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Big Rigs: Over the Road Racing

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Title Screen

Big Rigs: Over the Road Racing

Developer: Stellar Stone
Publisher: GameMill Publishing
Platform: Windows
Released in US: November 20, 2003


AreasIcon.png This game has unused areas.
CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
SoundIcon.png This game has unused sounds.
DebugIcon.png This game has debugging material.
Carts.png This game has revisional differences.


PrereleaseIcon.png This game has a prerelease article

And you were just a scroll away from being fired too...
Oh dear, I do believe I have the vapors.
This page contains content that is not safe for work or other locations with the potential for personal embarrassment.
Such as: Partial nudity.

Big Rigs: Over the Road Racing is infamous for being released in a severely unfinished state, missing such basic things as collision, physics, and any kind of AI. You can also drive backwards to Ludicrous Speed, but letting go puts you right back at 0 MPH. Quite possibly the worst game ever made...or at the very least, the worst ever sold at retail.

YOU'RE WINNER !

Hmmm...
To do:
Document the rest of the unused Photoshop files and other graphics present.

Sub-Pages

DevTextIcon.png
Log File
A file with the name of r3dlog.txt can be found in the game files.

Unused Code

Fog

Fo_g 600 10000 224 235 246
fo_g 177 195 244

BigRigs UnusedFog1.png BigRigs UnusedFog2.png

Devil Passage contains two unused lines of code relating to fog in env.dat that can be used by removing the default fog value and renaming Fo_g to Fog. The first value actually adds a somewhat improved look to the level, while the second option just displays a thick red-colored fog that obscures most of the map (though it does seem thematically appropriate for a place called "Devil Passage").

Unused Graphics

Title Screen

Big Rigs - Midnight Race Club Title Screen.png

The title screen from Stellar Stone's Midnight Race Club: Supercharged! is present and identical to the one used in that game.

Credits Screen

Big Rigs - Midnight Race Club Credits Screen.png

The credits screen from Midnight Race Club: Supercharged! is present in this game's files as a .psd. It is dated May 5, 2003, which makes sense as these two games were originally intended to be just one game.

Vehicle Selection Screen

Bigrigsovertheroadracing-unused-carselect.png

There is a second variant of the vehicle selection screen present in the game files. It is very similar to the one used in-game, except it has a "Change Color" option.

Character 1

BigRigs ch1 1 skin.png BIgRigs ch1 1 head.png

Two unused textures relating to a character simply named "character 1". The character is wearing a TTsKO pattern uniform that has a Chechen flag on it. It is currently unknown if this was intended to be for a driver or a pedestrian.

Billboards

Choose your free dome today! This game is "spesial". BigRigs bigbord 4.png

Devil Passage has textures for three billboards that went unused. While the first two look innocent enough, the last one is a tad bit crude for a game rated E.

Sunrise W2

Bigrigssunriseperson.png

Present on the texture sheet for the Sunrise W2 is a picture of someone apparently named "Durik". It is not assigned to any of the UVs on the model, and thus cannot been seen in gameplay.

Unused Audio

A wind or plane-like sound effect that was apparently intended to be ambiance, judging by the filename.

A rocket-like sound effect that was also made for ambiance.

A louder version of the rocket-like sound effect, apparently for a waterfall.

A river sound effect, most likely for the "river" in the game.

Truck Trailers

Both Thunder and Thunderbull have trailers fully modeled, but are unused in-game. Unlike Thunder, Thunderbull's trailer is rendered on the vehicle select icon and also can be seen on the box art.

BigRigsOTRR-FIN Cars.rez-Data-Cars-Mega1 FRONT.pngBigRigsOTRR-FIN Cars.rez-Data-Cars-Mega1 BACK.png
BigRigsOTRR-FIN Cars.rez-Data-Cars-Mega3 FRONT.pngBigRigsOTRR-FIN Cars.rez-Data-Cars-Mega3 BACK.png

Unused Vehicles

Aside from the game's vast collection of four semi-trucks, four unused vehicles can be found in Data/Cars/.

