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Carmageddon: Source (Forums : Ideas & Concepts : Carmageddon: Source) Locked
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Sep 28 2008, 8:24am Anchor

Hi!
A friend and I are wanting to create a mod, I came up with this idea the other day, as we are both big fans of the original Carmageddon from 1997.

In concept it would be almost an exact replica of the original game, only with higher poly car models/pedestrians thanks to source (Although it might be beneficial to include features of the second game, like parts falling from cars, powerups that can be activated at will, and pedestrians with removable limbs). We have a mixed skill set of mapping, moddelling, general understanding of what is possible with the engine and coding skills (not source engine modding skills but a firm grasp of object oriented programming and programming concepts).

I wanted to put this idea on the table and see if there was any interest in it, be it general interest and support for a remake of a classic game, or skilled modders wanting to come forward and give us a hand to get the ball rolling!

If you're interested, get in touch! :) (you might just get a bonus for artistic impression ;) )

Sep 28 2008, 8:31am Anchor

Just to add: The project wouldn't be using the 'Carmageddon' title, this is only to broadcast the general idea.

leilei
leilei The person who doesn't like anything
Sep 28 2008, 1:08pm Anchor

Why not base off a game with actual vehicle code rather than some silly entity hack proclaimed as realistic vehicles.

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lodle
lodle I am Lodle
I pwn Henley.
Sep 28 2008, 1:11pm Anchor

Soruce isint any good at all with vehicles (im a source dev as well). Pick ut3 or something with native support and you will have a much easier time.

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User Posted Image
Sep 28 2008, 4:44pm Anchor

if you're doing anything like that, don't WASTE your time doing anything from the sequels. there's a very good reason those game sucked & nobody played them.

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Sep 28 2008, 5:44pm Anchor
TheHappyFriar wrote:if you're doing anything like that, don't WASTE
your time doing anything from the sequels. there's a very good reason
those game sucked & nobody played them.

Only because you didn't like them , it doesn't mean everyone is disliking them too.

Yes, the sequels sucked, especially TDR2000 (which wasn't even developed by SCi) but the original Carmageddon (including Splat Pack) was hell of a good game.

Arxae
Arxae Resident Stepmania Freak :D
Sep 29 2008, 9:06am Anchor

i liked the second carmageddon :p
ok the missions where eeeew but it was pretty fun :p
the first one was fun aswell :D

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°w°

Sep 30 2008, 3:59am Anchor

Thanks for your feedback,
We're still thinking of trying to go ahead using Source, but we would like to recruit an experienced programmer.

Someone with either direct experience of modding the source engine, or someone who has the time and general know-how to get into it.

Some early problems I envisage:
1 ) The way I see it, we wouldnt be using the existing vehicles in Source as a base class for vehicles in the mod, we would pretty much need to redefine what the 'player' is and how it behaves.

2) The obvious things that go hand in hand with creating a new entity as complex as this, such as physics behaviiour etc

3) The original game consisted of 100 races, taking place in any of around 10 (?) 'maps'.. so, in Source, do we have 100 maps (big download, a lot of duplication) or do we find a way to create the 10 maps and have some kind of race definition file (XML or other)?

4) 3 words... 'Action replay mode'... (accessed by pressing numpad enter in original game)... I wouldnt know where to begin :P

If you think you're up to the task get in touch :)

Sep 30 2008, 9:48am Anchor

Is it even possible to build such big maps (without scaling them) in Source?

Sep 30 2008, 3:43pm Anchor
Husker wrote:Is it even possible to build such big maps (without scaling them) in Source?

My first thought was: No.
My second thought was: Well kind of depending on how fast you travel, mapsize in source is 32000 units meaning with the buggy in HL2 you could reach the other side within roughly 40 seconds (30 seconds with permantent turbo). A solution for that would be to scale down players. I dont know about the coding effort for that. Point is 100 races on ten maps would mean 10 races pretty similar to each other ^^
My third thought was: Dude use UT3 its more efficent with large and more importantly fast moving maps. Since source uses area portals it can cause performance problems with a fast moving object.

Edited by: N0dachi

Sep 30 2008, 5:44pm Anchor

If you're going to scale down everything, you also have to slow down the cars and other objects.
And after that you have to modify the physics-system because of the changed size objects aren't reacting realistic anymore.

So, I agree with you, N0dachi, Source maybe isn't the right choice for that.

A little question at the end: Does UT3 support damaged cars? I mean with torn apart car-pieces or deformation?

