FUNC_VEHICLE 2020 Created 3 years ago2020-12-05 01:46:40 UTC by Jessie Jessie

Created 3 years ago2020-12-05 01:46:40 UTC by Jessie Jessie

Posted 3 years ago2020-12-05 01:46:40 UTC Post #345014
With the end of TWMV upon us, I thought I'd give one last opportunity to get some maps flowing. So right here, right now, I'm calling for a little map jam!

The only requirements is that the map features func_vehicles prominently in some way (and, by extension, the map must be for Counter-Strike) (or Sven, apparently that has a func_vehicle too), and that ideally it be in the vault by 19th of December, 8am AEST 2nd of January, 8am AEST for a follow up stream.

Through the course of the vault, we've seen func_vehicles of all shapes and sizes. Cars, vans, helicopters, waterskis, crabs, mario karts, spaceships! Anything can be a vehicle if you try hard enough! I don't care how good the maps are, I just wanna see func_vehicles!
Jessie JessieTrans Rights <3
Posted 3 years ago2020-12-05 01:48:23 UTC Post #345015
Well then... here I go func_vehicling again.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 01:48:27 UTC Post #345016
A right not a privilege
Posted 3 years ago2020-12-05 01:54:43 UTC Post #345017
Apparently Sven Co-op has func_vehicle too, can that be allowed?
Penguinboy PenguinboyHaha, I died again!
Posted 3 years ago2020-12-05 01:56:20 UTC Post #345018
i suppose sven is fine if it has it too. i hope it's as janky though
Jessie JessieTrans Rights <3
Posted 3 years ago2020-12-05 12:53:42 UTC Post #345022
My first ever cs1.6 map... is the dumbest thing I've ever made
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-05 15:22:36 UTC Post #345023
Ditto
Posted 3 years ago2020-12-05 15:43:01 UTC Post #345024
is Cs 1.6 expert 8.0.5 fgd the right choice?
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-05 15:51:39 UTC Post #345025
"is Cs 1.6 expert fgd the right choice?"
For J.A.C.K. users, I believe Matias-TM's FGD will be a good pick, but CS 1.6 Expert FGD should do just fine otherwise.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-05 17:10:26 UTC Post #345026
I grabbed the Jack one, seems to be fine so far.

Funny how this semi-compo coincides with 7dfps: http://7dayfps.com/about/
Posted 3 years ago2020-12-05 23:56:31 UTC Post #345029
I love the idea, Jessie
car_assault WIPcar_assault WIP
Oskar Potatis Oskar Potatis🦔
Posted 3 years ago2020-12-06 05:48:18 UTC Post #345030
If anyone needs info on how to make func_vehicles, this tutorial seems handy! https://gamebanana.com/tuts/12469
Jessie JessieTrans Rights <3
Posted 3 years ago2020-12-06 23:53:35 UTC Post #345034
Loading embedded content: Vault Item #6467
I really want to do more with this, I did not spend much time on it. But I might not find the time to improve it
Oskar Potatis Oskar Potatis🦔
Posted 3 years ago2020-12-07 10:37:03 UTC Post #345038
TBH I usually never participate in map compos, map jams nor anything, but given the vehicular requirements, I'm thinking about participating in this one.
And I got a crazy idea. :walter:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-09 20:29:12 UTC Post #345049
sudden urge to make a bathtub car
Posted 3 years ago2020-12-12 19:37:20 UTC Post #345057
I haven't been this frustrated by a map in years. Goddamnit func_vehicle is the worst :biggrin:
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-13 12:51:19 UTC Post #345058
Here's what I've done in the past 24 hours:
I might get it done in 4 or 5 days :crowbar:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-14 02:20:27 UTC Post #345059
That looks really interesting! How do you achieve that lighting?
Oskar Potatis Oskar Potatis🦔
Posted 3 years ago2020-12-14 09:26:05 UTC Post #345060
It's the effects keyvalue. In this case, I think I set it to 4 or 8, so it emits a dynamic light at the entity's origin.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-14 15:11:52 UTC Post #345061
is that sven? Lovely atmosphere you've created
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-14 15:13:32 UTC Post #345062
Nope, it's CS 1.6 xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 00:50:51 UTC Post #345063
Huh, that's interesting! It looks like these are the available effects - different kinds of dynamic lights (including a more subtle one that doesn't flicker), the yellow 'monster-stuck-in-wall' particle effect, a no-draw setting and a few other things. So if anyone wants to make a yellow-particle 'vehicle'...
Posted 3 years ago2020-12-15 10:22:28 UTC Post #345064
Protip: you can create convincing rockets by adding effects 64
User posted image
Here's an idea for others, if you're looking for ideas: a rocket vehicle with the glow sprite following it
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 18:10:26 UTC Post #345065
Done.
Loading embedded content: Vault Item #6469
I could've worked more on it, and the map limitations allow me to add vertically 2x more content than that, buuut I gotta study for tests and work on my engine, so this will do. xD
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-15 22:07:01 UTC Post #345067
Here's an idea for others, if you're looking for ideas: a rocket vehicle with the glow sprite following it
Did I miss something? How are you getting a sprite to follow a vehicle in vanilla CS? Also these effects keyvalues are completely new to me as well!
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-15 22:12:40 UTC Post #345068
3 days left!

