[CARMA2] The Pre-release In-Dev Mega Thread

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[CARMA2] The Pre-release In-Dev Mega Thread

Post by Razor »

For many years I've been slowly trawling through the gigabytes (22 of them to be exact) of Carmageddon content that I have, the early previews, the screenshots from in-development and the in-dev files that we actually have access to, in order to try and piece together as much of the history of Carmageddon 2 as I can.
My BETA Mod includes a lot of these discoveries but since releasing the mod, we have made hundreds more discoveries on content that used to be in the game but was either removed or changed prior to the final release of Carmageddon 2, all of this fascinates me but this information is no good kept to myself or shared every now and again on Discord/IRC as it will never be detailed permanently.

I want to use this thread as a base to just talk about different things and engage conversation on the in-dev and early stages of Carmageddon 2, some posts will be short, some may be long but I'll aim to detail as much as I can with my discoveries, I'll start off with an article I posted a few months ago on my site about the development of Digga and will continue from there.
You may also remember I did a little thread like this on the old carmageddon.com forums that was stickied in the Carmageddon 2 sub-forum, this aims to expand on that with more in-depth discussion and details but I will also include the information from that thread in here as well.

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Ron Dumpster and his Digga! (Original article here: https://razor.cwaboard.co.uk/2020/04/27 ... -to-digga/)

Ron Dumpster who is the brother of Don Dumpster, appears in Carmageddon 2 and he drives the Digga, well he was supposed to but he doesn’t exist in the final version of the game. The official reason for the missing opponent(s) is that Stainless Games either weren’t happy with some designs and due to SCi forcing Stainless to finish the game ahead of schedule, they left some vehicles out of the game, Digga being one of these. The Digga is unlocked when you complete C2 but if you choose the car, the game will crash when loading.

Ron Dumpster’s mugshot still exists in the final build of the game in the ‘/data/64x48x8/PIXELMAP/tiffrgb’ (and PIX16) folders.
ron64.png
ron64.png (8.81 KiB) Viewed 1237 times
Let’s take a look at every piece of evidence I have access to for this vehicle to try and piece together a timeline on the development of the vehicle and try to find out what really happened to Digga. Please note that any dates I list shouldn’t be taken as fact, I’m purely going off the dates of the files I have access to which give us a rough estimation of timeframes. My opinions shouldn’t be taken as fact either.

The first ever evidence of Stainless Games deciding they wanted to do something with a giant excavator in a Carmageddon game comes from the 3D model they used as a template for the vehicle, this model is titled FH200.max and was used as a basis for Digga, the creation date of this file is 20/11/1996
Image
FH200.max 20/11/1996

The first instance we have that work began on Digga is from 26/05/1998 with the file digga11.max – It shows the vehicle in a far along and almost complete state, the fact that the file name is called digga11.max implies that there were 10 prior versions of the model saved at some point during it’s development but I don’t have access to those. At around this same time Stainless were also working on other vehicles during the mid-development of Carmageddon 2.
Image
digga11.max 26/05/1998

The following day more work was done to the vehicle and it became almost visually indistinguishable from the final model that was distributed to modders after the game’s release, the final in-development model available for Digga is digga13.max, it is dated one day after the previous digga11.max & digga12.max on 27/05/1998.
Image
digga13.max 27/05/1998

In the next few months work was continued on the rest of the game, including: vehicles, levels, drones, accessories, UI elements and more until Stainless decided to return to the Digga model and began creating textures for the vehicle but also decided at the same time that instead of completing it, they would create a new vehicle with it; logmachine (aka. Loggerhead). The creation date of the Digga textures and the first logmachine file are the same, 18/09/1998, the first version of logmachine is logmachine01.max– This file contains the main body, arm and scoop from Digga as well as the beginnings of the logmachine weapons.
Image
logmachine01.max 18/08/1998

A lot of work was done to logmachine on this day and the next 3 versions of the vehicle show the development of the weaponry, logmachine02.max, logmachine03.max & logmachine04.max all show the progress of the vehicle over a few hours on 18/09/1998.
Image
logmachine02.max 18/08/1998
Image
logmachine03.max 18/08/1998
Image
logmachine04.max 18/08/1998


Logmachine was finished within the next month ready for the final release of Carmageddon 2 in October of 1998, it’s important to note that the game was still in active development right up until release, even as close as the week before the release of the game, which adds credence to the fact that Stainless really did run out of time to finish up the game correctly and so had to leave things on the cutting room floor, one of those things being Digga.
Image
logmachine-final

The final release of Carmageddon 2 provides us with our last pieces of evidence, if you look at the logmachine textures you will see all of the Digga textures, as noted by their dig prefix. There are a few logmachine specific textures, such as the simplemodel textures and driver textures which have a log prefix, so we can assume that all of the textures prefixed with dig were indeed created for Digga initially.

