• TF2 Mod Emporium 47 - 24 hour late edition
    8,122 replies, posted
[QUOTE=Gamemaster1379;36558360]Mnemo I think.[/QUOTE] Mnemo and Smashman are helping me with this new one
[QUOTE=ned_ballad;36558447]that's how styles with minor model changes work now anyway, so it's familiar to them. It would also fix all the weird bodygroup on/off issues. But stuff like Heavy's fists will always need bodygroups, and also that solution doesn't solve the problem of needing multiple groups on at the same time.[/QUOTE] How does it not solve those issues?
If we're doing a halloween thing, I'd join.
[QUOTE=rezOnance;36558344][url]http://www.youtube.com/watch?v=qsxxhl0zzM8[/url][/QUOTE] yes, valve is lazy, but reusing sounds is more economic and efficient than it is plain lazy, not optomizing or fixing errors despite knowing how to do it however is just lazy
[QUOTE=Shadoxa;36558282]Sci-fi Horror anyone? Night of the Living Update 2: No one can hear you scream in hammer space Night of the Living Update 2: They came from Pyroland Night of the Living Update 2: Invasion of the Hat Snatchers Night of the Living Update 2: Attack of the 50 Foot Pyro[/QUOTE] Night of the Living Update 2: Zombie Boogaloo
[QUOTE=NeoDement;36558546]How does it not solve those issues?[/QUOTE] Oh right, I didn't fully read. I thought you were loading different whole player models for bodygroups, like one soldier model with no hat, and one without. Your method that you actually typed is a better idea.
I like Invasion of the hat snatchers, despite the fact that body snatchers gave me nightmares as a kid also regarding neo's idea, aren't they already doing that with dota 2? seems they should be able to start doing it with tf2 as well then, and i don't see why they wouldn't, putting in major work that doesn't directly yield income should still be worth for optimizing a game that is still very much alive and money making
[QUOTE=ned_ballad;36558652]Oh right, I didn't fully read. I thought you were loading different whole player models for bodygroups, like one soldier model with no hat, and one without. Your method that you actually typed is a better idea.[/QUOTE] oh god that would be awful :v: Sooo inefficient
I suppose I can whip up some halloween themed ideas, maybe even some remakes for some older ideas. (and maybe this year the Mystery Meat can truly live)
[url=https://dl.dropbox.com/u/86247301/AllMapsPyroland.zip][img]https://dl.dropbox.com/u/86247301/PyrolandPromo.png[/img][/url]
[QUOTE=NeoDement;36558385]For example Soldier would have no helmet on by default, and a new hat would appear in items/soldier/ called soldier_defaulthelmet.mdl. This hat would of course be loaded on any Soldier not wearing a hat[/QUOTE] could almost make the default hats a grey type item and remove the ability to leave the hat slot empty it would ultimately be pointless but kinda cool I guess
would indeed be cool
I was totally just starting to brainstorm Halloween ideas. I'd be down for... [i]Return of the Night of the Living Update with a Vengeance[/i]
Hat idea for Pyro-Land [thumb]http://i.imgur.com/yahWn.jpg[/thumb] It's a dead, rotting, burned plant rooted in Pyro's head But in Pyro's head it's a large, doctor seuss-esque flower!
[QUOTE=blaholtzen;36558626]yes, valve is lazy, but reusing sounds is more economic and efficient than it is plain lazy, not optomizing or fixing errors despite knowing how to do it however is just lazy[/QUOTE] Valve has at least one in-house sound designer. It's not his job to optimise or fix error, but just to create sounds. Valve are probably the top game dev company in the world. They got to this stage by creating high quality games. In my opinion they should maintain this.
[QUOTE=ned_ballad;36558908]Hat idea for Pyro-Land [thumb]http://i.imgur.com/yahWn.jpg[/thumb] It's a dead, rotting, burned plant rooted in Pyro's head But in Pyro's head it's a large, doctor seuss-esque flower![/QUOTE] Pyroland opened the gates for transforming hats.
I'd like to join in on a mod update thing. I should start doing mod comps as well. Just to sharpen my skills. Also trying to come up with ways to integrate team colors into the vest, and am failing rather hard. I could add something, but can't think of anything. Maybe I will make the black part team colored.
I am ok with all this talk of NotLU II as long as someone promises to make a bunch of cybernetic implants and mechanical limbs and shit.
[QUOTE=rezOnance;36558954]Valve has at least one in-house sound designer. It's not his job to optimise or fix error, but just to create sounds. Valve are probably the top game dev company in the world. They got to this stage by creating high quality games. In my opinion they should maintain this.[/QUOTE] If they have silenced SMG sounds already, why would they need to create more? Just 'cause?
[QUOTE=ned_ballad;36558981]If they have silenced SMG sounds already, why would they need to create more? Just 'cause?[/QUOTE] I played CS:S for 4 years and probably heard that M4 sound over 1 million times. Then it magically appears in TF2. To me it just doesn't work. Ok so with that logic, why did they bother recreate sounds for the stock shotgun in TF2 and use CS:S sounds instead? Because TF2 has it's own audio signature and CS:S shotgun sounds simply wouldn't fit within the world of TF2. If they had been released on launch it would be ridiculous. Now why is it that because Valve are offering free updates, the quality of the game should suffer? Why do people insist on backing up Valve with these things? You're not supposed to think about their company and worry about how much money they're making. You're supposed to think about the state of the game that you paid for.
