[INFOS/PC] Crashday |
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Est-ce que quelqu'un a des infos sur ce jeu "crashday" qui a l'air d'être ..... heu .... comment dire ..... vraiment bien délire 
j'ai téléchargé la vidéo préview et vraiment ca a l'air terrible. Apparement ce doit etre un jeu ou l'on fait que des stunts de ouf en voiture, avec des tremplins, des looping, ...
moi il me dis bien ce jeu, en plus il a l'air trés bien réalisé et avec une gestion des dégats bien comme y faut
j'aimerai bien essayé d'en savoir un peu plus sur le site officiel mais comme d'hab .... j'ai quelques problémes avec mon anglais
voila l'url : https://www.crashday-game.de/

j'ai téléchargé la vidéo préview et vraiment ca a l'air terrible. Apparement ce doit etre un jeu ou l'on fait que des stunts de ouf en voiture, avec des tremplins, des looping, ...
moi il me dis bien ce jeu, en plus il a l'air trés bien réalisé et avec une gestion des dégats bien comme y faut

j'aimerai bien essayé d'en savoir un peu plus sur le site officiel mais comme d'hab .... j'ai quelques problémes avec mon anglais

voila l'url : https://www.crashday-game.de/
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yep, j'ai vu la vidéo aussi, ça a l'air d'un bon mélange entre destruction derby et need for speed 
ça a l'air prometteur, mais il faudrait une démo pour se faire une vraie idée.
sortie prévue fin 2003.
Une démo sortira pratiquement lors de la sortie.

When will it be released?
>> back
We hope to finish the game in winter 2003/2004.
Is Crashday an inofficial Stunts sequel?
>> back
Not directly, since Crashday does not only contain the features known from the popular classic Stunts, but also offers new gameplay elements (more information on the Game- or Feature-page).
However you can probably say that there hasn't been a game until today that combines most of Stunts' unique features in an up-to-date title: Crashday offers the same freedom of movement for discovering the stunt driving possibilities in your environment, and additionally contains a flexible, but easy-to-use track editor to create countless driving tracks for long-time motivation.
In which countries will it be available and how much will it cost?
>> back
At the moment it's difficult to answer that question since Moon Byte Studios is still looking for an appropritate publishing partner. The terrority where Crashday will be available and the price of the game will mostly depend on the publisher's ideas.
It is quite probable that Crashday will be available in most bigger countries around the world.
(When) Will there be a playable demo version?
>> back
There will definitely be a playable demo version.
However it is important for us to release a feature-rich and nearly finished demo, one that is actually interesting for the player. But since Crashday does not even contain all important gameplay features yet it would be unwise to release playable material now.
It seems probable that the demo will be out at about the time when the game will be finished.
What are the system requirements?
>> back
The current system requirements will certainly differ from those of the final version. We are always adding new power-consuming features but especially when heading towards the end of development a lot of optimizations will be being implemented.
Recommendable will surely be a 1 GHz system and a GeForce3 or coequal graphics card.
Will there be multiplayer support?
>> back
Yes. We will surely add LAN support and will be striving to make online games possible, too. However we cannot guarantee for the internet support.
Why weapons?
>> back
The weapon feature (minigun & missiles) is optional, i.e. can be turned off/on in game. We noticed that many players are of different opinions concerning weapons in Crashday. About a half of the players likes weapons, the other one totally refuses them. In the end we decided for that compromise.
Why do some cars look graphically worse than others?
>> back
We are currently striving to replace all older car models by newer, more detailled versions. Therefore it is possible that you will notice new as well as old cars on the screenshots (e.g. no translucent windows).
Also, this is the reason why many new shots only feature a small number of different cars.
Is Crashday an arcade game or rather a simulation?
>> back
Crashday tries to be as realistic as possible up to a degree where the gameplay isn't influenced negatively. The handling of the vehicles is a bit more arcade-like against what the stunt- and car physics are calculated more realisticly.
For pure racing fans Crashday supports manual transmission, a checkpoint/racetrack mode and an option to turn off weapons and tune ups.
Which kind of cars will be there in Crashday?
>> back
Beside fast sports cars you will also be able to drive "common" urban cars as well as some heavier vans. All vehicles will clearly differ in terms of handling and it will even be possible to influence their physical parameters through tuning operations.
Crashday does not contain licensed cars so Moon Byte Studios decided to create own car types.
What about taking car "xyz" into the game?
>> back
We already decided for the cars that will make it into the game and which not.
Those who absolutely want to see a certain car in game and moreover have got modelling abilities can create own vehicles and add it to the game after the SDK tools have been released (some time after the actual game release).
What will the Crashday soundtrack be like?
>> back
Beside fast break beat pieces Crashday will also feature techno/trance songs as well as some hip hop titles.
Which controllers are supported?
>> back
Since Crashday uses the DirectInput interface there shouldn't be any big compatibility issues with current DirectX hardware. Mostly all game pads, analog joysticks and racing wheels should work fine. Crashday also supports the ForceFeedback technology.
What does Moon Byte to create a huge community?
>> back
For us it is very important to build up a huge community, hence Crashday has all time been prepared for adding additional game content.
First there is the possibility to exchange track or replay files with other players or to put them on websites for download. We here took care of keeping the file sizes as small as possible to keep (online) data transfer low (e.g. track files will only be 5-300kb in size)
Second it is also possible to create custom cars with our inhouse-tools or converters and include them in Crashday. Instead of replacing other cars you can nearly add as many new vehicles to the game as you want which makes downloads and the installation of new cars very easy. Further it is possible to create own track pieces like jumps etc. with the tools mentioned above.
How do I create own cars or track pieces?
>> back
Of course we can only give a rough preview of the process yet.
The most convenient way is to simply create your model in a modelling tool that supports .3DS files (like ZModeler or 3D Studio MAX etc.), then export it to a .3DS-file and finally convert it into Crashday-internal data formats with our inhouse tools. The second, more complicated and time-consuming way is to create your model "from the scratch" with our own tools and even apply textures.
Of course we want to build up a community that is as huge as possible. Therefore we will probably have to write more converters for other car file formats etc. Experienced converter programmers which would like to help us with the creation of such tools are always free to contact us.
Are you still looking for beta testers?
>> back
If yes, it will be mentioned on the job page of www.moonbyte.de.

