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 2974 matches

by Trent
Mon Feb 25, 2019 1:57 pm
Forum: General Carmageddon and Rant Forum
Topic: Phonecall with THQ Nordic
Replies: 3
Views: 3929

Phonecall with THQ Nordic

On Thursday I had a phone call with a publishing executive about Carmageddon. The guy talked through THQ Nordic's goals and views of buying the IP and let me ask any questions I had. It was very informative as to understanding their goals and confirming some things we had speculated about, though a ...
by Trent
Tue Dec 04, 2018 4:23 pm
Forum: General Carmageddon and Rant Forum
Topic: THQ Nordic announces acquisition of Carmageddon IP
Replies: 7
Views: 1723

THQ Nordic announces acquisition of Carmageddon IP

Maybe we should spam the forum as almost no one can access it?
by Trent
Tue Oct 02, 2018 8:01 pm
Forum: Carmageddon: Max Damage
Topic: If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?
Replies: 31
Views: 12733

If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?

Mr. D, didn't you once boast about singlehandedly ruining Interceptor by causing RoTT to be flop? Your mention of them is a bit simplistic. Schreiber wasn't a random fan who decided to buy 3D Realms after it has gone bankrupt; he was a fan who put together a dev team which had lots of interactions a...
by Trent
Sun Sep 30, 2018 8:21 pm
Forum: Carmageddon: Max Damage
Topic: If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?
Replies: 31
Views: 12733

If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?

Porting the mobile version of C1 to consoles shouldn't be toooo big a job as it uses the same base engine as Max Damage ans Duels so theoretically cross-platform support would already be available. The key issues would be related to platform integration in the games (e.g. controllers, online systems...
by Trent
Fri Sep 28, 2018 9:07 am
Forum: Carmageddon: Max Damage
Topic: If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?
Replies: 31
Views: 12733

If this game series still has fans, then let's all ask for one last thing. Stainless how about you give us the source code?

Not going to happen.For a start the game's source isn't just for the game so it would need every reference to other projects, such as Magic, removed and everything fully tested to make sure nothing broke, which is a massive job. Then there's the whole issue that they use licensed middleware such as ...
by Trent
Thu Jul 05, 2018 1:48 pm
Forum: Carmageddon: Max Damage
Topic: GOG and Steam owners can't play each other
Replies: 9
Views: 1982

GOG and Steam owners can't play each other

Running master and dedicated servers for games is notoriously expensive. Plenty of developers have had to shut down multiplayer on games, or even close up shop entirely, because they relied on their own servers for multiplayer and the continuous outgoings on servers was greater than the income they ...
by Trent
Wed Jul 04, 2018 9:17 am
Forum: Carmageddon: Max Damage
Topic: GOG and Steam owners can't play each other
Replies: 9
Views: 1982

GOG and Steam owners can't play each other

It's not a matter of "allowing", as far as I'm aware the game uses Steamworks networking API's and services for the Steam version and GOG Galaxy for the GOG version's networking, I'm not sure they are compatible.<br/><br/>Also in order to make sure people who have different updates of the game don't...
by Trent
Mon Jun 25, 2018 1:54 pm
Forum: Carmageddon: Max Damage
Topic: I want 3D print all carma cars of C:R & C:MD
Replies: 3
Views: 328

I want 3D print all carma cars of C:R & C:MD

My maxscript tools are available here: <a href="http://carmatools.com/downloads/tools/ReincarnationTools.rar" rel="nofollow">http://carmatools.com/downloads/tools/ReincarnationTools.rar</a><br> Flummery is available here: <a href="http://flummery.co.uk/" rel="nofollow">http://flummery.co.uk/</a><br/...
by Trent
Mon Jun 25, 2018 9:12 am
Forum: Carmageddon: Max Damage
Topic: I want 3D print all carma cars of C:R & C:MD
Replies: 3
Views: 328

I want 3D print all carma cars of C:R & C:MD

You can either use Flummery to convert the cars to FBX and import into your 3D package, or if you use 3D Studio Max you can import the cars using my MaxScripts, however you will need to do some <span style="font-style:italic"><span style="text-decoration:underline"><span style="font-weight:bold"><sp...
by Trent
Mon Jun 18, 2018 3:11 pm
Forum: Funsize! (Android/iOS)
Topic: Paid Carmageddon fun size with ADS
Replies: 2
Views: 909

Paid Carmageddon fun size with ADS

As far as I'm aware, the "ads" are just prompts about other Stainless products, they're not monetized adverts. They were there long before the game went free. The game has been free for a while now. They also don't seem to show up at all often, out off the last dozen races I've seen an ad for Crashe...
by Trent
Mon Apr 23, 2018 4:55 pm
Forum: Carmageddon: Max Damage
Topic: 80s Time Warps Used Cars. [Old Topic now locked]
Replies: 536
Views: 37144

80s Time Warps Used Cars. [REL] 29 Vehicles. Texture update now out.

