What is this?
This is a gamemode which is aiming to be a near-perfect replica of Team Fortress 2 for Garry's Mod, and is also oriented towards playing on Half Life 2 levels as TF2 characters. This means that it will be a Lua-powered, open source version of TF2 with all the added advantages that Garry's Mod has to offer. Right now it is only a sandbox-like gamemode with no actual goal, but all game rules from TF2 will eventually be added, as well as a cooperative campaign mode.
!!!!!!! Official !!!!!!! I got _kilburns permission so im the new developer, while crediting him!
ATTENTION
Development on this gamemode has recently restarted but there is currently no working revision available. There will be a release on a SVN repository once the gamemode is well-made by me.
Incoming features (those features will be in the next revision!)
• Added taunts
• Added the Cow Mangler, the Righteous Bison, the Wrangler, the Sandvich, the Dalokohs Bar
• Human NPCs now gib when killed by explosions
• Press buttons and interact with map objects in HL2 maps by meleeing them
• Added support for wearing multiple misc items
• Tweaked view height, jump height and gravity to be nearly identical to TF2
• Noise makers and the Schadenfreude (laugh taunt) can now be equipped
Previous revisions
• All classes can be played, although some classes such as the Spy aren't finished yet. (Spy cannot cloak or disguise and Medic does not have an Übercharge)
• Most unlockable weapons are available
• Class and loadout changing are done through console commands:
- Use changeclass followed with a class name to change your class. Autocomplete gives you the list of all available classes
- Use giveitem followed with an item name to equip an item into your loadout. Autocomplete gives you the list of all available items
- giveweapon, givehat, givemisc and giveaction all do the same thing, except autocomplete only shows weapons, hats, miscs or action items
• All NPCs have more health and deal more damage to make NPC fights more challenging
• Dynamic NPC relationships, join BLU to become allied with combine soldiers
• Sentry Guns and Dispensers are fully functional, Teleporters are only in an alpha stage and do not work properly
• Human NPCs can be decapitated by swords such as the Eyelander
• TF2 scoreboard, assists, deathnotices, dominations and revenge
• Random voice commands are occasionally played in certain conditions
• Bind a key to voice_menu_1, voice_menu_2 and voice_menu_3 to open the voice menus
General gameplay stuff:
• Damage: (98%) Need to tweak damage done by NPCs.
• Crits: (95%) Completely rewrote the crits system, it is now pretty much reliable, unless a few bugs show up on multiplayer.
• Teams: (90%) Need to modify the team IDs so they match the way TF2 handles teams (right now, the RED team is 1, the BLU team is 2, in TF2 the RED team is 2 and the BLU team is 3).
• HUD: (96%) Main HUD elements are pretty much done, now only needs per-weapon HUD elements such as charging bars.
Classes:
• Scout: (85%) Missing weapons: Bonk! Atomic Punch, Crit-a-Cola, Sandman, Fan-o-War.
• Soldier: (85%) Needs tweaks on rocket jumping, working speed boost for Discplinary Action, missing weapons: Buff Banner, Battalion's Backup, Concheror.
• Pyro: (80%) Needs airblast and a few flamethrower tweaks, missing weapons: Detonator, Phlogistinator, Manmelter.
• Demoman: (90%) Need to draw Scottish Resistance bombs through walls, tweak physics for grenades and stickies.
• Heavy: (90%) Missing weapons: Natascha, Buffalo Steak Sandvich, Holiday Punch.
• Engineer: (75%) Needs Teleporters, a correct implementation of buildings, a perfectly working build PDA, a demolish PDA. Also revenge crits and hauling buildings.
• Medic: (50%) Needs Übercharge. With possibly a slight damage buff that makes NPCs worth healing.
• Sniper: (80%) Needs serious fixes on the Huntsman (arrows getting stuck at weird angles, headshots failing due to crappy hitbox detection, etc..) and a Jarate that doesn't instantly refill.
• Spy: (25%) Needs working Sapper, cloaking, disguise kit. And loads of missing weapons due to the lack of disguising and cloaking.
TF2 specific stuff:
• Loadout: (60%) Items are done, now needs a proper loadout and backpack system, and a nice interface for it.
• Common game mechanics: (50%) Round timer almost finished, respawn wave time not done yet.
• CTF: (5%) The only thing I have right now is a briefcase, and it's buggy as hell.
