• Major Update Speculation: V8: Rise of the Machines!
    10,002 replies, posted
[QUOTE=Turing;37340138][IMG]http://photos.geni.com/p11/46/86/57/8f/53444838422a58b8/Image035_medium.jpg[/IMG] this was the first result for your name on google, im gonna assume that isn't you but lmao[/QUOTE] Oh god my sides. I can't get over that. The third picture of ojcoolj in google images is Spider-Man going "And then there's this homo". I'm not sure which is funnier
[QUOTE=ned_ballad;37340044]Would be really devilish if they escort Fists of Steal Heavies who CAN hold the bomb.[/QUOTE] Sounds like something they'd put in Mann Up. They love making [I]that[/I] stupidly hard too.
Item server goes down Put on tinfoil hat Steam client update :rolleyes:
[QUOTE=Justin Case;37340156]Item server goes down Put on tinfoil hat Steam client update :rolleyes:[/QUOTE] well, we know a TF2 update is coming "First thing" today... which could be in a few hours or it could be in 12 hours.
[t]http://i.imgur.com/NgejA.jpg[/t]
[QUOTE=ojcoolj;37340054]Just been on a foundry server, some guy said he heard about me, called me a big mouthed shit head and then claimed he had my facebook page and posted it in the chat. Then he turned the profile picture into a spray. Oh lordy I had this conversation with him 10 minutes later after I added him 14:07 - ojcoolj: Do you usually search people on facebook just because you have their name? 14:08 - Deano: No, just you because you're a big mouthed fucker. 14:08 - Deano: Blockeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeed. 14:08 - Deano: You best hope this isn't you cause I'm going send it EVERYONE hahahaha 14:08 - Deano: Cya pally 14:08 - ojcoolj: Why did you even do that? Thats a bit creepy 14:08 - Deano: Because it's the internet 14:08 - Deano: and it's fucking hilarious Even if he's right, its still fucking creepy [editline]21st August 2012[/editline] And now the dick just went on here and found my twitter. I'm pretty sure this is illegal[/QUOTE] Well, didn't you have your Facebook account linked to your Facepunch account, just like you have your Twitter account here now, too? This is unfortunate and it's lame how some jerks on Facepunch started to creep you out and be bunch of dickheads to you, [B]which btw caused the Major update speculation- thread to get shut down for about 5-7 hours and I WILL NEVER FORGIVE THOSE INVOLVED FOR DOING THIS TO MY FAVORITE THREAD[/B], but you should have been a bit more careful with linking your personal information to your Facepunch account. It had probably attracted a lot of those jerks to see who you are due to your euhm..[I]humble[/I] posts. Bleugh, irrelevant post. Have a secret code [t]http://wiki.teamfortress.com/w/images/thumb/7/76/Cp_foundry_date.jpg/800px-Cp_foundry_date.jpg[/t]
[QUOTE=Spagetto;37340245] Bleugh, irrelevant post. Have a secret code [t]http://wiki.teamfortress.com/w/images/thumb/7/76/Cp_foundry_date.jpg/800px-Cp_foundry_date.jpg[/t][/QUOTE] omg 13 22 13 is mvm what could it mean
[QUOTE=Spagetto;37340245]Well, didn't you have your Facebook account linked to your Facepunch account, just like you have your Twitter account here now, too? This is unfortunate and it's lame how some jerks on Facepunch started to creep you out and be bunch of dickheads to you, [B]which btw caused the Major update speculation- thread to get shut down for about 5-7 hours and I WILL NEVER FORGIVE THOSE INVOLVED FOR DOING THIS TO MY FAVORITE THREAD[/B], but you should have been a bit more careful with linking your personal information to your Facepunch account. It had probably attracted a lot of those jerks to see who you are due to your euhm..[I]humble[/I] posts. Bleugh, irrelevant post. Have a secret code [t]http://wiki.teamfortress.com/w/images/thumb/7/76/Cp_foundry_date.jpg/800px-Cp_foundry_date.jpg[/t][/QUOTE] Actually it isn't mean, the guy who leaked it on FP just typed my name. Because someone with my name must be me
[QUOTE=Spagetto;37340245] Bleugh, irrelevant post. Have a secret code [t]http://wiki.teamfortress.com/w/images/thumb/7/76/Cp_foundry_date.jpg/800px-Cp_foundry_date.jpg[/t][/QUOTE] omg guys what cold this cod men?!!1
Was there ever an explanation given as to why the hidden 12 changed to a 13?
Right, did I miss anything spectacularly tinfoil-hat-worthy since like 500 posts ago?
[QUOTE=Captain Chalky;37340762]There is an attribute to turn yourself into a enemy dispenser. Iirc, you used to mess around with TF2 weapons in the past, so maybe you should try to get footage of that.[/QUOTE] Oh, that part I didn't miss. Wasn't it like an addcond thing?
[QUOTE=AbeX300;37340801]Oh, that part I didn't miss. Wasn't it like an addcond thing?[/QUOTE] Apparently a cheat, since its nowhere to be found in items_game.txt.
