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Carmageddon 2 soundtrack
Carmageddon 2 soundtrack









This isn't 2001 anymore and games are both ready to play at install, and also deliver patches automaticaly. Secondly, after 15 years people didn't grow stupid: their habits changed. I can tell as that confusion still exists today.

carmageddon 2 soundtrack carmageddon 2 soundtrack

So your assumptions aren't correct on that end. glide wrappers (avoids mouse trapped in a box without compatibility settings). Carmafans only started patching to v2 because of the increased limits (required for modding) and. And that confusion even amongst the community.

Carmageddon 2 soundtrack Patch#

Patches weren't properly introduced, SCi even rereleased the v1.1 patch as the "XP-Vista patch" in 2003, years after v2. Just look at it, those are just petty changes made/required by the publisher to 'accomodate' the NA audience :/īack then, most people weren't properly aware of the patches, didn't know which release they had, nor which version. HUD elements are defined in DATA\64X48X8\HEADUP.TXT and DATA\CARS\64X48X8\eagle3.txt (lot of unused leftovers from That's what I mean indeed.

carmageddon 2 soundtrack

However from what I understand, only HUD elements have to be handled? (and by map you mean the onscreen minimap?)ĭoes the out of place HUD scale proportionaly accross 16:9 resolutions or would we have to dynamicaly replace each element and fix the fov based on the glide enforced resolution? Would be much easier if it scales and would involve less REįOV can be changed in DATA\General.txt ('hithers'). Here are some Zeus: We did a widescreen patch for the C2 software mode, but for the glide renderer it was embedded in that horrible BRender format. More importantly about the v3 patch, I forgot to mention that it features a lot of larger textures taken from the dev build, as well as a touched-up Eagle 3 model to accomodate the fact that the game runs at a much higher resolution than originaly intended and thus uvw seams are more visible.









Carmageddon 2 soundtrack