Dear returning Carmageddon fans Image

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 1166 matches

by Errol
Fri Apr 27, 2018 8:58 am
Forum: Carmageddon and The Splat Pack
Topic: Operation Silent Sedans: A Carma 1 Non-Car Modding Adventure
Replies: 45
Views: 25132

Re: Operation Silent Sedans: A Carma 1 Non-Car Modding Adven

I plan to convert some C2 cars to C1 in the future after I understand the basics, but am unaware of if a thread like this for such a well-covered topic would be acceptable. Would such threads be considered spam, or are they welcome because of how quiet this community is? Probably just use this thre...
by Errol
Tue Apr 24, 2018 8:40 am
Forum: Carmageddon and The Splat Pack
Topic: Crush It - A crush data generator for Carmageddon
Replies: 17
Views: 13005

Re: Crush It - A crush data generator for Carmageddon

In c you allocate a block of memory, use it and then free it. The "DAMAGE: after normal block" error occurs when memory is freed that has been written beyond the allocated amount. Or, put more simply. The game says "I want 6 bytes", the game then writes 7 bytes and then calls fre...
by Errol
Sat Apr 14, 2018 9:06 pm
Forum: Carmageddon and The Splat Pack
Topic: Crush It - A crush data generator
Replies: 0
Views: 2610

Crush It - A crush data generator

<img src="http://www.toxic-ragers.co.uk/images/misc/crushit.png" alt="" class="postimage" style="display: inline;"><br/><br/>How to use:<br> Put some .dat files in the same folder as crushit.exe<br> Run crushit.exe<br> Copy the resulting crush data into your car file, replacing the 2nd crush data bl...
by Errol
Sat Apr 14, 2018 11:43 am
Forum: Carmageddon and The Splat Pack
Topic: Crush It - A crush data generator for Carmageddon
Replies: 17
Views: 13005

Re: Crush It - A crush data generator for Carmageddon

Glad things are working well. :ssmile: I'm going to do a bit of a technical write-up on how I worked out the numbers, as well as some pseudo-code and illustrations to aid with getting this functionality into other tools. Let me know if you have any issues, I'm available through PM here, Discord, Twi...
by Errol
Fri Apr 13, 2018 8:39 am
Forum: Carmageddon and The Splat Pack
Topic: Crush It - A crush data generator for Carmageddon
Replies: 17
Views: 13005

Crush It - A crush data generator for Carmageddon

http://www.toxic-ragers.co.uk/images/misc/crushit.png How to use: Put some .dat files in the same folder as crushit.exe Run crushit.exe Copy the resulting crush data into your car file, replacing the 2nd crush data block Check out the project link below for more info. Project: https://github.com/Ma...
by Errol
Sun Apr 08, 2018 1:35 am
Forum: General Carmageddon and Rant Forum
Topic: Any game release you are waiting for in 2018-2019?
Replies: 8
Views: 1131

Any game release you are waiting for in 2018-2019?

I'm enjoying the Ion Maiden early access. Full game due out before the end of the year.
by Errol
Tue Apr 03, 2018 2:06 pm
Forum: General Carmageddon and Rant Forum
Topic: What do you Really Drive??
Replies: 207
Views: 4880

What do you Really Drive??

We have an '04 BMW 320D but I wouldn't say I'm fanatical.<br/><br/>It has done 180k miles, I can fit a sofa in it without issue and most repairs are easily achieved by someone with no mechanical skills what-so-ever (just last year I replaced the alternator and some sort of bush arm things behind the...
by Errol
Thu Mar 29, 2018 8:45 pm
Forum: Carmageddon 2: Carpocalypse Now
Topic: Save Sum
Replies: 1
Views: 2271

Save Sum

A simple tool for recalculating the checksum in a Carmageddon save file after you've made manual amendments with a hex editor. Just place in the folder with your save files and run. Simple as that. It is a bit of a one trick pony. The only real use for it is resigning the save after resetting your A...
by Errol
Thu Mar 29, 2018 9:47 am
Forum: Carmageddon: Max Damage
Topic: Alex's Garage
Replies: 1113
Views: 90900

Alex's Garage

BOXES ARE BEST. BARRELS ARE WORST.

