Lancia Stratos HF – Maiming peds in Group B!

Lancia Stratos HF

There’s a reason that Group B got disbanded, too many pedestrians, too little time. GO GET ‘EM!




Lancia Stratos HF

Before Screwie got his hands on it and turned it into Twister, the Statos was famously used in the World Rally Championship, it’s now your turn to take this beast on the track!


Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT


-SHELL model
-Car Menu Image
-Shrapnel Colours


-None currently known

Toshiba-3 – For figuring out why C2 is a bastard
#Carmageddon IRC

–Contact me-
My email address:

Download the vehicle by clicking the link below!
[ ~108kb]


What Happened To Digga?

Ron Dumpster and his Digga!

Ron Dumpster who is the brother of Don Dumpster, appears in Carmageddon 2 and he drives the Digga, well he was supposed to but he doesn’t exist in the final version of the game. The official reason for the missing opponent(s) is that Stainless Games either weren’t happy with some designs and due to SCi forcing Stainless to finish the game ahead of schedule, they left some vehicles out of the game, Digga being one of these. The Digga is unlocked when you complete C2 but if you choose the car, the game will crash when loading.

Ron Dumpster’s mugshot still exists in the final build of the game in the ‘/data/64x48x8/PIXELMAP/tiffrgb’ (and PIX16) folders.

Let’s take a look at every piece of evidence I have access to for this vehicle to try and piece together a timeline on the development of the vehicle and try to find out what really happened to Digga. Please note that any dates I list shouldn’t be taken as fact, I’m purely going off the dates of the files I have access to which give us a rough estimation of timeframes. My opinions shouldn’t be taken as fact either.

The first ever evidence of Stainless Games deciding they wanted to do something with a giant excavator in a Carmageddon game comes from the 3D model they used as a template for the vehicle, this model is titled FH200.max and was used as a basis for Digga, the creation date of this file is 20/11/1996
FH200.max 20-11-1996
FH200.max 20/11/1996

The first instance we have that work began on Digga is from 26/05/1998 with the file digga11.max – It shows the vehicle in a far along and almost complete state, the fact that the file name is called digga11.max implies that there were 10 prior versions of the model saved at some point during it’s development but I don’t have access to those. At around this same time Stainless were also working on other vehicles during the mid-development of Carmageddon 2.

digga11.max 26/05/1998

The following day more work was done to the vehicle and it became almost visually indistinguishable from the final model that was distributed to modders after the game’s release, the final in-development model available for Digga is digga13.max, it is dated one day after the previous digga11.max digga12.max on 27/05/1998. 

digga13.max 27/05/1998

In the next few months work was continued on the rest of the game, including: vehicles, levels, drones, accessories, UI elements and more until Stainless decided to return to the Digga model and began creating textures for the vehicle but also decided at the same time that instead of completing it, they would create a new vehicle with it; logmachine (aka. Loggerhead). The creation date of the Digga textures and the first logmachine file are the same, 18/09/1998, the first version of logmachine is logmachine01.max– This file contains the main body, arm and scoop from Digga as well as the beginnings of the logmachine weapons.

logmachine01.max 18/08/1998

A lot of work was done to logmachine on this day and the next 3 versions of the vehicle show the development of the weaponry, logmachine02.max, logmachine03.max & logmachine04.max all show the progress of the vehicle over a few hours on 18/09/1998.

logmachine02.max 18/08/1998logmachine03.max 18/08/1998logmachine04.max 18/08/1998

Logmachine was finished within the next month ready for the final release of Carmageddon 2 in October of 1998, it’s important to note that the game was still in active development right up until release, even as close as the week before the release of the game, which adds credence to the fact that Stainless really did run out of time to finish up the game correctly and so had to leave things on the cutting room floor, one of those things being Digga.


The final release of Carmageddon 2 provides us with our last pieces of evidence, if you look at the logmachine textures you will see all of the Digga textures, as noted by their dig prefix. There are a few logmachine specific textures, such as the simplemodel textures and driver textures which have a log prefix, so we can assume that all of the textures prefixed with dig were indeed created for Digga initially.

