• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
Yea [img]http://www.allaboutbirds.org/guide/PHOTO/LARGE/snowy_owl_michaela_sagatova_glamor.jpg[/img]
[i]you turn to page 148 after being spotted by the demoman[/i] the demoman lurches towards you, snarling about his scottish ways you see another silhouette approach useful = you make your way to the new silhouette optimistic = you kill you're selve, idiot
[QUOTE=ned_ballad;37564913]Yea [img]http://www.allaboutbirds.org/guide/PHOTO/LARGE/snowy_owl_michaela_sagatova_glamor.jpg[/img][/QUOTE] I'm getting onto that Sheesh give me a chance.
[QUOTE=psyke;37564952]I'm getting onto that Sheesh give me a chance.[/QUOTE] WORK MORE FASTER SLAVE!
[QUOTE=Simski;37564742]Oh yeah, please ask them to fix Neo's bottle not breaking. Seriously, it's fucking ridiculous. While you're at it, tell them to give it the same taunt as the Caber. "The Scottish Handshake" has a breakable model, it's name implies it's meant to be used like a broken bottle, its description implies it's meant to be used as a broken bottle, it's submission page implies it's supposed to be used as a broken bottle, lastly, and also fits the caber taunt (that was created to be used for a bottle, not a grenade, and therefor doesn't make much sense) a lot better than the caber.[/QUOTE] Thanks for the support, but you can't give it both, it's one or the other: [img]https://dl.dropbox.com/u/900111/bottlecanttaunt.jpg[/img]
[QUOTE=NeoDement;37565039]Thanks for the support, but you can't give it both, it's one or the other: [img]https://dl.dropbox.com/u/900111/bottlecanttaunt.jpg[/img][/QUOTE] That would be solved easily by only allowing that tauntkill when the bottle is intact by fiddling with the response rules. They just need to share the broken bottle status to the response rules system and that's it. It's probably a few lines of code to do that. And of course, they need to make your weapon breakable in the first place :v:
That doesn't sound easily solved at all. The response rules can't even tell which fist (left or right) Heavy is punching with
Well the least they could do it make it breakable. I'd prefer if they gave it unique stats too, but making it breakable is the least they could do considering how it basically revolves around being breakable.
[img]http://puu.sh/12BL6[/img][img]http://puu.sh/12BBJ[/img][img]http://puu.sh/12BQw[/img]
Is it supposed to do the mirror opposite facial expression?
[QUOTE=NapyDaWise;37565235][img]http://puu.sh/12BL6[/img][img]http://puu.sh/12BBJ[/img][/QUOTE] man i cant stop seeing the polycount logo.
[QUOTE=Simski;37565256]Is it supposed to do the mirror opposite facial expression?[/QUOTE] [i]it's not a bug, it's a feature[/i]
:< I miss Mico's Skin swapper, always how I keep all my skins from killing my game.
[QUOTE=Simski;37565256]Is it supposed to do the mirror opposite facial expression?[/QUOTE] Yep
[QUOTE=psyke;37565306]man i cant stop seeing the polycount logo.[/QUOTE] 1:38 PM - [FAUC&#7473;T] Psychopath: Trying to think of a pun involving polycount and polgergeist 1:38 PM - [FAUC&#7473;T] Psychopath: gimme a sec 1:38 PM - [FAUC&#7473;T] Psychopath: I got nothin 1:38 PM - Napy Da Wise: polytergeist Good thing none of us are naming children. They'd grow up to hate their parents for being named because of alliteration or a pun.
[QUOTE=ned_ballad;37565119]That doesn't sound easily solved at all. The response rules can't even tell which fist (left or right) Heavy is punching with[/QUOTE] That's completely different... The Heavy has both left and right thirdperson punching animation bound to a single activity ID. Basically that means that when in third person, the game doesn't care whether you're doing a left or right punch, it just picks one of the two animations at random. So there's no way to control or monitor that because it's happening at a very low level. However we know Demoman's bottle is programmed to break on a critical hit. That status is also networked to all clients since everyone can see that your bottle broke. It would be extremely easy to take it into account in the response rules system. But again that's Valve we're talking about so I guess we probably won't be seeing that any soon. Heck, I wish Valve could take code contributions. There's so much shit that needs fixing. The Scottish Handshake doesn't break because it uses the same code as the regular Bottle. And the broken model of the bottle is simply toggled with a bodygroup, whereas the broken model of the Scottish Handshake is in a completely different model. That would be easily fixed, either by recompiling the Scottish Handshake so both intact and broken models are different bodygroups in the same file, or adding a weapon mode which changes the model of the weapon whenever it breaks. Or just go really dirty and create a brand new weapon class derived from tf_weapon_bottle. That's not the first time Valve would do that.
[QUOTE=Psychopath12;37565323]Good thing none of us are naming children. They'd grow up to hate their parents for being named because of alliteration or a pun.[/QUOTE] What the fuck you sayin' about silly sally and goofy gordon?
