Carmageddon 2 BETA MOD fonts complete!

So I’ve finally completed the fonts that are to be used in my BETA MOD, here’s how I have done it.
During the process of creating this mod I’ve discovered a lot of secrets about how the final version of this game handles fonts and have documented these discoveries, using this knowledge I have recreated the scrolling bonus messages from early builds of the game using the final game’s font system.

How have I done this? I’m glad you asked! Using the discovery I made in the previous article I posted I have used some of the game’s 158 unused but supported characters to create different colour letters so that I can get around the game’s font colour limitations that I documented in my original font discovery post.
Below is a screenshot of the contents of \data\64x48x8\FONTS\Big_Italic\TiffRGB in my BETA MOD

Click the image for a fullscreen view.

As you can see there are multiple different duplicate letters/numbers in different styles and colours, each and every one of these use a different characters supported by the game, I did this so that (as mentioned previously) I could get around the limitations of the font colours that persist due to the polygonal font system and FONTCOL.TXT and get various messages of multiple different colours displaying on screen through SCROLLERS.TXT without having to hack the executable itself.

I worked out which characters I could utilise and created the following grid:
0   !"#$% &'()* 10
10  +,-./ 01234 20
20  56789 :;<=> 30
30  ?@ABC DEFGH 40
40  IJKLM NOPQR 50
50  STUVW XYZ[\ 60
60  ]^_`a bcdef 70
70  ghijk lmnop 80
80  qrstu vwxyz 90
90  {|}~. €.‚ƒ„ 100
100 …†‡ˆ‰ Š‹Œ.Ž 110
110 ..‘’“ ”•–—˜ 120
120 ™š›œ. žŸ ¡¢ 130
130 £¤¥¦§ ¨©ª«¬ 140
140 .®¯°± ²³´µ¶ 150
150 ·¸¹º» ¼½¾¿À 160
160 ÁÂÃÄÅ ÆÇÈÉÊ 170
170 ËÌÍÎÏ ÐÑÒÓÔ 180
180 ÕÖ×ØÙ ÚÛÜÝÞ 190
190 ßàáâã äåæçè 200
200 éêëìí îïðñò 210
210 óôõö÷ øùúûü 220
220 ýþÿþ        224

This grid of numbers contains every single character that is supported and can be displayed in the game (we ignore the lower-case characters as they display the same values as their upper-case counterparts when input into SCROLLERS.TXT,) as you can see I’ve separated the fonts into 2 columns of 5 characters each and numbered each end of the grid so I can easily work out which number each character is, from here all I had to do was pick an unused character, count which number it is and then do the math of # + 33 – 1 and that would get me the name of the .TIF image I needed to create for that character (I explained this process in greater detail in my previous article.)

After doing this for the different types and colours of font I wanted to use in BIG_ITALIC, I laid out another grid like so:
ÀÁÂÃÄÅÆÇÈÉÊËÌÍÎÏÐÑÒÓÔÕÖ×ØÙ€_µ¶³
ABCDEFGHIJKLMNOPQRSTUVWXYZ! .-'

This shows the new alphabet I created but instead of typing ABC you would instead type ÀÁÂ respectively which would give you ABC in the new letters I just created, so for example here is SPLATTER_BONUS in this new alphabet: ÒÏÀÓÓÄÑ_ÁÎÍÔÒ

From here I painstakingly worked out each and every bonus message that was to be displayed in SCROLLERS.TXT in this specific font and added them into said text file, here is now a portion of that altered file:
, 23,]_@;%#;_#;$*& // 22
4, 23,[_@;%#;_#;$*& // 23
4, 23,\_@;%#;_#;$*& // 24
4, 23,=_@;%#;_#;$*& // 25
4, 23,10x_@;%#;_#;$*& // 26
4, 23,"ÍÈÂÄ_ÒÇÎÓ+_ÒÈÑ€" //"nice_shot+_sir€" // 27
4, 21,‡¢ŽŽ‹ŽŠ_Ÿ¡¢Ž¡_†™Ž¢Ÿ //cunning_stunt_bonus // 28
4, 23,ÇÄÀöÎÍ_ÁÎÍÔÒ€ //head-on_bonus€ // 29 4, 21,HEAD-ON_BONUS
4, 23,ØÎÔ_ÖÀÒÓÄÃ_³ÄÌ€ //you_wasted_'em€ // 30 4, 21,YOU_WASTED_'EM
4, 22,ÂÇÄÂÊÏÎÈÍÓ€ //checkpoint€ // 31
2, 23,ÎÔÓ_ÎÅ_ÓÈÌÄ€ //out_of_time€ // 32
2, 23,ÑÀÂÄ_ÂÎÌÏËÄÓÄÀ //RACE_COMPLETED! // 33

Now I created an additional alphabet with a different colour set of letters/numbers for a few of the remaining bonus messages and laid out the following grid:

…†‡ˆ‰ Š ‹ ŒŽ™ ›Ÿ¡¢ ¨ © ª_«µ¶³ ¨®¯°±ˆª
ABCDE#G#I###MNO##RSTU#W#Y#! '.-' WAESTD!