(I won't stop anyone uploading more after that, I just won't look at them on-stream.)
Jessie JessieTrans Rights <3
Posted 3 years ago2020-12-15 23:45:59 UTC Post #345069
@Archie
The effects keyvalue basically applies a builtin engine effect for entities. It's how I attached a dynamic light to the quadbike and made a glow sprite shine on a func_train rocket. Captain P posted a link up there so you can see what each value does.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 03:13:48 UTC Post #345070
it's dark wizard magic and I shall thank you not to use it again.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-16 11:18:54 UTC Post #345071
"I shall thank you not to use it again."
Then you shall thank me not. >:)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 18:46:45 UTC Post #345072
But how do you set its position to be the thrust end of the rocket?
Posted 3 years ago2020-12-16 20:17:30 UTC Post #345073
With an origin brush. Otherwise the effect would spawn at 0,0,0
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-16 22:33:23 UTC Post #345074
Ah so it wouldn't work on anything that needs to rotate around its own origin brush.
Posted 3 years ago2020-12-16 22:41:03 UTC Post #345075
That's correct, unfortunately. :death:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-17 02:05:24 UTC Post #345076
Too bad, my func_vehicles are literally all rockets
Posted 3 years ago2020-12-17 02:45:29 UTC Post #345077
Too bad, my func_vehicles are literally all rockets
Got this one?
User posted image
Hmm, so, 3 days left? Maybe I should jump aboard and build this thing myself!
Posted 3 years ago2020-12-17 02:46:11 UTC Post #345078
Silly idea I can't test right now, but can you set effects on the func_vehiclecontrols?
Oskar Potatis Oskar Potatis🦔
Posted 3 years ago2020-12-17 08:41:16 UTC Post #345080
I don't think so. If func_vehiclecontrols works the same as traincontrols (just for vehicles), then it gets removed from the map right after spawning. Vehicle & train controls work by setting their bounding boxes to where the control brushes are, and then the func_xyzcontrols entity gets deleted.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2020-12-18 01:59:20 UTC Post #345082
Had to go with generic HL rockets, as usual my brain was bigger than my time to create what I originally conceived.
Posted 3 years ago2020-12-18 03:31:28 UTC Post #345084
Meager map added to the vault.
Loading embedded content: Vault Item #6470
Posted 3 years ago2020-12-18 14:47:13 UTC Post #345086
There's been enough requests (combined with the fact the deadline was arbitrary anyway) that i'm gonna say y'all can have another 2 weeks to keep func_vehicling. (I would have said 1 week, but i won't be around next weekend anyway.)

New Deadline: 2nd of January, 8am AEST
Jessie JessieTrans Rights <3
Posted 3 years ago2020-12-19 07:26:52 UTC Post #345088
This changes things...

Mainly the deadline. But also the time I'll have to work on this. Thank you.
monster_urby monster_urbyGoldsourcerer
Posted 3 years ago2020-12-19 18:44:37 UTC Post #345090
Thanks! I might just have time to finish something now. It's another space-themed map (someone's gotta use Admer456's effects) but I think it's different enough from Unq's that that's ok:
Terror(ists) from Outer SpaceTerror(ists) from Outer Space
Posted 3 years ago2020-12-22 01:06:01 UTC Post #345093
Almost done:
CT's (rockets) vs ET's (ufos)CT's (rockets) vs ET's (ufos)
Posted 3 years ago2020-12-22 18:09:48 UTC Post #345095
A chance to play with all the twhl legends? I'm in! Is the jam going to be a cs jam?

Looks good captain, cannot believe you or even me for that matter is still mapping in goldsource! :D
Posted 3 years ago2020-12-22 18:51:05 UTC Post #345096
Server:
194.147.122.135:27600

Current map cycle:
de_twhl2011
fy_tackyon
ve_tractoriade
fy_splash
Car Assault v1
aim_saturn
de_109
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-22 18:59:54 UTC Post #345097
Edit: Let me know if anyone wants to play in the server before the jam!
Posted 3 years ago2020-12-22 22:39:02 UTC Post #345098
fy_splash download is 404 :(
Posted 3 years ago2020-12-22 22:44:11 UTC Post #345099
Zeeba sent it via email, so I've mirrored it here.
Archie ArchieGoodbye Moonmen
Posted 3 years ago2020-12-23 00:16:18 UTC Post #345100
Thanks Archie. I began a new map for the jam, should have a beta done by then. Screens soon.
Posted 3 years ago2020-12-23 14:50:48 UTC Post #345101
aim_saturn is ready for duty:
Loading embedded content: Vault Item #6476
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