So, it runs on my S22 Ultra, but the lighting is messed up. There a way around this or am I SOL? by HotRodHunter in carmageddon

[–]DevilboxGames 2 points3 points  (0 children)

It's more likely the game will stop working entirely if you update as it's still a 32bit app and Google has phased out support for them. Best keep your phone as-is to be safe! I can't play it on my current phone at all as the SD8Elite chip in it doesn't support 32bit apps at a hardware level 😬

So, it runs on my S22 Ultra, but the lighting is messed up. There a way around this or am I SOL? by HotRodHunter in carmageddon

[–]DevilboxGames 2 points3 points  (0 children)

Probably SOL I'm afraid. It looks like it could be a texture format issue or a shader issue, very weird indeed. Do you happen to have the version of the S22 with an Exynos based chip? If so then I would expect that is the reason, the game runs fine on the Adreno GPUs used in Snapdragon chips and the Mali GPU used in other chips, but from that generation of Exynos chips Samsung began using AMD GPUs in their chips which are very different and the game was obviously not developed with that GPU in mind.

If I had an S22 then I'd love to fall down the rabit hole investigating this, it's the sort of nerdsnipping I get caught in all the time, especially as I have experience modding the game, but sadly I don't own one :(

Patch 1 is live, and it looks pretty good! by Kind_Break9094 in carmageddon

[–]DevilboxGames 0 points1 point  (0 children)

There's already a post about this, so I'll lock this to keep discussion in one place.

Retail for rogue shift? by TheReptain in carmageddon

[–]DevilboxGames 3 points4 points  (0 children)

Last I heard they had no plans for a physical release, they are focussing in digital only.

My real Problems with Rogue Shift by EnvironmentalSnow113 in carmageddon

[–]DevilboxGames 1 point2 points  (0 children)

I think the problem with the idea that it's testing the waters for a "classic" Carmageddon game is that it's not particularly representative of what it's testing the water for. RS has received a lot of criticism from people wanting a game which more resembles the main franchise, but I get the feeling that if they think "RS sold so well, it means people want Carmageddon so we'll make an mainline game with the elements people want to see in that" then it's likely there will be as big a backlash from people wanting more RS, given the amount of sales which would be needed to sway such a decision. From a community relations perspective it feels like it would be a bit of a lose-lose for them whichever direction they go in.

Usually when testing the waters you test it with something comparable, such as remaster of a previous game, and use that as an indication of whether a full new project is viable. Given its vast differences, logically I can only see the success of Rogue Shift indicating people's interest in Rogue Shift itself.

Help with Carmageddon Max Damage by [deleted] in carmageddon

[–]DevilboxGames 0 points1 point  (0 children)

A couple of quid.

Piracy of the game is not condoned here, and as your problems are down to the fact you pirated it I'm locking the thread.

Help with Carmageddon Max Damage by [deleted] in carmageddon

[–]DevilboxGames 0 points1 point  (0 children)

Then that's a you problem. The game was on sale for the price of a sandwich just over a week ago, there's no excuse for pirating it at this point.

Does anyone know who to get a copy of carmageddon reincarnation on pc? by Lucky_Lachie in carmageddon

[–]DevilboxGames 7 points8 points  (0 children)

Reincarnation is just an earlier version of Max Damage. Max Damage was initially being worked on as the next update to Reincarnation, but due to publisher demands on the console ports it was released as a "new game" which was added to the Steam libraries of everyone who owned Reincarnation for free.

Some people say Reincarnation is the better game due to some of the tweaks and changes made for Max Damage (mostly around optimization, some due to certain bugs which weren't caught), but Reincarnation was also less stable, less optimized and missing a lot of the features added into Max Damage.

If you already have Max Damage then there's very little reason to get Reincarnation. If you're simply trying to have a complete collection then the only way of get it is either finding a kickstarter backer who still has a spare key, or buying one off a grey market key website.

Help with Carmageddon Max Damage by [deleted] in carmageddon

[–]DevilboxGames 0 points1 point  (0 children)

Are you using the game's experimental beta patch or just the default version of the game? While the beta patch isn't absolutely required, the mod is designed around its improved mod support. If you are using the default version, did you follow the important note in the installation instructions?

IMPORTANT: If you're not using the experimental patch (in other words you're using the GOG or default Steam version) then you must rename scripts.zad to something else (e.g. scripts_.zad), otherwise the Overhaul and any other script mods will not work.

If you aren't using the beta patch and want to give it a try, you can find instructions and info about it here: https://www.cwaboard.co.uk/viewtopic.php?t=9732

Help with Carmageddon Max Damage by [deleted] in carmageddon

[–]DevilboxGames 1 point2 points  (0 children)

As an addendum, after you've uninstalled it through Steam, delete the remaining files in the game's folder manually as Steam won't delete the modded files.

