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[HL2:DM RELEASE] Source Chariots

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msleeper
Tilt!


Joined: 12 Dec 2004
Location: Atlanta, Jawjuh

PostPosted: Thu Jul 14, 2005 7:41 pm    Post subject: [HL2:DM RELEASE] Source Chariots
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Readme:
Code:
======================================================================

Map Title                : Source Chariots - Razoonta Eve Training Course
Map Version              : 1.0
Author                   : Mitchell "msleeper" Sleeper
E-mail                   : msleeper@gmail.com
Website                  : http://www.msleeper.com/

======================================================================

Game                     : Half-Life 2, Half-Life 2: DM

Supported Gametype       : Singleplayer
                         : Multiplayer
                         : Deathmatch
                         : Team Deathmatch

Map Size                 : 2-16 : Medium Map **SEE ADDITIONAL NOTES**

======================================================================

Contents of this Package :

     readme.txt
     sc_razoonta.bsp

======================================================================

Installation Instructions:

     Extract the contents into your hl2mp/maps directory and
     enjoy.

======================================================================

Construction Time        : Approx. 12 days

Custom Content           : Map, Audio

Known Bugs               : Players who are in the Prisoner Pods do not
                           have a visible model. Blame Valve.
     

                           There have been reports of the audio
                           not working. Shutting down Steam and
                           restarting your computer should fix this.

                               
                           If you slam one of the racers
                           head-long into a flat surface, the engines
                           occasionally get twisted around and become
                           locked together. You can try to fix this by
                           holding the Throttle Down and spinning in
                           circles and try to get the engines to go
                           behind the pod. If that doesn't work, you
                           will have to restart the map.

======================================================================

Credit to Other Authors  :

     daryl5 for the audio.

     Hibame for use of his test server to playtest it.
     
     S.C. Allen for the map idea.
     
     Xirex for helping me go above and beyond what I originally
     had planned.
     
     OnboardError for running the 6/28 - 7/11 Innovation
     Challenge.
     
     George Lucas for inspiration.

======================================================================

Additional Notes         :

     The map has 16 spawn points all in the grandstands, but I
     highly recommend keeping the player count to somewhere
     around 4 to 6. The racers don't pull too much network weight
     with a small number, but too many players may cause them to
     lag horribly.

     Foward = Throttle Up
     Backward = Throttle Down
     Strafe Left = Turn Left
     Strafe Right = Turn Right
     Primary Attack = Turbo Booster
     Secondary Attack = Emergency Airbrake
     
     The left gauge in your HUD is your current throttle. When
     you press the Throttle Up button, this gauge raises and your
     chariot begins to move foward. If you don't hold this
     button down, then you will slowly lose momentum and
     eventually come to a stop.
     
     The right gauge in your HUD is your engine's temperature.
     The more you hold down the Throttle Up key and the more
     often you Turbo, the higher up this gauge will go. When it
     begins flashing, a warning will sound and your engines will
     begin to smoke. If this gauge maxes out, then your engine
     smoke will turn black and you will lose the ability to
     accelerate until the temperature comes back down.
     
     The three ways to cool your engines is to either 1.) not
     hold down the throttle, 2.) press the Throttle Down key, and
     3.) use the Emergency Airbrake.

======================================================================

Technical Details          :

     The chariots are 100% physics driven. All of the thrusting
     is done dynamically, unlike other phsyics vehicles which
     simply turn thrusters on and off. All of the throttle is
     controlled by the turbines in the front of the engines.
     While you can't see it while driving, the turbines spin and
     control the speed at which the racers go. The throttle gauge
     is a visual representation of the 0-100% scale at which the
     turbines are spinning. This scale is then applied to the
     foward thrusters, and raises and lowers as the turbine spins
     faster and slower.
     
     There are no static phys_constraints in the entire system.
     The engines are held together by a set of springs and
     slideconstraints, and the engine connnects to the pod by a
     group of lengthconstraints. The cockpit is literally dragged
     behind the engines by their sheer force.

======================================================================

http://www.msleeper.com/            July 11, 2005


Download:
http://www.msleeper.com/

Screenshots:


_________________


Last edited by msleeper on Sun Aug 13, 2006 7:16 pm; edited 2 times in total
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azz0r
WARNING: BEWARE. I AM A SNITCH.
WARNING: BEWARE. I AM A SNITCH.


Joined: 24 Oct 2003
Location: Birmingham, England (britland)

PostPosted: Thu Jul 14, 2005 7:50 pm    Post subject:
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ip?
_________________
Valve Facts 101

Lesson 1: Valve makes good games.
Lesson 2: Valve takes their time to make good games.