<blockquote><div><cite>MrDeviance wrote:</cite> This intrigues me as I'm really looking into how to find a way to change the engine sounds for a lot of cars.<br> I especially miss the carmageddon 1 diesel engine sound.</div></blockquote>If you grab a copy of FMOD Designer (version 4.44.whatever I th...
by Trent
Fri Apr 20, 2018 10:57 pm
Forum: Carmageddon: Max Damage
Topic: Does this game uses VAC?
Replies: 4
Views: 402

Does this game uses VAC?

Could i ask what exactly you're trying to do? We probably know how like 90% of the game works between us so it might save you some research time figuring out stuff we might have already figured out :)
by Trent
Fri Apr 20, 2018 6:25 pm
Forum: Carmageddon: Max Damage
Topic: Does this game uses VAC?
Replies: 4
Views: 402

Does this game uses VAC?

The game doesnt use VAC, you can modify every piece of content in the game without worry. The game does however have it's one little bit of protection in that it stops saving and locks multiplayer if you modify the content in the ZAD folder.<br/><br/>The game does have a special mode called carmodge...
by Trent
Fri Apr 20, 2018 6:25 pm
Forum: Carmageddon: Max Damage
Topic: Wrong Forum - Please delete this!
Replies: 1
Views: 74

Wrong Forum - Please delete this!

The game doesnt use VAC, you can modify every piece of content in the game without worry. The game does however have it's one little bit of protection in that it stops saving and locks multiplayer if you modify the content in the ZAD folder.<br/><br/>The game does have a special mode called carmodge...
by Trent
Tue Apr 10, 2018 12:45 pm
Forum: Carmageddon: Max Damage
Topic: [Release] 32 Player Multiplayer Lobby Mod
Replies: 21
Views: 820

[Release] 32 Player Multiplayer Lobby Mod

This mod only works for Reincarnation as it makes use of a bug in Reincarnation letting you load data from outside of the ZAD folder without any checks, validation or restrictions while still using the ZAD data as the base. That bug doesn't exist in Max Damage.<br/><br/><span style="color:red"><span...
by Trent
Thu Mar 29, 2018 10:06 am
Forum: Carmageddon: Max Damage
Topic: [Tool] LOL Decoder - For decompiling LOL script files
Replies: 10
Views: 301

[Tool] LOL Decoder - For decompiling LOL script files

Just use Minge, you can one click decompile all the lol scripts in Data_Core with it.
by Trent
Wed Mar 28, 2018 12:57 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.

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.
by Trent
Sun Mar 11, 2018 8:17 pm
Forum: Carmageddon: Max Damage
Topic: 80s Time Warps Used Cars. [Old Topic now locked]
Replies: 536
Views: 37144

80s Time Warps Used Cars. [REL] 29 Vehicles. Texture update now out.

<blockquote><div><cite>'80s Time Warp wrote:</cite>Thanks Trent. I would love to test the updated version out, but I'm without max for now since my student licence expired. I think on one occasion when I was building my level, I did encounter the issue you're referring to with the pivot points, I ha...
by Trent
Sat Mar 10, 2018 4:28 pm
Forum: Carmageddon: Max Damage
Topic: 80s Time Warps Used Cars. [Old Topic now locked]
Replies: 536
Views: 37144

80s Time Warps Used Cars. [REL] 29 Vehicles. Texture update now out.

Glad to see you're back with some updates, 80s Time Warp! I've also fixed some bugs in the MDL export code of my maxscript, which i need to release. The bounding box calculation is a bit broken in the released version and this change fixes it, not sure if it effects your cars but the bug caused some...
by Trent
Wed Feb 28, 2018 11:39 am
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37351

[Tool] Minge: The CarMODgeddon Mod Installer

<blockquote><div><cite>ThunderGamerIT wrote:</cite><span style="font-weight:bold">Trent, i have Fixed Some Bugs to your MINGE 5.21b3 Now is, 5.24b3 Test now MINGE i have fixed Some crashes and sloved Bugs<br> Here the Link: -snip-<br> I'm stay uploading a video Gameplay ITA because yes i'm italian a...
by Trent
Tue Feb 27, 2018 9:17 am
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37351

[Tool] Minge: The CarMODgeddon Mod Installer

I guess technically we could code a pratcam, it would be an awful lot of work and may not really be any good. The pratcam would be an animated image (we possibly would need to be able to create BIN animations, which are apparently compiled from Flash animations) displayed in the HUD which is fairly ...
by Trent
Fri Feb 23, 2018 2:06 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)

Sorry it looked like you were claiming you did everything correctly and what I was saying wasn't working, when what I was telling you to do for the last couple of pages was actually what would have fixed the problem I was giving the solution to.<br/><br/>If nothing was showing up then it was not rel...
by Trent
Thu Feb 22, 2018 2:53 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)

