• TF2 Mod Emporium 48 - Spooky & Scary Edition
    10,000 replies, posted
[QUOTE=A_Guardian;37265855]Dear people who are working on hexing the bots. I want the pyro first. just look at damn awesome the bot with the hazmat looks. The others are okay too.[/QUOTE] Pyrobot with Aqua-arium :O
[QUOTE=Daimao;37265444]I wonder if making a robotized version of the Team Captain/Last Breath as a MvM reward would be worth investing my time in. Anyone got any info on the new gamemode and its interaction with the workshop yet?[/QUOTE] Now this guy has the right idea.
[QUOTE=ATEB1T3R-P1x;37266371]Okay, so I decided to hex the MedicBot for the Medic class and here were the results. Good part is that the model works fine, the bot model overwrites the animations by default(even without making a replacement), all normal animations are great, and hats are perfect. And now the Bad part. When in the class menu it shows the idle animation, when taunting on all weapons(or Meet the Medic taunt) it does the default gloveBot taunt, when using the high-five or schadenfreude it shows the idle animation, and the first person view still shows human gloves mixed with the bot textures. [I]Here's the First Person examples: [/I] [IMG]http://media.tumblr.com/tumblr_m8u9fakXTz1rqklns.jpg[/IMG] [IMG]http://media.tumblr.com/tumblr_m8u9fepygw1rqklns.jpg[/IMG] [IMG]http://media.tumblr.com/tumblr_m8u9fjRzp31rqklns.jpg[/IMG] On an added note, the normal footsteps still play even if he has one wheel. But with all that, the MedicBot plays well and is tolerable to look at.[/QUOTE] I would say that having footsteps still play is acceptable if there isn't a way to replace it only for the Medic. And for the FP arms, I guess that requires new models.
[QUOTE=Uesrname;37266542]A toned down gold might actually make sense, considering some of those ticketed drops are gold. Good idea, though.[/QUOTE] This would work on the bots, right? [url]http://gamebanana.com/tf2/skins/51457[/url] the two colors fused together to make a light goldish uber... [editline]rerr[/editline] [QUOTE=VintageCat;37265209][url=https://dl.dropbox.com/u/76332743/ClassSelectMusicMod.rar][img]https://dl.dropbox.com/u/76332743/MusicMod.png[/img][/url]][/QUOTE] The pyro's seems kind of short. How about the part from 0:50 to 0:54 that fades out like the others? [media]http://www.youtube.com/watch?v=HdXzlV-t8dw[/media]
Hey! Congratulations to the Robro maker guys! [sub]I'm mildly disappointed the P-Y20 didn't get in as well.[/sub] EDIT: Hm, 1337 posts. EDIT2: 1337 pageking? Glorious! [IMG]http://24.media.tumblr.com/tumblr_lq5nh7Lcob1qmii44o1_500.jpg[/IMG]
About half done with this part of the model. It is 1 of the 2 hard pieces for me to model. Sitting at 370ish tris already. God help me [img]http://speedcap.net/img/534aef216ed7f43c3428d07964649ef5/2ac0419a.png[/img]
[b][url=http://www.thekinsie.com/frankenhud/frankenhudr44.zip]FrankenHUD's Updated![/url][/b] DELETE ANY CURRENT FRANKENHUD INSTALLATION BEFORE INSTALLING TO ENSURE THAT NOTHING GETS CAUGHT IN THE BLADES - Added preliminary support for Mann Vs. Machine! SOME THINGS WILL LOOK TERRIBLE. I HAVE YET TO FIX THEM. - Shifted around the order of some things in HudLayout to match the official HudLayout order for the sake of my sanity - Added some HudLayout stuff that had somehow fallen through the cracks over the years - Fixed a few tiny things relating to Special Delivery mode
[QUOTE=Deodorant;37267636]Hey! Congratulations to the Robro maker guys! [sub]I'm mildly disappointed the P-Y20 didn't get in as well.[/sub] EDIT: Hm, 1337 posts. EDIT2: 1337 pageking? Glorious! [IMG]http://24.media.tumblr.com/tumblr_lq5nh7Lcob1qmii44o1_500.jpg[/IMG][/QUOTE] Are you suggesting we turn the children.. into a [I]hat?[/I] [editline]16th August 2012[/editline] Good god, the man's a genius.
