Re: Carma-Life² Release

About the random crashes, it's a very common problem, I think that everybody has it, even with the normal C2 ; it happens when the engine loads too much data like big tracks and a lot of cars/detailed cars. Personaly I get this crash 2 times out of 3, that's why I made the new launcher not to shut itself when launching the game, it helps spare a bit more time when you launch the game again after a crash.

Hum... i DO know the cause of those crashes, it's when the opponents get split, because i noticed that a lot of add-on cars (well this was some months ago, i don't know if recent cars has this problem too) do make the game crash to desktop when they are split in half, after extensive testing i found out that the problem is in the way that the bounding box shape is made, since when i replaced the bounxing box shape with another similar of a car that didn't crashed, the same happened with the car i was testing and it didn't made the game crash anymore.

Of course a quick fix for this is disabling the car ability to split in the WAM file, but there is still a lot of cars that this happens since not all of those that make the game crash have that setting disabled...

And yes i am REALLY sure about this, because now that i am carefull with this, my game NEVER crashed to the desktop anymore ever since i removed or fixed such cars by setting them to be unsplittable, and before that i used to have such crashes frequently.

Toshiba. can you play c2 for a while, without any of those cars that can be split, installed or appearing as opponents ?

Re: Carma-Life² Release

This is interesting because i have also noticed that having certain addon cars installed can cause C2 to crash when they take a severe, sudden impact or split etc. It doesn't happen on first impact (usually), but at some random time when an impact occurs. I haven't tried that many cars, but the last one that caused me some problems was TTR's Ferrari - but i assumed at the time it must be related to the game itself.

Is it particularly easy to be able to stop cars from splitting within the WAM file? I think this is something which may need to be implemented in C2O when addon cars are used...

Any information, solutions to problems like these are very useful to me - since I can try to automate them in C2O.

28

Re: Carma-Life² Release

Uh? I've splitted my Ferrari many times and not one time it crashed because of it gnnn

Re: Carma-Life² Release

Hi,

Don't get me wrong, it doesn't always do it... but on occasions when the impact is particularly dramatic (Super fast collision/Mega explosion leading to bending etc) it can happen (for me anyway). But this goes for a few addons i've tried in the past too. I'm no expert so i don't know why it happens, but the bounding box? I assume that is some kind of box that dictates where collision occurs?? sounds like a valid possibility.

It doesn't happen so often for me to be able to blame all addon cars, but i don't recall having such a crash when i used a standard car.

I'm not diss-ing addon cars at all, they are fantastic! But it would be nice to find out why this happens.

P.S. some interesting stuff in those WAM files... it looks like its possible to make the parts of a car STAY on the car always - but still be "dentable"? This is something i'm also looking to do smile Oh i can see me having some fun next time i start C2...

James.

30

Re: Carma-Life² Release

Wha? They always bend unless you specify "uncrushable" Detachable or not, always bends smile.

(or though theres a way to make something uncrushable outside this method but never used on cars i think)

Re: Carma-Life² Release

Please Cesm... read the topic before replying... We already all know that fucked up bbox or/and wam file cause crash to desktop when a big hit/split occurs. We were talking about the crashes happening when we hit the 'ESC' key.

@ Wolverine : Many crashes happen randomly and for unknown reasons. It's now part of the C2 legend heh...
Notice though that there is another recurrent crash type which I know the cause : when smashables use 256*256 textures with unwrapping (or maybe even with planar, not sure, should verify), it causes crash when 2 or more materials have to load the damaged texture at the same time.

Re: Carma-Life² Release

Yeah maybe they do always bend, but i mean the problem happens for me when it's really dramatic (i.e. what Toshiba has just been talking about). It looks like my queries have been pretty well answered now though.

I'd like to be able to prevent body parts from detatching from all cars when they are used in C2O, since synching all of them on the map would produce a lot of un-needed lag. I assume changing the detatch options in the WAM files will do this... going to try it later today when i've got time.

Thanks for the infos,
James.

Re: Carma-Life² Release

Hi.