I was going off the actual Level.cnt you had in the folder, not a source Max file, as the level.cnt had the issue and I was telling you how to fix it. I can tell you exactly what you did wrong now I've looked at the Max file though.<br/><br/>You're right the mesh in the Max file is positioned at 0,0...
by Trent
Thu Feb 22, 2018 11:41 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)

That would probably explain it, those were ancient and probably quite broken in themselves. If you want a map as reference then you should be looking at CityA from the pack I released for C:MD the other week. That is the most complete and up to date level.<br/><br/>Regarding driving under the map, a...
by Trent
Thu Feb 22, 2018 10:22 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)

Flummery's got 99 problems and a glitch ain't one.
by Trent
Thu Feb 22, 2018 9:16 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 class="uncited"><div> I compile the level.lol thru Trents Tools</div></blockquote>Did you overwrite the level.lol with the CNT file or the level.cnt? If you did the former then that would be why it crashed.<br/><br/>I assume the sun.light you used previously was generated by Flummery? Er...
by Trent
Wed Feb 21, 2018 1:29 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)

The very simple things you are overlooking are what I have already suggested you to you. Here are some simple instructions for you to follow:<br/><br/><ol class="bb-list" style="list-style-type:decimal;"><li>Make sure nothing is selected</li> <li>Go to the <span style="font-weight:bold"><span style=...
by Trent
Fri Feb 16, 2018 5:28 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)

Attach doesnt deform models at all, it literally just attaches one mesh to another. When you do it it does offer options regarding materials and material IDs, you just need to make sure "Match Material IDs to Material" is selected and it will make sure it keeps the correct materials assigned to each...
by Trent
Fri Feb 16, 2018 2:17 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)

From what i remember you need to create a null node at 0,0,0 and make it the parent of all the actual meshes, while the meshes need to have their pivots at their center, which can be done by pressing the Center To Object button on the hierarchy panel. Though I think the collision issue is related to...
by Trent
Mon Feb 12, 2018 12:24 am
Forum: Carmageddon: Max Damage
Topic: [Release] Carmageddon 1 mod - All cars & Levels
Replies: 23
Views: 4814

[Release] Carmageddon 1 mod - All cars & Levels

@Hazardic: yup, that's exactly right<br/><br/>@Starbuck: some cars likely have ride height issues. Ill need to investigate.<br/><br/>I'm not on dial up, I'm just on pretty shitty adsl until Tuesday when I am finally getting fibre installed ;)<br/><br/>I'll grab your pack during the week and have a l...
by Trent
Sat Feb 10, 2018 6:17 pm
Forum: Carmageddon: Max Damage
Topic: [Release] Carmageddon 1 mod - All cars & Levels
Replies: 23
Views: 4814

[Release] Carmageddon 1 mod - All cars & Levels

<blockquote><div><cite>hazardic wrote:</cite>@Trent btw it would be great to have an option to swap c1 apc and supressor to the vanilla one (CMD) and from Alex. is it even possible?</div></blockquote>Cop spawns are defined as accessories in the level.lol, the only way to swap them is to have multipl...
by Trent
Sat Feb 10, 2018 11:13 am
Forum: Carmageddon: Max Damage
Topic: [Release] Carmageddon 1 mod - All cars & Levels
Replies: 23
Views: 4814

[Release] Carmageddon 1 mod - All cars & Levels

<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:url(https://i.ytimg.com/vi/ZQcI8XoZg_o/hqdefault....
by Trent
Sat Feb 10, 2018 2:09 am
Forum: Carmageddon: Max Damage
Topic: A plea to Trent
Replies: 8
Views: 274

A plea to Trent

<span style="font-weight:bold"><span style="font-size:26px"><span style="color:red"><span style="text-decoration:underline">COMING SOOOOOOOOOOOON~!</span></span></span></span><br/><br/><img src="images/imgur-bckp/Qup1XfT.jpg" alt="" class="postimage" style="display: inline;"><br><a href="http://carm...
by Trent
Fri Feb 09, 2018 10:24 pm
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37351

[Tool] Minge: The CarMODgeddon Mod Installer

That's not something I want to do as the "select game" option is for selecting different types of games, not just different locations of the same game. Steam and GoG versions of C:MD are effectively identical with the exception of the subsystems they run on. To do what you want properly I'd have to ...
by Trent
Fri Feb 09, 2018 9:27 am
Forum: Carmageddon: Max Damage
Topic: [Tool] Minge: The CarMODgeddon Mod Installer
Replies: 204
Views: 37351

[Tool] Minge: The CarMODgeddon Mod Installer

What I assume is the case is you closed minge which it was still making the ZAD which resulted in a corrupted ZAD file and that was causing Minge to crash when it tried to load it. So you would have only needed to delete the corrupted ZAD file rather than the entire directory :)<br/><br/>No idea abo...