It is interesting to note that some of the Digga textures were likely reworked for logmachine, you’ll notice that the digaarm.tif texture which predates the other Digga textures is more orange than the rest, this was likely the original colour of Digga as opposed to the more yellow and green that logmachine uses in the final release of the game. This is indeed the inspiration for Toshiba-3’s later release of the vehicle.


Upon release of the game, Errol asked Stainless Games directly for the incomplete Digga model, which they provided to him to which Toxic Ragers proceeded to create a usable version of Digga and finally in February 2000 let people use the vehicle in-game. Later upon the realisation that the Digga textures still exist in the final build of the game, Toshiba-3 released Digga again with the dig prefixed textures, albeit with a colour change that closer matches the orange shade of digaarm.tif.

Digga final model[ ~4kb ]

Click To Download
Toxic Ragers Digger[ ~635kb ]

Click To Download
Toshiba-3 Digga[ ~425kb ]

From the evidence we have available, we cannot dispute the claim that Stainless Games ran out of time to finish work on Digga, as we know that the game was still in active development literally right up until release and we also cannot dispute that they just weren’t happy with the design because they chose to alter it into a completely different vehicle.
In my opinion, I think that when they decided create Loggerhead from Digga a few months before release that they were entering a crunch period for the game and just didn’t have the time to go back and finish up what they were working on and so had to prioritise finishing Loggerhead and other important parts of the game over finishing Digga, this theory is also supported by the leftovers present in the game, such as the ron64.tif mugshot image and the appearance of Digga in OPPONENTS.TXT, time must have just ran out and the game was released before Digga was fully removed from the game.

Digga is not the only thing that Stainless left out of Carmageddon 2, there were many different features that were intended to be present but for one reason or another ended up not being used or only partially being implemented but remnants still remain, I’ll post future articles about these interesting facts.

At least Digga is not one of those in-development Carmageddon items that has been completely lost to time, at least we are finally able to play Digga as it was originally intended all thanks to the Carmageddon modding community.


You may have noticed a new link in the navigation bar titled “Abuse-o-Matic” – This will be used to keep all of my technical discoveries or interesting facts and investigations on the Carmageddon franchise (mostly C2)
It already contains a few things, such as: My C2 FONTS investigation.

Future Abuse-o-Matic content incoming!


C2 Opponents Gone Stock!

Over the past week or so during this lockdown, I’ve been working on un-carmageddon-ising the stock C2 vehicles, I’ve done 26 in total, all complete with updated SHELL models and bounding boxes.




C2 Opponents Gone Stock

Original models by Stainless Software
Everything else by Razor

I’ve un-carmageddon-ised 26 of the default Carmageddon 2 vehicles, these cars directly replace the stock C2 cars and will work with a stock C2 install and my C2 BETA mod.
I’ve also included a C2C file for each vehicle, so you can add them manually to a modded install if you so wish.


These cars will replace default C2 cars.

Install it as you would any other C2 car.

Either with Carstockalypse (26 .C2C files are in their own folder) or by editing your OPPONENTS.TXT


-New textures
-New Simplemodels
-New SHELL models
-New Car Menu Images
-Reworked bounding boxes


Toshiba-3 – For always being a helpful hand
#Carmageddon IRC

–Contact me-
My email address:

Download the vehicles by clicking the link below!
[ ~2.77mb]


Flashfire – The formerly long lost Stainless Hot Wheels car!

FlashFire – The Stainless Mattel Car

By now you should know the story behind this car; 22 years ago, during the late development of Carmageddon 2 Stainless decided to create a few quick items for the game in order to pitch an idea to Mattel in the hopes that they would be able to create a licensed Hot Wheels game with them, to cut a long story short Mattel weren’t having any of it and said no, this model was left on the cutting room floor until 2014 when Errol shared his goodies with myself and Toshiba-3, in these goodies were this model for the Hot Wheels pitch.




Flashfire – The Stainless Mattel Car

Original Model by Stainless Software
Everything else by Razor

This car was created by Stainless back in 1998 alongside ‘Hotroom’ as part of their pitch to Mattel to create a Hot Wheels game, it has been laying dormant on hard drives of Errol’s until now! He shared a bunch of in-dev goodies and a model of this Mattel car was in there!

It was just a model but contained everything a C2 car should, it just needed completing!

I textured it based on the real toy car ‘Flashfire’ (a 1998 HotWheels issue of the toy) that the vehicle was modelled after, set it all up and am releasing it to the world! AT LAST!

