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'''RACES.TXT''' is a [[data file]] in ''[[Carmageddon]]'', ''[[Carmageddon II]]'' and ''[[Carmageddon TDR 2000]]''. This file holds some of the races' data, such as their names, laps, description, etc. The file's general layout differs from game to game. Luckily, almost all levels have comments next to each value, which helps understand the format.
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'''RACES.TXT''' is a [[data file]] in ''[[Carmageddon]]'' and ''[[Carmageddon II]]''. This file holds some of the races' data, such as their names, laps, description, etc. The file's general layout differs from ''Carmageddon'' to ''Carmageddon II''.
 
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In the first two games, this file is located inside the <code>DATA</code> folder. In the third game, inside <code>ASSETS/CARMA.pak</code>, and is named with lowercase letters.
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==Carmageddon==
 
==Carmageddon==
The general format for each level is as follows:
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The general format is:
 
<pre>
 
<pre>
<name>
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Name
<files>
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Files
<text file>
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Text file
<number of text chunks>
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Number of text chunks
<x offset of first line>,<y offset of first line>
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x,y offset of first line
<frame start (incl)>,<frame end (excl)>
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Frame start (incl), end (excl)
<number of lines>
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Number of lines
<text>
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Text
[<more chunks of text>]
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[more chunks of text]
 
</pre>
 
</pre>
  
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*'''Frames''': Probably the frame numbers at which this piece of text appears and disappears.
 
*'''Frames''': Probably the frame numbers at which this piece of text appears and disappears.
 
*'''Number of lines''': The next X lines contain the text for this chunk.
 
*'''Number of lines''': The next X lines contain the text for this chunk.
 
===Example===
 
[[Maim Street]]:
 
<pre>
 
Maim Street
 
CITYA1M.FLI,CTY1MAP.FLI,INFOBACK.FLI
 
CITYA1.TXT
 
5 // Number of text chunks
 
5,3 // x,y offset of first line
 
5,99 // Frame start (incl), end (excl)
 
2 // Number of lines
 
LOCATION: BLEAK CITY
 
BUSINESS DISTRICT
 
5,24 // x,y offset of first line
 
15,99 // Frame start (incl), end (excl)
 
1 // Number of lines
 
PEDESTRIAN COUNT: 527
 
5,35 // x,y offset of first line
 
25,99 // Frame start (incl), end (excl)
 
1 // Number of lines
 
1 LAP: 2.87 MILES
 
5,46 // x,y offset of first line
 
35,99 // Frame start (incl), end (excl)
 
1 // Number of lines
 
NUMBER OF LAPS: 3
 
5,64 // x,y offset of first line
 
45,99 // Frame start (incl), end (excl)
 
7 // Number of lines
 
TONIGHT'S THE NIGHT OF
 
THE BIG GAME - SO YOU
 
MAY WANT TO CHECK OUT
 
THE STADIUM AS YOU'RE
 
PASSING. DON'T WORRY,
 
BLOOD WASHES OUT OF
 
ASTROTURF REAL EASY.
 
</pre>
 
  
 
==Carmageddon II==
 
==Carmageddon II==
The file starts with a number. This number indicates what's the first race the game starts on, which is normally 0.
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This is the general format for each level:
 
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After that come 6 values, one in each line:
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*Default number of opponents in first race
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*Default number of opponents in last race
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*Softness, hardest rank of opponents in first race
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*Softness, hardest rank of opponents in last race
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*Opponent nastiness influencer for first race
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*Opponent nastiness influencer for last race
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The general format for each level is as follows:
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<pre>
 
<pre>
<name>
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Name
<text file>
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Text file
<interface element>
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Interface element
<number of opponents>
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Opponents
<number of explicit opponents>
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Explicit opponents
[<explicit opponents>]
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Opponent nastiness
<opponent nastiness>
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Powerup exclusions
<powerup exclusions>
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Disable time awards
<disable time awards>
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Boundary race
<boundary race>
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Race type
<race type>
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Timer count
<timer count>
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Laps
<laps>
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Bonus for all laps raced
<bonus for all laps raced>
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Bonus for all peds killed
<bonus for all peds killed>
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Bonus for all opponents wasted
<bonus for all opponents wasted>
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Description
<description>
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Expansion
<expansion>
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</pre>
 
</pre>
  
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*'''Name''': The [[level]]'s name.
 
