[QUOTE=Scarabix;34035817]Hey. Since you're good at getting saxxy. How about we team up with as many people from FP and start producing this shit?[/QUOTE]
[QUOTE=Maruhai;34036272]Then every member of the TF2 section of Facepunch gets a Saxxy.[/QUOTE]
Actually I've been planning a new short for the next Saxxy awards since... a little after the last ones. I've only had a few scenes in mind, but I can piece them all together when the time comes. I've also had a few people in mind to help me, one who I've practically enlisted, and one who I tried asking months ago and got shut down (remind me to nag Max again).
I can see myself needing a coder, mapper and a modeler, maybe a composer, too. So I could certainly find some people here if they're willing to help.
Problem is I don't want to enlist all these people and then run into the problem if we win- I'd feel bad asking Valve to give Saxxies to so many people, and yet I'd feel worse if my actors and crew did not get the reward they deserve. I know my actors (and the Engineer who made the replay possible) got Saxxies, but I'm not sure if that will happen again this year, and for, say, EVERYONE, from the person who played the major role down to the man who modeled the Telephone for the Medic to slam into the receiver.
We'll see, I would love to have more involvement from the forum to make the replay as good as possible, but I don't want to have people left out in terms of getting awards.
[QUOTE=ned_ballad;34037555]Meet the Spy happens right before the War.
Meet the Scout, Heavy, Sniper and Soldier (kind of) were all in the Director comic, which means they happened before the Saxxys[/QUOTE]
Ned you brilliant bastard! You always make me realize obvious things I should have noticed, but didn't.
It wouldn't be very wrong when saying that Meet the Pyro is the most anticipated Meet the Team video yet, right?
And Raid Mode being hinted some time ago and very briefly brought up by a guy who visited Valve not long ago.
And everything hinting towards robots in the TF2 universe!
Oh man, this is all so very exciting!
[QUOTE=Scarabix;34036895][IMG]http://wiki.teamfortress.com/w/images/thumb/7/76/Cp_foundry_date.jpg/800px-Cp_foundry_date.jpg[/IMG]
From SPUF:
1) substract 1 from each number of the lower line
2) read it as a date (the american way)
3) shit bricks.
Edit:
Also, wikipedia article about 1960:
Southern american pyro confirmed?
Alternatively, from wikipedia article 1961,
Pyro is a girl. And a very old one.[/QUOTE]
You missed the 12 that is above those numbers and circled by one of the support beam holes.
[QUOTE=Stoffy;34038324]Ned you brilliant bastard! You always make me realize obvious things I should have noticed, but didn't.
It wouldn't be very wrong when saying that Meet the Pyro is the most anticipated Meet the Team video yet, right?
And Raid Mode being hinted some time ago and very briefly brought up by a guy who visited Valve not long ago.
And everything hinting towards robots in the TF2 universe!
Oh man, this is all so very exciting![/QUOTE]
From here there are two options:
Meet the Team Videos that went hand in hand with content updates until today, ever going higher will reach their climax with the meet the Pyro Video, releasing Content massivly above the uber update
Or we'll get nothing, because we once again rely on "clues" that can only be called so if you are blinded by excitement, Roberto Clemente.
going by the Meet the Videos, Comics and the major updates, this would be the order I could see
Meet the Heavy/Demoman/Soldier/Scout/Sandvich/Engineer/Sniper could be anywhere. They have no references to other updates and have no real time specific content in them.
1. The Engineer Update Teaser has to be canonically the first story element. Bear with me, it has to be first.
2. Next comes Loose Cannon. Engineer found the blueprints for the Frontier Justice at this point, so this has to have happened early because the FJ appears often in content.
3. Meet the Spy happens right around now, Mann Co becomes a weapons dealer for the mercenaries and a trial run of watches and a jar based karate are used to see if Mann Co is worth making a partner. Mann Co also throws in some new "Head Themed Technology" for free to try on the Mercenaries. The idea is liked, and Mann Co gains a larger market share of the Mercenaries' weapons.
4. The WAR! Update happens, those comics happen and the Soldier/Demoman get their weapons. Mann Co is now a full partner of the mercenaries and a very active member of this conflict. They are commissioned as the sole weapons dealer for the Administrator.
5. Mannconomy and the expansion of Mann Co after the successful supply of Spy/Sniper weapons and War update weapons gave them lots of money. Note Engineer's weapons are not Mann Co developed, and they are not mentioned at all during his update. At this point the existence of hats is also now canon, and hats are produced by Mann Co. Supply Crates are added.
6. The Mac update video could happen at this point, however it has to happen after Loose Cannon, because of the Frontier Justice. The inclusion of hats and a crate mean this probably happened after the rapid expansion of Mann Co.