I've just disconvered this mod when looking in a dusty pile and finding C2 and seeing it working, it was unreal. And i came across this mod when looking for some cars, and its awesome! but i have some questions.

Graphics wise...it's using the original C2 isnt it? because even with glide wrapper and stuff, draw distance is still the same, textures seems to blur or fuzz out a bit, and it doesnt look as if the resolution is in 1280x1024 lol. just the cars and stuff seem more high res.

Also are there only 4 tracks? how do you start a new game...why do i have all the vehicles...and 74 million credits lol.

Is this supposed to be installed WITH and IN the original C2 folder or seperatly? As i thought it would just be like C2, same tracks and missions and stuff but a new experience, but i seem to just be dumped into a random lot of races (unless im missing something), i dont want everything immediatly, i want to sweat and toil my way up!! lol.

Ok thats all my questions so far, but huge compliments to the creaters! HL2 sounds...HL2 zombies haha love it =]

Re: Carma-Life² Release

Hi,

This version of CL2 is still a beta, its main purpose is to let people see the several improvements and stuff. But as it's meant to be a stand-alone, I had to include some content with the package in order to let it be playable directly. That's why there's only 4 tracks and 10 cars included.
However you can and should install all the cars and tracks you download from the internet in CL2 as it's totally compatible with original C2 add-ons.
The final version will include a full selection of the best add-ons... let's say... like 100-150 cars and 40 tracks.  But I'm not sure if I'll work out some kind of "new experience" or story. Not even sure if I'll make missions.

So far... It's more of a base than a whole game. Just the engine with updated effects and stuff, ready to welcome add-ons.

About the graphics, the glidewrapper only increases the screen resolution (which is already a big improvement), and it is indeed very better for the look of the cars and some new peds. The tracks need hi res textures to take advantage of the glidewrapper.

Is this supposed to be installed WITH and IN the original C2 folder or seperatly?

Separately. Isn't it said during the installation ? Can't remember...

And thanks for the compliments !

Re: Carma-Life² Release

Toshiba wrote:

Hi,

This version of CL2 is still a beta, its main purpose is to let people see the several improvements and stuff. But as it's meant to be a stand-alone, I had to include some content with the package in order to let it be playable directly. That's why there's only 4 tracks and 10 cars included.
However you can and should install all the cars and tracks you download from the internet in CL2 as it's totally compatible with original C2 add-ons.
The final version will include a full selection of the best add-ons... let's say... like 100-150 cars and 40 tracks.  But I'm not sure if I'll work out some kind of "new experience" or story. Not even sure if I'll make missions.

So far... It's more of a base than a whole game. Just the engine with updated effects and stuff, ready to welcome add-ons.

About the graphics, the glidewrapper only increases the screen resolution (which is already a big improvement), and it is indeed very better for the look of the cars and some new peds. The tracks need hi res textures to take advantage of the glidewrapper.

Is this supposed to be installed WITH and IN the original C2 folder or seperatly?

Separately. Isn't it said during the installation ? Can't remember...

And thanks for the compliments !

Oh i see yeah, i was gonna say, 74M cred to start with hah i nearly got upset xD.

Oh cool 40 tracks? nice, 150 cars hehe sweet. Even so, i dont mind if its just a massive overhaul of C2 with the same tracks and stuff or with new tracks, some of these demolition derby tracks would be good for say "boss vehicle" missions and stuff. no new story needed as such, just...how shall i say...more "entertaining" missions/boss battles, as the checkpoint races are rubbish =[, but i love challanging pitbull, so fun big_smile

Oh and btw, do you know of any way of adding new cars and stuff WITHOUT them appearing in your garage or w/e we shall call it? Rather annoying lol.

Who is the creater of this? Is it open to suggestions? because i have a few big_smile

One main one was to overhaul how a vehicles "toughness" or w/e is defined, i was thinging instead of the whole 1-5 thing, instead maybe each vehicle has a specified APO, for example for fast cars and such, they would lean more towards Power on there APO, for average vehicles with large weapons on the front (only cosmetic but still) a more Offensive rating, and of course for the big boys, more Armor specific. Un sure if its possible to do that, but it would be easier than the 1-5 thing heh.