ça a l'air prometteur, mais il faudrait une démo pour se faire une vraie idée.
sortie prévue fin 2003.
Une démo sortira pratiquement lors de la sortie.

Citation
When will it be released?
>> back
We hope to finish the game in winter 2003/2004.
Is Crashday an inofficial Stunts sequel?
>> back
Not directly, since Crashday does not only contain the features known from the popular classic Stunts, but also offers new gameplay elements (more information on the Game- or Feature-page).
However you can probably say that there hasn't been a game until today that combines most of Stunts' unique features in an up-to-date title: Crashday offers the same freedom of movement for discovering the stunt driving possibilities in your environment, and additionally contains a flexible, but easy-to-use track editor to create countless driving tracks for long-time motivation.
In which countries will it be available and how much will it cost?
>> back
At the moment it's difficult to answer that question since Moon Byte Studios is still looking for an appropritate publishing partner. The terrority where Crashday will be available and the price of the game will mostly depend on the publisher's ideas.
It is quite probable that Crashday will be available in most bigger countries around the world.
(When) Will there be a playable demo version?
>> back
There will definitely be a playable demo version.
However it is important for us to release a feature-rich and nearly finished demo, one that is actually interesting for the player. But since Crashday does not even contain all important gameplay features yet it would be unwise to release playable material now.
It seems probable that the demo will be out at about the time when the game will be finished.
What are the system requirements?
>> back
The current system requirements will certainly differ from those of the final version. We are always adding new power-consuming features but especially when heading towards the end of development a lot of optimizations will be being implemented.
Recommendable will surely be a 1 GHz system and a GeForce3 or coequal graphics card.
Will there be multiplayer support?
>> back
Yes. We will surely add LAN support and will be striving to make online games possible, too. However we cannot guarantee for the internet support.
Why weapons?
>> back
The weapon feature (minigun & missiles) is optional, i.e. can be turned off/on in game. We noticed that many players are of different opinions concerning weapons in Crashday. About a half of the players likes weapons, the other one totally refuses them. In the end we decided for that compromise.
Why do some cars look graphically worse than others?
>> back
We are currently striving to replace all older car models by newer, more detailled versions. Therefore it is possible that you will notice new as well as old cars on the screenshots (e.g. no translucent windows).
Also, this is the reason why many new shots only feature a small number of different cars.
Is Crashday an arcade game or rather a simulation?
>> back
Crashday tries to be as realistic as possible up to a degree where the gameplay isn't influenced negatively. The handling of the vehicles is a bit more arcade-like against what the stunt- and car physics are calculated more realisticly.
For pure racing fans Crashday supports manual transmission, a checkpoint/racetrack mode and an option to turn off weapons and tune ups.
Which kind of cars will be there in Crashday?
>> back
Beside fast sports cars you will also be able to drive "common" urban cars as well as some heavier vans. All vehicles will clearly differ in terms of handling and it will even be possible to influence their physical parameters through tuning operations.
Crashday does not contain licensed cars so Moon Byte Studios decided to create own car types.
What about taking car "xyz" into the game?
>> back
We already decided for the cars that will make it into the game and which not.
Those who absolutely want to see a certain car in game and moreover have got modelling abilities can create own vehicles and add it to the game after the SDK tools have been released (some time after the actual game release).
