It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
Is there a way to run Carma1 and 2 in a window? I want to run the games at the correct ratio without stretching. Also, are there any source ports for these games? I know of OpenC1 but it seems to be more of a remake using the original assets and a pretty good one. What about the second game? Even TDR?

I should mention I'm running Win 8.1.
Post edited July 13, 2015 by Raptomex
No posts in this topic were marked as the solution yet. If you can help, add your reply
Apart from the plain (software renderer) Dosbox C1 there is no easy way to run them in a window AFAIK.
There are several ways to get correct aspect ratio, but it all depends on what configuration you're running, C1 Dosbox has a keep aspect ratio checkbox, with 3dfx Glide versions of C1 and C2 can be set with the nGlide configuration program, with the windows patched version of C1 you have to go to the display properties in the videodrivers and there should be aspect ratio options.

As for ports of the games, Stainless sells mobile version of C1 for iPad/iPhone and Android, but those aren't sold here on GOG. Dosbox C1 should work on Linux/Mac with some tinkering and C2 maybe also but to be honest I don't use those systems so I'm not sure and I also don't know why GOG hasn't adapted them yet.
Default GOG installation set DOSBox to play C1/SP.
3D accelerated version work only in full screen (nGlide limitation).
Software mode can be switched to window with Alt+Enter.

Since DOSBox software mode is so slow it is recommended to install Win 95 files.
There are Experimental 95 "patch" and Unofficial Max Pack 95 Restoration Project Pack.

Better choice is to install 95RPP which fix more problems and add some options.
Both setups using Hifi's ddraw.dll - direct draw wrapper, also this wrapper is used for GOG/Steam C2.

When ddraw.dll is present in game directory Windows based exec using that wrapper at launch.
Additional options can be set in ddraw.ini. There can be set full screen or windowed mode, letterbox (for example) and more.

From 95RPP you can enable (default) ddraw.dll and reset ddraw.ini to windowed or full screen mode.
(There are also two other wrappers for CD Audio and TPC/IP, but those may cause crash under modern Windows)

Hifi's DDraw wrapper running on full screen crash with Alt+Tab combination.
There is possible to enable alternative way to fix palette problem on full screen - disable ddraw.dll and set colorfix instead, however no one give any feedback is it work correctly under modern Windows.

Also when Hifi's wrapper is disabled (renamed or removed) for Windows version it's possible to use other wrapper instead (available separately).

It's possible to choice between hi and lo-res. In addition, if your display monitor support HD resolutions, with 95RPP you can install build in fan made mod to run 95 version at HD resolutions (external view).
Post edited July 14, 2015 by QTZ
Thanks for the info. I did some playing around last night. I never really played Carmageddon and should have researched a little more first. I used the nGlide wrapper and I can run the game in 1080p flawlessly while maintaining the correct aspect ratio. Works for both C1 and 2. I installed the Win95 patch I got from here but I have no idea if it's doing anything.

I did try OpenC1 and it seems to be functional. It launches in a window which is cool but many of the main menu options (including the "options") are unavailable so I can't adjust resolutions or even switch to fullscreen. I can't select them. Maybe I missed something but I copied over the entire "Data" folder so I may need to do more research or OpenC1 just doesn't support it yet? I don't know.

Thanks for the help.
Post edited July 14, 2015 by Raptomex
If you did not see the difference, it look like you have installed not the version I recommended - install 95RPP NOT the one from *here* (GOG). You can install 95RPP over GOG 95 version. It optionally can update nGlide in DOSBox directory to version installed in system, so install latest nGlide first and select update option in 95RPP then (otherwise it using shipped version).

You will see the difference just after start - it replace DOSBox with launcher-setup where more options are available (DOSBox.exe is renamed to BoxDOS.exe and it's started from launcher if selected). Also during setup many options are available. It also fix critical files - that crash game when unfixed in GOG release. So the *pack* contains also critical patches, when GOG "patch" add back only what they removed (plus wrappers), so it's not actually *patch*. If you need to access DOSBox configuratior (setting some options there can case DOSBox to crashing) you need to enable it during setup and then it's only available from launcher menu (shortcuts are not updated in this version yet, so it can't be launched from shortcuts - it may start, but will not work with this release).

(If you want even more fixes and options for customization in C1 - you can also install Unofficial Carmageddon Patch)

OpenC1 it's not finished, so there are many not working things (like some cars, missing options, game rules etc.). It isn't working exact as retail C1, it's rather *very interesting* thing that require future work, than the full playable game.
Post edited July 14, 2015 by QTZ
Does RPP95 allow upscaling? I have it set to 1920x1080 but it forces the game into the top left corner. It doesn't even center it.
It display default resources in HD resolution, since those are made to fit 320x (menu) it display it in the corner.

This expand in game render area to HD resolution which give much better result than upscaling - we have game running in native HD resolution. HD mode using 640x default resources, but set up to be displayed in correct positions (except for APO which is hardcoded), so those look smaller.

Internal view also can be expanded, however it's leaved default due to bug which doesn't allow to replace cockpit pixelmap (main picture) with HD size picture. And of course resize need to be done manually (in graphic tool), which is not a quick and easy task to do, however as is it's pointless. Without full cockpit graphic, cockpit doesn't look nice (we can see hidden details of the mask model and graphics leaks).
Post edited July 18, 2015 by QTZ
avatar
QTZ: It display default resources in HD resolution, since those are made to fit 320x (menu) it display it in the corner.

This expand in game render area to HD resolution which give much better result than upscaling - we have game running in native HD resolution. HD mode using 640x default resources, but set up to be displayed in correct positions (except for APO which is hardcoded), so those look smaller.

Internal view also can be expanded, however it's leaved default due to bug which doesn't allow to replace cockpit pixelmap (main picture) with HD size picture. And of course resize need to be done manually (in graphic tool), which is not a quick and easy task to do, however as is it's pointless. Without full cockpit graphic, cockpit doesn't look nice (we can see hidden details of the mask model and graphics leaks).
I see the game runs in HD. Is there an easy way to center the menus or have it viewable in 1080? It runs pretty great in full 1080p minus the cockpit and map. But it doesn't seem to run at a solid 60 frames when in full HD (even with vsync off). At least according to fraps. If I run it in a window I get a solid 60 frames with no issues.
Post edited July 19, 2015 by Raptomex
On my (not new) PC: map 60 fps, internal 30 fps, external 15 fps. There is small difference when running on full screen comparing to windowed mode, but fraps doesn't work for both, so can't say how much it differ. Don't know why there is difference between full screen and windowed mode. The difference between each view are because game need more power when the render area is bigger.

When cockpit render area is expanded it work with similar speed as is in external view. As I already told the internal view size is leaved default due to main pixelmap size limitation problem. Resizing map is even more problematic since positions are calculated in game engine, so it need more skill to modify.

I don't know how game displaying 320x menu in 640x (using same graphic files), however we can see menu in full 640x, but when making screen dump (Shift+D) result is 640x480 picture with 320x menu on black (similar as we can see on screen with HD Test), so it look like game do some kind of trick to display 320x graphic in 640x resolution. Don't know if this can be used to "upscaling" to 1280x960 and 1920x1440 ("square"), but I think this is possible, however my knowledge is not enough to investigate this and modify. I think centering menu is not a good idea - this may lead to many positioning problems (with on screen controls and on each "screen"/view), also it may prevent future usage of modified (different size) graphics.

I made the positioning for HD hud elements, when HD Test mod is made by Hifi and Toshiba-3.
Post edited July 21, 2015 by QTZ