As for the textures and draw distances, they need increasing and tuning up, maybe possible to impliment TDR's graphics or...equivilent?

Anyway so far its looking like a very good mod, cant wait for when it's finished big_smile

36

Re: Carma-Life² Release

Textures can't go higher then 256x256 max period.
Draw distance is not recommended higher then what it is now since the engine has a hard time to go above it.

Re: Carma-Life² Release

Just start a new game or delete the file SAVEGAME.ARS, and you'll be able to add new cars whitout them showing up in the list.
And you'll have the normal amount of money as well.
Oh and I'm the creator of the mod, though it's based on the community work created over the years, and there's a lot of people who directly help me.

I plan to change the physics of the game with ChevyII's realistic physics. It will make the game very different to what you know so far. And the difficulty will be enhanced. However the APO per class of car you're suggesting is not possible. We can't mod the engine enough for that ; same goes with implementing new graphics engine or such. No way if we haven't any source.
About the draw distance, the default in CL2 is 75 I think, and believe me it's enough. Try to load Hard Truck Apocalypse + General Lee + a lot of other detailed cars... A lot of people report me framerate issues, so I'd rather keep the draw distance at a normal value and keep some detailed models.
As TTR said, the engine reaches its limits here. We'd need a newer revision WITH DYNAMIC DAMAGE (Novadrome hasn't, neither have other Beelzebub based games so far (or we didn't spot them yet)).

You see... the point is not really to make a brand new game out of the C2 engine, it would be useless as the engine is way too old to be enjoyable in that way I think ; but rather to give C2 the chance to live some more years till the next real C2 replacement game ('hope we'll not have to do it ourself...), and show to the rest of the world what came up in this community for about 10 years.
And hopefully... the online mode big_smile

Re: Carma-Life² Release

Toshiba wrote:

Just start a new game or delete the file SAVEGAME.ARS, and you'll be able to add new cars whitout them showing up in the list.
And you'll have the normal amount of money as well.
Oh and I'm the creator of the mod, though it's based on the community work created over the years, and there's a lot of people who directly help me.

I plan to change the physics of the game with ChevyII's realistic physics. It will make the game very different to what you know so far. And the difficulty will be enhanced. However the APO per class of car you're suggesting is not possible. We can't mod the engine enough for that ; same goes with implementing new graphics engine or such. No way if we haven't any source.
About the draw distance, the default in CL2 is 75 I think, and believe me it's enough. Try to load Hard Truck Apocalypse + General Lee + a lot of other detailed cars... A lot of people report me framerate issues, so I'd rather keep the draw distance at a normal value and keep some detailed models.
As TTR said, the engine reaches its limits here. We'd need a newer revision WITH DYNAMIC DAMAGE (Novadrome hasn't, neither have other Beelzebub based games so far (or we didn't spot them yet)).

You see... the point is not really to make a brand new game out of the C2 engine, it would be useless as the engine is way too old to be enjoyable in that way I think ; but rather to give C2 the chance to live some more years till the next real C2 replacement game ('hope we'll not have to do it ourself...), and show to the rest of the world what came up in this community for about 10 years.
And hopefully... the online mode big_smile

Oh I see...

Wait...frame rate issues?! you have got to be pulling my leg, fraps tells me i get over 200 consistantly. I have no lag issues at all. But ok...its just well it isnt really far enough lol.

Well you dont have to make a brand new game lol, I was at first wondering if you could write the whole mod in LUA if you have ever heard of LUA, kinda sister of c++ except freindlier, more efficient and flexible.

And umm...you cant start a new game, it either crashes with the "no track selected" thingy or just throws me into a race, but i'll try your method.

Anyway the thing with LUA is that its so flexible you could practically tell it to run the engine for you instead or if needed a completely over hauled one, and with any experience anything is possible with it, I my self know no way of doing this lol but im sure it's possible.

Does CL2 have a console? Hell i could screw around with the draw distance my self heh.

