» Category : Carmageddon 2

Oh and about BBQ: ToDo list

Things are getting slower lately as I'm working on normal C1 and C2 stuff but BBQ is still progressing towards its first proper release. Here's what I'm planning to work on until then. You'll notice stable Internet gaming isn't on the list yet (getting rid of the lag) this is because I want to have ressources done before. LAN gaming is working a treat anyway, and if the host has a very good Internet connection (univertities, etc.) the Internet lag is greatly decreased.

  New content:

- Port of the Stunt Park from Carmagedddon TDR2000. Errol released last year a near fully featured port of the TDR2000 Hollowood track. The TDR multiplayer level "Stunt Park" is actually an excerpt of Hollowood so I'm working on it from there. My port however will be much more complete gfx-wise as it will include the hard shadows the original has, ambiant lighting, the multiplayers powerups and spawning points gfx and all sort of goodies.
Early Silo Area 3 screenshot

- Silo Area 4. The two first Silo areas are part of the singleplayer Silo race. The third was an unused part of the latter which rather made it as a multiplayer arena. Well I've been designing a fourth area on my own some months ago. A WipeOut inspired gameplay with an overal setting placing the area on the edge of the base with lava breaking the tunnel on the deepest part and an apocalyptic open sky at the top. The level will be available as a checkpoint race as well as an arena.
Early Silo Area 3 screenshot

Ressource editing:

- Setting the Silo Area 3 original lighting ambiant back. The beta visuals of Carmageddon 2 depicted the third Silo area as a prerendered scene, backing shadows and lights into textures (a la C1), however the way it was in C2 added shading over the prerendered textures, which ofcourse kills the whole atmosphere. This will be fixed in BBQ, colors and contrast will be back as they were meant to be.

- In the BBQ alpha version, the Opponent Repulsificator powerup was replaced by the Slaughter Mortar one. This is because the Carmageddon TDR2000 multiplayer events made it clear that this powerup was totally unfair. Yet I finally thought that completly removing the powerup isn't a bright idea either. So I'll just replace the powerup references in the tracks themselves and leave the option to level designers to add a real Opponent Repulsificator in their addon level if the gameplay really needs it.


- Compress executables back.
- Add version layer for Glide rendering. (There's already one but it only appears in D3D mode which is unsupported in BBQ)
- Adding the Multiplayer Car Changer.
- Handling the Internet lag directly from within the Winsock hook?!

Voilà, let's just hope for the best and this stuff should arrive soon. And yes once again I copy pasted, this time from my ModDB news item.

ENB Series for Carmageddon II

Hello, let me get this straight, this is actually the ENB mod for GTA Vice City! Only two functions work correctly with C2: bloom and occlusion. Bloom is very easy to get going without losing much fps at all. While occlusion is a ressource hog, only use it if you have a powerful computer.

This archive should include everything you need:
- ENB Series (d3d9.dll)
- Needed DirectX dependencies (d3dx9_26.dll, d3dx9_40.dll)
- Config files (enbseries.ini)
- The DX9 glide wrapper, dgVoodoo (glide2x.dll)
- dgVoodoo setup (dgVoodooSetup.exe)

There are three config files:
- enbseries.ini (this is mine, Toshiba, only subtle bloom and color correction)
- enbseries_hazardic.ini (this is Hazardic's, heavy dark bloom, very dark and oppressive)
- enbseries_chevy2.ini (ChevyII's, with occlusion)

Put all these files in your C2 folder.

If you want to use Hazardic's or ChevyII's, simply delete or rename mine, then rename the wanted one to enbseries.ini. Pay attention that ChevyII's config activate occlusion, you'll quickly notice whether your comp can run it or not.

You can ofcourse modify the config file yourself. Just head to enbdev.com and read up documentation etc. The thing isn't that easy to handle.

Once you've extracted the files into your C2 folder, configure dgVoodoo by executing dgVoodooSetup.exe and setting it up to your likings. The important part is to use the DirectX9 API instead of DirectX7.

There are a few DX9 glide wrappers but only one is known to work with ENB and it is dgVoodoo. If you already have dgVoodoo installed on your comp, having another instance of it within another folder will not change a thing. If you have another glide wrapper installed (Zeckensack's for example), extracting dgVoodoo with ENB in a C2 folder will make this very C2 use dg rather than Zeckensack's but all other glide games will use Zecken'.

