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Carmageddon: Source | Locked | |
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Sep 28 2008 Anchor | ||
Hi! 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 ) |
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Sep 28 2008 Anchor | ||
Just to add: The project wouldn't be using the 'Carmageddon' title, this is only to broadcast the general idea. |
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Sep 28 2008 Anchor | |
Why not base off a game with actual vehicle code rather than some silly entity hack proclaimed as realistic vehicles. -- < insert subject games here >
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Sep 28 2008 Anchor | |
Sep 28 2008 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. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Sep 28 2008 Anchor | ||
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. |
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Sep 29 2008 Anchor | |
i liked the second carmageddon :p -- °w° |
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Sep 30 2008 Anchor | ||
Thanks for your feedback, 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: 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 If you think you're up to the task get in touch |
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Sep 30 2008 Anchor | ||
Is it even possible to build such big maps (without scaling them) in Source? |
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Sep 30 2008 Anchor | ||
My first thought was: No. Edited by: N0dachi |
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Sep 30 2008 Anchor | ||
If you're going to scale down everything, you also have to slow down the cars and other objects. 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? |
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Sep 30 2008 Anchor | |
Absolutely! All the UT3 vehicles get progressively wrecked as they take damage, so that's present and working -- "lets say Portal is a puzzle game, so its a rehash of Tetris" |
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Dec 21 2008 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 Edited by: silversurfernhs |
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Jan 4 2009 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... 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, |
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Jan 5 2009 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. |
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Jan 5 2009 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? -- My Youtube Channel where I make gaming related videos & more! Follow me on Twitter to find out what I'm up too |
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Jan 5 2009 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 => |
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Jan 5 2009 Anchor | ||
or he could just use UT3... --
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Jan 5 2009 Anchor | ||
quakewars is already being done. no reason to do dupe work for a single game. -- Go play some Quake 2: q2server.fuzzylogicinc.com |
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Jan 5 2009 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 => |
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Jan 5 2009 Anchor | ||
i recall quake4 vehicle code being quite shit -- >:| |
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Jan 5 2009 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 => |
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Jan 5 2009 Anchor | ||
all joints having the exact same name would make more sense Edited by: Stimor |
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Jan 5 2009 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 => |
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Jan 6 2009 Anchor | |
p0rt, your annoying, get out >.> -- °w° |
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