where did "let's get technical!" go?I've knocked "Let's Get Technical" on the head for now. It will return soon when I have actually written the damn thing.
In other newsMastro 666 has done it again! Hollowood is now available in the original Carmageddon! Check it out
Errol out.
can you guess what it is yet?Weirdest teaser ever!
UPDATE! As it turns out: most pointless teaser ever!I had decided to revisit the idea of cars spawning noncars but I probably should have looked around to see if anything had been done with this since Braindead back in 1999. As it turns out
Harmalarm has written an incredibly detailed
guide on advanced WAM tricks which pretty much covers everything I was going to do! All I can add to the discussion is a modification based on a trick I noticed in
Toshiba-3's
TDR Arena.
Using
Braindead-GE (762KB) as the base...
Copy the contents of the Gibs folder (including tiffrgb) into \Cars\BrainDead\
In BrainDead.wam change
&00gib.ACT // Name of actor file
to
..\..\Cars\BrainDead\&00gib.ACT // Name of actor file
And when you're editing your map.txt to include a reference to 00gib.txt use this
..\Cars\BrainDead\00gib.txt
Overall the effect is the same but at least now all the gibs are in one place and the game will no longer crash if the map hasn't been configured properly. All that will happen is the noncars won't be displayed.
Errol out!
hell revisitedBefore continuing with the TDR2000 ports I thought it best to take some of the feedback I received onboard. "What's that?" you say, "Errol is responding positively to criticism?! HAS THE WORLD GONE MAD?!". Well, what can I say? I've grown as a person. Now shut your stinking jabberhole so I can get on with this post.
Anyway... I read Toshiba-3's incredible tutorials on advanced material set-up (
check them out, lots of amazing tutorials
here too) and had a bit of a fiddle. I have to be honest and say I think I failed miserably but it does look better than before.
New features include opponent paths, checkpoints, tweaked smash settings, quite a lot of stuff!
Hell is now a map bundle, you'll receive Go to Hell, Pushing up daisies and May I have this dance? Along with Hell (Free Drive). I've shared the textures between the maps so the download is pretty small at 21.6MB.
Feel free to grab the file below.
While that is downloading might I recommend you head over to
Mac Carpocalypse and grab Coffeycup's awesome Skelly ped? It is the perfect replacement to the penguins I have populated Hell with. Simply install Skelly into Group 58 and you're good to go. Hollowood rerelease next! Errol out!
opponent pathsWhile working on the Necropolis port I had to put together an opponent path convertor from TDR2000 to C2.
TDR uses a hierarchy of splines with various transformation matrixes and rule files. These don't translate too easily to list of nodes and paths that C2 uses.
I thought I'd best brush up on my C2 knowledge by reading
C2Scientist and
Econobrick's awesome Track Tutorials (Original
here, Mirrored
HERE (767KB)) and discovered they quote me on the subject of opponent paths! So - assuming that I was wrong - I've decided to reinvestigate opponent paths.
Here is an excerpt from JunkYard.txt (the first Junkyard Race):
40, 5, 0, 255, 0, 255, 1.0, 0 // Section #51
17, 98, 0, 255, 0, 30, 1.0, 1 // Section #52
3, 46, 0, 255, 0, 255, 0.5, 1 // Section #53
47, 46, 0, 255, 0, 255, 1.0, 1000 // Section #54
46, 48, 0, 255, 0, 255, 1.2, 1 // Section #55
49, 48, 0, 255, 0, 255, 1.0, 0 // Section #56
See the final digits? 0, 1 and 1000? I'm pretty sure that 1 defines the main race, 0 are shortcuts or routes back to the main race. But what does 1000 mean? I knocked together a little visualiser (2D) for opponent paths, here's a peek:

The dashed, bisque coloured lines are 0.
The solid light blue lines are 1
Thin, solid, orange are 1000
And thin, solid, red are 1001.
What do these last two path types mean?!
If you have read this far hoping for some sort of answer you're out of luck. I have absolutely no idea what they do but I'm going to find out!
Hopefully this will lessen the pain of no recent TDR ports. I am still working on them! Catch you soon, Errol out.
UPDATE May 27th, 20:49I'm pretty certain that 1001 does nothing special, it is only used in three files (junkyard.txt, junknet.txt and junkyard_mission.txt) and is replaced by 1000 in the other two junkyard maps. Replacing every path type with 1001 causes C2 to crash though.
1000 is weird. It has the same crash issue that 1001 has but it is used quite happily otherwise. Based on its usage in the various maps it seems to signify some sort of jump/gap. A node that requires the AI to have a specific speed before attempting it? I'm going to shelve this for now and will revisit it later once I have some projects out of the way. Errol out!
i'm a business man!And as such I will be away on business early June. As I've only recently necro'd this site I don't want it to sit dormant so early into its new life. Solution? ErrolBot! I'm going to knock together a rudimentary AI to keep an eye on the CWA and steal... borrow! any news it feels important. The reason I'm telling you all this? ErrolBot will be doing some test posts over the next couple of weeks to get into the swing of things. I thought I'd just give you a heads up. Errol out!
first missed release date......in over 11 years!
Necropolis isn't here yet because I decided to step up and not hide behind the "alpha" release tag. I'm aiming at getting Necropolis as feature complete as possible and releasing it as a v1.0!
This means that you'll get the free drive and the 3 races (with checkpoints and opponent paths), drones, material modifiers (sand will cause dust, regular skidmarks only on appropriate surfaces), all sorts of fancy stuff!
I'm pretty far along with this so you shouldn't be waiting long. Errol out!
tdr2000 maps in carma 1?!Indeed! That crazy talented Mastro 666 has ported my port?! TDR2000 hell in Carmageddon 1. MADNESS! Click the image below to snag this insanity.