• CP: (40%) Entities are halfway finished, need to implement capturing.
• Arena/KoTH: (0%) Not yet.
• Payload/Payload Race: (0%) Not yet.
__________________________________________________ __________________________________________________ __________________________________________________ __________________________________________________ _______
I based this post off of _Killburn's old tf2 gamemode which was ported by wango911 and some one else who then I asked for permission to start on this gamemode, and he said yes. I know all the sarcasm, criticism I will get, but who cares im doing this for the community and all. I'm sorry that im bad at making posts,threads aswell but this gamemode will make up for it.I will release this when I feel satisfied till then these are my expectations of my self.
•Good, non rushed coding
•Not many errors
•Not much lag
•Many features that I planned or _killburn had or wanted.
I talked to _Kilburn and I asked if I could be the new official developer while of-course crediting _kilburn and he said sure, and I could do whatever I want.
-Required
Team Fortress 2 - Valve (obviously)
I have already added these,
• A temporary class selection menu
•Fixed various bug's
•Fixed a bit of networking, deleted/reworked worthless code
•Edited Rocket jumping
_________________________________
Added
•New spawnpoint system, to work with any tf2 map(100%) Completed(5/15/2014)
•Airblast, works on rockets,huntsman errors (Does not work on grenades currently. It detects them but doesnt move them. I will fix this soon)
•Changed SetMaterialFloat --> SetFloat. Which Fixed a major lag cause when you're on fire. Now when you're bleeding or on fire the effects show on screen
Working on
•Ubercharge for medic(60%)
•Engineer's limit, and destory PDA (0%)
•Inventory + backpack system with mysql capabilitys to work through out all servers (If I add it for everyone who will use this gamemode when I add it, I will obviouslly stop from adding guns,hats ect to you're inventory) (9%)
•Fixing Proxies(0%)
•Taunts (5%)
•Payload or any of those gamemodes (0%) deathmatch only till I get alot done.
I have restricted givebundle,giveitem,giveweapon,givehat,givemisc to the server/me/superadmins so I can use them to make a succesfull inventory+backpack system
Server IP: 69.118.38.59:27020
To connect use legacy browser, go to the favorites tab. Click add server, enter 69.118.38.59:27020 then click add to games favorite.
If you're in garrysmod enable developer console, by going to keyboard then advanced, then enabling developer console. Go back to the game press ` then type connect 69.118.38.59:27020
Donations are of course optional, I dont need them, but if you want go ahead. Add me at [SNS] We Seek Fluffy Puncakes, and we can talk.
Images + gameplay video
Some of these images or videos are from _kilburns Original Thread of his old gamemode.
FreezeCams - [url=http://uppix.net/c/3/9/5a7a9734f80bd13abd0752e7c03c0.jpg]1[/url] [url=http://uppix.net/2/c/6/f94db536406fb7ca6435a65ed48ae.jpg]2[/url] [url=http://uppix.net/a/2/5/35fd292d4623f756a82d68b508e53.jpg]3[/url] [url=uppix.net/2/d/a/2e2ba680976c2151536d385ca9273.jpg]4[/url]
[url=http://uppix.net/6/8/a/c1354138e1d58c7b77035a5538203.jpg]Huntsman[/url]
[url=http://uppix.net/6/e/2/8688c75f355352d6e1db4af3a4b3a.jpg]Weapon Selection Menu[/url]
[url=http://uppix.net/e/c/9/1aaaef3b822d880b7414bae72f474.jpg]Damage notifiers (show how much damage you're doing)[/url]
[url=http://uppix.net/f/f/e/79b441fd2c635a4728030d8827275.jpg]FlameThrower[/url]
More will be added soon + videos
________________________!
Original Author - _Killburn |
Ah, yes, it's great to see this making a long-awaited comeback. :D
I wouldn't be surprised at all if this ended up making good progress then dying out like last time
Don't hard code an engineer limit. At least make it an option.
Also, what do you mean by "edited rocket jumping"?
you should just pull our inventories from tf2 rather than creating a whole new inventory system IMO
I'm ok with this, provided you fix this:
[QUOTE=zachary johns;44812072]_Killburn[/QUOTE]
Every damn time. :v:
[editline]dicks[/editline]
You could have made your own OP too, the one you copypasted is filled with outdated information. Such as "there will be an update when gmod 13 comes out". Could have asked me about reusing my images as well but I'm not going to bitch about that.