It is interesting to note that some of the Digga textures were likely reworked for logmachine, you’ll notice that the digaarm.tif texture which predates the other Digga textures is more orange than the rest, this was likely the original colour of Digga as opposed to the more yellow and green that logmachine uses in the final release of the game. This is indeed the inspiration for Toshiba-3’s later release of the vehicle.
Image
logmachine-textures

Upon release of the game, Errol asked Stainless Games directly for the incomplete Digga model, which they provided to him to which Toxic Ragers proceeded to create a usable version of Digga and finally in February 2000 let people use the vehicle in-game. Later upon the realisation that the Digga textures still exist in the final build of the game, Toshiba-3 released Digga again with the dig prefixed textures, albeit with a colour change that closer matches the orange shade of digaarm.tif.
Image
Digga final model – [ digg3ds.zip ~4kb ]

Image
Toxic Ragers Digger – [ Digger.zip ~635kb ]

Image
Toshiba-3 Digga – [ digga.zip ~425kb ]

From the evidence we have available, we cannot dispute the claim that Stainless Games ran out of time to finish work on Digga, as we know that the game was still in active development literally right up until release and we also cannot dispute that they just weren’t happy with the design because they chose to alter it into a completely different vehicle.
In my opinion, I think that when they decided create Loggerhead from Digga a few months before release that they were entering a crunch period for the game and just didn’t have the time to go back and finish up what they were working on and so had to prioritise finishing Loggerhead and other important parts of the game over finishing Digga, this theory is also supported by the leftovers present in the game, such as the ron64.tif mugshot image and the appearance of Digga in OPPONENTS.TXT, time must have just ran out and the game was released before Digga was fully removed from the game.
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ron64.tif
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[CARMA2] Vehicles with MINOR CHANGES

Post by Razor »

Vehicles in Carmageddon 2 that received minor changes throughout their development.

This post will detail those vehicles that received only minor changes to them throughout development, if your favourite vehicle isn't here then it probably means that it either received a lot of changes during development, no changes during development or we have no evidence to document any changes during development. Vehicle order will be in the internal name order.

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buggy
Bugga.png
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The earliest version of buggy we have access to is BEACH_BUGGY.max, it is dated 29/06/1998 - 10:08am - It features buggy in a completed state, very close to final but the front section is slightly different, the front body panels are slightly bigger. Below is an image of this early version of the vehicle next to the final version.
buggycompare.PNG
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BEACH_BUGGY.max - 29/06/1998 [LEFT] - final buggy - 06/10/1998 [RIGHT]



buzz
Buzzmobile.png
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In demo versions of C2, buzz was driven by a generic red racing driver but did you know that Buzz Lightweight originally did wear red? This can be seen in both his mugshot and in the Nintendo 64 version of the game. (A later post will detail the importance of Carmageddon 64)
Below is the vehicle as it appears in Carmageddon 64.
Carma64-BuzzLightweight.png
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Below is Buzz Lightweight's mugshot.
buzz64.png
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copcar
Copcar-Carma2.png
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At some point during development copcar had a livery similar to those of the cops in C1/SP, this is evidenced by the unused textures present in the vehicle's files, I reused these textures in the BETA Mod to try and give an idea of what the vehicle may have originally looked like. As far as I am aware, we don't have any early screenshots or files from this vehicle, so can only assume how these textures were used.
Below is a screenshot of those textures.
copcartextures.PNG
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corvette
Theredvet.png
Theredvet.png (31.77 KiB) Viewed 1245 times
During development corvette went through a lot of minor tweaks and changes, initially the blades on the vehicle had blood on them, as can be seen in various early screenshots and teasers. This blood is also present in Carmageddon 64, interestingly Carmageddon 64 also has the vehicle with headlights, it is possible that these textures may have been created at some point for Carmageddon 2, back when Stainless Games were attempting to add working headlights to the game (a feature that will be documented in a later post)
Below will be various different sources for the changes to this vehicle, each image will be accompanied by a description.

OUTRO3 from the demo versions of the game shows corvette in an earlier state, zooming in reveals that slight red hint from the blood on the blades.
outro3.png
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In-dev screenshots from mid-late 1998 that show off the original bloodied blades of corvette
carmageddon2031.jpg
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carmageddon2032.jpg
carmageddon2032.jpg (57.91 KiB) Viewed 1245 times
The vehicle as it appears in Carmageddon 64, note the bloodied blades and the exposed headlights.
Carma64-Ashteroid.png
Carma64-Ashteroid.png (108 KiB) Viewed 1245 times


fordpick
Hickpickup.png
Hickpickup.png (32.95 KiB) Viewed 1245 times
fordpick appears as a blue pickup truck in the final version of Carmageddon 2 but during development it was actually brown and muddied up, this original version would last right up until the release of the game where the textures were changed and the vehicle became the shiny new blue thing it is in the final game. The early textures are almost all still present in the final version of the game and I used these textures to get the vehicle back into it's former state in the BETA Mod.
Another interesting thing to note is that the wing mirrors were a lot more complex in earlier builds of the game.
Below are screenshots showing the early version of this vehicle.