[QUOTE=Mr, Jukebox;37267520] The pyro's seems kind of short. How about the part from 0:50 to 0:54 that fades out like the others? [media]http://www.youtube.com/watch?v=HdXzlV-t8dw[/media][/QUOTE] Yeah, you right, I'll update the mod soon and add support for MvM
I think valve ran into the "Transformers" syndrome with the grey robots. I played a few rounds last night and i found that even at being hued as blu, the bots when clustered was very hard to identify as to which class. I think some other identification schemes could help just such as more dark browns.
[QUOTE=Roninsmastermix;37268019]I think valve ran into the "Transformers" syndrome with the grey robots. I played a few rounds last night and i found that even at being hued as blu, the bots when clustered was very hard to identify as to which class. I think some other identification schemes could help just such as more dark browns.[/QUOTE] It's far easier to tell by their behaviour, really. Movement speeds, jumpiness and pathfinding are how I tell which is which, other than by weapons used.
[QUOTE=Roninsmastermix;37268019]I think valve ran into the "Transformers" syndrome with the grey robots. I played a few rounds last night and i found that even at being hued as blu, the bots when clustered was very hard to identify as to which class. I think some other identification schemes could help just such as more dark browns.[/QUOTE] Very good point. Perhaps they had them set up as gray at some point but decided from playtesting that players had an easier time identifying classes when using the classical team colors.
There's really an innate fascination for moving mechanical parts in many us. Thats why the transformer movies were so cool to watch. The drawback is that with too much detail, its harder to process the visuals to the naked eye. It's true that bahaviors of the classes really helped the identification, in fact, only that and the sounds helped me identify them. But from like 75 meter out its still really hard to identify classes from each other for a split second, which is actually crucial to our game. With that being said, there was no point at having them painted blu. I would have prefered having them all as grey for the same reason.
[QUOTE=Roninsmastermix;37268255]There's really an innate fascination for moving mechanical parts in many us. Thats why the transformer movies were so cool to watch. The drawback is that with too much detail, its harder to process the visuals to the naked eye. It's true that bahaviors of the classes really helped the identification, in fact, only that and the sounds helped me identify them. But from like 75 meter out its still really hard to identify classes from each other for a split second, which is actually crucial to our game. With that being said, there was no point at having them painted blu. I would have prefered having them all as grey for the same reason.[/QUOTE] Perhaps there would be issues with them being harder to spot or something though, theres plenty of industrial themed areas in TF2 where they could blend in a lot if they were gray. Also perhaps it's like the reason TF2maps really want people to avoid making maps where blu defend and red attacks, because people can get very confused when Red and Blue team does things they don't usually do, and seeing both Red and Blu people on your team could cause a lot of confusion for players, or being on red team and not attacking a blue team.
[QUOTE=Deodorant;37267636]Hey! Congratulations to the Robro maker guys! [SUB]I'm mildly disappointed the P-Y20 didn't get in as well.[/SUB] EDIT: Hm, 1337 posts. EDIT2: 1337 pageking? Glorious! [IMG]http://24.media.tumblr.com/tumblr_lq5nh7Lcob1qmii44o1_500.jpg[/IMG][/QUOTE] origonol concept do not stela [IMG]http://ompldr.org/vZjRpaQ/class_heavyred.jpg[/IMG]
And finally for those who actually want it the War-Worn helmet is released! [URL="http://gamebanana.com/tf2/skins/119924"][IMG]https://dl.dropbox.com/u/43356210/Releases/Thewarwornhelmet2.png[/IMG][/URL] If there are any bugs message me and I will patch them up in the morning. Also, if anyone would be kind enough to make me an emporium promo I am sure I could give you some scrap or a ticket or something.
[QUOTE=Simski;37268295]Perhaps there would be issues with them being harder to spot or something though, theres plenty of industrial themed areas in TF2 where they could blend in a lot if they were gray. Also perhaps it's like the reason TF2maps really want people to avoid making maps where blu defend and red attacks, because people can get very confused when Red and Blue team does things they don't usually do, and seeing both Red and Blu people on your team could cause a lot of confusion for players, or being on red team and not attacking a blue team.[/QUOTE] very good point. Either way, i'm looking forward on having to play with people. It was amazingly fun playing on my own but after seeing a gameplay vid, i really think its so much better with friends.