From here I worked out the remaining messages I needed, for example one of these was YOU_ARE_WASTED!, which is now: ©™¢_…›‰_¨®°±¯ˆª
I then put these remaining messages into SCROLLERS.TXT and now my final SCROLLERS.TXT looks like this:
46 // # of Headup scrolly messages
// Format: Font index (THE FONT), Message string (THE FONT COLOUR AS REFERENCED IN FONTCOL.TXT)
// N.B use underscore "_" where you want a space in the string
23,21,UNUSED // 0
23,21,UNUSED // 1
23,21,UNUSED // 2
23,21,UNUSED // 3
4, 22,Æ΀ // 4 4, 22,GO!
4, 21,£ // 5
4, 21,¤ // 6
4, 21,¥ // 7
4, 21,¦ // 8
4, 21,§ // 9
4, 23,ÒÏÀÓÓÄÑ_ÁÎÍÔÒ //splatter_bonus // 10
4, 23,ÏÈËÄÃÑÈÕÄÑ_ÁÎÍÔÒ€ //piledriver_bonus! // 11
4, 23,Ä×ÓÑÀ_ÒÓØËÄ_ÁÎÍÔÒ€ //extra_style_bonus // 12
4, 23,ÁÎÍÔÒ_ÅÎÑ_ÀÑÓÈÒÓÈÂ_ÈÌÏÑÄÒÒÈÎÍ //bonus_for_artistic_impression // 13
4, 21,‡…¡_«Ž«_Œ™¢Ÿ‰_†™Ž¢Ÿ //cat_'n'_mouse_bonus // 14
4, 23,ÖÇÀÓ_À_ÏÔÍÓ€ //what_a_punt // 15
4, 23,ÃÑÎÏÏÄÃ_ËÈÊÄ_À_ÒÓÎÍÄ€ //dropped_like_a_stone€ // 16
4, 23,POLITE.PIX // 17
4, 23,|_@;%#;_#;$*& // 18
4, 23,^_@;%#;_#;$*& // 19
4, 23,{_@;%#;_#;$*& // 20
4, 23,}_@;%#;_#;$*& // 21
4, 23,]_@;%#;_#;$*& // 22
4, 23,[_@;%#;_#;$*& // 23
4, 23,\_@;%#;_#;$*& // 24
4, 23,=_@;%#;_#;$*& // 25
4, 23,10x_@;%#;_#;$*& // 26
4, 23,"ÍÈÂÄ_ÒÇÎÓ+_ÒÈÑ€" //"nice_shot+_sir€" // 27
4, 21,‡¢ŽŽ‹ŽŠ_Ÿ¡¢Ž¡_†™Ž¢Ÿ //cunning_stunt_bonus // 28
4, 23,ÇÄÀöÎÍ_ÁÎÍÔÒ€ //head-on_bonus€ // 29 4, 21,HEAD-ON_BONUS
4, 23,ØÎÔ_ÖÀÒÓÄÃ_³ÄÌ€ //you_wasted_'em€ // 30 4, 21,YOU_WASTED_'EM
4, 22,ÂÇÄÂÊÏÎÈÍÓ€ //checkpoint€ // 31
2, 23,ÎÔÓ_ÎÅ_ÓÈÌÄ€ //out_of_time€ // 32
2, 23,ÑÀÂÄ_ÂÎÌÏËÄÓÄÀ //RACE_COMPLETED! // 33
4, 21,©™¢_…›‰_¨®°±¯ˆª //ØÎÔ_ÀÑÄ_ÖÀÒÓÄÀ // 34 4, 21,YOU_ARE_WASTED!
4, 23,ÁÎÓÇ_ÁÔÆÆÄÑÄÃ //BOTH_BUGGERED // 35
4, 24,ÆÀÌÄ_ÎÕÄÑ //GAME_OVER // 36
4, 24,ÔÇ_Îǵµµ_ÎÔÓ_ÎÅ_ÂÀÒÇ //UH_OH..._OUT_OF_CASH // 37
4, 24,ÇÄÇ_ÀÂĵµµ_ØÎÔ_ËÎÒÓ //HEH_ACE..._YOU_LOST // 38
4, 22,ÀÍÀÙÈÍƵµµ_ØÎÔ_ÖÎÍ€ //AMAZING..._YOU_WON! // 39
4, 23,ÁÀÑÁÄÐÔÄ_ÁÎÍÔÒ //BARBEQUE_BONUS // 40
4, 22,ÒÓÈÓÂÇ_ÓÇÀÓ€ //STITCH_THAT! // 41
4, 23,ÀÖÀÑÃ_ÅÎÑ_ÎÔÓÒÓÀÍÃÈÍÆ_ÀÂÇÈÄÕÄÌÄÍÓ //AWARD_FOR_OUTSTANDING_ACHIEVEMENT // 42
4, 24,ÌÈÒÒÈÎÍ_ÅÀÈËÄÃ //MISSION_FAILED // 43
4, 22,ÌÈÒÒÈÎÍ_ÂÎÌÏËÄÓÄÃ //MISSION_COMPLETED // 44
23,24,ÃÄÌÎ_ÓÈÌÄÎÔÓ€ //DEMO_TIMEOUT! // 45

Once this was done all I had to do was change FONTCOL.TXT so that font colour 21 (a greater explanation on the purpose and contents of FONTCOL.TXT can be found in my initial font discoveries article) was white as opposed to it’s default yellow and Bob’s yer uncle, sorted!

Below is a screenshot of the contents of \data\64x48x8\FONTS\Big_Italic\TiffRGB with their corresponding character next to each image:

Click the image for a fullscreen view.

And that is a (quick?) explanation on how I have created multiple fonts within a single font type in Carmageddon 2.
Thank you for sticking with me,
~Razor.

More Carmageddon 2 FONT discoveries!

Okay, so I’m still working on my BETA MOD and am again currently fiddling around with the fonts, now I haven’t read my previous post on my font discoveries for a while and I’m pretty sure I didn’t mention this at all but in any case I shall explain as best I can, there will likely be a bit of repeated information from the last font discovery post but that can’t be helped.

I am writing this assuming that you’ve read the previous post, if not then please do so as it will help you understand the role that files like SCROLLERS.TXT play within the game, read it here: http://r.carmajunkies.com/2015/04/07/carmageddon-2-fonts-are-a-pain/

Right, we’ll use the BIG_ITALIC font as an example as it’s the font I am currently editing!