ChevyII's realistic physics? Whats that like, does it include any think/func or patient capabilities? As in, can it detect force/speed and predict math or mathrandom, vector based positioning and simulated real time physics, damage, mass etc? I've been working with source (Hl2, counter strike source etc) for a while and know of manyprograms which can simulate it, but i doubt C2 engine could handle it lol.

But yeah your right in the end it has its limits, mean while though i wish you all the best with this Mod, hope it goes well (add more HL2 sounds smile!!). Good luck.

Last edited by †TYRANICK†™ (30-06-2007 03:29:45)

Re: Carma-Life² Release

Yea as far as framerate goes, people with lower-end machines have trouble with a framerate over 30, let alone hitting tripple digits. Just depends on machine set up and such that determines the best draw distance. My machine can handle about 100 with it being a celeron with 512 megs of ram and a 128 meg ati card before it bogs down to being unbearable to play on my laptop. So if you're hitting 200 fps, you're damn lucky  wink

Re: Carma-Life² Release

crash wrote:

Yea as far as framerate goes, people with lower-end machines have trouble with a framerate over 30, let alone hitting tripple digits. Just depends on machine set up and such that determines the best draw distance. My machine can handle about 100 with it being a celeron with 512 megs of ram and a 128 meg ati card before it bogs down to being unbearable to play on my laptop. So if you're hitting 200 fps, you're damn lucky  wink

Wel wouldnt say 200, i think there is a cap, but its well over 150, also.

Why are so many of you playing this game with low end machines? I mean, no offense but it's like this forum is in its own time zone hehe, but then again anything more than a geforce...card of sorts lol can fully play this.

Anywho...

How do you increase the draw distance? I cant find which file to modify...and i thought there was a console on C2 lol, thats my last question really until i find something else lol.

Now then tosh, what can we expect from this new physics? a gravity improvement i hope, because going 40mph over a jump seems to propell you further than a boucny ball with wings (?) =P.

Also is the speedo in KPH or MPH? Not that it really matters.

Last edited by †TYRANICK†™ (02-07-2007 09:38:06)

Re: Carma-Life² Release

@ Tyranick : I'd be really interested to know your config. Most people using CL2 have higher end computer. Don't assume too fast. People with low end comps stay with vanilla C2. Everyone has framerate issues so far, even Wolverine with a 2.9Ghz P4 Quad Core + 4GB RAM + 8800GTX. Same for TTR with a similar config. As we said, there's a limit in the engine. You probably didn't play enough with it yet.

And man... C2 has almost ten years... what do you expect it to be like ? Some new modulable game like HL2 or such ?
Carma2 has been made with 3dsMax 2 and Visual C++ 5 or older. There's no source or anything, just some very old tools we have to struggle with in order to create something. So don't even think about modding the physic and graphic engine, all we can do is boost and adjust. But yeah the new physics regulate gravity correctly but also damage, shocks, speed/acceleration, etc ; but every car must be edited separately in order to work correctly. That's a lot of work.
About improving the graphic engine, we tought about adding an OpenGL layer (much like Wolv is doing with C2Online) which would add some GFX, but it's in fact useless as it would slow down the game even more and wouldn't do it right as the original engine is really too primitive ; parts must be rewritten before trying to go further.
However.... what we could someday try to do is extend some memory related values, like the model storage area, amount of available tracks, max amount of textures, max amount of opponents, etc. But we'd first need to see where those values are stored in memory before changing them via a little program or script. I guess Wolv could help for such things, but I'd rather not bother him until he's done with C2O :P

Two ways to change draw distance :
-edit data\OPTIONS.txt and change the Yon value (not Yon factor !), 35 is the original value if I remember well, 75 the value in CL2, you can put 1000 if you want... Then load the Hard Truck Apocalypse track with 10 opponents :P
-Type the LAPMYLOVEPUMP cheat ingame, press F4 to enter the OPTIONS MODE and adjust with F6 / SHIFT+F6.

Speedometer is MPH.