I don't understand why people actually wanted red and blue to team up, I thought that was kind of stupid. I mean, this is the community begged for a blue fire axe, and now you want to completely throw team identification out the window?
[QUOTE=Venezuelan;37268641]now you want to completely throw team identification out the window?[/QUOTE] Only in a game mode where we work together against npcs.
it's still throwing out five years of the most basic theme and design theory we've all come to understand I don't even see how blue players would work, you'd just join blue instead of red? I'm not sure how this mode works on the technical side of things but I'm pretty sure they actually use blue team for the bots. They'd have to do a lot of extra work just so we could change team skins for no reason. EDIT: yeah, just checked, robots use blue.
[QUOTE=Venezuelan;37268641]I don't understand why people actually wanted red and blue to team up, I thought that was kind of stupid. I mean, this is the community begged for a blue fire axe, and now you want to completely throw team identification out the window?[/QUOTE] Having to see both red and blu fighting together creates true new game mode feel to it. I can even argue that it molds TF2 to a totally different game all together with just that one feature change. (When on a technical level, its still basically attack vs defend) Also by having people to expect a blu+red team-up then get something what we got, kinda watered down the experience. Honestly to me, it doesnt make a different when playing the game. But the surreal feeling of having to fight WITH red as blu, win or lose, is something that we just imagine for the moment. That "could have been" feeling is what's holding me back at giving it a 2 thumbs up. [editline]16th August 2012[/editline] [QUOTE=Venezuelan;37268794]it's still throwing out five years of the most basic theme and design theory we've all come to understand I don't even see how blue players would work, you'd just join blue instead of red? I'm not sure how this mode works on the technical side of things but I'm pretty sure they actually use blue team for the bots. They'd have to do a lot of extra work just so we could change team skins for no reason.[/QUOTE] Randomizing the team color on the graphics side should do the trick all the while on the engine side, all players are actually red team. defend = red+blu skin assignement attack = bots
There's still no diffs on the update on the TF Wiki. :( If someone were to find the changes between the previous and current versions of the resource/ui and hudlayout.res files, I'd probably love them forever. Or at least for a week.
[QUOTE=Roninsmastermix;37268851] Randomizing the team color on the graphics side should do the trick all the while on the engine side, all players are actually red team. defend = red+blu skin assignement attack = bots[/QUOTE] I guess that'd work. I wouldn't really want it but I'm clearly in the minority.
[QUOTE=Venezuelan;37268955]I guess that'd work. I wouldn't really want it but I'm clearly in the minority.[/QUOTE] Well i could live with the current gamemode that we got. I'm fine with that. Its not really an issue for me to the point of bashing valve about it like what others do. To me, it gave TF2 an extra year its life span.
i can breath
[url=http://steamcommunity.com/sharedfiles/filedetails/?id=89601188][img]http://cloud.steampowered.com/ugc/560950252374417811/E346E09DB6BBBEF2491B939D8D259EB674EC3562/[/img][/url] [I]I'M STILL EATING BEES, SWWWWEAAAT EAAATEEER![/I]
[QUOTE=Pie_Tony;37269078][url=http://steamcommunity.com/sharedfiles/filedetails/?id=89601188][img]http://cloud.steampowered.com/ugc/560950252374417811/E346E09DB6BBBEF2491B939D8D259EB674EC3562/[/img][/url] [I]I'M STILL EATING BEES, SWWWWEAAAT EAAATEEER![/I][/QUOTE] I am incredibly saddened that someone commented asking if it was from Black Ops.
[QUOTE=Pie_Tony;37269078][url=http://steamcommunity.com/sharedfiles/filedetails/?id=89601188][img]http://cloud.steampowered.com/ugc/560950252374417811/E346E09DB6BBBEF2491B939D8D259EB674EC3562/[/img][/url] [I]I'M STILL EATING BEES, SWWWWEAAAT EAAATEEER![/I][/QUOTE] Here's hoping for napy's first item in game. wonderful work guys.
[QUOTE=TacticalBacon;37269160]I am incredibly saddened that someone commented asking if it was from Black Ops.[/QUOTE] it's the steam workshop, what do you expect?
[QUOTE=TacticalBacon;37269160]I am incredibly saddened that someone commented asking if it was from Black Ops.[/QUOTE] I thought all those [I]incredibly subtle[/I] references would have been fine to prevent people thinking it is just a "rip off" of whatever bandana related hats there are in TF2.
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