Inside \data\64x48x8\FONTS\Big_Italic\TiffRGB are a series of images, these images reference specific characters in the BIG_ITALIC font face, the aspects of this font (as I’ve explained in my previous post on this subject) are defined in FONT.TXT within the font’s main folder, BIG_ITALIC‘s FONT.TXT file looks as follows:

// Large timer digits and colon
133 // number of characters (ORIGINALLY: 133)
-4 // inter-character spacing (ORIGINALLY: 1)
33 // ASCII offset ( value of first character)
20 // font character height (ORIGINALLY: 24)
12 // Blank width

Let’s explain the contents of this file for you:

Anything with // in front of it is a comment in the file and has no bearing on the actual data that the game takes from this file.
// Large timer digits and colon
133 // This is the number of characters within this font type, 133 individual characters
-4 // This is the spacing between each character
33 // This is the value of the first character within the font, basically the first image within Big_Italic\TiffRGB is named 33.TIF, the final image being 165.TIF *I shall explain this later)
20 // This is the size of the font when displayed on screen
12 // This is the width of a blank space

Okay, so again we understand what FONT.TXT does and how it relates to it’s font, in this case BIG_ITALIC, we’ll now look at the images within Big_Italic\TiffRGB (edited for my BETA MOD).

Going back to how I resolved the COMBO message issue in SCROLLERS.TXT, I replaced symbols with images of the text I wanted to be displayed.
PLEASE READ THE FOLLOWING TO UNDERSTAND THE NEXT PIECE OF THIS ARTICLE: http://r.carmajunkies.com/2015/04/07/font-progress/
This is the same method I want to use to display more custom messages within SCROLLERS.TXT using foreign characters.

Now here is where the confusion comes in, a lot of people who have attempted to translate this game have said they have run into issues when trying to use foreign characters (foreign being non-standard English characters,) the game won’t display them, it will instead display nothing but why is this?

In trying to figure this out and attempt to work out whether these characters just aren’t implemented or whether there is something else at fault I decided to take another look at the game’s executable, here we find the list of characters the game recognises:

Here you will notice the bog-standard English characters and symbols but also we have a large pool of additional characters that the game recognises and will display for us so why doesn’t it work when people are attempting to translate the game and use characters native to their language? Heading back into Big_Italic\TiffRGB I noticed the following glaring error that I failed to notice when previously editing these fonts.

NOTE: 91.TIF,92.TIF,93.TIF,94.TIF,95.TIF,123.TIF,124.TIF,125.TIF are actually the following characters [\]^_{|} I just edited the images for my previously mentioned COMBO message workaround.

Here you will notice that the image numbers skip from 95 to 123, this means we have a missing 27 characters to work with right there, going back to the executable, we are able to notice that these missing 27 characters are here:

So it turns out we can use lower-case characters as additional characters in our font but that’s getting away from the crux of the translation issue, so I’ll try and get that out of the way before going back to my butchering of the C2 fonts.

Okay, so going back to the BIG_ITALIC FONT.TXT there are 133 characters defined as usable in this font and the first character is numbered 33, basically how the game works is each of the characters defined in the executable is given a number, this number is absolute based on where it is in the executable, so looking back at the executable we will say that: ! = 0, ” = 1, # = 2, $ = 3, % = 4 and so on but because FONT.TXT says that the first character is 33 then: ! = 33, ” = 34, # = 35, $ = 36, % = 37 and so on, so from here we can see that the previously mentioned missing 27 characters between 95 and 123 are the aforementioned lower-case characters defined within the executable, not only that but we can also spot another glaring error within Big_Italic\TiffRGB

REMEMBER: 91.TIF,92.TIF,93.TIF,94.TIF,95.TIF,123.TIF,124.TIF,125.TIF are actually the following characters [\]^_{|} I just edited the images for my previously mentioned COMBO message workaround.

Do you see the error here? If not then I’ll explain it using the image 129.TIF, this image displays the following character Ü but if we go back to the executable and take a look at character the corresponding character (of course remembering to do the math of 129-33=96) we see that the character we land on is actually €

Upon discovering this, I decided to edit SCROLLERS.TXT to test whether € did indeed display image 129.TIF and it did:

Now I’m thinking ‘this is too good to be true’, so I decide to do a somewhat definitive test, so I go into BIG_ITALIC‘s FONT.TXT increase the number of characters from the default 133 to the max 224, I also add Ü to SCROLLERS.TXT and I rename 129.TIF to 220.TIF, we rename it to 220.TIF because if we count the number of characters within the executable starting with ! at 1 then Ü is the 188th character, so we add 33 to 188 and then we subract 1 because we started counting at 1 as opposed to 0 then we finally get 220, so in the BIG_ITALIC font the character Ü is number 220.
I tested this and boom, it works:

So now we can almost certainly come to the conclusion that each and every one of these characters defined within the executable can actually be displayed within the game, the only reason people were having issue when translating the game is none of the fonts in the game actually have images for all 224 of the available characters, nor are all 224 available characters actually used within any of the game’s FONT.TXT files and the few that we do have aren’t being used correctly at all.

Discovering this is great news because it means all you’d need to do is edit a font’s FONT.TXT file to use all 224 available characters, then change the names of the incorrect characters, create the additional characters you need and you’re all set to go with a perfect translation of Carmageddon 2 but even better is that for me I now have (including the incorrect characters) an additional 158 characters to work with which in-turn means that I can create an even better mod!

Hooray for DIY workarounds!

Cheers,
~Razor.

The lesser-known diagonal SPAMTRAK bug fix.

Are you tired of your Beaver Woods trains being all diagonal?

Are you tired of your SPAMTRAK being all skew-whiff?

Well now you can fix it!

Not sure how well-known this fix is but all you need to do is follow these simple steps:
1. Open up /data/DRONES/SPAMTRAK/SPAMTRAK.TXT
You will see the following line within that file:
inline // orientation relative to path incline: inline (car, plane), vertical (cable car)
2. Replace the word “inline” with “vertical”
3. Save and close the document
4. Play and no longer will you have broken SPAMTRAKs

A quickie but hopefully some of you boring, sad farts make use of this bug fix, I for one enjoy this bug as it is highly amusing when it happens.
Cheers,
~Razor.