Gibberstein
Gibberstein Generic Coder Type Thing
Sep 30 2008, 6:29pm Anchor

Absolutely! All the UT3 vehicles get progressively wrecked as they take damage, so that's present and working :D

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Dec 21 2008, 12:21pm Anchor

I think it is a great idea, but it needs to be done in an engine that supports dynamic vehicle damage, ie gta iv - if anyone can crack it correctly as a matter of fact that kind of effort might as well be used to mod the original game
you should get involved in the old carma community
-beroc LOD
-Tosh da housecat
-wasted
maybe get them involved again

Edited by: silversurfernhs

Jan 4 2009, 9:44pm Anchor

Hello,

For university I have been making a simple OpenGL graphics application. I got a bit carried away and added netcode, (box)collision, (sudo) handling.

Once I get graded, Clean up the code and open source it incase it helps you.

Some images...

User Posted Image
User Posted Image
User Posted Image

I have a few simple car models too, such as Ivan's and steambo's but I prefer the one in the images (can't remember its name from c1)

regards,

PlayerCharacter
PlayerCharacter Protagonist
Jan 5 2009, 1:46am Anchor

UnrealEngine is the go here but regarding crossing a Source map in 40 seconds, well it wouldn't be likely that the road would go in a straight line across the map; it'd be doubling back on itself and it would have twists and bends and shit so there'd be no need for any scaling.Also, don't worry about 10 or 100 maps right now, focus on making 3 at most with dogshit-simple car models etc. and get the gameplay nailed down before any serious work is done on anything else.

Jan 5 2009, 9:21am Anchor

I completed TDR 2000 and thought it was great fun, okay so the graphics weren't that great but the missions were very challenging and good fun.

I loved the idea of smashing into opponents during the race whilst playing as Big Wig (the massive 18 Wheeler) fully upgraded to destroy everyone.

Anyways back to topic!

I'd be interested to see this idea come to life, however it'll need some complex vehicle coding (for broken armour to fall off etc...) to make the game be "realistic" and to add in general fun. Maybe coding such armour isn't hard? I don't know because i'm not a programer).

Usually the 100 races in Carmeggdon were the same level right? Meaning you'd only have to create variations of the 10 maps lol which sounds like alot because it is, find out how the developers for the game did it, maybe they did what i said, i'm not fond of using old game editors so i wouldn't know.

What engine will you definatly be going with?

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p0rt
p0rt mincemeat n onions
Jan 5 2009, 8:27pm Anchor

use quake wars,,

make a chasis instead of a full vehicle and have panel joints on the skeleton, use panel health and unbind, engine will never be gpl, q4 might when d3 gets gpl'd, then do panel damage code

--

Q4 militia 1.7 rCon mod - repacked into pk4s with dds images =>
point release 1.4.2
works as an unofficial patch to make q4 work and playable
makes SP tougher and more strategic and MP more like Q3
q43a.org

Jan 5 2009, 9:12pm Anchor

or he could just use UT3...

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Whizzard wrote:Uninformed? Maybe in USA and some undeveloped or dictator ruled countries
Jan 5 2009, 9:21pm Anchor

quakewars is already being done. no reason to do dupe work for a single game.

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It's like Source v0.9, only... better!
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p0rt
p0rt mincemeat n onions
Jan 5 2009, 9:33pm Anchor

already being done what, the vehicle code is the same as q4, except it has flyimg and mp code. models is just 1 mesh, vehicle parts just sets weapon and driver joints, same wheel code as q4, about 8 virtual classes to make a vehicle that take you back to the main actor class

--

Q4 militia 1.7 rCon mod - repacked into pk4s with dds images =>
point release 1.4.2
works as an unofficial patch to make q4 work and playable
makes SP tougher and more strategic and MP more like Q3
q43a.org

Jan 5 2009, 9:35pm Anchor

i recall quake4 vehicle code being quite shit

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>:|

p0rt
p0rt mincemeat n onions
Jan 5 2009, 10:10pm Anchor

q4 just has crap models, annosoft code is put in a dll the rest might be gpl'd

d3 code is crap, all the joints etc have different names

--

Q4 militia 1.7 rCon mod - repacked into pk4s with dds images =>
point release 1.4.2
works as an unofficial patch to make q4 work and playable
makes SP tougher and more strategic and MP more like Q3
q43a.org

Jan 5 2009, 10:25pm Anchor

all joints having the exact same name would make more sense

Edited by: Stimor

p0rt
p0rt mincemeat n onions
Jan 5 2009, 10:44pm Anchor

like dreamers will say always until gm banned,i got myown mp code

--

Q4 militia 1.7 rCon mod - repacked into pk4s with dds images =>
point release 1.4.2
works as an unofficial patch to make q4 work and playable
makes SP tougher and more strategic and MP more like Q3
q43a.org

Arxae
Arxae Resident Stepmania Freak :D
Jan 6 2009, 3:51am Anchor

p0rt, your annoying, get out >.>
if the vehicles drive like crap then you allready get a authentic feel :p since they drive like utter crap xD

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