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!

Description

Versión 1.4 del mod Special Edition para el Carmageddon.

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Carmageddon Special Edition v1.4
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Guest
Guest - - 689,815 comments

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.

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Mastro666 Author
Mastro666 - - 18 comments

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.

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Guest
Guest - - 689,815 comments

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.

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Guest
Guest - - 689,815 comments

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.

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Mastro666 Author
Mastro666 - - 18 comments

There are hack attempts but they make peds disappear at times and even sometimes the game crash upon exiting the race.

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Guest
Guest - - 689,815 comments

Oh, OK. Thanks anyway.

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Guest
Guest - - 689,815 comments

How to enable frozen timer?

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Mastro666 Author
Mastro666 - - 18 comments

Type IBETYOUCANTPRINTCUNT and F8 for freeze/unfreeze timer.

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Guest
Guest - - 689,815 comments

Why at beggining start race timer show 19:59 and not working?

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Mastro666 Author
Mastro666 - - 18 comments

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.

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Guest
Guest - - 689,815 comments

Okay, where to change starter time supply? In original Carmageddon we started with a meter 1:30, 0:30 depending on change difficulty level.

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Mastro666 Author
Mastro666 - - 18 comments

carma95\DATA\RACES

// Initial timer count for each skill level

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TheFightingViper
TheFightingViper - - 241 comments

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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Guest
Guest - - 689,815 comments

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