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Topics - Maxaxle

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Suggestions / Found Parts
« on: April 26, 2016, 01:33:36 pm »
Every so often, usually when I'm driving around, I'll see a discarded hubcap or a chunk of a bumper laying in the gutter or on the sidewalk. What if you could find twisted exhaust pipes, torn-up exhaust pipes, and the occasional bumper or car wheel while exploring the city?

News / NFS World Offline
« on: November 19, 2015, 01:38:32 am »
The F2P game "Need For Speed World" died four-ish months ago, so it's being brought back in a way that brings it out of the tyrannical domain of EA. It's being brought back as "Need For Speed World Offline". Current version is a modded listen server and client bundled into the same .exe, with all sorts of cheats (like infinite money) enabled and no way to pay for anything (none of the ingame activities reward the player, and none of the links to buy more ingame currency with IRL currency work).

TL;DR "If you were ever interested in Need For Speed World, but wanted everything for free, here's your chance."

Currently NFSWO is singleplayer-only, but multiplayer without EA is being worked on.

Facebook page:

Official page:

Suggestions / Axle tramp?
« on: January 24, 2015, 04:17:19 pm »
Title says all; should we include axle tramp ingame?

Car Talk / Sloppiest-handling cars ever?
« on: October 27, 2014, 05:12:51 pm »
*By "sloppy handling" I mean "boat-like".
For the sake of comparing apples to apples and oranges to oranges, I'm going to break this down into three groups.

1: Pre-1940
2: 1940-1980
3: 1980-Now

My nominations:
1: Nothing, because I wouldn't know.
2: The 1980 Dodge Aspen (since its production started in the '70s).
3: Late '90s Toyota Camry, since I very unfortunately DD one.

RCR review of the Aspen:

General Talk / Blowouts, burnouts, and tire bubbles.
« on: October 06, 2014, 09:54:15 pm »
1. Should we have blowouts? The answer is probably yes, but what about blowouts resulting from burning out too much? Also, how easy/hard should it be to damage or ruin your tires?
2. What should dictate whether a car can or cannot burn out? In GTA4, only vehicles with a fair amount of torque could even get a little bit of wheelspin.
3. What about tire bubbles (i.e. bubbles in the sidewall resulting from running into curbs and such)?
4. I know this would be unusually simmish for a game like Street Rod, but what if you could wear out your tires in specific ways with specific behaviors? Example: Drifting too much will wear the shoulders off your tires.

General Talk / What car handling do you prefer in games?
« on: September 09, 2014, 01:20:54 pm »
I usually have a few types of preferences.
1. Arcade: Car handling is outright wacky, but is nuanced in specific ways. Saints Row 2 is one of the better examples of this, but Just Cause 2 is probably the best example.
2. Unrealistic but gameplay-balanced: Self-explanatory. Halo 1, Quake 3 Rally, Interstate '76, and GTA3 are generally this. Vin Diesel: Wheelman is probably the best example.
3. Semi-realistic: Driver: the Gran Turismo series, Mafia 2 (Simulator handling mode), and GTA4.
4. Uberrealistic: Simulators.

If car handling in a game isn't true to one of those four types, I usually can't get into it too much. GTA5 for some reason isn't nuanced enough for me, and Saints Row 3's vehicles are fairly boring. The worst examples I can think of are that one Godfather game (where vehicles are a combination of squirrely and bizarre) and The Saboteur (where the vehicles are beyond boring).

General Talk / Interstate '76 Topic
« on: August 19, 2014, 09:27:55 pm »
Although I'76 has had its heyday come and go, and more recently Edouard (of limited Facebook group fame) managed to get a few games going, I suspect that the main reason I'76 is so dead is the lack of people who know about it.

Links to the Facebook groups: (generic fan group) (the one you're probably interested in) (well technically this one is about I'82, but still...)

Link to the updated-every-so-often installer:

General Talk / Carmageddon
« on: May 11, 2014, 10:35:41 pm »
Carmageddon is to driving and racing games as Postal 2 is to FPSs and South Park is to TV shows. It's violent, gory, and punny. AND I LOVE IT.

Carma: Where it all began. DOS and Win95 only, but since it can run on DOS, it can be made compatible with almost any operating system. The DOS executable can be run with the -hires modifier to force what appears to be 640X480, but this seems to make it slower.
Cars: There aren't many cars that are Stealworthy, but the ones that can be stolen fall between "ARGH I HATE THIS CAR" and "Okay this is useful". You obtain every car by beating the game.
Tracks: The tracks tend to be a mix of cakewalks and hellholes, but each one has its own merits.
Peds: Sprite-based. Waa-waa-wawawawaaaaaaa.
Gameplay: I like to call Carmageddon a "Capitalism Game", i.e. your survival and your abilities are dependent on how much cash you have; you never really die, but you can theoretically run out of money. "Forgiving" (which applies to the Carmageddon series) means that you can grind for cash when you have nothing, and "Cruel" (which applies to Street Rod 1 and 2) means that running out of money equals death.
Physics: Every mid-size, mid-weight car is exceptionally prone to sliding, but it makes things more fun. Collision physics are EXCELLENT.