*'''Name''': The [[level]]'s name.
 
*'''Text file''': The <code>TXT</code> file for this level.
 
*'''Text file''': The <code>TXT</code> file for this level.
*'''Name of interface element''': Unknown. Seems to always be "NotDoneYet".
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*'''Name of interface element''': Unknown.
 
*'''Number of opponents''': -1 uses the default number, calculated according to the current [[group]] and level.
 
*'''Number of opponents''': -1 uses the default number, calculated according to the current [[group]] and level.
 
*'''Explicit opponents''': This line is the number of opponents that must be included in the race. The X lines below this one are the opponents' code number.
 
*'''Explicit opponents''': This line is the number of opponents that must be included in the race. The X lines below this one are the opponents' code number.
*'''Opponent nastiness''': -1 uses the default number, calculated according to the current group.
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*'''Opponent nastiness''': -1 uses the default number, calculated according tot he current group.
 
*'''Powerup exclusions''': -1 makes all powerups valid. The code number for the powerups that must be excluded are in this line, separated by a comma and without spaces.
 
*'''Powerup exclusions''': -1 makes all powerups valid. The code number for the powerups that must be excluded are in this line, separated by a comma and without spaces.
*'''Disable time awards''': 0 or 1. If disabled (1), doing actions that increase the [[timer]] will no longer increase it, something common in missions.
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*'''Disable time awards''': 0 or 1. If disabled (1), doing actions that increase the [[timer]] will no longer increase it. Common in missions.
 
*'''Boundary race (mission)''': 0 or 1. If enabled (1), the game will act like this level's a [[mission]]. The effects of that are unknown.
 
*'''Boundary race (mission)''': 0 or 1. If enabled (1), the game will act like this level's a [[mission]]. The effects of that are unknown.
*'''Race type''': 0 = Carma1, 1 = Cars, 2 = Peds, 3 = Checkpoints, 4 = Smash. Normally, this is 0, but if the level can only be completed with a certain goal, it must be specified here.
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*'''Race type''': 0 = Carma1, 1 = Cars, 2 = Peds, 3 = Checkpoints, 4 = Smash. Normally, this is 0, but if the level can only be completed with a certain goal, it's specified here.
*'''Timer count''': The starting time, in seconds. Commas separate the [[difficulty]] levels.
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*'''Timer count''': The beginning time, in number of seconds, that this race has. Commas separate the [[difficulty]] levels.
 
*'''Laps''': The number of laps needed to complete the race.
 
*'''Laps''': The number of laps needed to complete the race.
 
*'''Bonuses''': How much money is earned after winning a race with a certain goal. Difficulties separated by commas.
 
*'''Bonuses''': How much money is earned after winning a race with a certain goal. Difficulties separated by commas.
 
*'''Description''': The track's description on the [[choose race]] screen. '''@R''' breaks a new line, '''@L''' writes the number of laps, and '''@O''' writes the number of [[opponents]].
 
*'''Description''': The track's description on the [[choose race]] screen. '''@R''' breaks a new line, '''@L''' writes the number of laps, and '''@O''' writes the number of [[opponents]].
*'''Expansion''': Unknown. Only [[Trucking Hell]] has this as 1, all other tracks have this value as 0.
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*'''Expansion''': Unknown.
 