C2 &gt; C1

ELEPHAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAANTS
by Errol
Thu Mar 29, 2018 6:58 am
Forum: Carmageddon: Max Damage
Topic: [Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.
Replies: 13
Views: 1020

[Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.

I like how you've just realised how large a task you've proposed in your first post whilst doing probably the second easiest part of it.<br/><br/>Just wait until you come to replace all the ped models, animations and textures.<br/><br/>edit:<br/><br/>Just realised how dismissive the original post is...
by Errol
Wed Mar 28, 2018 1:16 pm
Forum: Carmageddon: Max Damage
Topic: [Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.
Replies: 13
Views: 1020

[Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.

<blockquote><div><cite>MrDeviance wrote:</cite> <blockquote><div><cite>Trent wrote:</cite>The audio files are in their own separate ZAD files which aren't protected, so replacing sounds won't even lock saving or multiplayer. They're in ZAD_AUDIO.</div></blockquote> <p> Yeah but if I recall correctly...
by Errol
Wed Mar 28, 2018 12:45 pm
Forum: Carmageddon: Max Damage
Topic: [Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.
Replies: 13
Views: 1020

[Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.

<blockquote><div><cite>MrDeviance wrote:</cite>1. 2d peds would look just perfect coupled with trent's mod but in rest I agree they would not really fit, which Is why I would love to know where to start to replace the old the ped sounds with the old carma 1 or 2 ones.<br> Is there any tutorial or ti...
by Errol
Wed Mar 28, 2018 11:41 am
Forum: Carmageddon: Max Damage
Topic: [Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.
Replies: 13
Views: 1020

[Request/Rant]How feasible is it to finally mod sound effects and to load pedestrian sprites or new models.

Quick response...<br/><br/>1) New ped models are possible. Replacement ped sounds are easy. Neither can be done within the confines of CarMODgeddon though. 2D peds would look bloody awful.<br/><br/>2) I've not looked into this or how it is implemented. I doubt it would pose much of a problem though....
by Errol
Mon Mar 26, 2018 9:42 pm
Forum: The ReinCarnation Project
Topic: NEWS: Carmageddon: Max Damage out NOW on GOG!
Replies: 46
Views: 8026

NEWS: Carmageddon: Max Damage out NOW on GOG!

I think this thread is going massively off-topic. Stop.
by Errol
Sat Mar 24, 2018 6:16 pm
Forum: The ReinCarnation Project
Topic: NEWS: Carmageddon: Max Damage out NOW on GOG!
Replies: 46
Views: 8026

NEWS: Carmageddon: Max Damage out NOW on GOG!

As the changelog never appeared I'll post what I know:<br/><br/><blockquote class="uncited"><div>It was primarily a Steam without Steam build, but uses the GOG Galaxy equivalent services where available. <p>A few fixes slipped in<br> - Dual Shock 4 mapping<br> - removal of broken/unfinished steering...
by Errol
Fri Mar 23, 2018 8:48 am
Forum: The ReinCarnation Project
Topic: NEWS: Carmageddon: Max Damage out NOW on GOG!
Replies: 46
Views: 8026

NEWS: Carmageddon: Max Damage out NOW on GOG!

<blockquote><div><cite>MrDeviance wrote:</cite>Is it unreasonable to ask why would the gog version not also be free for those that already bought max damage on steam?<br> Why must I pay for the game a second time, if I already have proof of owning it on steam already?<br> Being DRM Free means it's e...
by Errol
Fri Mar 16, 2018 4:19 pm
Forum: Funsize! (Android/iOS)
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 13971

Re: Hey People! Carmageddon 1 Android .IMG related question

IMG only has the support it has because CarMODgeddon lost TDX support briefly and I hacked together rough and ready IMG support until they patched it back in again.
by Errol
Thu Mar 15, 2018 10:37 pm
Forum: Funsize! (Android/iOS)
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 13971

