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Alex's Garage

The 2016 reincarnation of Carmageddon! Thanks, SCi!
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helomyname
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Post by helomyname »

Hell yes! Any chance for a side-by-side comparison with the original once its done?
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Post by AlexTSK »

Helomyname wrote:Hell yes! Any chance for a side-by-side comparison with the original once its done?
Sure thing, I'll snap some more shots of it next to the original :)
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'80s Time Warp
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Post by '80s Time Warp »

Nice work. Only thing I'm not keen on is the tail lights, they look a little too much like speakers for my taste.

Otherwise it all looks good :)
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Post by AlexTSK »

no glass caps on the taillights in that first test
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Post by AlexTSK »

Red Tech is proud to bring you the RT Classic Muscledragger Rims, available on all Eagles(well just the few we built) starting today!


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hazardic
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Post by hazardic »

Oh looks nice, made deaf to prevent gibs interference with brakes lol

Btw no vent-spiky rims for carnage?..
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Post by FatCat »

Man, this mod is looking so niiiice, i love the amazing textures you've slapped on that model, the whole package looks super well-done.

hazardic wrote:Oh looks nice, made deaf to prevent gibs interference with brakes lol

Btw no vent-spiky rims for carnage?..
Haha, i toootally pitched that idea at Alex but he didnt seem too warmed up to it, he didnt seem to want to make some at all. =C
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Post by hazardic »

Damn without those kind of rims eagle looks kinda unarmed and weak
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Post by starbuck »

Nice blood marks :)
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Post by AlexTSK »

hazardic wrote:Oh looks nice, made deaf to prevent gibs interference with brakes lol

Btw no vent-spiky rims for carnage?..
I have no idea what 'vent-spiky rims' are :)
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Post by hazardic »

Rims with spikes, which looks like fan (something like Fatcad did for his eagle, also in my sig tez with such kind of rims)
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Post by AlexTSK »

hazardic wrote:Rims with spikes, which looks like fan (something like Fatcad did for his eagle, also in my sig tez with such kind of rims)
You the rims that resemble the eagle 1 rims? They've they have already been made by Fatcat though so why don't you just use those when the car comes out?
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Post by hazardic »

Sure i will, but I was meaning something like this, not especially like Fatcat's, but somewhat inspired - it's not so easy I know to create rims with blades or spikes and not to repeat c1 or Fatcat ideas, but anyway, this will kinda cool if redtech could use some blades on rims like c1 eagle did, eagle 2 and 3 (despite the fact that as far i remember in c2 intro eagle had blades on rims) were too sporty in my opinion, the main idea of mean machine for murders was lacked, so maybe since your eagle is looks very nice in terms of murder (roof blade, solid&heavy look) so adding some blades (or knifes or whatever what kills) to rims could make a car more ravenous
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Post by AlexTSK »

Yeah the Eagle 3 had the spikes on the wheels in the intro, also the tashita was blue and driven by batmad, weird inconsistencies!

Personally I don't like wheels with blades or protrusions unless they are part of the design (like the cleaver). Even then you maybe saw that I made the blades smaller/shorter on my cleaver redux as well as removing the swords from my Sled re-design. When it comes to weapons on the actual car I'm all for it (if it fits) but not so much things sticking out of the wheels.That's just my personal taste though and I do hope that Stainless reconsiders the current system for adding wheels and skins because as you know you have to 'mod a mod' to add other peoples rims. That way everyone can have whatever wheels they want :)
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Post by hazardic »

Yeah, got you. Well, your rims are very detailed though so maybe a single blade could be enough for me
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Post by FatCat »

Also Alex, I'm sure you could make something waaaay original and detailed with spike rims idea. My spike rims that are on hazardic's sig are extremely outdated, they were originally built in 2012 for the Eagle1 mod for GTA4, on an extremely tight polygon budget meant to run with PS3s. There are no next-gen HD spiky rims yet.
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Post by AlexTSK »

Get the RT Proto Rim Style today and let everyone know that testing is indeed, in progress! ©Red Tech PTY LTD Zibbididy Doo

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Post by Doctor Fraggington »

I'm totally going to use those.
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helomyname
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Post by helomyname »

That's pretty
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Post by AlexTSK »

Thanks guys! Those rims were kind of a happy accident, I was going for a different look but these 'test' wheels came to mind. The 'TESTING IN PROGRESS' is also animated and perpetually scrolls along the monitors on the wheels, thats big pimpin' right there!