Carma 2: Win98? only, which makes for some horrendous compatibility on anything that isn't Windows and limited compatibility on Windows. I've managed to get it to run with nGlide under Lubuntu using PlayOnLinux 1.1.32 (Win98 compatibility, 640X480 emulated desktop, hardware support for vertex lighting, and ALSA audio drivers (you have to visit the Audio tab to have them autoconfigured) with Full sound emulation), but the minimap and regular map are useless (the minimap won't draw, and the map itself refuses to show up, causing lag and doing nothing useful).
Cars: EVERY car can be bought, and almost every car is at least marginally useful. Even the Bugga is useful for specific challenges. Cars seem to take a lot less punishment, and body deformation is a lot more obvious, but most cars slide less than in Carma 1.
Tracks: Tougher to handle than Carma 1, that's for sure. At least most tracks have multiple ways to get from A to B.
Peds: Fully 3D, acting like breakable, animated physics objects when they're not just walking around. They run (though slower than in Carma 1), they dodge (again, they're slower than their Carma 1 counterparts), they can be dissected or pushed around (and can take a lot more punishment than the sprites could), making for some interesting new mechanics.
Gameplay: Massively improved from Carma 1, I'd say. All sorts of new powerups have been added, affecting cars, peds, and even the physics of everything on the map.
Physics: Cars handle better and grip better, but at the cost of being able to be split (usually by being pushed into a wall by an opponent, but sometimes just due to bad luck or bad driving). The new pedestrian physics and breakable walls make things a lot more interesting.

I have yet to get Carmageddon Reincarnation, and Carmageddon TDR is nowhere to be found (legally or otherwise), but I'd love to get my hands on either of those. If you're interested in either Carma 1 or Carma 2, though, just bug me and I'll discreetly pass you a .zip.

Suggestions / What can and can't be worn out?
« on: April 18, 2014, 03:59:24 pm »
I remember distinctly in the Street Rod games that you could never actually wear out your chassis, or the wheels, or the axles, but many other parts including the engine, transmission, and tires; will there be more parts that can wear out? Will you be able to wear out or damage a car's bodywork or chassis?

Suggestions / Efficiency? Running out of gas? Towing?
« on: March 20, 2014, 07:42:31 pm »
1. I may be a filthy casual, but I never noticed a correlation between fuel consumption and engine upgrades in the original Street Rod. How did fuel consumption work?
2. What happened in the original games when you ran out of gas? I don't think I ever had that problem.
3. Should we include some way to transport your street-racing machine from A to B without inducing part wear or using up gas?

Suggestions / Oldest car in the game?
« on: February 28, 2014, 05:17:14 pm »
I know it's hardly standard to have a '20s car in a race between '70s muscle/sports cars, but what should the oldest car in the game be?

Suggestions / Used cars: worse condition with age?
« on: February 28, 2014, 05:16:31 pm »
Quick question: What if the condition of a given used car was based on its age?

General Talk / Interstate '76 talk and such.
« on: February 20, 2014, 01:25:54 am »
Let me start by getting something out of the way. You can not-so-legally obtain the game here:

...just be sure to get "I76_Arsenal.exe".

Superquick Game Summary:
The year is 1976. You are Groove Champion, a guy with a driver's license and not much of a life, living out in Texas doing who-knows-what (it's never stated or implied). Your sister (Jade Champion) has just been murdered by a creeper (bad guy) after a violent car chase and short gunfight. She was living the life of an autovigilante (vigilante who prefers to use a heavily-armed, armored car) in her spare time, unbeknownst to you, and her boyfriend (Taurus) gives you her car (basically a Barracuda with guns, missiles, and oil slicks) and tells you to take vengeance. Along with Taurus and Skeeter (narcoleptic mechanic), you exact vengeance on your sister's murderer, Antonio Malochio.

Anything else I say in terms of plot would be a spoiler, but the game plays like Mechwarrior 2 (same engine, even), but with cars instead of mechs. Your HUD is part of the car's interior, with white-green-yellow-red-black color coding for damage and an indicator for each part of the car.

Keyboard driving is doable, but I prefer to use a Logitech Dual Action (PS2 controller setup, with square areas of joystick movement), since you'll often be working with the gas, brakes, steering, automatic transmission, AND two to four weapons.

Suggestions / Traffic cars, pedestrians, and cops.
« on: February 19, 2014, 08:03:48 pm »
1. Will there be traffic cars? If so, what will the behavior be like and what models would be used? PLEASE tell me that they'll react realistically and not just hit the brakes and the horn if you're within 100 feet of them.
2. Will there be pedestrians? If so, how will they behave? Will they collide with anything?
3. How will the cops behave, and under what conditions will they spawn?

Suggestions / Collision physics, driving physics.
« on: February 14, 2014, 11:02:50 pm »
1. What EXACTLY should happen when you crash your car into something? Should your car bounce like rubber or just start scraping into whatever it's colliding with? Should random props (like newspaper dispensers) be weighted or practically weightless? How much should a collision affect your vehicle's performance and/or part durability?
2. How should the suspensions, tires, and differentials work? If it could be summed up by saying "it should be like this one game", what would that game be?

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