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===Examples===
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[[Nice Beaver]]:
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<pre>
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NICE BEAVER
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NEWCITY1.TXT // Text file name
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NotDoneYet // Name of interface element
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-1 // Number of opponents (-1 = use default)
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0 // Number of explicit opponents
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-1 // Opponent nastiness level (-1 = use default)
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-1 // Powerup exclusions
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0 // Disable time awards
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0 // Boundary race (mission)
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0 // Race type (0 = Carma1, 1 = Cars, 2 = Peds, 3 = Checkpoints, 4 = Smash)
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120,90,60 // Initial timer count for each skill level
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4 // # laps
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20000,10000,5000 // Race completed bonus (all laps raced) for each skill level
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75000,50000,30000 // Race completed bonus (all peds killed) for each skill level
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20000,10000,5000 // Race completed bonus (all oppos wasted) for each skill level
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// Race description
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LOCATION: BEAVER CITY @R LAPS: @L  @R CHECKPOINTS: 4 @R OPPONENTS: @O @R RACE, WRECK OR WREAK HAVOC AMONGST THE ZOMBIE HORDES... THE CHOICE IS YOURS.
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0 // Expansion
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</pre>
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[[Trucking Hell]]:
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<pre>
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MISSION: TRUCKING HELL
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JUNKYARD_MISSION.TXT// Text file name
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NotDoneYet // Name of interface element
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1 // Number of opponents (-1 = use default)
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1 // Number of explicit opponents
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38
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10 // Opponent nastiness level (-1 = use default)
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-1 // Powerup exclusions:
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1 // Disable time awards
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1 // Boundary race (mission)
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1 // Race type (0 = Carma1, 1 = Cars, 2 = Peds, 3 = Checkpoints, 4 = Smash)
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900,600,300 // Initial timer count for each skill level
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1 // Number of opponents that must be killed (-1 means all)
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38
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150000,100000,50000 // Race completed bonus for each skill level
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// Race description
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LOCATION: MAX'S JUNKYARD @R A truck has escaped from the quarry and followed you home. You must destroy it!
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1 // Expansion
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</pre>
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==Carmageddon TDR 2000==
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The general format for each race is as follows:
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<pre>
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RACE
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  TRACK "<track folder>"
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  NAME "<track name>"
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  TYPE <race type number>
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  TIMER <time (easy)> <time (medium)> <time (hard)>
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  [LAPS <number of laps>]
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  [CHECKPOINT_BONUS <credits (easy)> <credits (medium)> <credits (hard)>]
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  [BONUS_LAPS <lap completion bonus (easy)> <lap completion bonus (medium)> <lap completion bonus (hard)>]
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  [BONUS_PEDS <ped completion bonus (easy)> <ped completion bonus (medium)> <ped completion bonus (hard)>]
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  [BONUS_CARS <waste completion bonus (easy)> <waste completion bonus (medium)> <waste completion bonus (hard)>]
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  [NUM_OPPONENTS <number of opponents>]
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  [OPPONENT_NASTINESS <opponent nastiness number>]
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  [MAX_OPPONENT_VALUE <thousands of AIs>]
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  [OPPONENT_PATHS <file name>]
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  POWERUPS <file name>
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  POWERUPS_SAVENAME <file name>
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  [DRONE_PATHS <file name>]
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  [MISSION_DESC <file name>]
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  [NUM_CHECKPOINTS <number of checkpoints>]
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  RACE_ID <id number>
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  RACE_DEPENDENCY <dependency number>
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  [MISSION <is this a mission?>]
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  [CAMERA_PATH <file name>]
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  [CAMERA_INTEREST_PATH <file name>]
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END
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</pre>
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===Legend===
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*'''Track folder''': The name of the folder that contains the race's info, in the <code>ASSETS/Tracks</code> folder.
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*'''Track name''': Same as track folder.
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*'''Race type''': The type of race. 31 is a normal race, 32 is a mission, 64 is a multiplayer level.
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*'''Time''': Starting [[time]] for each [[difficulty]], in seconds. These should have at least one decimal place, to indicate it's a {{w|floating point}}.
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*'''Laps''': Number of laps needed to finish the race.