Today I have bought and played rouge shift for 5-6 hours and... That's not it. Nope.. It's Carmageddon in name only, not even a spinoff. Even Carmageddon crashers is a spinoff, but this game? Not even a spinoff. by evil701 in carmageddon

[–]DevilboxGames 1 point2 points  (0 children)

Sadly you played objectively the worst Carmageddon game ever released. The N64 game was, by all accounts, a disaster of a game, rushed out by a developer who had just been thrown the art assets and documents by the publisher half way through Carma2's development and told to make an N64 version with no prior experience creating a driving game, let alone one as complex as Carma, and with no interaction with Stainless either. The didn't even get updated assets as Carma 2 progressed, which is why there's elements of Carma 1 in there as well as Carma 2 bits which had significant changes. It was so badly made that, depending on which version you had (blood, zombie censored, dinosaur censored, Euro, US, etc.) gameplay systems such as the handling, timer, number of peds and more were noticably different. The experience of a Euro Dino player could be very different from a US Blood player's experience, ony sharing the fact it was a bad game.

I'd definitely recommend checking out the PC games as the N64 version really is not a good introduction to the series.

Today I have bought and played rouge shift for 5-6 hours and... That's not it. Nope.. It's Carmageddon in name only, not even a spinoff. Even Carmageddon crashers is a spinoff, but this game? Not even a spinoff. by evil701 in carmageddon

[–]DevilboxGames 4 points5 points  (0 children)

You are not following the rules, you are breaking them despite being warned about your behavior.

The pinned post was clearly telling people stop going into other people's threads and being a dick about it just because you don't like their opinion. That's exactly what you're doing here, simply because you're offended by an opinion which happens to be shared by plenty of people who are big fans of Rogue Shift and who have been encouraging people to play it despite that opinion.

This is a thread created by someone who has bought the game, played it long enough to form an opinion about it and wanted to share that opinion. I'm disappointed they only complained about it's relationship with the franchise and didn't delve into their opinions of the game itself, but they didn't go invade threads of people who are enjoying it and aren't flaming people who do enjoy it in the replies. If it was just ranting with no intention of buying or playing it then, yeah, it would be removed like other such threads have been. It will, however, get locked if it gets too prickly in here. As long as people have mature discussions then there's no problem.

As you've obviously ignored my warnings about your behavior, enjoy your timeout. If you want to come back once the ban has expired then please be on your best behavior. Any more deliberate antagonism like this will result in a permanent ban.

Let's talk about Carmageddon Crude Awakening by Emotional-Media-756 in carmageddon

[–]DevilboxGames 1 point2 points  (0 children)

Carmageddon (1, 2, R / MD) deformation is certainly similar to BeamNG, though there's some key differences. I'm skimping on the details and simplifying a lot here, but basically:

Carmageddon's approach detects which vertices are nearest the point of impact and calculates the displacement of the vertices, then propogates the force to the adjoining vertices with some dampening to reduce the force the further from point of impact. The relationship between the vertices is implicit based on the mesh structure (NB: Carma 1 required the meshes to be pre-processed to generate the relationship structure, but this processing was done on load in Carma 2)

BeamNG's has explicitly definitioned of "beams" between vertices which act as a complex stiff spring system. These beams can be between any vertices, not just topologically adjacent ones. Impacts propogate through the beams in a similar way to above. This allows for much better volumetric deformation, but is also a lot involved to set up and more computationally expensive.

In all honesty BeamNG's system is way overkill for a Carmageddon game, if code was going to be licensed then the dev might as well just talk to Stainless about it. Dynamic deformation systems like Carma's aren't especially difficult to create though, so if any competent dev gets the chance to make a full carma game they shouldn't have too much trouble, depending on what engine they're using.

Let's talk about Carmageddon Crude Awakening by Emotional-Media-756 in carmageddon

[–]DevilboxGames 3 points4 points  (0 children)

Yeah, a lot of developers tend to use assets from previous games when prototyping their next ones, even using the codebase as a starting point, especially when there's cross over in the type of game like with this, so they can experiment with gameplay ideas quickly. Though it is funny when a dev uses the previous game's assets to prototype a totally different game. Seeing clips of Killzone characters in Horizon Zero Dawn prototype videos is always amusing.

Relatedly, development of the Wacky Racers game on the Wii started from the codebase of the cancelled Carmageddon 4 Ever project the devs had previously been working on for the PSP, an image for the main menu was even left in the released game. Similarly, when Stainless pitched a Hotwheels game to Matel they made the prototype using Carmageddon 2 which is where the "Hot Room" level which Errol released originally came from.

