ped draw distance is increased.
We know the game groups them under different parent actors depending of if they've been hit or not.
APO is another matter. We don't know how it's positioned. Looking for relative (to cockpit) or absolute (screen) coords doesn't help. Maybe it's set from the right border? Wouldn't make much sense.
I don't know if it's meldpack only as I haven't tested yet with other Carma installs, when the car's APO is maxed out, the megaturbo powerup slows down the car dramatically rather than boosting it.
http://www.cwaboard.co.uk/viewtopic.php ... 72#p105572
About the ped drawing distance:
I had another go at it recently and while it's done more properly, the disappearing ped problem still occurs. Carma is really coded strangely, the way it handles ped is weird and makes it difficult to follow. This is why we haven't been able to track down the issue yet.
I'm not even sure it'd be due to having too many peds drawn onscreen. And why do they disappear only when close to the camera?
At the moment I'd like to make sure they disappear further from the camera as the ped draw distance is increased.
We know the game groups them under different parent actors depending of if they've been hit or not.
APO is another matter. We don't know how it's positioned. Looking for relative (to cockpit) or absolute (screen) coords doesn't help. Maybe it's set from the right border? Wouldn't make much sense.
I don't know if it's meldpack only as I haven't tested yet with other Carma installs, when the car's APO is maxed out, the megaturbo powerup slows down the car dramatically rather than boosting it.