Re: Hey People! Carmageddon 1 Android .IMG related question

Yup, Crashers is Unity. I'm pretty sure tools exist to extract Unity assets if you want to have a fiddle.
by Errol
Thu Mar 15, 2018 8:52 am
Forum: Funsize! (Android/iOS)
Topic: Hey People! Carmageddon 1 Android .IMG related question here
Replies: 22
Views: 13971

Re: Hey People! Carmageddon 1 Android .IMG related question

Flummery can write IMG files but can't really read them, I never implemented a way of loading Huffman binary tree data. Unfortunately if I do add batch IMG support it won't be compatible with your OS QTZ. I make extensive use of functionality only found in the new .NET frameworks and they just don't...
by Errol
Wed Mar 07, 2018 1:35 pm
Forum: General Carmageddon and Rant Forum
Topic: Screen Shots
Replies: 1494
Views: 479922

Re: Screen Shots

Just jumping in to say that Flummery uses .NET 4.6.2 which I think needs Window 7 or newer.
by Errol
Thu Feb 22, 2018 9:33 am
Forum: Carmageddon: Max Damage
Topic: OK I made a map (sort of) imported easily from C2 (for a start)
Replies: 124
Views: 3567

OK I made a map (sort of) imported easily from C2 (for a start)

<blockquote><div><cite>Trent wrote:</cite>I assume the sun.light you used previously was generated by Flummery? Errol says the old code generated lights which crash C:MD. It should still have worked in C:R though so if it didn't then I've got no idea what you were doing to it.</div></blockquote>v0.3...
by Errol
Thu Feb 22, 2018 3:30 am
Forum: Carmageddon: Max Damage
Topic: OK I made a map (sort of) imported easily from C2 (for a start)
Replies: 124
Views: 3567

OK I made a map (sort of) imported easily from C2 (for a start)

Grabbed the rar, cheers. Have fun with Moana, I liked Tamatoa<br/><br/>The problem seems to be the sun.cnt and sun.light files. Grab different ones from one of Trents C1 ports or from a stock C:MD level.<br/><br/>Here is your desert level (just with all the extraneous files removed, tifs, pngs, imgs...
by Errol
Thu Feb 22, 2018 3:23 am
Forum: Carmageddon: Max Damage
Topic: OK I made a map (sort of) imported easily from C2 (for a start)
Replies: 124
Views: 3567

OK I made a map (sort of) imported easily from C2 (for a start)

<blockquote><div><cite>starbuck wrote:</cite> <blockquote><div><cite>Errol wrote:</cite> <blockquote><div><cite>starbuck wrote:</cite> <blockquote><div><cite>timmy76 wrote:</cite>OoOoOo I might have to give this a try.<br> Cheers for the tip Trent.</div></blockquote> <p>Well at least there was someo...
by Errol
Thu Feb 22, 2018 3:16 am
Forum: Carmageddon: Max Damage
Topic: OK I made a map (sort of) imported easily from C2 (for a start)
Replies: 124
Views: 3567

OK I made a map (sort of) imported easily from C2 (for a start)

<blockquote><div><cite>starbuck wrote:</cite> <blockquote><div><cite>timmy76 wrote:</cite>OoOoOo I might have to give this a try.<br> Cheers for the tip Trent.</div></blockquote> <p>Well at least there was someone else trying to solve the problem.</p> <p>I exported the Level.CNT and it crashed again...
by Errol
Tue Feb 20, 2018 10:19 pm
Forum: Carmageddon: Max Damage
Topic: OK I made a map (sort of) imported easily from C2 (for a start)
Replies: 124
Views: 3567

OK I made a map (sort of) imported easily from C2 (for a start)

Honestly? I have no idea.<br/><br/>I wouldn't bother doing anything with Flummery though. v0.3.7.5 is ages old and the beta version has so many caveats and loose ends I think it would cause you more grief than help. I can't help or offer advice with the 3ds max scripts as I don't have max and have n...
by Errol
Wed Feb 14, 2018 9:34 am
Forum: Carmageddon: Max Damage
Topic: [Release] Carmageddon 1 mod - All cars & Levels
Replies: 23
Views: 4812

