This mod makes Carmageddon 1 + Splat Pack to work on modern computers, makes great graphics and quality and adds to the game tracks, pedestrians and some cool new stuff!
This is excellent! So many new (to me, at least) tracks and cars, it's fantastic.
I do have two questions, though:
1. How do you alter the field of view, please? When I play wide-screen, the screen is stretched, instead of having a wider FOV to compensate for the wide-screen.
2. I am currently starting the game with CARMA95.EXE, and using the 'renderer=opengl' setting in the 'ddraw.ini' file. Is this the best output quality, or would it be better to use a 3Dfx program, or something else?
Anyway, thanks so much for all the work that you put into this.
OK, I will give the FOV fix a go, thanks. Regarding the 3Dfx mode, I can't remember how it looked, but I know that it actually had a lower FPS than the hi-resolution software mode sometimes, so it might not be practical to use anyway.
Changing the '// Camera angle' value worked great, thanks.
I have another question (sorry!). Is it possible to increase the distance at which the pedestrians are visible? I know that if you go to the game's DATA folder, and
open the file OPTIONS.TXT, and alter the value of Yon (that is yon, not YonFactor), and change it to
Yon 100.000000 (or 150.000000 or whatever)
then the draw distance increases, but the pedestrians still only appear when you are close to them.
Incidentally, your mod doesn't seem to work if the folder names are too long, or have spaces in them, but if the game is setup with a very short path, such as
Carmageddon's timer (also used in the Splat Pack) can't display times over 19 minutes and 59 seconds, even if the actual time remaining is higher. If, for instance, the current time remaining is 23:18, the HUD's timer will still display 19:59. When the time remaining decreases back to 19:59, it'll resume showing time correctly. The correct time can still be seen in the map screen.
This is honestly pretty awesome. It sucks that GOG and Steam didn't include the Windows 95 version with Carma 1 and Splat Pack and instead gave us the unstable 3DFX mode for DosBox. I hope to see more from you, Mastro.
This is excellent! So many new (to me, at least) tracks and cars, it's fantastic.
I do have two questions, though:
1. How do you alter the field of view, please? When I play wide-screen, the screen is stretched, instead of having a wider FOV to compensate for the wide-screen.
2. I am currently starting the game with CARMA95.EXE, and using the 'renderer=opengl' setting in the 'ddraw.ini' file. Is this the best output quality, or would it be better to use a 3Dfx program, or something else?
Anyway, thanks so much for all the work that you put into this.
1. carma95\DATA\GENERAL.TXT (FOV = Camera angle)
2. IMHO Carmageddon 1 with 3dfx is quite ugly. C1 isn't a game made for Glide mode.
OK, I will give the FOV fix a go, thanks. Regarding the 3Dfx mode, I can't remember how it looked, but I know that it actually had a lower FPS than the hi-resolution software mode sometimes, so it might not be practical to use anyway.
Changing the '// Camera angle' value worked great, thanks.
I have another question (sorry!). Is it possible to increase the distance at which the pedestrians are visible? I know that if you go to the game's DATA folder, and
open the file OPTIONS.TXT, and alter the value of Yon (that is yon, not YonFactor), and change it to
Yon 100.000000 (or 150.000000 or whatever)
then the draw distance increases, but the pedestrians still only appear when you are close to them.
Incidentally, your mod doesn't seem to work if the folder names are too long, or have spaces in them, but if the game is setup with a very short path, such as
C:\CarmaSP14\CARMA95.EXE
then it works fine.
There are hack attempts but they make peds disappear at times and even sometimes the game crash upon exiting the race.
Oh, OK. Thanks anyway.
How to enable frozen timer?
Type IBETYOUCANTPRINTCUNT and F8 for freeze/unfreeze timer.
Why at beggining start race timer show 19:59 and not working?
Carmageddon's timer (also used in the Splat Pack) can't display times over 19 minutes and 59 seconds, even if the actual time remaining is higher. If, for instance, the current time remaining is 23:18, the HUD's timer will still display 19:59. When the time remaining decreases back to 19:59, it'll resume showing time correctly. The correct time can still be seen in the map screen.
Okay, where to change starter time supply? In original Carmageddon we started with a meter 1:30, 0:30 depending on change difficulty level.
carma95\DATA\RACES
// Initial timer count for each skill level
This is honestly pretty awesome. It sucks that GOG and Steam didn't include the Windows 95 version with Carma 1 and Splat Pack and instead gave us the unstable 3DFX mode for DosBox. I hope to see more from you, Mastro.
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