It's not that we can't make good ones, it's that there's not been a game
that had them in design goal ;)


On Wed, Apr 2, 2008 at 9:31 PM, Nick <[EMAIL PROTECTED]> wrote:

> There is a reason that Valve retail games do not include multiplayer
> vehicles.
>
> That is because Valve cannot make good ones :*(
>
> On Wed, Apr 2, 2008 at 6:28 PM, Tony omega Sergi <[EMAIL PROTECTED]>
> wrote:
> > A number of those things you mention are handled in the vehicle
> controller
> >  itself, and not in mod accessible code.
> >
> >
> >
> >
> >  On Wed, Apr 2, 2008 at 7:15 PM, Walter Gray <[EMAIL PROTECTED]>
> wrote:
> >
> >  > Hi all,
> >  > I'm new to the list, but I've got a couple of questions that don't
> seem to
> >  > be answered anywhere in the archives or on the wiki.
> >  >
> >  > I've been trying to do some vehicle script modifications to the buggy
> in
> >  > the
> >  > episode 1 engine.  However, in the course of mucking about with the
> >  > various
> >  > scripting values, I have run across a some odd behavior, and I wanted
> to
> >  > know if anyone knew anything about them.  I tried to dig through the
> >  > source
> >  > code and find the actual hookups, but the furthest I could get was
> >  > IVPhysicsKeyParser before I was brick-walled by externs and virtual
> >  > functions.
> >  >
> >  > #1: A number of values don't actually to do anything, or at least
> don't
> >  > appear to.  These values include "autotransmission", any gear listed
> after
> >  > the first one, "shiftuprpm", "shiftdownrpm", "degrees", most of the
> values
> >  > in the "steering" block, and "stabilizerConstant" in the suspension
> block.
> >  > It doesn't cause crashes, but it does obfuscate things significantly
> and
> >  > It
> >  > would be nice to know which values I can safely remove in their
> entirety.
> >  >
> >  > #2: If the max speed and horsepower values are raised to around 85
> and 850
> >  > respectively and the user hits the breaks while moving quickly, the
> car
> >  > will
> >  > do a barrel-roll instead of simply stopping.  The roll will be in the
> last
> >  > direction the user steered. This is somewhat intermittent, and only
> seems
> >  > to
> >  > happen if the car is moving in a straight line when it breaks.
> >  >
> >  > #3: Using the "torquefactor" values in the "axle" blocks, it is
> possible
> >  > to
> >  > shift which axle is delivering power.  If you set the front
> "torquefactor"
> >  > low and the rear "torquevalue" high to simulate a rear-wheel drive,
> the
> >  > car
> >  > will become unable to drive in a straight line and start swinging
> wildly
> >  > out
> >  > of control.
> >  >
> >  > Do any of you know how to solve these issues or know a place I could
> look
> >  > for more information? The wiki's section on vehicle scripts is sadly
> >  > lacking.
> >  > _______________________________________________
> >  > To unsubscribe, edit your list preferences, or view the list
> archives,
> >  > please visit:
> >  > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >  >
> >  >
> >
> >
> >  --
> >  -omega
> >
> >
> > _______________________________________________
> >  To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> >  http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
-omega
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to