[QUOTE=mattmanlex;44813355]Don't hard code an engineer limit. At least make it an option.
Also, what do you mean by "edited rocket jumping"?
you should just pull our inventories from tf2 rather than creating a whole new inventory system IMO[/QUOTE]
A recent update screwed up soldiers rocket jumping power and such, and I tweaked it a tiny bit. I might pull it and might not though
[QUOTE=_Kilburn;44813865]I'm ok with this, provided you fix this:
Every damn time. :v:
[editline]dicks[/editline]
You could have made your own OP too, the one you copypasted is filled with outdated information. Such as "there will be an update when gmod 13 comes out". Could have asked me about reusing my images as well but I'm not going to bitch about that.[/QUOTE]
I'm sorry about, I'm removing the pictures so I can copy and paste the infomation because when I try to edit the whole fourm gos back to nothing!
i remember this gamemode, this was back when i was a HUGE shitposter.
[QUOTE=uaredead2020;44814937]i remember this gamemode, this was back when i was a HUGE shitposter.[/QUOTE]
lol, I'm relatively new to the community but I'm a long term garry's mod player. Anyway glad to have you here I guess;) .
Quick Update !
•Completed the spawn system(Red spawns where red should spawn and vice vers for blue)
•Found a few errors/bugs and fixed. Removed yet more worthless code
Planned things to work/fixed/changed next
•Medic's uber, and overheal degens over time.
•Proxies(Makes you turn purple since it doe not work/load correctly)
•A error shadow from the flamethrower,kukri and a few other weapons
•Re-code missing killicons since the "Code that added broken killicons was erroring and lagging the server badly"
•Scout double jump still has this weird bug when you hold the forward/backward key and any strafe key, the jump boost makes you a bit faster than normal
Yes, Ill be adding taunts, a fancy motd menu, and class selection menu. Except I will do this near the end as in these things are not completely necessary. My goal is more gameplay, Lag-Free, Features like a Gamemode of payload ect.
Holy shit, this could be pretty fucking awesome!...
[QUOTE=zachary johns;44820461]Quick Update !
•Completed the spawn system(Red spawns where red should spawn and vice vers for blue)
•Found a few errors/bugs and fixed. Removed yet more worthless code
Planned things to work/fixed/changed next
•Medic's uber, and overheal degens over time.
•Proxies(Makes you turn purple since it doe not work/load correctly)
•A error shadow from the flamethrower,kukri and a few other weapons
•Re-code missing killicons since the "Code that added broken killicons was erroring and lagging the server badly"
•Scout double jump still has this weird bug when you hold the forward/backward key and any strafe key, the jump boost makes you a bit faster than normal
Yes, Ill be adding taunts, a fancy motd menu, and class selection menu. Except I will do this near the end as in these things are not completely necessary. My goal is more gameplay, Lag-Free, Features like a Gamemode of payload ect.[/QUOTE]
How have you did that! (The spawn)
I tried to do it but the keyvalues for the team_spawn were really wrong! So i finished creating my own spawn system
[QUOTE=gonzalolog;44826412]How have you did that! (The spawn)
I tried to do it but the keyvalues for the team_spawn were really wrong! So i finished creating my own spawn system[/QUOTE]
I simply used 2 arrays "bluSpawns, redSpawns" and I searched for all ents by class of info_player_teamspawn and used [url]http://wiki.garrysmod.com/page/GM/EntityKeyValue[/url] then if value = 2(RED) add to redSpawns ect. Then when the players spawn i get a random spawn from the array depending on the team. Stuff like that but I dont want to release the code till I release the whole gamemode
[QUOTE=gonzalolog;44826412]How have you did that! (The spawn)
I tried to do it but the keyvalues for the team_spawn were really wrong! So i finished creating my own spawn system[/QUOTE]
Please...Fix the godmode enabled
I keep forgetting to change that from the server.cfg, dumb me:)!
Quick new Update!
•Airblast, works on rockets,huntsman works!*! (Does not work on grenades currently. It detects them but doesnt move them. I will fix this soon)
•Changed SetMaterialFloat --> SetFloat. Which Fixed a major lag cause when you're on fire. Now when you're bleeding or on fire the effects show on screen
•Various other small problems/bugs. Also fixed chargin Targe not being able to jump after you charge with it.