[Release] Carmageddon 1 mod - All cars & Levels

I'm poking at making the Flummery process a little more seamless. Three clicks and you're done.<br/><br/>Open C2 level &gt; Process for C:MD &gt; Save as C:MD level... et voila<br/><br/><span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="d...
by Errol
Sat Feb 10, 2018 12:20 am
Forum: Carmageddon 2: Carpocalypse Now
Topic: Checkpoints
Replies: 16
Views: 544

Checkpoints

Chimieltje, there isn't a solution to this as there isn't a problem. <br/><br/> You're thinking of it as checkpoints completed but it is actually next checkpoint. When you start a race with 4 checkpoints you're aiming at 1/4.<br> If there was some way to fix this it wouldn't be via text file but wou...
by Errol
Fri Feb 09, 2018 9:09 pm
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.8.9
Replies: 410
Views: 34525

[Tool] Flummery v0.3.7.5

The level dialog box can not be changed? Clicking the button with the three dots doesn't allow you to browse to a different save folder?

Also, what version of Flummery are you running?
by Errol
Wed Feb 07, 2018 10:24 pm
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.8.9
Replies: 410
Views: 34525

[Tool] Flummery v0.3.7.5

Pfft, if I'm king of anything it is wan.<br/><br/><span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><iframe allowfullscreen="" loading="lazy" scrolling="no" style="background...
by Errol
Fri Feb 02, 2018 10:04 am
Forum: Carmageddon: Max Damage
Topic: Flummery v0.3.8.9
Replies: 410
Views: 34525

[Tool] Flummery v0.3.7.5

I am a terrible person and have neglected this for far too long.<br/><br/>Things are happening now though, see...<br/><br/><span data-s9e-mediaembed="youtube" style="display:inline-block;width:100%;max-width:640px"><span style="display:block;overflow:hidden;position:relative;padding-bottom:56.25%"><...
by Errol
Thu Feb 01, 2018 7:31 pm
Forum: Carmageddon: Max Damage
Topic: So, how's about that Linux game?
Replies: 30
Views: 2689

So, how's about that Linux game?

<blockquote><div><cite>Car-o-line wrote:</cite> <blockquote><div><cite>CrapShoot wrote:</cite>The port is most likely dead, just like the chance me buying from Stainless again.<br> I could live with them cancelling it, but simply ignoring it to death is just low.</div></blockquote> <p>I totally agre...
by Errol
Tue Jan 23, 2018 8:18 am
Forum: Carmageddon: Max Damage
Topic: Alex's Garage
Replies: 1113
Views: 90900

Alex's Garage

<blockquote><div><cite>starbuck wrote:</cite> <blockquote><div><cite>Trent wrote:</cite> <blockquote><div><cite>starbuck wrote:</cite>For one thing The cars wheels folders are in located in the actual vehicle_carname.ZAD.</div></blockquote> <p>That's not a difference between the two versions, the ma...
by Errol
Tue Jan 23, 2018 8:01 am
Forum: The ReinCarnation Project
Topic: NEWS: Carmageddon: Max Damage out NOW on GOG!
Replies: 46
Views: 8026

NEWS: Carmageddon: Max Damage out NOW on GOG!

<blockquote><div><cite>Ray Murderiz wrote:</cite>i got the email because i am a kickstarter backer but the key resender is only sending the carmageddon reincarnation key page and not <p>the carmageddon max damage gog version key page.</p> <p>what should i do?</p></div></blockquote>Both keys should b...
by Errol
Mon Jan 22, 2018 7:45 am
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37339

[Tool] Minge: The CarMODgeddon Mod Installer

starbuck, please don't double/triple post. Just edit your previous post to add your latest thoughts.<br/><br/>Also, "financial troubles"? Really? So poor he can't afford to claim the free GOG key he got as a Kickstarter backer?<br> The intention is admirable but even momentary thought would rule it ...
by Errol
Mon Jan 22, 2018 12:56 am
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37339

[Tool] Minge: The CarMODgeddon Mod Installer

Trent, it looks like the GOG version needs to have the WorkingDirectory set to the C:MD folder when shelling out the exe. You can't run the game by double-clicking the exe even, nor does a manually created shortcut work (you have to edit the Start In and remove the \bin).<br/><br/>Assuming you're us...