Tutorial: Porting Carmageddon 2 content to Carmageddon: Reincarnation!

This is going to be a quick little tutorial to expand on the one I left over at CWAboard, a bit more in-depth with a few screenshots.
Please note that this tutorial will show you how to port C2 vehicles and levels directly to C:R through Flummery, this doesn’t allow you to set things up to your liking just yet (it may in the future) so I urge anyone using this technique to not go ahead and just release these direct ports as complete as they’re very, very feature incomplete.

Let’s get on with it then.
Note: This tutorial I will be using my Mach 13 C2 addon as an example.

1. Head to Flummery.co.uk and grab that

2. Head to trent.incarnated.co.uk/tools and grab Minge (aka. Mod Installer ‘N’ General Enabler)

3. Extract both of those into their own separate folders for easier navigation

4. Head into your Minge folder and open Minge, you will see the following window (thought without any available mods, everything will be blank)

5. Click the browse button and navigate to your Carmageddon_Reincarnation folder, please note this is not the folder where the executable resides but your actual root Carmageddon_Reincarnation folder, once this is set you can save and close Minge.

6. Open up Flummery, you will see the following window

7. Now you can open up your desired C2 addon (please note that you can go into View>Preferences and set your C1/2/CR directories but it isn’t required)
To open up your desired vehicle or track go into File > Open… > Carmageddon 2 > Actor (for importing Vehicles) or Race (for importing levels)

8. This will open up an additional window, now you must navigate to your desired addon’s directory and select it’s ACTOR (.act) file and hit Open (do not select the simple or shell models if they exist)

9. This will open your vehicle/level up in Flummery like so

10. From here you head into Tools > Carmageddon 2 > Process Car for Carmageddon Reincarnation (Process Level for Carmageddon Reincarnation if you’re porting a level)

11. Once you’ve done this you’ll notice your vehicle gets bigger and the wheels disappear (note that vehicles with more than four wheels are not supported by C:R so additional wheels will not be removed and will not work in C:R)

12. Now you can simply head to File > Save as… > Carmageddon Reincarnation > Vehicle (or Level if you’re porting a level)

13. An additional window will now pop up for you to give your mod a basic name and where to save it to

14. Click on the button labelled “…” next to the Output Folder, this will bring up another window for you to save your mod to

15. You will want to create a new folder for your mod files to be stored in, I recommend navigating to your Carmageddon_Reincarnation folder and creating a new folder in there and name it the same name as your mod, for example “MACH13″

16. Now you can click on the folder you just create and click okay to return to the previous screen, notice that your mod name has now changed

17. Now you can give your car a pretty name which is what you see when enabling the mod via Minge and is your level’s title that shows up in the game and hit Okay (levels have an additional box to fill out but it’s fairly straight forward to figure that out)

18. Flummery kindly shows you the progress of saving and exactly what it’s doing, so once it is done you’re safe to hit Close and then get rid of Flummery

19. Now open up your file explorer and navigate to the directory you just created for your mod

20. In here you will see various different files associated with your mod, you want to ignore these and file your mods .ZAD file, it should be named the same as the folder

21. Copy only this .ZAD file into your Carmageddon_Reincarnation/CarMODgeddon/Vehicles folder (CarMODgeddon/Levels if you’re porting a level)

22. Open up Minge and you should now see your mod either in the list of vehicles or levels, depending on what you ported

23. Click the checkbox beside your mod and click the Save button, now you may close Minge

24. Load up Carmageddon: Reincarnation in CarMODgeddon mode

25. Once loaded head into Freeplay and either head to the car selection screen or the level select screen and find your mod (levels usually list in alphabetical order with vehicles loading either before the Eagle R or after the Hawk R)

26. Now you can play with your goodies! (note, C:R max appears if your driver is simply named “driver” or if any model is named “driver” for that matter, this will be removed in an upcoming Flummery release)

Please note that these are basic ports and are not setup for full release as previously mentioned, later revisions of Flummery will attempt to offer you more freedom to tweak your mod’s settings before exporting for C:R but for now we’ve got basic setups, you can fiddle with your setups but that’s another tutorial for another day.

ENJOY!

~Razor.

Kenn Worst’s Big Wig!

Big Wig from TDR2000 – driven by Kenn Worst!

I made this a while ago but never actually officially released it, it was part of my TDR2000 mod before I moved on to actually porting the vehicles over to C2 directly, this was TTR’s BlackDog edited into Kenn Worst’s Big Wig, I am releasing it now as I packaged it all up ready and even wrote the readme. HERE ‘TIS!

————————————————————-
Screenshot

Readme.TXT

BigWig Remake

http://r.carmajunkies.com

Original Model by TTR
Modified by Razor

This car is an edit of TTR’s BlackDog, it will work alongside the BlackDog so there’s no need to worry about it overwriting anything.

–Installing–

Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

–Features–

-Detachables
-Smashables
-Simplemodel
-Car Menu Image
-Shrapnel Colours
-4 Bounding Boxes!
-Over 7000 polys!!
-Chrome!!!

–Problems/Bugs–

-None as far as I can tell, do let me know if you find anything.

–Thanks–
Everyone at #carmageddon
Stainless
TTR
Errol
Toshiba-3

http://r.carmajunkies.com

–Contact me-
My email address: razor@retrogameshelf.com

Download the vehicle by clicking the link below!
[BigWig.zip ~530kb]
OR head to the Downloads page!

It’s shiney and tings!

Cheers,
~Razor.

More C2 BETA MOD content changes!!

I’ve already detailed some of the changes that will be included in the BETA Mod but I’ve further made many more changes so I shall list them presently:

VEHICLES

Hell Rod- Prototype Hell Rod with blue outlines on flames and old wheels. Now driven by Mad Harry Braindead like in development

Buzz- Old buzz driver model (can still be seen in final driver menu image)

Purple Piledriver- Old model with bladed wheels (official stainless model!) Now driven by AJP Hate like in dev

DC Codbra- Old Beta textures with bloodied steel armour and old wheels

Cop Car- Old unused early textures reapplied to final model in their assumed locations, this old design matches the design of C1 police cars too!