Re: Carma-Life² Release

Toshiba wrote:

@ Tyranick : I'd be really interested to know your config. Most people using CL2 have higher end computer. Don't assume too fast. People with low end comps stay with vanilla C2. Everyone has framerate issues so far, even Wolverine with a 2.9Ghz P4 Quad Core + 4GB RAM + 8800GTX. Same for TTR with a similar config. As we said, there's a limit in the engine. You probably didn't play enough with it yet.

And man... C2 has almost ten years... what do you expect it to be like ? Some new modulable game like HL2 or such ?
Carma2 has been made with 3dsMax 2 and Visual C++ 5 or older. There's no source or anything, just some very old tools we have to struggle with in order to create something. So don't even think about modding the physic and graphic engine, all we can do is boost and adjust. But yeah the new physics regulate gravity correctly but also damage, shocks, speed/acceleration, etc ; but every car must be edited separately in order to work correctly. That's a lot of work.
About improving the graphic engine, we tought about adding an OpenGL layer (much like Wolv is doing with C2Online) which would add some GFX, but it's in fact useless as it would slow down the game even more and wouldn't do it right as the original engine is really too primitive ; parts must be rewritten before trying to go further.
However.... what we could someday try to do is extend some memory related values, like the model storage area, amount of available tracks, max amount of textures, max amount of opponents, etc. But we'd first need to see where those values are stored in memory before changing them via a little program or script. I guess Wolv could help for such things, but I'd rather not bother him until he's done with C2O :P

Two ways to change draw distance :
-edit data\OPTIONS.txt and change the Yon value (not Yon factor !), 35 is the original value if I remember well, 75 the value in CL2, you can put 1000 if you want... Then load the Hard Truck Apocalypse track with 10 opponents :P
-Type the LAPMYLOVEPUMP cheat ingame, press F4 to enter the OPTIONS MODE and adjust with F6 / SHIFT+F6.

Speedometer is MPH.

Exaclty my config, thats why. it doesnt matter if you have a quad core, 4 gigs of ram, a 8800gtx, its all to do with how your hardware and software work together, ok my specs.

AMD Athlon(tm) 64 Processor 3500+  w/2.21 GHz Performance Rated at 3.50 GHz
1.5 gigs of ram
Xp pro SP2
NVIDIA GeForce 7600 GS  w/512 mb ram
dx9.0c

Doesnt look uber, doesnt look crap. i've had my comp for just over 7 months, altough not dual core, jesus it handles anything well, so far ive found no game unplayable, so far any game ive played has consistantly stayed well over 30fps MIN (most ive ever had is 280 in GMOD10/SMOD max specs, until valve updated an introduced an overclock supresser.) but for some reason CL2 seems to be capped at 60, same for C2 (only because it goes no higher or lower) and i dont know how to remove it lol. Just by the way mine is set up...

And i have tried this extensively, only crashes have been certain cars when they crumple, and trying to put more than 30 oppenents in. haha fun! As for lag? None ever... honestly, only once but i did kinda have my AV going on full blast in the background lol.

And dude...you misunderstood me, i know C2 is 10 years old, and i know its not like HL2 (sex big_smile). Im aware if its production fabrics and capability (such to your knowledge i apologise i should of said)

I was simply asking what the physics engine mod your adding contained...i wasnt asking how to do it my self...

I basically was trying to dig into this mod and see what was happening with it, and now (abit to late lol) have found that it is indeed mostly cosmetic, hell being fair it is, it looks great dont get me wrong, just at one point i thought it as an over haul, i was wrong sorry.

I was just merely saying...if this was re-written on a new engine, source/havoc/CC2/UT3 or whatever, it would be a hell of alot easier, sure more work but LUA is your freind lol.

But alas you have cleared it up, there's only so much we can do with this engine, I admit i forgot how old it was, but still, no need to be so stern to me lol.

And thankyou, i shall accept your challenge for the hard truck apocalyse thing, and report back with results xD.

Speedo is mph?! jesus christ...just odd how some things that weigh 30 tonnes can go over 300 lol.