I plan to work on uber tomorrow!
wow thats amazing! :)
Any screenshots or media?
OP updated with few pictures, will add a gameplay video soon.
Are you planning on fixing this soon?
[IMG]http://cloud-4.steampowered.com/ugc/3280056322844491441/F9C807E425E60291C556F82B6C80533654324E92/1024x640.resizedimage[/IMG]
Engineers can build an unlimited amount of sentries, dispensers, and teleporters at the moment. :v:
[QUOTE=Sergeant Stacker;44836427]Are you planning on fixing this soon?
[IMG]http://cloud-4.steampowered.com/ugc/3280056322844491441/F9C807E425E60291C556F82B6C80533654324E92/1024x640.resizedimage[/IMG]
Engineers can build an unlimited amount of sentries, dispensers, and teleporters at the moment. :v:[/QUOTE]
Yes, I plan to when the destroy PDA is finished. I think I did say that I'd do the sentry limit soon.
Don't forget to fix the decapitation on npcs and players.
Also, vinhy I thought you said you were gonna continue it yourself, but oh well.
Edit: The npcs also get blasted into orbit by every weapon so don't forget that too.
Good luck.
Did you delete it off the Workshop? I can't find it anymore?
Anyway, Great to see this again.
[QUOTE=Wariopunk;44840098]Did you delete it off the Workshop? I can't find it anymore?
Anyway, Great to see this again.[/QUOTE]
That version was agent's. He deleted it for some reason.
[QUOTE=ManFlakes;44838353]Don't forget to fix the decapitation on npcs and players.
Also, vinhy I thought you said you were gonna continue it yourself, but oh well.
Edit: The npcs also get blasted into orbit by every weapon so don't forget that too.
Good luck.[/QUOTE]
Yea, also tf2 players get blasted into orbit, which Im trying to fix.
Another Quick new update
•Uber is not finished yet sorry!
•Fixed scottish resistance erroring badly when you look at the stickies
•Fixed gunslinger errors - with the help of Agent arigmar
•Medic's overheal now degens correctly with no errors
[U] Uber should be done in two more days! [/U]
Feel free to post suggestions, or anything!! Add me on steam if you feel like. [SNS] We Seek Fluffy Puncakes or [URL="http://steamcommunity.com/id/snsfluffy"]http://steamcommunity.com/id/snsfluffy[/URL]
[QUOTE=zachary johns;44840831] Yea, also tf2 players get blasted into orbit, which Im trying to fix.[/QUOTE]
It was something to do with changing the phys_pushscale default to 1 I think
[QUOTE=ManFlakes;44843030]It was something to do with changing the phys_pushscale default to 1 I think[/QUOTE]
it's actually 10 times larger in 1
you should set it to 0.1
[QUOTE=LittleBabyman;44843092]it's actually 10 times larger in 1
you should set it to 0.1[/QUOTE]
Thanks it makes a good difference but they still go a bit far even at 0.1
[QUOTE=ManFlakes;44843030]It was something to do with changing the phys_pushscale default to 1 I think[/QUOTE]
Well I'll go with what littlebabyman said, but thanks!
Rocket jumping and explosions use this cvar! Ill set it at 0.85, since it seems like a good amount and I've tested it. Otherwise I cant go any lower
[QUOTE=LittleBabyman;44843092]it's actually 10 times larger in 1
you should set it to 0.1[/QUOTE]
It is actually due to the Damage forces. This was a change _Kilburn made a few months back. Changing [i]phys_pushscale[/i] will affect all physics objects.
[code]
Restored old damage force behaviour
This fixes HL2 weapons barely applying any force when killing players or NPCs
Damage forces in current Lua scripts will be greatly increased, divide them by 10 if you want the same result as before
[/code]
Just change the damage forces.
[QUOTE=dingusnin;44843738]It is actually due to the Damage forces. This was a change _Kilburn made a few months back. Changing [i]phys_pushscale[/i] will affect all physics objects.
[code]
Restored old damage force behaviour
This fixes HL2 weapons barely applying any force when killing players or NPCs
Damage forces in current Lua scripts will be greatly increased, divide them by 10 if you want the same result as before
[/code]
Just change the damage forces.[/QUOTE]
Hmmk. Ill change the damage forces, thanks ding
Are you considering giving the Neutral team classes their own skin? Green to match their names in the kill feed, perhaps?
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