Red Vet- Old bloodied blades

Degory’un- Old bloodied front blade. Now driven by Larry Lamba like in dev.

Plow- Old bloodied ‘Gotcha Again’ -NOTE: The old ’40 New Opponents’ beta image shows The Plow with the words ‘Gotcha I’m Back’ on the front instead so I’m undecided which to go for as of yet, probably the latter.

Eagle 3- Demo Eagle 3 used, textures issues will be fixed though, so it’ll be better than ever!

Cow Poker- Alpha channels re-added to the spur holders

Hick Pickup- Using old brown beta skin, many unused textures from this skin were still available in the files in the final version. (Interestingly the old brown pickup is featured on the rear box art of the UK Zombie and Blood versions of the game, must have been a really late change along with the Purple Piledriver!)

Ice Cream Van- The Ice Cream Van that was mentioned in a lot of early C2 previews and that appears in the N64 version of the game is back in as an unlockable vehicle on completion of the game!

Mad Morris- Alpha channel re-added to the rear spoiler. Now driven by Stalwart Fellow like in dev

Monster Bug- Added alpha channels to the struts of the car as originally intended, fixed numerous interior texture and model issues, added in old bloodied tyre tracks that were unused but present in the vehicles textures.

Prop Shafter- Bright orange in colour to match the ’40 New Opponents’ early preview screenshot.

Porker- Bloodied spikes readded, old demo textures reused. Now driven by Sid Pig as evidenced in demo.

Blood Riviera- Old decal-less bloodied version!

Screwie 2- Has two drills like the original Screwie 2 was supposed to!

Tashita 2- Uses old demo textures, bitchelin man returns and front lights are fixed!

Vlad- Old bloodied spike

Abba Cab- Some old demo textures used, there are some that weren’t complete so final textures are used. Now driven by Hans Abba as seen in demo.

Flower Plower- Appears as an opponent

Wideboy- Uses old textures as referenced from the N64 version of the game, also bloodied blades. Driver shortname is now Blackman which was Wideboy’s in dev title, long name is still Wideboy, however.

The Bimmer- The Bimmer is still like final and I still can’t figure out it’s unused textures, cunt.

Digga- Original Digga will return!

Eagle 3 Final and Eagle 3 Alpha are unlockable cars upon completing the game, different coloured Hawks will also be available as well as Eagles!

Each vehicle has had most of it’s textures increased in resolution (and quality) a lot of the in dev textures are of higher quality than final but also a lot of the CamCars use higher res/quality versions of final C2 textures so they have been distributed to other models within the game.

ENVIRONMENTS

Map order is the same as final except HOME SWEET GROAN has been swapped with NEW BEAVER to appear as the first race

All maps now have old checkpoints seen in Junkyard.

All maps have early versions of there textures used where available, some were the same as final and some vary a lot, major changes will be listed below.

USS Lewinsky- Every texture has been altered to match earlier in dev versions of the map, it is a lot darker and grittier than the final version.

El Morte Desert- Sand has been lightened to match in dev versions of the map.

Funfair- Skyboxes now match what is seen in early versions of the map.

Beaver City- Old billboards from early versions of the map are used

Beaver County Quarry- Old textures used, differ slightly from final

Silo- Old textures seen in some early preview screens will be used. (Still working this out though to see where and how they fit in)

Beaver Woods- Old in dev signs that more closely resemble their Twin Peaks counterparts are used, seems they changed a few for final so they weren’t as similar to what is seen in the show.

Old drones make a welcomed return.

Old in dev Spamtrak returns, fixed alpha channels and all!

OTHER CHANGES

The mine model used to be a flatter model similar to what was seen in TDR2000 but I’m unsure whether to make the change as the physics will stay the same as final.

Races now range from 7 to 13 opponents as opposed to 5 to 11, this matches the 7 found in demo Junkyard, makes for an overall more fun game in my opinion too.

Menu UI has had a complete overhaul to give it a more grittier feel, balls to that bright green in the final version of the game. New cursor too

BETA/DEMO Font used within the game

SOLID YELLOW TIMER

Proper carimages for all of the changed vehicles

BRAND NEW* (*old) CREDITS/BONUS font type created.

Old bonus SCROLLER text returns with multiple coloured combo bonus messages

Some peds are altered to match their original states

Cara Loft ped returns (she appears in the desert in her usual tomb robbing places)

Bikini ped returns

Goaty returns

Old particles and emitters (explosions, splashes, etc.)

Old powerup textures seen in the demo are used.

Old powerup names are used (if any)

Old powerup icons return (some were changed slightly for final, pesky Stainless)

That’s about all I can think of for now, a somewhat similar list to before but I’ve done a lot more work on it now, will leave a few more preview screenshots below as a teaser.

A few CarImage changes that will appear in the mod can be seen below (click the image for a larger size):

Thanks for reading (if you did)

~Razor.

Sim Ped!

A simple (hurrhurr geddit?) edit of FEM07 ped into Sim of RWS and former Stainless fame!

Readme.txt

Simone McDermott Pedestrian

http://r.carmajunkies.com

Created by Razor

A simple edit to the FEM07 ped to turn her into Sim, Sim is definitely a lot more fun to run over!

–Installing–

Extract the archive in your main C2 directory.

Remember you need to have an untwatted version of the game, you may also need to go into your ‘data/PEDS/PEEPS’ folder and delete FEM07.TWT if it exists.