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*'''Checkpoint bonus''': Time bonus when a [[checkpoint]] is crossed.
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*'''Lap completion bonus''': Bonus credits for when the race is completed by finishing all laps.
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*'''Ped completion bonus''': Bonus for when it's completed by killing all [[pedestrian]]s.
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*'''Waste completion bonus''': Bonus for when it's completed by [[wasted|wasting]] all [[opponents]].
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*'''Number of opponents''': Number of opponents that appear in this race.
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*'''Opponent nastiness''': Opponent nastiness number. Seems to always be 6.
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*'''Max opponent value''': The comments say this is the "suggested max value of AI's that can appear in this race, in thousands". What this means is unknown.
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*'''Opponent paths''': Name of the file containing the opponents' paths.
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*'''Powerups''': Name of the file containing powerup data.
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*'''Powerups savename''': Unknown.
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*'''Drone paths''': Name of the file containing [[drone]] paths.
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*'''Mission descripton''': Name of the file containing the [[mission]]'s description script.
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*'''Number of checkpoints''': Number of checkpoints.
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*'''Race ID''': Race ID number.
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*'''Race dependency''': Unknown.
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*'''Mission''': If this is a mission, this value should be 1. Otherwise, it can be 0, or the line can be missing altogether.
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*'''Camera path''': Name of the file containing the [[camera]]'s path for [[cutscenes]].
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*'''Camera interest path''': Unknown.
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===Examples===
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[[Boulevard]]:
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<pre>
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RACE
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  TRACK "Hollowood_Race1"
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  NAME "Hollowood_Race1"
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  TYPE 31 // Type of race
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  TIMER 150.0 120.0 70.0 // Seconds
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  LAPS 4
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  CHECKPOINT_BONUS 12 12 12
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  BONUS_LAPS 20000 10000 5000
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  BONUS_PEDS 20000 10000 5000
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  BONUS_CARS 20000 10000 5000
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  NUM_OPPONENTS 6
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  OPPONENT_NASTINESS 6 // Valid Range ?
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  MAX_OPPONENT_VALUE 350 // suggested max value of AI's that can appear in this race, in thousands
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  OPPONENT_PATHS "FilmStudioRace1.hie"
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  POWERUPS "Hollowood_Race1.pup"
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  POWERUPS_SAVENAME "assets\tracks\Hollowood_Race1\Hollowood_Race1.pup"
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  DRONE_PATHS "FilmStudioTraffic_Paths_1.hie"
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  NUM_CHECKPOINTS 5
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  RACE_ID 1
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  RACE_DEPENDENCY 0
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END
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</pre>
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[[Clear the Decks]]:
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<pre>
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RACE
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  TRACK "DocksMD_Mission2"
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  NAME "DocksMD_Mission2"
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  TYPE 32 // Type of race
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  TIMER 200.0 160.0 140.0 // Seconds
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  CHECKPOINT_BONUS 25 20 18
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  BONUS_LAPS 20000 10000 5000
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  BONUS_PEDS 20000 10000 5000
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  BONUS_CARS 20000 10000 5000
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  POWERUPS "DocksMD_Race1.pup"
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  POWERUPS_SAVENAME "assets\tracks\DocksMD_Race1\DocksMD_Race1.pup"
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  DRONE_PATHS "New_DOCKSDrone_Paths.hie"
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  MISSION_DESC "DocksMD_Mission2_Script.txt"
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  OPPONENT_PATHS "New_DOCKSRace_1_AI.hie"
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  MISSION 1
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  RACE_ID 16
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  RACE_DEPENDENCY 11
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  CAMERA_PATH "DocksM2cam_paths.hie"
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  CAMERA_INTEREST_PATH "DocksM2int_paths.hie"
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END
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</pre>
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[[Bulldogs]]:
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<pre>
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RACE
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  TRACK "Bulldogs"
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  NAME "Bulldogs"
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  TYPE 64 // Type of race
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  TIMER 200.0 160.0 140.0 // Seconds
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  POWERUPS "Bulldogs_Race1.pup"
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  POWERUPS_SAVENAME "assets\tracks\Bulldogs\Bulldogs_Race1.pup"
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  RACE_ID 32
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  RACE_DEPENDENCY 0
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  MISSION 0
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END
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</pre>
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==See also==
 
==See also==

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