What will the Crashday soundtrack be like?
>> back
Beside fast break beat pieces Crashday will also feature techno/trance songs as well as some hip hop titles.
Which controllers are supported?
>> back
Since Crashday uses the DirectInput interface there shouldn't be any big compatibility issues with current DirectX hardware. Mostly all game pads, analog joysticks and racing wheels should work fine. Crashday also supports the ForceFeedback technology.
What does Moon Byte to create a huge community?
>> back
For us it is very important to build up a huge community, hence Crashday has all time been prepared for adding additional game content.
First there is the possibility to exchange track or replay files with other players or to put them on websites for download. We here took care of keeping the file sizes as small as possible to keep (online) data transfer low (e.g. track files will only be 5-300kb in size)
Second it is also possible to create custom cars with our inhouse-tools or converters and include them in Crashday. Instead of replacing other cars you can nearly add as many new vehicles to the game as you want which makes downloads and the installation of new cars very easy. Further it is possible to create own track pieces like jumps etc. with the tools mentioned above.
How do I create own cars or track pieces?
>> back
Of course we can only give a rough preview of the process yet.
The most convenient way is to simply create your model in a modelling tool that supports .3DS files (like ZModeler or 3D Studio MAX etc.), then export it to a .3DS-file and finally convert it into Crashday-internal data formats with our inhouse tools. The second, more complicated and time-consuming way is to create your model "from the scratch" with our own tools and even apply textures.
Of course we want to build up a community that is as huge as possible. Therefore we will probably have to write more converters for other car file formats etc. Experienced converter programmers which would like to help us with the creation of such tools are always free to contact us.
Are you still looking for beta testers?
>> back
If yes, it will be mentioned on the job page of www.moonbyte.de.
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rhôôô mais ou est-ce que t'arrive à toujours trouver des trucs comme ca 
merci pour cette interview qui à l'air interressante et à la quelle je ne comprendrais pas grand chose
sinon sur le site officiel en Homepage il y a la date 21-24 Aout, tu sais pas à quoi ca correspond
EDIT : ah ben si enfaite en lissant bien ce doit etre la Game Convention qui correspond à cette date non ?

merci pour cette interview qui à l'air interressante et à la quelle je ne comprendrais pas grand chose

sinon sur le site officiel en Homepage il y a la date 21-24 Aout, tu sais pas à quoi ca correspond

EDIT : ah ben si enfaite en lissant bien ce doit etre la Game Convention qui correspond à cette date non ?
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la date, c'est pour une présentation dans un salon de jeux vidéo 
pour résumer l'interview :
il y aura des armes, un mode multi, ils veulent créer une communauté pour ajouter des voitures/circuits, d'ailleurs il y aura un éditeur de circuits,
20 voitures, possibilité de tuning,
Driving modes
Stunt mode: earn credits for stunts, roll-overs, flips, spins etc.
Wrecking mode: destroy your opponents whatever it takes
Checkpoint mode: race against your opponents and the clock
Deathmatch: the neverending circle of life and death
(multiplayer mode)
Secret mode: ???



pour résumer l'interview :
il y aura des armes, un mode multi, ils veulent créer une communauté pour ajouter des voitures/circuits, d'ailleurs il y aura un éditeur de circuits,
20 voitures, possibilité de tuning,
Driving modes
Stunt mode: earn credits for stunts, roll-overs, flips, spins etc.
Wrecking mode: destroy your opponents whatever it takes
Checkpoint mode: race against your opponents and the clock
Deathmatch: the neverending circle of life and death

(multiplayer mode)
Secret mode: ???


