[QUOTE=Humblerbee;30480640]This could just be me, but it seems odd how fast the scout is for this, specifically how he has instantaneous acceleration compared to the more weighty feel of Mirror's Edge. Also, double jumps.[/QUOTE]
I've coded acceleration into the thing now, so that Scout's minimum speed is just below his normal, and his maximum speed is just above his normal
Two viewmodel errors I noticed: When grabbing a ledge, for a split second, you can see inside the Scout's shoulder because not enough of it is actually there. And, when opening a door, red sleeves.
I think it needs more 'interaction'. Like, when Scout pulls himself up you should see his arms thrusting him up. Some sort of climbing animation would be cool too although I think it'd look strange with how Source works.
Think I'm just too used to Killzone 3's interaction system :v:
[QUOTE=Banjo7J;30495014]you can see inside the Scout's shoulder because not enough of it is actually there.[/QUOTE]
all of it is there, the camera is just inside the torso
that was fixed a few hours ago :buddy:
[QUOTE=Max of S2D;30495277]all of it is there, the camera is just inside the torso
that was fixed a few hours ago :buddy:[/QUOTE]
Right. Good to know.
[QUOTE=Recurracy;30495069]I think it needs more 'interaction'. Like, when Scout pulls himself up you should see his arms thrusting him up. Some sort of climbing animation would be cool too although I think it'd look strange with how Source works.
Think I'm just too used to Killzone 3's interaction system :v:[/QUOTE]
I think Max of S2D may be working on this, as I think you push yourself up in Mirrors Edge as well. So you're not just obsessed with the Killzone 3 interaction system ;)
Parkour Fortress is sounding more and more awesome. :buddy:
[QUOTE=MechaBowser;30497167][media]http://www.youtube.com/watch?v=0QeaSXuguNU[/media]
weeeeeeeeeeeeeee[/QUOTE]
Uh, looks kind of odd with just one hand held there, needs more flailing in my opinion. :ohdear:
[QUOTE=Humblerbee;30497307]Uh, looks kind of odd with just one hand held there, needs more flailing in my opinion. :ohdear:[/QUOTE]
[img]http://gyazo.com/55753680a5cec8879fc2cae368f198e1.png[/img]
[QUOTE=Max of S2D;30497362][img]http://gyazo.com/55753680a5cec8879fc2cae368f198e1.png[/img][/QUOTE]
:frogbon:
-snip-
Updated falling animation, from my subscription box.
[media]http://www.youtube.com/watch?v=nsPNEx6b7nc[/media]
Yay, looks pretty nice.
Still no deathscream while falling? :smith:
Though there is a problem with ragdoll, animation suggests that Scout is falling head down/in horizontal position, but when he hits the ground, he hits it with his feet first.
It's probably impossible to fix, but ragdoll falling flat on the ground would be pretty cool.
ALso, I want to make another suggestion.
Instead on quickly changing from colours to black and white, make the screen change gradually
I could try to simulate what do I mean in a video if it isn't clear
I can think of only one way to do that in Source and it's broken in TF2 :v:
[QUOTE=Max of S2D;30499179]I can think of only one way to do that in Source and it's broken in TF2 :v:[/QUOTE]
Ok then. I guess you are the expert here V:v:V
Gmod has post processing effects, aren't those avalaible in TF2?
[QUOTE=NitronikALT;30499219]Gmod has post processing effects, aren't those avalaible in TF2?[/QUOTE]
Gmod != TF2
Just because they run on the same engine, doesn't mean TF2 has all the customization features that Gmod has. It's stuff that Garry added and are not part of the base engine.
What I can do, however, is use overlays, which is how the black and white works. The only problem is there are no black and white overlays, and its not possible through traditional means. The only reason its possible in this case is because im using a debug shader, hardcoded into the engine :P
besides, I don't have access to the client DLLs so I can't really do 99% of the things Gmod does in terms of client-side modifications.
oh snap
[QUOTE=MechaBowser;30500138]Gmod != TF2
Just because they run on the same engine, doesn't mean TF2 has all the customization features that Gmod has. It's stuff that Garry added and are not part of the base engine.
What I can do, however, is use overlays, which is how the black and white works. The only problem is there are no black and white overlays, and its not possible through traditional means. The only reason its possible in this case is because im using a debug shader, hardcoded into the engine :P
besides, I don't have access to the client DLLs so I can't really do 99% of the things Gmod does in terms of client-side modifications.[/QUOTE]
Well, thanks for the explaination :smile:
I haven't tried, but does env_fade work in tf2?
For a game mode idea, one player could be the runner, and the rest of the players would be slow non-parkouring enemies. (Heavies or soldiers maybe) that tried to kill the runner. The runner gets points for staying alive, and drops the intelligence when he dies. The player who picks it up becomes the new runner.
Kind of like rabbit chase in Tribes, and other games.
Oh my god. You're amazing! Can't wait to see when you actually finish the First Person models, which already look very good, and the world view models. Keep it up, this is extremely amazing.
The only problem (this was probably mentioned) is that scout is quick, no matter what. In Mirror's Edge, you get faster the longer you run and if you hit something, no more fast for you.
[QUOTE=Jessecar96;30502046]I haven't tried, but does env_fade work in tf2?[/QUOTE]
I don't think so.
[QUOTE=ifaux;30507171]The only problem (this was probably mentioned) is that scout is quick, no matter what. In Mirror's Edge, you get faster the longer you run and if you hit something, no more fast for you.[/QUOTE]
I've added acceleration to TF2 similar to the Mirror's Edge style. It's very possible.
[media]http://www.youtube.com/watch?v=uUyRPpaRevs[/media]
THAT IS WHAT THIS PLUGIN NEEDS. That is brilliant mate!
[QUOTE=noodleboy347;30510830]I've added acceleration to TF2 similar to the Mirror's Edge style. It's very possible.
[media]http://www.youtube.com/watch?v=uUyRPpaRevs[/media][/QUOTE]
the shake command only allows one degree of shakiness, though. Hence why I haven't been using it.
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