Ford

Big Rigs - Ford Front.pngBig Rigs - Ford Back.png

A fully-functional model and textures for a Ford Explorer. Can be loaded onto the existing cars easily. This car is perhaps one of the strangest, as its files date back to June 2002 and it looks different compared to the other models present in the folder. Perhaps it was used to pitch the game, or a leftover from a different game (perhaps Remington Big Buck Trophy Hunt?) entirely.

Celica

Big Rigs - Celica Front.pngBig Rigs - Celica Back.png

A fully-functional model and textures for a Toyota Celica. Can be loaded onto the existing cars easily.

Hummer

Big Rigs - Hummer Front.pngBig Rigs - Hummer Back.pngBig Rigs - Hummer Interior.png

The model and textures for a Hummer H1 are present, but the materials file needs to be edited before the textures will appear in-game.

Z350

Big Rigs - Z350 Front.pngBig Rigs - Z350 Back.pngBig Rigs - Z350 Interior.pngBig Rigs - Z350 Menu Selection.png

Two identical sets of a model for a Nissan 350Z, one of which has significantly lower quality textures. Both of which can be loaded onto existing cars easily. There also exists a menu preview for the Z350 (as it is called in the files), showing it with a yellow paint job instead of the grey textures present in-game. An orange version of this car is used in Midnight Race Club: Supercharged! as Tornado.

Unused Level

The infamous Nightride level, which crashes the game when it tries to load, unsurprisingly has very few resources. The only resources it does have are:

  • The level select icons.
  • Minor world and environment data.
  • The sky's texture (geo_sunset.bmp) and dome model. The texture is actually different to the sky as it appears in the level's menu icon.

Big Rigs Nightride Sunset.png

Vehicle Switch Key

Pressing the Tab key will allow you to drive the opponent's vehicle, though doing so will often crash the game.

Free Camera Mode

The game has an easily accessible but little-known Free Camera mode. It allows full movement around the "tracks" and allows you to still control the vehicle you are linked to.

  • C - Activates free-camera mode. Pressing it again leaves it and returns the camera to the vehicle you were last controlling.
  • W A S D - Pans the camera around forward, back, left, and right respectively, relative to the camera's facing.
  • Q E - Moves the camera up and down, respectively.
  • Mouse - Looks around.
  • Z - Moves your camera from anywhere in the map to directly below the vehicle you are linked to.
  • Shift - Speeds up the camera's normally-slow movements a little.

Leftover CarZ.exe

Download.png Download Big Rigs (leftover CarZ.exe)
File: BigRigsLeftoverCarZ.zip (263KB) (info)

In the original pressing of Big Rigs, Carz.res contains a build of CarZ.exe compiled two hours before the version in the root folder. Somehow, in some way, it's even more broken than the executable that shipped with the game:

  • Whenever you try to accelerate, your rig will get violently pulled back. This is especially apparent on Forgotten Road 1 and Small Town Road.
  • After winning one race, you will automatically win any other race before it even starts.
  • Forgotten Road 1 will not load the world assets properly if you attempt to race on it again.

Revisional Differences

A "Version 1.0" patch was released on January 15, 2004 that "improved" the game in a few ways:

  • The Nightride map can now be selected, though it's just a mirrored version of the first map.
  • The AI actually moves, albeit at a speed of 1 MPH. It also stops just before the finish line, as there is no loss condition programmed and the game crashes if the computer somehow wins.
  • The infamous "YOU'RE WINNER !" graphic on the victory screen was changed to "YOU WIN !":
Original v1.0
Bigrigsovertheroadracing-yourewinner.png Trophy's still got three handles, though.

Custom Resolution

Changing the first and second parameters in scene3d.ini to horizontal resolution and vertical resolution respectively will cause the game during gameplay to stretch to fit the screen. The stretching does not work well - running the game at resolutions above 800×600 causes the speed counter to be in the wrong place, and running it at anything above 1024×768 causes the view to be split with a squashed view of the truck on the left and a black bar containing the speedometer on the right.

(Source: PcGamingWiki)