Accept any prompts asking to overwrite.
–Features–

-It’s a pedestrian… Go figure.
-Original FEM07 textures included in “PIX16_OLD” should you want to revert back to normal

–Problems/Bugs–

-Screaming face doesn’t work? Don’t know why, Sim looks better when she smiles anyway 😉

–Thanks–
Stainless
#Carmageddon IRC

http://r.carmajunkies.com

–Contact me-
My email address: razor@retrogameshelf.com

Download
[SIMPED.zip | ~52KB]

NEW* Content Within The BETA MOD (*old)

Thought I’d make a little (or long) post detailing the alterations that will feature within my upcoming BETA MOD, just a list and some screenshots below to make things a bit prettier!

  • Vehicle Changes

EAGLE 3 – The model that appears in the (US Blood) demo version of the game will be present, untextured faces fixed and some mismatched faces reworked.

PURPLE PILEDRIVER – Using the actual old knived model (created by Stainless) that appears in an early screenshot of the game (this model was found within The Errol Special)

LAMB O’GENIE – Using old bloodied skin

STREET MACHINE – Using old bloodied skin

HICK PICKUP – Using old (beta) brown, dirty textures that were present and unused in the final.

THE PLOW MK.2 – Bloodied “Gotcha Again” on the plow is back.

DC CODBRA – Old bloodied and steel bumpers version.

PORKER 2 – Headlights have been re-added and are fully working and smashable, bloodied version also.

BLOOD RIVIERA – Old decal-less, bloodied version that appears in an early preview screenshot.

TASHITA2 – Uses demo sponsors and Bitchelin man.

THE RED VET – Original bloodied blades.

VLAD3 – Bloodied spike

FLOWER PLOWER – Appears as an opponent

PROP SHAFTER – Appears in it’s old orange format, properly modded this time unlike my previous attempts, shell and simplemodel included!

HELL ROD – Old version that appears in early preview screens with blue outline around the flames and more sporty wheels

DIGGA – RON IS BACK (Original Digga was turned into Loggerhead late in development, Errol Digga will be edited into what the Digga was originally going to look like)

ICE CREAM VAN – Mentioned in many early previews for the game and appearing in the N64 Carmageddon game, the Ice Cream Van (MAY) will return to this mod

  • UI Changes

BETA/DEMO Font used within the game

SOLID YELLOW TIMER

Early character names used

Proper carimages for all of the changed vehicles

Every menu has been reworked to more match the bloodier and grittier feel of the earlier builds of the game (C1-style)

BRAND NEW* (*old) CREDITS/BONUS font type created.

Old bonus SCROLLER text returns with multiple coloured combo bonus messages

  • Other Changes

Tracks use older copies of their textures (found in The Errol Special,) some are exactly the same as final, others vary a lot.

Old DEMO powerup crates and barrels return

Old (US Blood/UK Zombie) DEMO GENERAL.TXT handling and wasting properties used. MORE BENDING AND EXPLOSIONS

NEW* (*old) explosion and splash effects

NEW cursor. No more bright turquoise thing!

That’s all I can think to note so far, now for a few screenshots, enjoy.






MORE screenshots can be found over at [CWABoard]

Cheers,
~Razor.

Font progress

RE: the previous long-winded post on the font formats in C2, I’ve decided to go ahead and only do bits that matter!

In the demo version of C2, ped combos are of course specific images with 2X Combo being the following image:

(2xcombo.pix)

Using what I’d learned trying to edit these fonts I’ve edited the | character (as it isn’t really used at all in-game) and I’ve changed it to read 2X, see below:

Have edited SCROLLERS.TXT to display |_COMBO as opposed to 2X_COMBO as seen below:

4, 21,DROPPED_LIKE_A_STONE! // 16
4, 21,POLITE.PIX // 17
4, 23,|_COMBO // 18
4, 23,3X_COMBO // 19
4, 23,4X_COMBO // 20

Here’s how we see it in-game:


PROGRESS! Just gotta scale it correctly now and begin on the rest of ’em!

Carmageddon 2 fonts are a pain!

Been trying to understand the way C2 uses fonts for the past few days and then edit things to my liking with very minimal success, will try to outline my discoveries here.

So I’m working on a beta mod of the game that will resurrect all of the old beta/demo content of the game into the final release, one of the things is the fonts.

In the demo versions of the game, the bonus fonts are each their own images, for example below is the image that resides in DATA\64x48x8\FONTS\PIX16 for “You Wasted ‘Em”

(destroy.pix)

this image is called by the game and displayed whenever you destroy (waste) another opponent, this and a variety of other bonus text all live in the same folder within the demo and allows for great customisation of the ingame HUD and messages.

 

Enter the final version of the game and (excluding the software mode) the way the game handles these messages is now completely different, we no longer have separate images for each bonus message but instead we have font types which are used to display text that appears within the game, these bonus messages are now a part of this. In the demo versions of the game you did have fonts but they all lived in DATA\64x48x8\FONTS\PIX16 as a series of font sheets that were called upon and used as the fonts within the game, one image contains an entire font and the game would cut ’em up and use ’em correctly without you needing to fiddle at all, all well and good and the software mode in the final version of the game still uses this process albiet with lower res tiffx and not tiffrgb/pix16, hardware (glide) mode, however, does not, hardware mode uses a new system where each of the fonts the game will use are each stored in a separate folder, within this folder is a FONT.TXT file that defines the number of characters within that font, the spacing between the characters, the number of the image that the first character begins at, the font height and the width of a blank character, see below for an example of FONT.TXT from the game’s BIG_ITALIC font:

// Large timer digits and colon
133 // number of characters (ORIGINALLY: 133)
-3 // inter-character spacing (ORIGINALLY: 1)
33 // ASCII offset ( value of first character)
20 // font character height (ORIGINALLY: 24)
12 // Blank width

Now also in this folder you’ll find your PIX16/TIFFRGB folders, these folders contain each and every character associated with that font, not as one image like in demo versions of the game but each character has it’s own image, that image is then used by the game as a character, that character is defined in the game’s executable, the image just has to match the first character, for example you will see below a portion of the list of usable ASCII characters within the game’s executable:

Now, moving on to being able to display messages within the game, as previously mentioned the bonus messages in demo version of the game were images that the game loaded in to use when a certain criteria was met, these bonus messages in the final version of the game are controlled by a file within the DATA\ folder called SCROLLERS.TXT and within SCROLLERS.TXT you will find the following (please note, this is an edited version of the file but still contains the same data):

46 // # of Headup scrolly messages
// Format: Font index (THE FONT), Message string (THE FONT COLOUR AS REFERENCED
IN FONTCOL.TXT)
// N.B use underscore “_” where you want a space in the string
23,21,UNUSED // 0
23,21,UNUSED // 1
23,21,UNUSED // 2
23,21,UNUSED // 3
4, 22,GO! // 4 4, 22,GO!
4, 24,1 // 5
4, 24,2 // 6
4, 24,3 // 7
4, 24,4 // 8
4, 24,5 // 9
4, 21,SPLATTER_BONUS // 10
4, 21,PILEDRIVER_BONUS! // 11
4, 21,EXTRA_STYLE_BONUS! // 12
4, 21,BONUS_FOR_ARTISTIC_IMPRESSION // 13
4, 23,CAT_’N’_MOUSE_BONUS // 14
4, 21,WHAT_A_PUNT! // 15
4, 21,DROPPED_LIKE_A_STONE! // 16
4, 21,POLITE.PIX // 17
4, 23,2X_COMBO // 18
4, 23,3X_COMBO // 19
4, 23,4X_COMBO // 20
4, 23,5X_COMBO // 21
4, 23,6X_COMBO // 22
4, 23,7X_COMBO // 23
4, 23,8X_COMBO // 24
4, 23,9X_COMBO // 25
4, 23,10X_COMBO // 26
4, 21,”NICE_SHOT+_SIR!” // 27
4, 23,CUNNING_STUNT_BONUS // 28
4, 21,HEAD-ON_BONUS! // 29 4, 21,HEAD-ON_BONUS
4, 21,YOU_WASTED_’EM! // 30 4, 21,YOU_WASTED_’EM
4, 22,CHECKPOINT! // 31
2, 22,OUT_OF_TIME! // 32
2, 22,RACE_COMPLETED! // 33
4, 23,YOU_ARE_WASTED! // 34 4, 21,YOU_ARE_WASTED!
4, 21,BOTH_BUGGERED // 35
4, 24,GAME_OVER // 36
4, 24,UH_OH…_OUT_OF_CASH // 37
4, 24,HEH_ACE…_YOU_LOST // 38
4, 22,AMAZING…_YOU_WON! // 39
4, 21,BARBEQUE_BONUS // 40
4, 21,STITCH_THAT! // 41
4, 21,AWARD_FOR_OUTSTANDING_ACHIEVEMENT // 42
4, 24,MISSION_FAILED // 43
4, 22,MISSION_COMPLETED // 44
23,24,DEMO_TIMEOUT! // 45

There are a few things to notice here: 1) There are numbers before the bonus text (which I shall explain) and 2) there is an (assumed) unused line within this file that shows “polite.pix“.

Now this file is what controls all of the bonus messages within the game, these lines of text, much like the images that came before them are called upon by the game when a certain criteria is met but instead of the game just calling .pix images for the bonus message it now pulls the specific line required from SCROLLERS.TXT and then displays it based on the options chosen.

What are these options? You’ll notice the comments at the top of SCROLLERS.TXT, they are already present within it, although the explanations in the brackets are what I’ve added. SCROLLERS.TXT has lines of message laid out as follows:

NUMBER,NUMBER,TEXT

This first number is described in the comments as the font index, this font index can be found within the executable and makes sense, it is the font that the game will use when it displays the proceeding message, the font indexes are within the executable as show below:

Now we work our way from the bottom up and we get out indexed fonts and they are as follows:

FONT INDEX #1 = TINYFONT ( data\64x48x8\FONTS\TinyFont )
FONT INDEX #2 = BIGYELLOWTIMER ( data\64x48x8\FONTS\BigYellowTimer )
FONT INDEX #3 = MEDIUM_HEADUP ( data\64x48x8\FONTS\Medium_Headup )
FONT INDEX #4 = BIG_ITALIC ( data\64x48x8\FONTS\Big_Italic )
FONT INDEX #5 = NETPOSFONT ( data\64x48x8\FONTS\NetPosFont )

 

This all makes sense as we are firstly going to define the font we want the bonus message to use (in this case, BIG_ITALIC) but the next number is described in SCROLLERS.TXT as message string, which on it’s own is very difficult to understand but this number (as evidenced by my additional comments) actually points to another text file that resides in DATA\, that file being FontCol.TXT and what FontCol.TXT does is it lists the fonts and then lists their colours, the contents of FontCol.TXT can be found below:

// COLOURS FOR POLYGONAL FONTS
//
// Each font has four sets of RGB values in the range 0-255. These specify
// the colour for each corner of every character in that font. They are ordered as:
//
// Top/Left
// Top/Right
// Bottom/Left
// Bottom/Right
//#define kPolyfont_hand_green_15pt_unlit 0
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_hand_green_15pt_lit 1
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_hand_red_15pt_unlit 2
255,0,0
255,0,0
203,0,23
203,0,23
//#define kPolyfont_hand_red_15pt_lit 3
255,80,80
255,80,80
193,0,13
193,0,13
//#define kPolyfont_serp_red_15pt_lit 4
255,80,80
255,80,80
193,0,13
193,0,13

//#define kPolyfont_serp_red_30pt_lit 5
255,80,80
255,80,80
193,0,13
193,0,13

//#define kPolyfont_serp_green_30pt_unlit 6
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_serp_green_30pt_lit 7
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_serp_green_38pt_unlit 8
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_serp_green_38pt_lit 9
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_hand_green_10pt_unlit 10
0,255,0
0,255,0
0,140,60
0,140,60

