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Hi dudes,
2 Years after post and 14 years after original release, i've been in touch with Toshiba-3 and released Carmeditor v0.108!
Feel free to visit the main topic HERE
Here is the full changelog back from 1998, 1999 and 2013.
-Project : Carmeditor 2
-Version : v0.108
-Description : Carmageddon 2 + Editor = Carmeditor 2
Simple prog to hack savegames =)
-Coding : Shutting Down
-Updates :
-= 16-12-98 / v0.101b =-
+ Seeking offsets shit: race, current car, money, apo
+ Listing of the cars (about 50%)
+ Listing of the circuits (about 10%?)
+ GFX stuff for splash screen
+ Hack stuff coding
+ RefreshCombo, RefreshSlot coding
+ Race, car,.. patch functions
+ Path of carma 2
+ Splash screen
-= 19-12-98 / v0.0102 =-
* New GFX for the main GUI
* Update of the cars(53) and races(40) lists
-= 20-12-98 / v0.103 =-
* Fixed functions from beta 0.102, Delphi 4 Update 2 fixes the bug
+ Export, Import, Delete functions allowing user to manage savegames
-= 21-12-98 / v0.104 =-
* Gfx Stuff
+ DebugMemo available without beta mode
+ Softness factor seeker (beta only, see '\datas\softness')
+ Exit Splash screen
-= 24-12-98 / v0.105 =-
* DebugMemo now read-only
+ Rename Player Menu Item
+ Picture of the selected car ( except 39 )
+ Now delete temp files =)
-= 02-01-99 / v0.106 =-
* JPG files are compiled within the main exe file (about 250ko of jpg files)
* Datas files are also compiled within the main exe file (less than 3ko of datas files)
-= 25-01-99 / v0.107 =-
* Slots > 9 are now available
-= 24-01-13 / v0.108 by Toshiba-3 =-
* Changed interface and removed gfx
* Changed HexToInt function
- Removed Softness factor part
* Fixed typos in race/vehicle names
* Slots up to 999 available
Last edited by Shutting_Down on Thu Feb 14, 2013 9:45 am, edited 2 times in total.
-= 30-01-13 / v0.1.0.9 =-
* Added message if new player name is too long or empty
* Fixed rename to a shorter name (padding right of name with spaces)
* Supports unlimited number of slots
* Major cleanup of code
+ Added ability to start game from Carmeditor
+ Added ability to edit owned cars for in-game selection
-= 30-01-13 / v0.2.0.1 =-
* Added images of races
- Dropped Quit button, useless
+ Added ability to enable/disable "mission race"
* Better handling of folders
* Proper cleanup of temp files
Oh wow, that looks great! The preview images are really helpful. It always annoys me that Carstockalypse doesn't show us the thumbnails since win-xp. With all the custom cars that are out there I often forget which is which.
Sadly preview is based on custom screenshots for stock cars, this means custom cars won't show.
If anyone knows how I can gather the car images I'll try to implement true car preview.
Currently I'm stuck at displaying P08, P16 (as described at https://rr2000.cwaboard.co.uk/R4/PC/C2FORMAT.TXT).
However I found out how to extract parts of any TWT file, thanks to file format description.
well if the car is properly setup, the images should show as pix files in the \Data\INTRFACE\CarImage\carnameCI\Pix16 or as tiff files in the ....\tiffrgb folder. Custom cars often have Tiff files. Toshiba-3 is one of the few people who used to put cars in TWT files as far as I know.
I haven't had time to try this out. Too many projects here and in R/L. Some older custom cars didn't come with menu images. Does it only read TWTed cars? Like Harm said, only Tosh TWTs up custom cars.
Oh you guys
It's been almost five years since I last TWT'd an addon, and I had good reasons!
Very nice progress with the editor, S_D!
And yes, I think you could simply check for the six 64² tiff files in the CarImage folder, if they are not there look for pixies in that same folder.
I can quite easily explode the TWT file, I've created a 010 Editor template for that, so it's pretty easy now to check at binary level.
However I'm not able to find any suitable PIX viewer (P08/P16), I tried XnView without any success :-(
Even thought I've played C2 14 years ago, I haven't been in modding hype. May I assume TIFF are fine or is reading PIX a must have?
As note, the current image are screenshots I did years ago and that are stored within the Carmeditor EXE.
To add support for custom cars what should I do? I've read a bit about Carstockalypse and the like.
But simpler point, are images stored usable as is? Aren't they supah phun texture files?
Regarding binary distribution I'll keep in touch with Toshiba-3.
Ok so actually PIX (and P08/P16) is a proprietary format used by BRender Pixelmap, which was part of some 90s game engine.
Since theses are 3D textures, I won't used much time trying to figure out this. At least at current step.
C2 P08/P16 and C1 .PIX packs are uncompressed archives gathering the pixies in one file. If you use TWT Melt or Cesm's Pixies packer/unpacker, you'll then be able to view each texture individually with XnView for example (though it doesn't support transparency correctly).
There are a few unreleased pixies reader from the community as well, but the code wasn't shared.
-= 09-02-13 / v0.2.0.2 =-
* Still cleaning source code...
+ Added ability to change difficulty level
-= 14-02-13 / v0.2.0.3 =-
* Forgot to rebind "Refresh all" button
* Safer load of owned cars (maxed at 60)
* Still cleaning source code...
* Fixed loading of strings from slots, sometimes garbage was displayed
+ Button to backup current savegame, no restore yet :-) manually copy file back
Since I don't currently have any host for this (file is 2MB). I've sent it to Toshiba-3, hopefully it'll be online pretty soon.