But I paid for L4D2 and it has the Scattergun sound in it. Has since launch. It's not really exclusive to TF2, Valve or even free game updates. Sounds are not cheap, and even with a sound engineer, many of TF2's sounds are bought (I've checked the metadata). It's just cheaper to re-use generic gun sounds. I mean, the most they could do would be to make a slightly different "pew" but there's only so many variations of "pew." Why bother making a slightly variant on the sound when the original works fine? Also release TF2 borrowed some HL2 sounds. Most stock melee weapons use the HL2 crowbar sounds. Afterburn sounds use shared generic Source engine fire sounds.
[QUOTE=Clovernoodle;36558972]I am ok with all this talk of NotLU II as long as someone promises to make a bunch of cybernetic implants and mechanical limbs and shit.[/QUOTE] Well I did draw up Robot Engineer a la Terminator last year like this, but nobody was interested in it enough to make it happen. v:v:v [img]http://i.imgur.com/nrLIi.jpg[/img]
To fix the problems, just download the old replacements and use the sounds from there.
Really? Which weapon uses it (I'm assuming one of the shotguns). Honestly I've never noticed which makes me think that it's not the raw scatter sample that's been used. You're right they're not cheap, but I bet I could hunt through some Valve weapon sounds and blend the M4 silenced sound with some other elements to create something fresh (pitch shift, EQ, filters, specialisation all play a part in this). And I completely disagree when you say there are so many variations of pew. That's like saying that there are only so many combinations of DNA, all humans look pretty much the same, but we're all unique at the same time. Random analogy i know. The M4 sound they stole from CS:S is very low quality for a start. Basically, if a noobie (me) is able to manipulate sounds that Valve already own to create something fresh. Why can't Valve's professional SFX Designer. EDIT: Pretty much all Source games use generic impact and foley sounds. This is acceptable.
the robot chicken hat should stretch over and cover one of the eye instead of just sitting on the head
[QUOTE=rezOnance;36559175]Really? Which weapon uses it (I'm assuming one of the shotguns). Honestly I've never noticed which makes me think that it's not the raw scatter sample that's been used. You're right they're not cheap, but I bet I could hunt through some Valve weapon sounds and blend the M4 silenced sound with some other elements to create something fresh (pitch shift, EQ, filters, specialisation all play a part in this). And I completely disagree when you say there are so many variations of pew. That's like saying that there are only so many combinations of DNA, all humans look pretty much the same, but we're all unique at the same time. Random analogy i know. The M4 sound they stole from CS:S is very low quality for a start. Basically, if a noobie (me) is able to manipulate sounds that Valve already own to create something fresh. Why can't Valve's professional SFX Designer. EDIT: Pretty much all Source games use generic impact and foley sounds. This is acceptable.[/QUOTE] Who's to say that all guns in this cartoon universe have to sound different? It's a game based around a cartoony atmosphere. One of the base elements of the game is a class that can jump again in mid air. Even if steam wanted to make every gun sound different, how would that help with the cartoony atmosphere? A gun is a gun is a gun in a cartoon. I think the different sounds partially retract from the atmosphere of the game. (Sans the grordbort stuff, that should sound different.) (Also the new sniper stuff.)
[QUOTE=A_Guardian;36559236] A gun is a gun is a gun in a cartoon. I think the different sounds partially retract from the atmosphere of the game.[/QUOTE] It's not really cartoony. Also they aid verification. Your argument is bad.
Is there a way to remove the pyrovision on the maps' surfaces and that pink border outline on the screen? Im fine w/ the weapon particles etc but the actual pink/blue maps actually make my eyes hurt. asking here as its more of a mod sorta question.
TF2's shotgun reload also comes from HL2, also the respawn locker and metal/health respawn. Yea, one of the shotguns, I think the auto-shotgun? [url]http://www.youtube.com/watch?feature=player_detailpage&v=rcUyV-zBApE#t=135s[/url] It seems the regular L4D2 shotgun also uses the TF2 shotgun sound [url]http://www.youtube.com/watch?feature=player_detailpage&v=rcUyV-zBApE#t=15s[/url] [QUOTE=A_Guardian;36559236]Who's to say that all guns in this cartoon universe have to sound different? It's a game based around a cartoony atmosphere. One of the base elements of the game is a class that can jump again in mid air. Even if steam wanted to make every gun sound different, how would that help with the cartoony atmosphere? A gun is a gun is a gun in a cartoon. I think the different sounds partially retract from the atmosphere of the game. (Sans the grordbort stuff, that should sound different.) (Also the new sniper stuff.)[/QUOTE] all the guns should sound different, but I don't think too many people care if they re-use other source game sounds
[QUOTE=NeoDement;36559270]It's not really cartoony. Also they aid verification. Your argument is bad.[/QUOTE] Tf2 is not cartoony? Or is something else not cartoony? And the point is not that verification is not important, it's that different sounds are not necessary. Differentiation between different classes guns are a good idea, 6 sounds for shotguns are not. A shotgun is a shotgun. But a pistol is not a shotgun.
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