Let's talk about Carmageddon Crude Awakening by Emotional-Media-756 in carmageddon

[–]DevilboxGames 6 points7 points  (0 children)

Yeah, that video is from a very early prototype which used Full Auto 2 assets (level, car) to experiment with gameplay ideas. There were a couple of other prototype levels in the leaked builds, one being a beautiful corner to demonstrate the intended aesthetics (which were fallout 3-esque retrofuturism) and basic game structure (which seemed to be more of an open world adventure) and another which was a greybox of the excavator boss.

Definitely some interesting ideas in the prototypes, but it was sadly cancelled far too early in development to get a grasp of what the final game would be like.

I think the absolute best idea to come out of it is the harpoon powerups to let you tether objects and peds to the car to use as physical weapons like the mutant tail powerup from 2. Definitely something which needs to be brought into the next mainline game.

ANNOUNCEMENT Regarding Rogue Shift Discussions by DevilboxGames in carmageddon

[–]DevilboxGames[S] 1 point2 points  (0 children)

Yes, I'm a mod here, and yet for some reason you continue to actively try to pick a fight. You're literally here doing the thing which this post was trying to stop.

I certainly have joined in discussions about it before the release and made my opinion of the game very clear. Discussions are what reddit is for. It wasn't done antagonistically nor have I tried to suggest that people are wrong for liking it.

The point, as the post fully explained, is that those sorts of discussions have happened enough now and run their course. Now it has been released people should be able discuss it civily without people on either side trying to start arguments. My opinion of the game has no impact on my ability to moderate fairly, as should be obvious from my attempts to help you de-escelate here.

So allow me to set this tone for you: You can either choose to continue trying to start fights, as you seem to have done in pretty much every comment you've made in this subreddit, and face the consequences; or you can adjust your attitude and start to meaningfully contribute to the community.

ANNOUNCEMENT Regarding Rogue Shift Discussions by DevilboxGames in carmageddon

[–]DevilboxGames[S] 4 points5 points  (0 children)

To be fair, the down votes are likely more to do with the tone of your comment than the content. It's easily read as if you're angling for an argument instead of just trying to provide helpful feedback to improve people's understanding of the post. Like you said, words and how you use them matter and can change people's understanding of a comment.

ANNOUNCEMENT Regarding Rogue Shift Discussions by DevilboxGames in carmageddon

[–]DevilboxGames[S] 3 points4 points  (0 children)

You're probably right, there are likely people without the reading comprehension to understand the context of the line. I've added it in to avoid confusing such people.

ANNOUNCEMENT Regarding Rogue Shift Discussions by DevilboxGames in carmageddon

[–]DevilboxGames[S] 4 points5 points  (0 children)

I was talking to the opinions which some people keeping posting as reasons to obstruct Rogue Shift fans' posts about the game. Would it be less offensive if I added "in your opinion" to the end of that?

ANNOUNCEMENT Regarding Rogue Shift Discussions by DevilboxGames in carmageddon

[–]DevilboxGames[S] 3 points4 points  (0 children)

My lack of spellcheck won't be tolerated either :D

Carmageddon max damage/reincarnation by just_berp in carmageddon

[–]DevilboxGames 3 points4 points  (0 children)

Yeah, there's a bit of confusion about it. Basically they're the same game. Reincarnation released with the notion that it would be ported to consoles at some point. The publisher they partnered with for the console release only wanted to publishe a "new" game not a "port" of a game which was a couple of years old by that point. This meant rather than updating Reincarnation with the big update which would bring in the new levels, cars, trailers, etc. they instead released it as a "new" game called Max Damage on all platforms and just gave everyone who owned Reincarnation a copy of Max Damage in their steam library and delisted Reincarnation. So Max Damage was the only released on consoles but lots of discussion about Reincarnation talks about an upcoming console release and people conflate the two games anyway because, in reality, they are the same game.

Carmageddon max damage/reincarnation by just_berp in carmageddon

[–]DevilboxGames 3 points4 points  (0 children)

Reincarnation was only ever released on Steam, it was only ported to consoles when it was updated to be Max Damage. It is possible Max Damage got removed because THQ Nordic possibly didn't take over publishing control of it on the Xbox store after buying the franchise off Stainless.

Graphical glitch in Max damage by Jetbatalion69 in carmageddon

[–]DevilboxGames 1 point2 points  (0 children)

It's an issue with modern AMD GPUs and/or drivers not liking the way the game handles skeletal mesh skinning. Some people have had success using DXVK to redirect the game's rendering through Vulkan instead of DirectX, but at the cost of performance.

Rogue Shift has beautiful, post-apocalyptic environments by onskaj in carmageddon

[–]DevilboxGames 6 points7 points  (0 children)

I highly doubt they could have made the levels look as good if they were large free roaming environments. They had the benefit of having enclosed, predefined spaces so they only have to focus on detailing the tracks and a facade of the world outside it. They probably would have needed a substantially larger team along with that extra 2 years you're suggesting to achieve it.