func_vehicle

Polo

New member
Mar 27, 2023
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Polo submitted a new resource:

func_vehicle - Vehicles for Quake

View attachment 2611
func_vehicle
is a right
not a privilege


func_vehicle is primarily meant for other modders, to function as a drop-in "put vehicles in my mod" add-on, rather than a standalone mod.

There is a small test map called "bumpytest" that you can run to check out the currently included car. Drive forward and backward using the movement keys, turn by aiming around with your mouse, Halo-style. Also akin to Halo, when you ride a vehicle...

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ah I see! I'll give it a look!
I'm so excited for this that I'm recreating Luigi's Raceway to try it out haha
ironwail0443.png
 
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That is so cool! Look forward to trying it myself. I've only had my awful test map so far
 

Did some more experiments with the tools. Movers and jumps make some weird still happen with the camera, and colliding with a horizontal mover will consistently crash the game. Honestly, with some boost pads this could be a game in and of itself.
 
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So the problem turned out to be an engine bug, which is mostly fixed in Ironwail, but not in say QuakeSpasm. The bug is that distant sightlines break the 3rd person camera. So if you are making maps for this, and you want to have very open spaces you're probably limited to only supporting certain engines, like Ironwail. But you can still make large maps which support QuakeSpasm as long as you have stuff in the way of the crosshair at all times, like buildings and walls and things! The limit is at 4096 units, which means if you make an open map that large, all diagonals in the map will easily reach that limit and completely break the camera. But yeah Ironwail is fine for open maps, probably some others too.
 
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Quake Rally? Kickflip? Never heard of 'em both!

Kidding aside, this looks cool! Waiting for mods to use this to let us players explore maps in unthinkable ways in Quake before.