The good news is I've started to set up the suspension which will be the last major part I have to add to the car before polishing and release. The bad news is that it's proving to be quite a pain and I've been fighting game crashes for the past day or so, but I will prevail :)
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Post by '80s Time Warp »

The good news is I've started to set up the suspension which will be the last major part I have to add to the car before polishing and release. The bad news is that it's proving to be quite a pain and I've been fighting game crashes for the past day or so, but I will prevail :)
Feel free to drop me a line if there's anything that is being especially problematic with the suspension setup ;)
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Post by AlexTSK »

Thanks Mike, Errol is helping me out at the moment to figure out why the game is crashing as there is nothing in the log files. We may have found the problem though in that I'm trying to set up the suspension on just one wheel, and I'm pretty sure im getting crashes because the front hierarchy depth must match. We are a looking at the siamese dream and that is indeed the case with that car, while in that it has the same hierarchy depth on the front wheels, the rear wheels have a deeper hierarchy, but the same on both sides.
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Post by '80s Time Warp »

That could be the case, I've never tried setup on just one side, I've always taken the plunge and setup the suspension for all 4 wheels at the same time, but then you don't really have a choice with live axles, hehe. :)

The other thing that comes to mind (if it turns out that it isn't the hierarchy) would be to double check that the numerical values for the wheel declaration match in the following methods:

  • "Set_PreIK_WishboneHub()"

  • "Set_PreIK_WishboneMountLowerFL()"

  • "Set_PreIK_WishboneMountUpperFL()"

  • "Set_PreIK_WishboneUpper()"

  • "Set_PreIK_WishboneLower()"

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Post by AlexTSK »

Currently all the IK bits are commented out and I am still getting crashes, so it has nothing to do with that. Once I've actually got the car to load in game again I'll start to test the numbers :)
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Post by '80s Time Warp »

Ok, cool.

Is the 'script_log.txt' still working for you? For some reason, nothing is being written to mine since before the game went gold. Not sure if it's been globally disabled, or if it's just me, hehe.
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Post by AlexTSK »

'80s Time Warp wrote:Ok, cool.

Is the 'script_log.txt' still working for you? For some reason, nothing is being written to mine since before the game went gold. Not sure if it's been globally disabled, or if it's just me, hehe.

The logging has been disabled in gold. You can enable it again by following these steps:

1: Create a folder named 'Diagnostics' in your CR root directory

2: In steam, right-clicking on CR and select

3: Select Properties

4: Under the general tab select "Set Launch Options"

5: Add the following too the launch options box "-dumplogs" (minus the quotes)

6: You should now have the logs up and running.
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Post by '80s Time Warp »

Thanks for the info. Normal debugging practice can now resume :)
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Post by AlexTSK »

After fixing a game breaking issue on the car, I've moved on to to testing the suspension. first attempt wasnt quite successful but, despiite the mistake its obvious one can make stanced cars, if you're into that kind of thing.

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Post by hazardic »

Yeah I've already thought too that this physic tech is more advanced than it looks
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Post by AlexTSK »

@ hazardic - it's quite advanced indeed and very customize-able, but its very easy to mess it up :)

Progress report, I've fixed the wishbones and they now work as intended :)

Completed

-Engine rumbles, Crank, Water Pump, Alternator, Power Steering, Dry Sump Oil Pump, and 2 belt tensioner pulleys are spinning
-Windshield is in , and has 5 damage levels (just like vanilla cars)
-Custom Tires and their respective deflated counterparts
-Flaps for the hood and trunk are working correctly
-Body Damage Texture (already started to paint it)
-Setup the strength of the welds
-Hinged Joints on bodywork pieces

To do

-Driveshaft, CV Joints, Rear Differential
-Suspension Setup
-Material Correction
-Handling, started on it already but I'm still figuring out the parameters, the car does feel heavier but suffers from understeer
-General Bugfixing So far everything is working, but I'll leave the section open in case other stuff pops up
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Post by shane »

Sounds like some good progress AlexTSK - can't wait to test drive it!
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Post by AlexTSK »

shane wrote:Sounds like some good progress AlexTSK - can't wait to test drive it!
I hope to release the first version soon :)
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Post by AlexTSK »

Progress report for today Happy to report that the suspension is fully working as intended!, also added a custom collision shape :) There's not a whole lot left to do :D On a smaller note, I'm not going to make the engine and mufflers rumble and shake like on the vanilla cars, its personal preference but to me it looks very strange and cartoonish.

Completed

-Engine rumbles, Crank, Water Pump, Alternator, Power Steering, Dry Sump Oil Pump, and 2 belt tensioner pulleys are spinning
-Windshield is in , and has 5 damage levels (just like vanilla cars)
-Custom Tires and their respective deflated counterparts
-Flaps for the hood and trunk are working correctly
-Body Damage Texture (already started to paint it)
-Setup the strength of the welds
-Hinged Joints on bodywork pieces
-Driveshaft, CV Joints, Rear Differential
-Suspension Setup
-Custom Collision Shapes

To do

-Material Correction
-Handling, started on it already but I'm still figuring out the parameters, the car does feel heavier but suffers from understeer
-General Bugfixing So far everything is working, but I'll leave the section open in case other stuff pops up
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Post by '80s Time Warp »

Awesome to hear that you've got the full suspension setup working.
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hazardic
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Post by hazardic »

Nice I see the release is coming
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