//#define kPolyfont_hand_green_10pt_lit 11
128,255,128
128,255,128
0,255,0
0,255,0

//#define kPolyfont_ingame_tiny_yellow 12
255,144,0
255,144,0
255,248,0
255,248,0
//ORANGE-YELLOW

//#define kPolyfont_ingame_tiny_blue 13
0,128,255
0,128,255
255,255,255
255,255,255

//#define kPolyfont_ingame_tiny_red 14
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_tiny_green 15
33,223,24
33,223,24
33,223,24
33,223,24

//#define kPolyfont_ingame_big_timer 16
255,255,255
255,255,255
255,255,255
255,255,255
//YELLOW

//#define kPolyfont_ingame_medium_red 17
255,0,0
255,0,0
255,0,0
255,0,0

//#define kPolyfont_ingame_medium_blue 18
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_medium_orange 19
255,255,255
255,255,255
255,255,255
255,255,255

//#define kPolyfont_ingame_medium_green 20
0,255,0
0,255,0
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_yellow 21
255,154,33
255,154,33
255,235,49
255,235,49

//#define kPolyfont_ingame_italic_green 22
0,133,0
0,133,0
0,255,0
0,255,0

//#define kPolyfont_ingame_italic_blue 23
82,101,255
82,101,255
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_red 24
145,10,0
145,10,0
255,0,0
255,0,0

//#define kPolyfont_netpos 25
33,223,24
33,223,24
33,223,24
33,223,24

//#define kPolyfont_highlighter 26
255,255,255
255,255,255
255,255,255
255,255,255

Now as you may notice the comments at the top of this file make a bit more sense, it tells you the file’s purpose (to give each polygonal font a colour) and how the contents are displayed which is great (this has been edited a bit by myself, by the way,) you will also notice that each of these 27 font colours have a commented name and these names are the names that the individual fonts are given within the executable.

Now we understand the basic purpose that FontCol.TXT serves we’ll go back to SCROLLERS.TXT and now we understand that the second number in our message line points to the font’s colour we can understand it better than just staring at the words “message string” and dribbling, after this we have the text that we want to be displayed, there are a few things to note here:

1) We of course cannot use commas in our message

2) We of course cannot use underscores in our message as these have been reserved for spaces within the message

3) We are limited to what can be displayed (only one font per message and it can only be in one defined colour)

 

Moving on to another notable thing about SCROLLERS.TXT is the “polite.pix” line, polite.pix is present in the demo versions of the game and it is the image that the game would use for a “Cunning Stunt Bonus”, see that image below:

This line must be a left over from when the game was in development, at some point Stainless must have been trying to get individual images loading via SCROLLERS.TXT, a feat which is now impossible (believe me, I’ve spent days trying all sorts of methods to get SCROLLERS.TXT to display specific .pix images, ain’t possible!) but at one point it may have been, in any case we can still in theory use the new fonts to display individual images, in theory.

In practice I have run into numerous issues including: not being able to load .pix images larger than the other font characters, not being able to load .pix images with strange proportions, replacing an existing character with one of this bonus message .pix images and the game freezing for a few seconds whilst it tried (and failed) to display the image and then continuing to run as normal, to complete crashes.

 

My next step is obviously to completely cut up these bonus message images to the size of an existing font and then display them by listing the characters the image replaced in SCROLLERS.TXT in order, for example if I cut up polite.pix (the cunning stunt image) into 5 sections and replaced the BIG_ITALIC characters A, B, C, D and E with them then I would do the following on the Cunning Stunt line:

4, 21,ABCDE       //we’d of course replace the “21” and point to a completely white line in Font.Col.TXT so as not to override the pre-existing colour in the image

But as the rest of the game’s displayed messages also use BIG_ITALIC, the letters A, B, C, D and E would be unusable rendering the entire process pointless.

 

The next thing to try would be to create a new font, a feat that is also impossible if you do not want to hex edit the executable, you see the fonts are all actual files but the way they work and are used by the game is all defined in the executable, as previously shown; the five font indexes are all defined within the executable, the polygonal fonts referenced in FontCol.TXT are all defined within the executable, creating a new font would require adding it to the executable and I don’t want this mod to have to rely on a modified executable.

 

Finally I decide that maybe I should stick with the BIG_ITALIC font that I have edited and just use FontCol.TXT to do the rest but I discovered that the game had other plans, instead of SCROLLERS.TXT’s layout being as easy to explain as:

#(font index),##(font colour),XXXXX(message)

It turned out to be more complicated, yes the first number is indeed the font index BUT the second number because it references FontCol.TXT for the colour of the font and the polygonal fonts within FontCol.TXT are all defined within the executable and tied to their specific fonts it turns out that the second number also defines the font type used, so you could set your font index to 4 which is BIG_ITALIC and then you might want it the same colour as the green TINYFONT so you decide to set your second number to 15, which is seen below is the colour for the green TINYFONT:

//#define kPolyfont_ingame_tiny_green 15
33,223,24
33,223,24
33,223,24
33,223,24

The game will set your font to BIG_ITALIC as stated by the font index and then the 15th colour which is for the polygonal font TINYFONT which is green, that will override the font index and your message will be displayed in green but it will also be displayed in the TINYFONT font type, which is no good at all and this whole thing leaves us only being able to set four colours for all of the (BIG_ITALIC) ingame messages, the following:

//#define kPolyfont_ingame_italic_yellow 21
255,154,33
255,154,33
255,235,49
255,235,49

//#define kPolyfont_ingame_italic_green 22
0,133,0
0,133,0
0,255,0
0,255,0

//#define kPolyfont_ingame_italic_blue 23
82,101,255
82,101,255
255,255,255
255,255,255

//#define kPolyfont_ingame_italic_red 24
145,10,0
145,10,0
255,0,0
255,0,0

 

CONCLUSION: Without actually editing the executable itself, you’re going to have an incredibly difficult time trying to get fonts within the game unless you’re only supporting software mode.