[QUOTE=Dredile;30093029]Yeah, basically all the moving "cars" in that video are just brushes made in the shape of a car (or whatever you want to mold them into) and then made into a func_tracktrain and set on a path. So its weird that not a lot of people do these maps anymore when its just as easy to do them now as it was then.[/QUOTE]
Func_tracktrains in source were not designed for multiplayer. Hence the physics calculations become increasingly buggy in multiplayer, causing the "shakey screen" and the falling off of brushwork vehicles.
[QUOTE=HatredViral;30100175]Func_tracktrains in source were not designed for multiplayer. Hence the physics calculations become increasingly buggy in multiplayer, causing the "shakey screen" and the falling off of brushwork vehicles.[/QUOTE]
It works pretty well in zombie master so it should work for CSS.
Zombie Master is built off HL2DM which has netcode built for physics interactions. Particulary because it uses the gravgun for turning peoples faces into radiator jam. Not to mention the ZM team improved it.
CSS however does not.
[QUOTE=Neo Kabuto;30087942]Were the GoldSrc ones just on a track like the one in Half-Life, or could you actually fully steer them?[/QUOTE]
No, they were fully steerable. Check out de_jeepathon2k or de_jeepathon2000 (can't remember which).
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