Not much to do if it's the case with yours :(

ENB Series is made by Boris Vorontsov: http://www.enbdev.com
dgVoodoo is made by dege: http://dege.freeweb.hu

Oh, by the way you can download this little pack at Road Reaction in the PC tools part. And yes you guessed it, I just posted the readme I just wrote...

Error messages

Things sure are slowing down a lot lately, that's because of my business taking more time by the day.

Anyway I'm still modding C2 almost everyday, yet I never experienced so much bugs and errors than this week. I ported the C1 Sumo arena to BBQ and wanted to keep the textures unfiltered so put the MAT and PIX files within the REG folder. I spent two days to discover that for absolutely no apparent reason three textures were the cause of an error message I never saw before and then didn't stop occuring: "DataFileStack type mismatch, wanted 3, got 3". I swear I checked and tested everything. Finaly I simply kept these three textures within the track folder, they'll be filtered.

Then I did a lot of betatesting to try to see why the three Cameron cars included in BBQ were crashing the game. First thing was the bbox. The three of them were too complicated and most probably a bit concave here and there. But then the game kept on shouting two kind of messages: "Physics error type #" (type 9 and 16 were the most recurring ones) and "Net contents too big" or similar. I tried cleaning the wam but that wasn't enough. So I replaced the three cars with three other ones...

While porting the C1 Sumo arena I noticed one very interesting thing: at the end of a track textfile the number just before the textfile name is always 1. Well this number is actually a Yon multiplier! Put 2 and you'll increase the drawing distance by two, put 0.5 and it will shorten the drawing distance to its half.
Now that I think of it, Harmalarm noticed another thing .It's possible the set sfx volumes so that they change the sky to a certain color. I knew this and wanted to use that effect in my Mayan Mayhem C2 port but for some reason it didn't work. Harm pointed me later that the depth cue mode must be set on "colour" in order to get this effect to work.

Right now I'm still working on BBQ, and will maybe quickly port some models to C1. I still have a lot of stuff to do for both C1 and C2 and they'll be done one at a time. etc.

Full lit materials for C2 cars, peds via REG folder


I'll make this one kinda short. There's a way to have full lit colors and textures on your peds, cars, noncars, etc. even though you can't use the track full-lit trick. The idea is to use a material/texture from the REG folder! In order to achieve that, you have to create a reference to this external MAT file within the model DAT file only (and thus no entry in the normal car MAT file).

Usually working in PT2, when you save your car/ped, PT2 creates/updates the MAT file to make it include all the materials in use on said model. If you happen to want a full bright yellow color on some part, here's what you'll do:
C2 includes SimpMats (if you're an advanced modder you should know that) and one of them is a full bright yellow, M38.MAT. So in PT2, create a new empty material named M38.MAT (flags and the likes doesn't matter at all, we just need the exact material name) and then assign it to the triangles you want. Save your model, PT2 creates/updates the MAT file. This car MAT file includes M38.MAT and this is bad as we want the game to use the external one (from the REG folder uh (it's inside simpmat.mat which is loaded automaticaly)). So open up your car MAT file with a hex editor, find the M38.MAT entry and delete it (correctly). And voila, your car will now use the generic M38 material which will render full lit ingame.

Ofcourse so far this shows limited uses, only full lit colors. You can still achieve very interesting design touches though. As example look there Coffeycup's Zenabot is using this trick to have green glowing eyes. They come out very well out of the metalic chrome effect.

But yeah... it's possible to go further. You can put your textures in the REG/PIXELMAP folder (usualy twatted though) and create a specific MAT file for them all. The main difference with the SimpMat.mat is that you can have other lighting settings than full lit (setup via PT2), not sure about diffuse colors. Once again referencing the external material in the DAT file only (and not in the car/ped mat file) will load the new MAT file from the REG folder. The textures will render ingame as full lit (or as set up) but also unfiltered (might still be dithered though (if flagged)).

You guessed it, it's not very comfortable to use as usualy the REG datas are twatted. Still it's an interesting feature for modders working on total convertions. Also I'm positive it should be possible to hack the main C2 executable to make it load other TWT files (and thus addon ressources).

Well anyway... seriously I could use these SimpMats for a million things. And so do you.

Mayan Mayhem notes


Mayan Mayhem is about to be released actually. I couldn't achieve all the design ideas I had in mind. It was not really worth the effort anyway. I just wanted it finished correctly for the next BBQ build.

Designed a new level mixing C2's nuclear silo with wipeout-styled levels today. Must complete the TDR Stuntpark multiplayer level (for C2 uh) first though.