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Message écrit par Cybernet, le 19-08-2003 à 00:37
la date, c'est pour une présentation dans un salon de jeux vidéo 

arf dommage je me voyais déjà y jouer dans 2-3 jours

ouaip ben c'est de plus en plus interressant d'aprés ce que tu me dis la, d'autant plus qu'il y a une mode multi

si il est bien réalisé comme il faut il devrait etre vraiment pas mal ...
en tout cas coté graphisme les screens rendent plutot bien, les textures ont l'air plutot jolies

vivement la démo, mais si ils nous la pondent 3 jours avant la sortie de jeu ca sert pas à grand chose

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voila une vidéo du jeu filmé en expo mais je ne sais ni de ou et ni de quand elle provient 
http://www.filefront.com/

http://www.filefront.com/
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Citation
Crashday : une poignée d'images
Par Hosteel, Gamekult.com
Work in progress du 24 Novembre 2003 à 13h 44
Crashday revient aujourd'hui en grande pompe avec une poignée d'images toutes neuves et une mise à jour importante de son site officiel. On y apprend entre autres les noms et les concepts des huit modes de jeu que proposera cette simulation de tôle froissée. On remarquera dans ce large panel un mode dédié aux cascades, un mode time attack, un original CTF sur quatre roues, ou encore un mode à la Destruction Derby où il sera question de jouer les auto-tamponneuses sur circuit fermé. Côté montures, on annonce déjà une bonne vingtaine de véhicules, que l'on pourra agrémenter à sa sauce avec ses réglages et une flopée d'armes. Crashday est attendu pour la fin de l'année 2004 sur PC, Xbox et PS2.
Par Hosteel, Gamekult.com
Work in progress du 24 Novembre 2003 à 13h 44
Crashday revient aujourd'hui en grande pompe avec une poignée d'images toutes neuves et une mise à jour importante de son site officiel. On y apprend entre autres les noms et les concepts des huit modes de jeu que proposera cette simulation de tôle froissée. On remarquera dans ce large panel un mode dédié aux cascades, un mode time attack, un original CTF sur quatre roues, ou encore un mode à la Destruction Derby où il sera question de jouer les auto-tamponneuses sur circuit fermé. Côté montures, on annonce déjà une bonne vingtaine de véhicules, que l'on pourra agrémenter à sa sauce avec ses réglages et une flopée d'armes. Crashday est attendu pour la fin de l'année 2004 sur PC, Xbox et PS2.
(images redimensionnées)




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@cybernet
voila ce qui est ecrit dans la FAQ du site :
"We hope to finish the game in winter 2003/2004"
traduction
"Nous espérons finir le jeu en hiver 2003/2004"
nous aussi nous espérons
oui si tu mets un bonnet rouge avec un pompom blanc à ta mule ca devrait pouvoir ce faire
voila ce qui est ecrit dans la FAQ du site :
"We hope to finish the game in winter 2003/2004"
traduction

"Nous espérons finir le jeu en hiver 2003/2004"
nous aussi nous espérons

Message écrit par ultrawoaow, le 25-11-2003 à 15:48
Est-ce que le Père Noël...
Va pouvoir nous le livrer à domicile ??? lol
Va pouvoir nous le livrer à domicile ??? lol
oui si tu mets un bonnet rouge avec un pompom blanc à ta mule ca devrait pouvoir ce faire

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oui oui !!
il est à surveiller de près ce jeux, du bon gros arcade qui tape !!
en plus il est quand même bien joli.
moi je veux exploser de la caisse de riche à tout va !
esperons que ça ne veuille pas dire :
soit l'hiver 2003, soit l'hiver 2004

OK je sors....

il est à surveiller de près ce jeux, du bon gros arcade qui tape !!
en plus il est quand même bien joli.
moi je veux exploser de la caisse de riche à tout va !
Message écrit par kyro, le 25-11-2003 à 16:59
@cybernet
voila ce qui est ecrit dans la FAQ du site :
"We hope to finish the game in winter 2003/2004"
voila ce qui est ecrit dans la FAQ du site :
"We hope to finish the game in winter 2003/2004"
soit l'hiver 2003, soit l'hiver 2004

OK je sors....
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Suite...
15-12-2003 19:21