In-dev screenshots from mid-1998 showing an earlier version of fordpick, note the lack of driver. The old textures are present here, as are the old wing mirrors.
carmageddon2035.jpg
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carmageddon2039.jpg
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carmageddon2040_640w.jpg
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The rear of the European bigbox versions of Carmageddon 2 also show this version of fordpick. Circled in red here.
Scan00032.JPG
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mach13
Mach13.png
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Like a few other Carmageddon 2 vehicles, mach13 was a Conrad 'CWR' Rudy creation, the original version featured fins on the rear, these are not present in the final version of the vehicle.
Below is a screenshot of the CWR model that became mach13.
mach13.PNG
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minor
Madmorris.png
Madmorris.png (33.03 KiB) Viewed 1245 times
Originally driven by Stalwart Fellow, as seen in an early screenshot from an in-dev build of Carmageddon 2.

Below is that screenshot.
carmageddon2043_640w.jpg
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mustang
Propshafter.png
Propshafter.png (28.79 KiB) Viewed 1245 times
This vehicle used to be bright orange, maybe as a homage to Interstate '76 but in the final game it became blue, we know this from Outro3 in the demo versions of the game which shows the orange version of mustang.
Below is OUTRO3.
outro3.png
outro3.png (144.99 KiB) Viewed 1245 times


riviera
Bloodriviera.png
Bloodriviera.png (32.42 KiB) Viewed 1245 times
Originally, riviera had no livery on it and was covered in blood from it's blades on the front, this original version can be seen in Outro3. The wheels were also different.
Below is OUTRO3.
outro3.png
outro3.png (144.99 KiB) Viewed 1245 times


wideboy
Streetmachine.png
Streetmachine.png (36.22 KiB) Viewed 1245 times
Originally wideboy, like most vehicles, had bloodied blades. These are present in Carmageddon 64, as well as an alternate livery, I recreated this livery for the BETA Mod as I suspect it may have been an earlier livery for the vehicle, as most of the content in Carmageddon 64 is of an earlier nature.
Below is the vehicle as it appears in Carmageddon 64.
Carma64-Wideboy.png
Carma64-Wideboy.png (108.65 KiB) Viewed 1245 times


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These are most of the vehicles that had very minor changes that we know about during development, I have reserved another post for my documentation of the vehicles we know the development history of or that have an interesting history, these include: 37FORD, bigdump, cerby, cobra, diablo, dondump, EAGLE3, fair, fatlane, junker1, logmachine, monsterbug, porker2, screw28, SKYLINE, VLAD3, volvo and vwcampa.

Future posts will go into these vehicles, I'll also do another one about mugshot and carimage changes.
Attachments
Plowmk2.png
Plowmk2.png (35.66 KiB) Viewed 1245 times
buzz64.TIF
buzz64.TIF (14.79 KiB) Viewed 1245 times
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[Carma2] Removed POWERUPS

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The Steel Gonad O' Death powerup!
C2_gonad.png
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The Steel Gonad O' Death is one of the craziest things you can do in Carmageddon 2, I suspect it may have been a powerup at some point but due to how overpowered it is it may have just been a fun little cheat created during the testing phases of the game, it turns the player's vehicle into a rolling ball with the power of 55 billion Big Dumps!
The powerup can be activated in game by using Cesm's cheat editor: http://cesm23.cwaboard.co.uk/#Tools_Downloads



Got 'im In The Bollocks powerup!
bollocks.png
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The Got 'im in the bollocks powerup is a removed powerup from the Splat Pack (it may be in C1 also) and it was carried over into C2, this powerup can still be activated in the final version of C2 but it just gives you credits, not only that but it displays a message on the screen.

The powerup icon doesn't exist in the final version of C2 but it does exist in the demo versions of C2.

I'm not sure what this powerup was supposed to do but if I'd have to guess, my guess would be either one of these two:

- It increases the size of your cars rear wheels
- It kills male peds in a certain way (use your imagination)



The Cloaking Device powerup!
Icon_C2_cloak.png
Icon_C2_cloak.png (1.52 KiB) Viewed 1230 times
In the final version of C2 this powerup can be activated but just gives you credits, it does however exist in Carmageddon 64 but is called 'Invisibility' and it makes your car transparent

The Cloaking Device powerup still exists in multiplayer in C2.



Cop-specific powerups.
turbocops.png
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frozencops.png
frozencops.png (1005 Bytes) Viewed 1230 times
There are 2 leftover powerups from C1/SP within Carmageddon 2 that are present but serve no function and those are Turbo Cops and Frozen Cops, icons exist for both powerups but since cops weren't present in C2, the powerups no longer function, they don't work with copcar as the vehicle is just a regular opponent that just so happens to be a police car.
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[CARMA2] The Importance Of Carmageddon 64

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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Re: [CARMA2] The Pre-release In-Dev Mega Thread

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