Ok well thanks for the info, we got there smile

43

Re: Carma-Life² Release

Capped? It's probably vertical synced, check the glidewrapper and/or nvidia's control panel.

Cars that have strange speeds etc, you must not forget C2 is a arcade game, totally not sim, not in racing anyway.

My config is Intel E6600 (almost typed 6660 lol) 2 cores (so 2x 2.40ghz)
2GB of ram
8800GTX 768mb
DX 10 smile

BTW are you also running with 16Qx AA and 16x AF? and all the rest of nvidia control panels 3D settings? 'Cause you know, that can also strongen the output quality onscreen smile

Also maybe HL2 is sex for you, but i don't see dynamic damage in there? That's what is sex in Carma smile
And I find the D3 engine alot nicer though. (but that could be just me~~)
GMod10 though has to be the best mod in years. It is indeed fun to make a spree of NPC's in GMod10 and that drive over them with all kinda your own made Carma vehicles lol.

Re: Carma-Life² Release

/I've been replying to you point by point considering what you were talking about./
And about being stern, how do you expect me to reply to someone coming up with such a comment :
"Why are so many of you playing this game with low end machines? I mean, no offense but it's like this forum is in its own time zone hehe, but then again anything more than a geforce...card of sorts lol can fully play this." ?

Rewritten on a new engine ? Yeah sure... I'm pretty sure I'll try to code the fucking dynamic damage engine on my own and integrate it into another game engine... in LUA even !
Come on, just look around, our fun is to make nice things for C2 (we don't even really play it anymore actually) with the original engine, within the damn limits, using features the game has to offer to animate things and make them interactive, trying to prepare novelty items etc.

its all to do with how your hardware and software work together
Alas no... With C2, better hardware directly gives better performance. Sure if there's a stupid AV or firewall whatever working like an ass in background, it won't help.

So now... how did you came up with that 200 FPS at first while C2 is capped at 60...
"fraps tells me i get over 200 consistantly."
If you see what I mean... You don't look credible to me.

Re: Carma-Life² Release

Toshiba wrote:

/I've been replying to you point by point considering what you were talking about./
And about being stern, how do you expect me to reply to someone coming up with such a comment :
"Why are so many of you playing this game with low end machines? I mean, no offense but it's like this forum is in its own time zone hehe, but then again anything more than a geforce...card of sorts lol can fully play this." ?

Rewritten on a new engine ? Yeah sure... I'm pretty sure I'll try to code the fucking dynamic damage engine on my own and integrate it into another game engine... in LUA even !
Come on, just look around, our fun is to make nice things for C2 (we don't even really play it anymore actually) with the original engine, within the damn limits, using features the game has to offer to animate things and make them interactive, trying to prepare novelty items etc.

its all to do with how your hardware and software work together
Alas no... With C2, better hardware directly gives better performance. Sure if there's a stupid AV or firewall whatever working like an ass in background, it won't help.

So now... how did you came up with that 200 FPS at first while C2 is capped at 60...
"fraps tells me i get over 200 consistantly."
If you see what I mean... You don't look credible to me.

Ok sorry...u dnt use low end machines chill out i was assuming wrong ok?

Also TTR is right, i have it Vsynced, i'll turn that off and see whats so, because it well it wasnt 200, its max 120 lol

And TTR as for the dynamic damage, yeah it isnt apparent in HL2, but is entirely possible to impliment, hell with the HL2:EP2 we mite be that bit just closer.

And tosh please calm down, i wasnt suggesting u do it ur self. try to read my post IF THIS WAS! does not mean, "this can and will be" dream and reality man.

And the thing about hardware and software is correct...you need consistancy...you can't put 4 gigs of ram in a pentium 2 computer and a geforce 8800 and expect it to work.And neither can you shove in a dual core processor with 1 gig of ram and expect better performance I dont know where you have obtained your knowledge but mine is fact, consistancy = peak.

But im sorry for any hostility dude, i didnt intent for it, ill leave now lol

Re: Carma-Life² Release

"And the thing about hardware and software is correct...you need consistancy...you can't put 4 gigs of ram in a pentium 2 computer and a geforce 8800 and expect it to work.And neither can you shove in a dual core processor with 1 gig of ram and expect better performance I dont know where you have obtained your knowledge but mine is fact, consistancy = peak."