Citation
BHMS: Damage is a big part of the game. How realistic is the damage model going to be? From what we have seen the cars can take quite a beating.
MOON BYTE STUDIOS: The amount of physical damage heavily depends on how much physical damage you set up before a race. I.e. you can decide on your own if you like it more realisticly or more Carmageddon-like to play a little longer
BHMS: Is the car damage pre-defined, or calculated in real-time?
MOON BYTE STUDIOS: Everything is real-time of course.
BHMS: If cars bump against a track object, will the object bounce off (trash can) and remain on the track? Will objects be breakable (glass, lamp posts, etc)?
MOON BYTE STUDIOS: There are dynamic track pieces which can be smashed away when you run into them like the trash cans you mentioned. Also there will be some breakable track pieces like glass video screens or fences and gates of houses.
BHMS: Are pitstops going to be possible to fix the car in case of a low-to-mid level damage?
MOON BYTE STUDIOS: Probably not.
BHMS: The eyecandy is nice, but it looks like the physics will be of the "entertaining type". Is this true?
MOON BYTE STUDIOS: Physics are based on real-life equations, i.e. the underlying engine is quite realistic. However we wanted the physics to be adjusted to the game's fast gameplay so we set up the car's driving parameters to some more arcade-like values rather than to do it all too realistic.
BHMS: How realistic will the cars drive and will there be differences between cars? How many things on the car can be tweaked to create our own setups? (suspension, tire pressure, brake adjustments, etc.)?
MOON BYTE STUDIOS: Of course all the cars will differ from their driving behaviour. The actual behaviour of one car can only be changed by tuning parts, like buying other tires or changing the engine. Also wings can influence a car's driving behaviour.
BHMS: Are there any limitation when making a track with in-game track editor? With limitation I mean to lenght of the track or number of new track-parts/cars that can be used in the game?
MOON BYTE STUDIOS: The only limitation that comes to my mind now is that you can place 2000 tiles at max onto a track.
However you can use any rectangular arrangement for those 2000 tiles to be arranged like 4x500 or 40x50. Except that you have total freedom about what and how you place something on a track.
BHMS: Your powerful and easy-to-use track editor shows the trees still as two flat panels putted together. In the trailer we saw that the curves were far from round (lowpoly). Will this change and can polycount for objects be adjusted depending on the hardware?
MOON BYTE STUDIOS: We're still working on improving some lowpoly objects although we're not heading towards creating another Half-Life 2 in graphics terms
As a sidenote, as you probably noticed on our screenshots both trailers are heavily out-of-date already so to get an image of the current graphics state it's always best to check the latest screenies. BHMS: Will we be able to use 3D programs to create our own custom objects, cars...? How "moddable" wil this game be once released?
MOON BYTE STUDIOS: Except that you can built plenty of tracks and record replays "inside the game" you will also be able to create additional cars and additional track pieces. For both you need modeling and texturing skills of course. Our import tools read .3ds file so any 3D program that is capable of exporting to .3ds might be used to create additional content for Crashday.
BHMS: How many and which cars will feature in the game? Same goes for tracks.
MOON BYTE STUDIOS: Crashday will probably come with about 15 cars and 30 tracks by default.
BHMS: Will each car have its distinct engine sound? How and who provided the sounds?
MOON BYTE STUDIOS: There will be different engine sounds of course, although probably not a single one for every car. It is also possible to change the engine sound by a tuning part like by installing a turbo charger for example. Sounds are partly recorded by ourselves or based on "raw sounds" from the net.
BHMS: What about the weather? Will we be able to race in the rain, snow...? Will conditions on the track change dinamicly?
MOON BYTE STUDIOS: There will be no weather effects in Crashday but different times of day to race in (like morning, evening, noon time).
BHMS: What kind of racing modes will be available in the game?
MOON BYTE STUDIOS: There will be a stunt mode (similar to Tony Hawk's Pro Skater), a wrecking mode (Carmageddon-like) and a racing mode for all the "roundcourse-drivers" among the players
Additionally Crashday will offer some specific "special modes" like CaptureTheFlag, PassTheBomb or the new so called "Speed Bomb" mode. BHMS: How will you be taking care of the gameplay so it will not be boring after playing it a few times?
MOON BYTE STUDIOS: I think the combination of the ability to create an unlimited number of crazy tracks and the whole different kind of game modes will serve for quite good long term motivation. Also there will be the possibility to play all that in multiplayer as well.
BHMS: What will the multiplayer be like? Will we be able to play custom made tracks? What is the maximum number of players in one race? We want to know it all!
MOON BYTE STUDIOS: Yes it will be possible of course to play on your own tracks. Multiplayer is still not implemented yet but I assume that the maximum number of players will be around eight.
BHMS: From how many predefined car views will we be able to choose? I hope there is a cockpit cam.
MOON BYTE STUDIOS: In game you can choose from 2 chase cams, one (relatively simple) cockpit view, one rear cam view and another 2 special cams. In replays you will also find nice TV-like cameras which create images like those you know from our screenshots.
BHMS: Will we see a demo before the release? And let us not forget, when is Crashday going to be released?
MOON BYTE STUDIOS: Yes, a demo will probably come shortly before release. And yes... release
Definitely in 2004, we'll try to make it in Q1. I admit that there's still a lot to do but it will be worth the time it takes to finish Crashday. | IP: Logguée
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