I have tried to make this car as close to the default C2 lineup as possible, it is feature complete and should fit right in with the rest of the vehicles in the vanilla game, even the textures are in blurry 1998 fashion!!


Install it as you would any other C2 car.

Either with Carstockalypse or by editing your OPPONENTS.TXT

-SHELL model
-Car Menu Image
-Shrapnel Colours
-Multiple bounding boxes
-Fire points
-Proper wheel positioning for skidmarks
-Camera positioning
-HotWheels skin

-Windows can be a bit glitchy at times

Errol – for sharing this goodness
Toshiba-3 – For always being a helpful hand
#Carmageddon IRC

–Contact me-
My email address:

Download the vehicle by clicking the link below!
[ ~220kb]

Remember, this vehicle is best used in it’s home, Hotroom!! Also remember that this is not compatible with the previous version of this vehicle that I released, it will overwrite it.


We’re Back!

Stomping On Kittens is back and now hosted on the Toshiba-3 network alongside many other old community websites.
I have updated the Downloads page as well, so no links to nasty trojans from the old domain.

BETA mod is available again! GO GRAB IT!

I’ll update other pages as I get time!

Have a good ‘un,

Conversions Lists Updated


Actually doing a thing, I’ve updated C12C2.html, SP2C2.html and C22C2.html to include newer conversions that I’ve missed out in the past 7 years.
Eagle RS by Toshiba-3 to C12C2.html
RamRaider 2013 by Toshiba-3 to SP2C2.html
Hawk III by Pip The Pest to C22C2.html
Big Dump by Toshiba-3 to C22C2.html
Razorback 2013 by Toshiba-3 to C22C2.html
Digga by Toshiba-3 to C22C2.html

Also updated all RR2000 links, so they now work properly. Probably missed a load of stuff out, just let me know

Funny thing is, it was exactly 7 years ago, to the day, that I updated these pages.


See ../conversions/ for more.


Carmageddon 2 BETA Mod XP Fixes

A quick post, I have included a fix for the crashing problem in Windows XP to the main C2 BETA Mod page, here. Scroll to the bottom of the article and you’ll find what you need.


Nothing else to see here.


4in1 Carma
Got a hold of another crazy Carmageddon item, this time from Russia, I nabbed this as it claims on the case to include Carmageddon 1, Splat Pack, Carmageddon 2 and TDR2000 all on a single CD, I was quite interested to see what kind of compression was used to fit all of this onto a single 700mb CD, in fact it takes up 600mb!
From the quick glance I’ve had at it, it appears as though it just has some naff installer that allows you to install C1/C2/TDR2000, I haven’t looked much deeper into it other than having a gander at C2, from that short look it appears as though it has been translated, maybe they are all translated to Russian, grab it below and have a look for yourself.

[TDR2000_UKZ.ISO ~615mb]

Carmageddon 2 BETA Mod Now Released!

After months and months of working on it (and a lot of time not working on it), my BETA Mod for Carmageddon 2 is finally complete and ready to be released!

Carmageddon II: Carpocalypse Now! BETA Modification is a complete conversion of Carmageddon II: Carpocalypse Now! and a standalone release, it is available in two formats, ZIP archive and a hassle-free installer that includes shortcuts and a configuration screen before you play the mod for the first time!

The mod includes an easy-to-setup Glidewrapper that will make the game look it’s best, if you download the installer then it will automatically prompt you on setting up the Glidewrapper for the game, if you download the zipped archive then you will have to configure the included Glidewrapper manually. Includes nGlide, you may also use dgvoodoo but will have to download it separately.