7. NOW Meet the Medic happens. That's right, there were absolutely no canon uber-charges before this point. The Frontier Justice appears fully built, so Loose Cannon already happened. Soldier is seen wielding War weapons, so it has to have happened after that. Mann Co weapons are shown in the video. Medic makes the first Uber. Interest is shown in this technology and Mann Co develops their own Medi-Gun, perfecting it. They also build a version that makes weapons stronger, using their vast knowledge of how weapons work. Medic is given a set of Mann Co developed weapons, professionally made and ready for real battle.
8. Meet the Pyro (has to happen now)
9. Meet the Director, all the Meet the Team videos are completed at this point by the Director.
10. The Grockets hit 2Fort/Badwater/Barnblitz. The smoke is not seen on 2Fort in Meet the Director.
11. Soldier finds his Grocket
12. Engineer and Pyro find their Grocket. Note the Brain Slug and Solemn Vow, meaning this is later, rather than earlier.
13. Around this time of Engineer/Pyro's Grocket; Soldier, Scout and Spy are arrested for an explosion and sentenced to community service. Note the Fancy Dress Uniform, meaning this had to happen very late in the timeline. It's also the same season as Engineer/Pyro's Grocket, it may have happened at the same time.
14. Present Day, this is the TF2 we play now.
Things to ignore: Medic's backpack in Meet the Spy, Flare Gun in Meet the Sniper, all non-story based weapons, non-story promo items.
Just a thought.
You left out all of the Bombinomicon's storyline events. Since the Smissmas story with Soldier, Scout, and Spy alludes to the fact that the Soldier's roommate is Merasmus, it is technically canon (there is no other way for the Spy to have known the Soldier's roommate without meeting him like he did during that comic, although he was on the sidelines as the Demoman was telling his story) :v:
Following Ned's timeline, the Goldrush update happens after Meet the Medic because the Medic gets a new medigun (Kritzkrieg) and Pyro and Engi find their grockets on Barnblitz, meaning Goldrush added Payload before that update.
Unless Payload was added with the Sniper and Spy update because of Pipeline, which debunks the whole Meet the Medic being in the middle.
Also, Meet the Director could have happened BEFORE Meet the Spy, since Meet the Spy and Medic (and presumably Pyro) aren't conducted in an interview.
[QUOTE=Clovernoodle;34038176]
We'll see, I would love to have more involvement from the forum to make the replay as good as possible, but I don't want to have people left out in terms of getting awards.[/QUOTE]
May I follow AyesDyef around with my "AyesDyef quoted my quote about him being awesome and responded with an image of himself being handsome" sign?
[media]http://www.youtube.com/watch?v=82si_ERfuKQ[/media]
Pretty please?
[QUOTE=ned_ballad;34037555]Meet the Spy happens right before the War.
Meet the Scout, Heavy, Sniper and Soldier (kind of) were all in the Director comic, which means they happened before the Saxxys[/QUOTE]
All of them happened before the saxxies because of all of them were directed by the director.
[QUOTE=Clovernoodle;34038176]We'll see, I would love to have more involvement from the forum to make the replay as good as possible, but I don't want to have people left out in terms of getting awards.[/QUOTE]can i be a back round heavy in every scene
[QUOTE=Croshi;34042050]Following Ned's timeline, the Goldrush update happens after Meet the Medic because the Medic gets a new medigun (Kritzkrieg) and Pyro and Engi find their grockets on Barnblitz, meaning Goldrush added Payload before that update.
Unless Payload was added with the Sniper and Spy update because of Pipeline, which debunks the whole Meet the Medic being in the middle.
Also, Meet the Director could have happened BEFORE Meet the Spy, since Meet the Spy and Medic (and presumably Pyro) aren't conducted in an interview.[/QUOTE]
Yes, the Medic update happened pretty much right after Meet the Medic. The inclusion of Payload doesn't matter, consider it having always existed in the timeline.
All the Meet the videos are done during Meet the Director. The director's job is done, so they take him out.
I just got the Sharp Dresser and it looking in the GCF, there's 3 unused sounds for it. A custom backstab, and two custom hitting the world sound effect.
fuuuuuuuuuuu
These unused sounds are really started to make me sad :(.
Like, every time a weapon it added it seems like there's piles of unused sounds for it.
I wonder what's the most complicated.
Zelda timeline or TF2 timeline ? :v:
[QUOTE=Maruhai;34050613]I wonder what's the most complicated.
Zelda timeline or TF2 timeline ? :v:[/QUOTE]
Zelda.
TF2 is somewhat understandable.