Please note, this requires the Splat Pack. Errol out!
i'm not dead!It's been a pretty hectic couple of days here at Toxic Ragers HQ; lots of projects are being worked on so nothing much is getting done. Yay for the failures of multitasking!
Necropolis, the third TDR2000 port, will be released before this weekend is through, so keep an eye open for that.
I have also resurrected "Flummery", a sort of Plaything 2.5. It allows for point'n'click placement of noncars and powerups, visualisation of opponent paths, that sort of thing. There may be some screenshots of that in the near future.
I'm also looking at ped skeletons/animations with a view to making some new animals.
So, there you have it. Lots of plans, nothing to show! Errol out!
hells yeah!The second TDR2000 port is now here. Click the incredibly crap minimap image below to download Hell, one of the Nosebleed Pack maps. Errol out!

we're all going to hell!Just a teeny preview of the next Toxic Ragers release! Enjoy. Errol out.
hollowood18 months ago I began porting the TDR2000 maps to C2. While I was never a fan of TDR2k itself the maps were pretty cool. So, after much messing around I finally understood the original formats enough to port the maps. Shortly afterwards my life got flipped-turned upside down and I disappeared - once again - from the C2 scene. This file was released on the CWA but I thought it would make sense if I released it here too. Enjoy! Errol out.

ongoing developmentOver the next few hours I shall be live coding a post commenting system. This will undoubtedly cause all sorts of errors and shenanigans.
But once the dust settles? Oh yes! You will be able to bitch at me direct! Heady days indeed. Errol out!
UPDATE!Comments are now live. I'll be monitoring the logs and changing the code as necessary. Try not break things too much. Errol out but still watching.
counter resetI've reset the counter to the number of unique visitors since the redesign. Hopefully this number will rapidly increase and feed my ego! Errol out!
blast from the past #1 - stunty bollocks by twiggyThought lost forever (and some might wish this were still the case) Stunty Bollocks is a small map with big dreams. While it may not have any pedestrians and it wants for even a single powerup it does feature noncars and have a working minimap. This is a map that with some extra work and a little more love could actually be worth playing. As it stands right now? Pretty shit really. Errol out!
oopsApologies to the people browsing the file archives while I was dicking about with the code. Shit be wack indeed! And now I'll apologise to those reading the archives. I've decided to change how I handle links files within posts so things will likely break while I implement that stuff. Who needs a dev server when you can edit live!? Errol out!
a brief updateThe site is pretty much feature-complete at this stage. The archives are online, the files are available, everything is peachy. I have plans for post commenting and enhancing the files archive but nothing major. I guess next I should start releasing some new files. Succulent, juicy files fit for a king! Errol out
And to you doubters, check it out, active an entire frickin' week!
matt - archiver extraordinaire!M is for magic.
A is for awesome.
T is for terrific.
T is for... terrific again.
South Park'ageddon v1.6 has been recovered, uploaded and is available once again. The first time in 11 years! Now I just need to make it worth playing. Errol out.
files!You now have access to my sweet and tender files. Fill your bellies! Be aware that this was an even larger cobble-job than the archives so be prepared to
mail me should anything go wrong. Errol out!
archivesAll archived news should now be accessible to one and all. I have rather quickly cobbled it all together so things might not work as expected.
Mail me if you spot anything awry. Errol out!
that took longer than expected...I have finally finished transferring all historic posts over to the new fancy-shmancy database. All posts barring the "missing month" of November '99. A month forever shrouded in mystery.
Now that is over and done with I shall begin the arduous task of opening the archives and the files sections.
Then comes the good stuff: while trying to track down SP'a_v1.6.zip (the latest and greatest version of South Park'ageddon and the only version I have inexplicably misplaced) I have discovered a vertible cornucopia of unreleased content. As I haven't actually worked on anything C2 in awhile I thought I could just release crap from my glory days and ride the wave of good times passed.
Here's to milking history for all that it's worth! Errol out!
rewriting historyI'm going to begin importing all the posts right back to the first in 1998! But rather than importing them verbatim I'm going to fix typos and tidy things up a little. 12-years-ago me will still be a dick just less of an illiterate dick (says the person that used the word dick twice, uh, thrice).
please bear with usWhile we whip this new site into shape. Shit be wack for awhile.
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