Lesson concluded...
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msleeper
Tilt!


Joined: 12 Dec 2004
Location: Atlanta, Jawjuh

PostPosted: Thu Jul 14, 2005 7:57 pm    Post subject:
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I don't own a server. Neutral I'll see about getting the old test server up and running, and I'll post the IP and pass.
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novaprospekt
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Joined: 19 Oct 2004
Location: 54.8'N, 67.5W

PostPosted: Thu Jul 14, 2005 8:58 pm    Post subject:
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Woot! But did you add the personal viewing screens like I told you to?!
Bad.
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bnewsom
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Joined: 21 Mar 2005
Location: Burbank, CA

PostPosted: Thu Jul 14, 2005 8:59 pm    Post subject:
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Quote:
azz0r opened his big mouth to say:
ip?


Where you able to test it out on the original server azz0r?
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msleeper
Tilt!


Joined: 12 Dec 2004
Location: Atlanta, Jawjuh

PostPosted: Thu Jul 14, 2005 9:11 pm    Post subject:
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Quote:
novaprospekt opened his big mouth to say:
Woot! But did you add the personal viewing screens like I told you to?!
Bad.


Uh, no, because like I said, it would create a lot of lag - if there were 10 hand-held screens visible at any given time, that means the game would have to render the monitors 10 times. That's bad. Not to mention this was the release version and I'm not going to fuck up people playing it by having 4 different versions.
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msleeper
Tilt!


Joined: 12 Dec 2004
Location: Atlanta, Jawjuh

PostPosted: Fri Jul 15, 2005 3:53 pm    Post subject:
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Move this to Community Releases, please?
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qwerty83
1337 d00d
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Joined: 22 Feb 2005


PostPosted: Fri Jul 15, 2005 5:42 pm    Post subject:
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Is there an echo in here? Wink
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boriz
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Joined: 09 Feb 2005
Location: Canada

PostPosted: Fri Jul 15, 2005 5:45 pm    Post subject:
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this looks nice. I'm gonna try this out later.
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mad cow
Wall Hax0r
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Joined: 14 Nov 2004


PostPosted: Fri Jul 15, 2005 8:39 pm    Post subject:
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Very nice. They're a bit hard to start moving, but when you get them moving it's almost perfect.
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AlexGaouette
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PostPosted: Fri Jul 15, 2005 9:34 pm    Post subject:
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Dude, this NEEDS to be a mod, dude. You should get a team together and make some different tracks and shit. I'd play it.
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azz0r
WARNING: BEWARE. I AM A SNITCH.
WARNING: BEWARE. I AM A SNITCH.


Joined: 24 Oct 2003
Location: Birmingham, England (britland)

PostPosted: Fri Jul 15, 2005 9:43 pm    Post subject:
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How cool would real chariots be with horses in source!
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Lesson 1: Valve makes good games.
Lesson 2: Valve takes their time to make good games.

Lesson concluded...
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bnewsom
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Joined: 21 Mar 2005
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PostPosted: Fri Jul 15, 2005 10:01 pm    Post subject:
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Quote:
azz0r opened his big mouth to say:
How cool would real chariots be with horses in source!


Hey, thats not so much of a bad idea. If Msleeper doesn't want to do it, I wouldn't mind giving it a go.
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msleeper
Tilt!


Joined: 12 Dec 2004
Location: Atlanta, Jawjuh

PostPosted: Fri Jul 15, 2005 10:07 pm    Post subject:
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Quote:
AlexGaouette opened his big mouth to say:
Dude, this NEEDS to be a mod, dude. You should get a team together and make some different tracks and shit. I'd play it.


I don't want to use the "M" word just yet, but it's been thrown out there. However, there are a couple skilled mappers working on a coule sc_ maps. Wink
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Crazy Goat
DO NEVER TEST.
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Joined: 16 Nov 2004
Location: #include iostream.h

PostPosted: Fri Jul 15, 2005 10:13 pm    Post subject:
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Nice concept, but you failed at making the speeders work well enough to make it any fun.


I assume you put the phys_thrusters on the front, and put the ropes with phys_constraints to the pod. This creates a forward force that drags the pod and gives the forward engines freerange to flip and move around without consulting the movement of the pod. Plus, you made the map in displacement pieces, with little canyons.

...no.


Not only do the speeders barely work on flat land, they can't take turns without freaking out and getting the orientation of the craft messed up.

I created a map for the innovation contest too, using vehicles as my main transportation module. I was smart enough to make simplistic vehicles, that aren't so strenuous on the physics engine, and are extremely easy to fly.


You did a nice job trying to accomplish it, but the map is not very fun if the speeders hardly function like working vehicles.
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