[QUOTE=Captain Chalky;34051068]Zelda doesn't have a timeline. It's just bunch of crazy stories that have nothing to do with each other.[/QUOTE]
Besides being about Link and Zelda.
it just frustrates me that these sounds could easily be repurposed and make the weapons seem so much more unique.
- Use the Spy-cicle's unused spinning sound on all spinning knives. This is SUPER easy, just change the sound that plays for the specific spinning animation.
- Use the Sharp Dresser's unused hit and backstab sounds for the Sharp-Dresser. The hit sounds also would work pretty nice on the Kunai
- Use the unused Machina reloading sound for when Sniper pretends to pull the side thing on the Machina
- Use the Original's explosion sound when an Original rocket hits, use the Original's reloading sound for... reloading.
- Use the Widowmaker's cocking sound for either pulling the Widowmaker out, or maybe apply it to the Frontier Justice, so at least the SJ has some sort of sound.
- Actually implement the unused Overdose sounds, just change the pitch or something (which can be done in code).
It's not hard Valve, it would probably take an hour to change all the triggers to a new .wav file. The hardest would probably be the Original rocket sound, but I'm sure they could figure it out, and it would probably also give birth to the ability to add in unique rocket models for each launcher.
[QUOTE=Captain Chalky;34051068]Zelda doesn't have a timeline. It's just bunch of crazy stories that have nothing to do with each other.[/QUOTE]
Officially released by Nintendo
[url]http://kotaku.com/5871215/the-official-zelda-timeline-now-with-added-detail[/url]
[QUOTE=Captain Chalky;34051068]Zelda doesn't have a timeline. It's just bunch of crazy stories that have nothing to do with each other.[/QUOTE]
It does since a month or two actually.
Pyro needs a new flamethrower, not something degrading the airblast but upgrading it.
There are way too many w+m1 pyros out there.
:P
well, now a new Spy-cicle exploit (sort of) has been found, maybe we'll get a patch.
If a Pyro is chasing you, backstab a Sniper with the Razorback. If you are ignited during the shocked phase of the knife, you will gain all the benefits of the Spy-cicle without actually losing it.
[QUOTE=ned_ballad;34051189]it just frustrates me that these sounds could easily be repurposed and make the weapons seem so much more unique.
- Use the Spy-cicle's unused spinning sound on all spinning knives. This is SUPER easy, just change the sound that plays for the specific spinning animation.
- Use the Sharp Dresser's unused hit and backstab sounds for the Sharp-Dresser. The hit sounds also would work pretty nice on the Kunai
- Use the unused Machina reloading sound for when Sniper pretends to pull the side thing on the Machina
- Use the Original's explosion sound when an Original rocket hits, use the Original's reloading sound for... reloading.
- Use the Widowmaker's cocking sound for either pulling the Widowmaker out, or maybe apply it to the Frontier Justice, so at least the SJ has some sort of sound.
- Actually implement the unused Overdose sounds, just change the pitch or something (which can be done in code).
[/QUOTE]
Don't forget the blackbox rocket's explosion sounds.
[QUOTE=ned_ballad;34051712]well, now a new Spy-cicle exploit (sort of) has been found, maybe we'll get a patch.
If a Pyro is chasing you, backstab a Sniper with the Razorback. If you are ignited during the shocked phase of the knife, you will gain all the benefits of the Spy-cicle without actually losing it.[/QUOTE]
Haha, oh, wow.
[QUOTE=Jvs;34051716]Don't forget the blackbox rocket's explosion sounds.[/QUOTE]
the black box has unused explosion sounds?
[editline]4th January 2012[/editline]
Schema Update: Naughty/Nice keys are dead.
...that's it, no recipes :(
[QUOTE=ned_ballad;34051884]the black box has unused explosion sounds?[/QUOTE]
team fortress materials.gcf
[code]
tf/sound/weapons/rocket_blackbox_explode1.wav
tf/sound/weapons/rocket_blackbox_explode2.wav
tf/sound/weapons/rocket_blackbox_explode3.wav
[/code]
It even has a soundscript defined in game_sounds_weapons.txt :eng101:
[code]
"Weapon_RPG_BlackBox.Explode"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_95dB"
"volume" "1.0"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" ")weapons/rocket_blackbox_explode1.wav"
"wave" ")weapons/rocket_blackbox_explode2.wav"
"wave" ")weapons/rocket_blackbox_explode3.wav"
}
}
[/code]
[QUOTE=Scarabix;34051781]Haha, oh, wow.[/QUOTE]
Well valve must forget about the razorback since none of their team probably uses it.