[QUOTE=Psychopath12;37565323]1:38 PM - [FAUC&#7473;T] Psychopath: Trying to think of a pun involving polycount and polgergeist 1:38 PM - [FAUC&#7473;T] Psychopath: gimme a sec 1:38 PM - [FAUC&#7473;T] Psychopath: I got nothin 1:38 PM - Napy Da Wise: polytergeist Good thing none of us are naming children. They'd grow up to hate their parents for being named because of alliteration or a pun.[/QUOTE] The polycount logo is called the [del]snaggletooth[/del] greentooth. That doesn't really help
[QUOTE=pogothemunty;37565365]The polycount logo is called the snaggletooth. That doesn't really help[/QUOTE] Isn't it called greentooth ?
[QUOTE=Psychopath12;37565323]1:38 PM - [FAUC&#7473;T] Psychopath: Trying to think of a pun involving polycount and polgergeist[/QUOTE] Count Polygeist - The anguished wraith of a noble modeller, still waiting for his fixes to go through even in the afterlife.
[QUOTE=pogothemunty;37565365]The polycount logo is called the snaggletooth. That doesn't really help[/QUOTE] Snaggle spook. Eh? Still got nothin.
[QUOTE=psyke;37565383]Isn't it called greentooth ?[/QUOTE] I knew I had it wrong
[QUOTE=Psychopath12;37565397]Snaggle spook. Eh? Still got nothin.[/QUOTE] the thing about the word "spook" is that it has multiple uses, some of which weren't the best spies deregotory word for black people you know, the basics which makes me hope the origin of the word "spooky" isn't rooted in racism in which case, anyone who has said 2spooky is racist [sp]also there's an achievement called "cook the spook," which is used in the spy sense buy still[/sp]
Smirks the Spook
[QUOTE=psyke;37565306]man i cant stop seeing the polycount logo.[/QUOTE] Well it is the Ghost of updates past
spook isn't racist when it's talking about a ghost
[QUOTE=_Kilburn;37565342]That's completely different... The Heavy has both left and right thirdperson punching animation bound to a single activity ID. Basically that means that when in third person, the game doesn't care whether you're doing a left or right punch, it just picks one of the two animations at random. So there's no way to control or monitor that because it's happening at a very low level. However we know Demoman's bottle is programmed to break on a critical hit. That status is also networked to all clients since everyone can see that your bottle broke. It would be extremely easy to take it into account in the response rules system. But again that's Valve we're talking about so I guess we probably won't be seeing that any soon. Heck, I wish Valve could take code contributions. There's so much shit that needs fixing. The Scottish Handshake doesn't break because it uses the same code as the regular Bottle. And the broken model of the bottle is simply toggled with a bodygroup, whereas the broken model of the Scottish Handshake is in a completely different model. That would be easily fixed, either by recompiling the Scottish Handshake so both intact and broken models are different bodygroups in the same file, or adding a weapon mode which changes the model of the weapon whenever it breaks. Or just go really dirty and create a brand new weapon class derived from tf_weapon_bottle. That's not the first time Valve would do that.[/QUOTE] no that doesn't work, I compiled a version as a bodygroup. It's a problem with c models not being the same as w/v models. Also the bodygroup has a different name in the v model from the w model so even if that did work, it would only work for one of them.
[QUOTE=_Kilburn;37565342]That's completely different... The Heavy has both left and right thirdperson punching animation bound to a single activity ID. Basically that means that when in third person, the game doesn't care whether you're doing a left or right punch, it just picks one of the two animations at random. So there's no way to control or monitor that because it's happening at a very low level. However we know Demoman's bottle is programmed to break on a critical hit. That status is also networked to all clients since everyone can see that your bottle broke. It would be extremely easy to take it into account in the response rules system. But again that's Valve we're talking about so I guess we probably won't be seeing that any soon. Heck, I wish Valve could take code contributions. There's so much shit that needs fixing. The Scottish Handshake doesn't break because it uses the same code as the regular Bottle. And the broken model of the bottle is simply toggled with a bodygroup, whereas the broken model of the Scottish Handshake is in a completely different model. That would be easily fixed, either by recompiling the Scottish Handshake so both intact and broken models are different bodygroups in the same file, or adding a weapon mode which changes the model of the weapon whenever it breaks. Or just go really dirty and create a brand new weapon class derived from tf_weapon_bottle. That's not the first time Valve would do that.[/QUOTE] Here's my suggestion: Get hired by Valve.
[QUOTE=NapyDaWise;37565235][IMG]http://puu.sh/12BL6[/IMG][IMG]http://puu.sh/12BBJ[/IMG][IMG]http://puu.sh/12BQw[/IMG][/QUOTE] I haven't found to much stuff I really like so far this halloween (main stuff being Psykes Owl, and some NOTLU sets) but this thing is just amazing, it's incredibly adorable and I [B]really[/B] want to see it get ingame.
I think Spooky Spectre would be neat. That or something with Apparition Agonized/Agonizing Apparition, perhaps?
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