Carmageddon II: Carpocalypse Now! BETA Modification includes the following features:

-Brand new, complex font system based on fonts that appear in early builds of Carmageddon 2
-Tweaked powerups based on older designs of powerups
-New explosion, splash, flames and smoke effects based on earlier builds of Carmageddon 2
-New intro cutscene based on demo versions of the game
-Early incomplete drones present in previews of Carmageddon 2 are back in the game and original drone paths are now active within certain levels
-All new, grittier menu UI and cleaner layout
-Brand new pedestrians based on early concepts by Stainless
-Unused pedestrians are back in the game
-OLD powerup boxes
-Altered level order
-Increased opponent amount
-Damage system reworked to make cars easier to bend as evidenced in demo versions of the game
-Tweaked levels based on early designs, levels also now play at different times of day as evidenced in some early screenshots
– Menu and Car images based on early appearances

-The following vehicle changes based on early concepts/builds are present:

Hell Rod – Old wheels, now features blue outline around it’s flames, driver also changed to Mad Harry
Bug Too – Minor changes based on old textures
Buzzmobile – Driver textures based on original Buzz appearance
Purple Piledriver – Official in-dev Stainless model featuring blades on the wheels as originally intended, driver also changed to AJP Hate
DC Codbra – Old wheels, added blood back to the vehicle, other minor changes
Copcar – Old design based on unused textures for the vehicle, now uses a similar colour scheme to C1 cops
Red Vet – Added blood back
Lamb O’Genie – Added blood back, driver also changed to Larry Lamba
Digga – Official complete Stainless model, features a variation of original textures, Digga lives!
Plow Mk2 – Added blood back
Eagle 3 – Four models of the Eagle are available in the game, by default the Demo model but Prototype, Alpha and Final Eagle 3 models unlock upon completion of the game
Cow Poker – Fixed alpha channels
Hick Pickup – Uses original textures, as evidenced in early screenshots
Ice Van – Mentioned during the development of the game and only ever appearing in Carmageddon 64, the Ice Cream Van is back in the game and unlocks upon completion!
Mad Morris – Fixed alpha channels, driver also changed to Stalwart Fellow
Monster Beatle – Model fixed up, uses old textures based on unused textures and early appearances of the vehicle
Prop Shafter – Now in it’s original, bright orange paintjob!
Porker 2 – Added blood back, uses original textures, headlights now properly implemented, driver also changed to Sid Pig
Blood Riviera – Added blood back, vehicle based on it’s appearance in early screenshots
Twister 2 – Official in-dev Stainless model featuring rear drill as originally intended
Tashita 2 – Fixed headlights, uses original textures
Vlad 3 – Added blood back
Abba Cab – Uses original textures as evidenced by early screenshots
Flower Plower – Now appears as an opponent
Street Machine – Added blood back, uses original textures based on early concepts and it’s Carmageddon 64 appearance



Mod created by: Razor
Official in-dev templates, models, scenes, levels, textures, builds, executables, files courtesy of: Errol
Fixed Monster Bug, Digga, Red Hawk, Icevan, Cerby & other little fixes courtesy of: Toshiba-3
Tips on the font system of Carma2: Harmalarm
This modification is based on early assets & original concepts by Stainless Games
Thanks for helping me out with insight and information during the development of this mod: Nobby, Shane

Toshiba-3, Razor

[Standalone Installer (Carmageddon2BETA_Installer.exe) ~120mb]
[Zipped Archive ( ~119mb]

This mod is packed up in such a way that it should be as simple as installing (or unzipping) and just running the game without any issue, however, if you do encounter issues then do not hesitate to leave a comment with your issue and I will get back to you ASAP to resolve the problems you have.

Please note the game crashing on exit is a known issue with all versions of Carmageddon 2 on modern operating systems and cannot be fixed, it does not affect the game or corrupt any data in any way, it’s just a CrashToDesktop error when the game quits.

Cheers and enjoy,

Update (08/01/2017): 


In older operating systems (Windows XP), playing this mod will cause the game to crash on start, every single time. If you’re encountering this issue on an older operating system this happens because the winmm.dll file within the main directory of the mod (this file is a wrapper for the CD audio) is causing the game to crash, there are two solutions to this problem:

  1. Rename or delete this file- Either rename it to “winmm.dll.bak” or remove it completely, the side-effect of this fix is that you will no longer have any music within the game.
  2. Download [this file (winmm.dll) ~50kb] and save it into the main directory of the mod install (default location is: C:\Program Files (x86)\Carmageddon 2 BETA Mod), this should resolve the crashing issue and keep the music intact.

Big thanks to QTZ for advising of this issue and the fixes for it.

If you encounter any further issues on older operating systems, either leave a comment here or head on over to either of the Carmageddon forums, here at CWABoard or here at the official Carmageddon forums, thank you.