[editline]4th January 2012[/editline]
[QUOTE=Jvs;34052297]team fortress materials.gcf
[code]
tf/sound/weapons/rocket_blackbox_explode1.wav
tf/sound/weapons/rocket_blackbox_explode2.wav
tf/sound/weapons/rocket_blackbox_explode3.wav
[/code]
It even has a soundscript defined in game_sounds_weapons.txt :eng101:
[code]
"Weapon_RPG_BlackBox.Explode"
{
"channel" "CHAN_WEAPON"
"soundlevel" "SNDLVL_95dB"
"volume" "1.0"
"pitch" "PITCH_NORM"
"rndwave"
{
"wave" ")weapons/rocket_blackbox_explode1.wav"
"wave" ")weapons/rocket_blackbox_explode2.wav"
"wave" ")weapons/rocket_blackbox_explode3.wav"
}
}
[/code][/QUOTE]
Can somebody shove the sounds onto dropbox or the wiki? I can't be bothered at the moment to sign out of steam and go onto gcf scape.
[quote]Today the Team Fortress team took action to bring certain server operators into compliance with our previously announced "honest server policy". Examples of server modifications that resulted in this policy include:
* Running bots and trying to make them appear that they were human players
* Running bots and circumventing or modifying the usual mechanisms that the bots are advertised to the server browser
* Running with significant gameplay modifications, such as respawn times, without having the proper tags on their server designed to alert quickplay and automated searches about those modifications.
We have not taken action against individual servers, but rather against an entire related server group. Hopefully the necessity for this policy is clear. We took two different actions, depending on the severity of modification we found:
* Preventing IP addresses from logging a TF gameserver account, which excludes them from quickplay.
* Delisting IP addresses from the master server (server browser and Quick Match system) for one month.
Finally, we would like to say thanks to the server operators who have continued to run honest servers, and to those who heeded our earlier warning and subsequently changed their practices. We thank you for that. We hope that our actions today show that we want to help you compete for player traffic on the basis of providing a good environment for players.
Thank you,
The Team Fortress Team[/quote]
So the gears are turning again at valve, so maybe a patch tonight?
Took them awhile, I remember a month or so ago an email on the HLDS exactly about this
also that's now two rocket launchers with their own custom explosion sound.
Just need to make the Direct Hit, Liberty Launcher and Rocket Jumper sounds and this could be implemented for all rockets.
woah woah
upon further digging in the GCF, the Liberty Launcher is actually the only rocket launcher missing unique explosion sound effects.
The Direct Hit, Original and Black Box all have them already. The Cow Mangler also does, but those are actually used.
What gives Valve? Why add these sounds over these years and never actually use them? Why add Black Box sounds to the game when the Direct Hit still didn't use its. And then further go and add explosion sounds to the Mangler, and use those, but then go and not use the Original's explosion sounds.
This is getting sad. Like there's a feature Valve thinks exists (unique explosion sounds), but it doesn't actually work.
[QUOTE=ned_ballad;34055911]woah woah
upon further digging in the GCF, the Liberty Launcher is actually the only rocket launcher missing unique explosion sound effects.
The Direct Hit, Original and Black Box all have them already. The Cow Mangler also does, but those are actually used.
What gives Valve? Why add these sounds over these years and never actually use them? Why add Black Box sounds to the game when the Direct Hit still didn't use its. And then further go and add explosion sounds to the Mangler, and use those, but then go and not use the Original's explosion sounds.
This is getting sad. Like there's a feature Valve thinks exists (unique explosion sounds), but it doesn't actually work.[/QUOTE]
It could be purely for identification reasons, as a universal explody thing means splash damage.
The Mangler being different because of the unique splash damage effects it has/can have.
But it's odd, I've never noticed them before, what makes it worse is that I've been digging through the sound files for a good few months now.
I never noticed them either until someone mentioned it a few posts ago. Kind of weird, I've also been in the GCF sound folder tons of time looking for unused content for the Wiki and never noticed them.
I don't know if the sound of the explosion should be a universal sound. I think it would be easier to identify a weapon if it had a unique explosion sound, especially from a distance from where you can't see the Soldier. Right now you can't even tell the difference if you hear an explosion in the distance, but you should be able to identify it by sounds.
That's a reason I hate that not all (non-melee/reskin) weapons have sounds. Something like the Frontier Justice has absolutely no excuse not having a unique sound effect, even worse compounded with every single other Engineer primary having unique sounds.
But this is coming from the company that added the Reserve Shooter with unique sounds in the same update they added the Family Business without unique sounds.
It's also frustrating having sounds in the game that are miles better than what is currently being used, and they ignore them. It's too bad the weapon sound rules are not as easy to edit as the response rules, because I think we really need a community contributor to step up and re-write the weapon sound rules like i-ghost did for voice responses.
Sorry, you need to Log In to post a reply to this thread.