My knowledge comes from facts as well, dude. I for sure have tested the damn game on a lot of rigs.
And you're talking about hardware only here, stating facts that are just part of the common sense.
I'd rather like you to talk about how you manage the software part on your own. I.e. how you tweak the DirectX/OpenGL layer to handle your specific hardware better or whatever you do on the software side etc. Show me /constitancy/, not stupid hypothesis, and tell me how it's supposed to help that poor C2 engine handle 500k polys (with 100k with dynamic damage).

Re: Carma-Life² Release

Toshiba wrote:

"And the thing about hardware and software is correct...you need consistancy...you can't put 4 gigs of ram in a pentium 2 computer and a geforce 8800 and expect it to work.And neither can you shove in a dual core processor with 1 gig of ram and expect better performance I dont know where you have obtained your knowledge but mine is fact, consistancy = peak."

My knowledge comes from facts as well, dude. I for sure have tested the damn game on a lot of rigs.
And you're talking about hardware only here, stating facts that are just part of the common sense.
I'd rather like you to talk about how you manage the software part on your own. I.e. how you tweak the DirectX/OpenGL layer to handle your specific hardware better or whatever you do on the software side etc. Show me /constitancy/, not stupid hypothesis, and tell me how it's supposed to help that poor C2 engine handle 500k polys (with 100k with dynamic damage).

How do i tweak it? I didnt, i had mine built by my brothers mate who is rather pyschotically well intuitive on computers, hell it baffles me what he cant do, not found aything yet.

Btw its Consistancy, stupid hypothosis? Dude...all i can really tell from my set up is that is obv over clocked, the ram although 1.5g for some reason reports either 1.2-1.8 depening up what games I use.

My card the 7600gs, Has for some reason specialised configurations that i can tweak, graphically and performance wise, im at school atm so specifics cant be taken, but basically it comes with some overclocking software and something called "Global gaming configurator" As developed by my bro's mate, basically it forces the directX to pump out more than its capable of, normally a 7600gs is no where near as good as an 8800gtx, and im not saying it's better, im just saying mine is synced, same with my processor, default its only 2.2ghz but performance again is determined by what application im using, for "can I run it.com" (a pc game calculator) HL2 says my computer performance is 3.52ghz. For something like prey its 3.45 and for some reason Oblivian is just 2.99.

Why it does that? I dont know, i dont know how it uses the exact required amount for each game, but Unfortunatly for C2 and older games, not using DX or openGl its hard to tell the performance, all i know from that is i get an average of 70fps with 120 or so being the peak.

Huh? Dude your puttin words in my mouth now, or text in my post lol, i never said it can help C2 run with what...500k poly with 100k DYD?! dude stop it!

Shall we just put all of this behind us and i'll say it again as simple as possible? Ok I will.

All i was originally asking was what will the mod develop into, how will this new physics engine affect the game, and to what limits can it go. I get it, you have told me now, I uderstand and was mistaken on what you were doing, im sorry again, i shouldnt be having the arguement to you, getting me into a massive hardware software debate is pointless

To conclude, i will now shut up about my computer and how it plays the game, none of you care anyway, i just wanted to clear all this up.

Now I say again good luck with your mod, I hope it turns out as intended, now no more fighting.

Re: Carma-Life² Release

Hi again, guys. smile I'm back with my own machine. smile Not very good but enough to play Carbon without problem. smile And now I wanna play Carma and a few other games but damn - they do not support FX6200. sad So, can you remind me what was the full name or give me a link to this graphics glider? I used uncle Google but I don't remember the program's name and found middle finger, as we say in Bulgaria. sad

Re: Carma-Life² Release

I think you're looking for Zeckensack's Glide wrapper.
http://www.zeckensack.de/glide/

Re: Carma-Life² Release

Yep. smile Exactly. Thanks a lot! smile I had forgotten its name.