Kinda understood how to get rid of these crashes occuring when opponents fall out of the track in fanmade tracks btw: opponent path node types.


Hello, here's some news about my doings.

I'm currently working on an update for BBQ, a lot of things are already changed/added and right now the StuntPark from TDR is in the works (based on Errol's Hollowood port) and I'm also completing the Mayan Mayhem level by adding powerups! I automated the importation of the original C1 powerups, I just have to create custom powerup models (3d versions of the C1 sprites uh) and they'll be there! Good thing it's all automated and we now have Dan's noncar tool to plot these instantly, else I wouldn't have placed 421 powerups by hand in PT2... Once both of these are done I'll release them as standalone for singleplayer mode.

I'll probably write another couple of tutorials or more (in the near future), about special materials for cars/peds/drones, the api wrappers, and maybe one about the noncar tool, but it will be for advanced users, it takes a bit too much time to explain everything from scratch.

I also want to test that unused Force Front flag in PT2 material options. Got an idea by looking at one of Agent Orange's drawings.

After finding out how to give and offset to the track in the minimap texture (usualy centered) I can now rotate it. Gonna be handy with that StuntPark track as I'm rotating it so that it faces the C2 light vector the way I want. And then I rotate the minimap back so that I can use the original horizontal minimap from TDR.

Did you know it's possible to load the materials through the actor instead of directly with the model? I wonder if it's possible to cumulate materials or create interesting effects with this.

And finally I REALLY want to find how to get rid of those hardcoded blue boxes around the timer in the ingame HUD. Using a process memory dumper to watch what's going on, might help me as I'm clueless as to where it could be in the exe binary.


Here's a new 'ped'. It's Cucco the chicken. That's the model from Zelda: Twhilight Princess. It comes with a new set of animations I made in MAX2.
You can download it at Road Reaction.

In other news, FUEL has been released for PC. It rocks. Even runs on my comp.

Digga updated

Digga has been updated.

The driver's texture is now two sided (for the hand that is), some textures lighting specs are tweaked, new bounding boxes, changed the physics: now more arcade and more playable.

If you use this car, just download the archive from RR again and overwrite the previous installation.


This blog will probably become more active. Seeing I post useless shit there clearly is no reason I post my useless shit elsewhere than here. I'll work on the integrity of the tosh server and with my usual projects. First thing: Crashocalypse is now hosted here as well. We still have to bring the actual files back, but I fixed the layout, the galleries and the dead links. An update of Digga is coming as well and then a small update to BBQ for the people enjoying PvP. I got new animations for boned peds working in C2. I guess it's just a matter of time till I get the skeleton animations working too. I'll probably release a chicken (the one from Zelda TP) as a test (it's already ingame though, I'm testing the bones limitations). And then if I'm lucky, the fucking biker I work on for at least 1 month now. I'll also bring back some short tuts I posted on CWA, in here. I should actually create a tutorial tag.

What you see up there is a picture depicting the Stiletto in "Choro Q" style (didn't know the term untill a few hours ago). It's been drawn by Agent_Orange from the Carmageddon Wikia. You can see the original drawing here. TTR suggested me to do it in MAX and I thought it'd be a good idea to test some more simpmats. The result is a mix of wireframe actor rendering mode and full lit materials for cars. The new full lit trick is very simple and I'll explain it later this week.

Recommended settings for Zeckensack's glidewrapper

 Clic to enlarge

It's better to have VSYNC always on, unless you have trouble recording videos with FRAPS (slowdowns), or have a lower-end comp and too many hi details cars installed.
According to Zeckensack's documentation, trying to apply trilinear filtering is useless if the game doesn't support mipmapping, I don't think that C2 does so Generating Mipmaps will fix that AND apply trilinear filtering on them.
A negative LOD bias increases the sharpness of the textures with trilinear filtering, max is -3, it doesn't have an effect on the framerate, but can cause shimmering in too low resolutions I think. Need to lock the value, as C2 might use its internal lod bias if it has any.
Old games like C2 won't kill your comp if you add some 2X or 4X anisotropy :]
It's useless to load most fancy shaders as C2 doesn't use any, Simple Shaders are enough and don't make C2O look like a psychedelic progie.
And for the Thread Policy: I think that choosing Classic is the safest option, unless someone experiences craches running the glidewrapper while another opengl program is running.
Ah and refresh rate, I'm not sure that it really works with XP, anyway "by app" is the safest.