[QUOTE=lilguy;37340813]Apparently a cheat, since its nowhere to be found in items_game.txt.[/QUOTE] [code]49: Crouching causes the player to appear to be a Dispenser of the enemy team to enemy players. As a side effect, forces the player's speed to 450 Hammer Units/second (diagonal movement is at 520 HU/s). Swapping weapons while in this state will cause the player to temporarily stop moving, then return to 450 HU/s.[/code] Alright, I GUESS I can make a video of it. It won't be up for too long, I don't want THAT to be my 100th video. [b]Edit:[/b] Okay, what is this tomfoolery? It does not disguise you as a Dispenser. I literally have a Spy bot crouching, then did [i]bot_command Spy "addcond 49"[/i], and...nothing actually happens. If [b]you[/b] get [i]addcond 49[/i], it does make an indication that you are disguised, and you do move a lot faster, but...
you should get this [thumb]http://cloud-2.steampowered.com/ugc/560950252444201247/64D2B61B11E1DB71EFFAA9F75A9265D3C64AA65E/[/thumb] It's currently broken with cosmetics
[QUOTE=ned_ballad;37341056]you should get this [thumb]http://cloud-2.steampowered.com/ugc/560950252444201247/64D2B61B11E1DB71EFFAA9F75A9265D3C64AA65E/[/thumb] It's currently broken with cosmetics[/QUOTE] Yeah I was about to say that it [b]did[/b] work, now. However, it only works for me when I'm on RED team, and the bot is on BLU team (it's usually the other way around when I test stuff in tr_target_weaponref_hdr). Video Making: [highlight]Start[/highlight]
Sure, we just got an entirely new gamemode, but I'm really looking forward to some new weapons in the near future. I'd really like for them to release a handful next month/October for Manniversary and/or Halloween. There are several Medigun ideas that have been banded recently about that I think would be great to try out. Really, I just want Valve to introduce some new concept weapons. Things like the Red-Tape Recorder are way more interesting than a boring +/- Stats unlock. -Infinite ammo clip Uber -Tweak the "Robots appear Ubered on hit" idea further and make a "Placebo Effect" Medigun that allows you to fake-Uber a patient as a diversion tactic. -A "Reanimator" Medigun, where Ubercharge is automatically spent anytime a patient's health reaches zero, at the expense of your patient being unable to fire their gun until they become overhealed to a specified amount. Zombie patients! Halloween! Perfect fit! -The "Double-Healix" Ubercharge: creates a second dummy Medic that runs ahead of the patient and soaks up a set amount of damage.
[QUOTE=wunderufl;37341301]-The "Double-Healix" Ubercharge: creates a second dummy Medic that runs ahead of the patient and soaks up a set amount of damage.[/QUOTE] Medic being able to spawn a Medic-Bot helper with his uber is kind of an amazing idea. Too bad it probably couldn't work unless the server supported 64 men
[QUOTE=wunderufl;37341301]Sure, we just got an entirely new gamemode, but I'm really looking forward to some new weapons in the near future. I'd really like for them to release a handful next month/October for Manniversary and/or Halloween. There are several Medigun ideas that have been banded recently about that I think would be great to try out. Really, I just want Valve to introduce some new concept weapons. Things like the Red-Tape Recorder are way more interesting than a boring +/- Stats unlock. -Infinite ammo clip Uber -Tweak the "Robots appear Ubered on hit" idea further and make a "Placebo Effect" Medigun that allows you to fake-Uber a patient as a diversion tactic. -A "Reanimator" Medigun, where Ubercharge is automatically spent anytime a patient's health reaches zero, at the expense of your patient being unable to fire their gun until they become overhealed to a specified amount. Zombie patients! Halloween! Perfect fit! -The "Double-Healix" Ubercharge: creates a second dummy Medic that runs ahead of the patient and soaks up a set amount of damage.[/QUOTE] I just realized about the Dr. G weapons... My brain just ticked on how non-sensible it was to NOT have Dr. G weapons on the MvM update. Also, Estimated Upload Time: 16 Minutes.
but really, being able to place a friendly Medic Robot and have them wheel around healing people as a secondary healing source would be awesome I bet performance wise 32 medics spawning 32 medic robots could cause some issues. But I'm sure they could work out how to optimize the model, maybe the NPC Medic-bots use a LOD less than default or something
Maybe we'll get new weapons tonight
[QUOTE=VintageCat;37341509]Maybe we'll get new weapons tonight[/QUOTE] I'm not countin' on that. Also, addcond 49 video: [video=youtube;TGHMaYkpM3o]http://www.youtube.com/watch?v=TGHMaYkpM3o[/video]
I hadn't thought of spawning a Medi-bot (heh heh, [URL="http://www.youtube.com/watch?v=5CNiBFrEnWk"]Medi-bot[/URL]) as the dummy Medic, but that would definitely make the most amount of sense and would look awesome to boot. Too bad it sounds like it'd be really difficult to pull off in the coding, though. :(
What the hell? "override footstep sound set" set at 8 is the sound of a Knife being brought out... And it's not for the Spy, either: [code] // Spy T_TFBot_Spy { Class Spy Skill Expert }[/code]
[QUOTE=AbeX300;37341786]What the hell? "override footstep sound set" set at 8 is the sound of a Knife being brought out... And it's not for the Spy, either: [code] // Spy T_TFBot_Spy { Class Spy Skill Expert }[/code][/QUOTE] Liquor Locker walking sounds perhaps?
[QUOTE=Devozade;37341840]Liquor Locker walking sounds perhaps?[/QUOTE] Doubt it. And even then, it's not on the Liquor Locker: [code] "771" { "name" "The Liquor Locker" "first_sale_date" "2012/06/07" "prefab" "hat" "item_slot" "misc" "equip_region" "back" "item_type_name" "#TF_Wearable_Treasure" "item_name" "#TF_DemoTreasureChest" "item_description" "#TF_DemoTreasureChest_Desc" "image_inventory" "backpack/player/items/demo/demo_chest_back" "model_player" "models/player/items/demo/demo_chest_back.mdl" "propername" "1" "drop_type" "none" "capabilities" { "can_craft_count" "1" "paintable" "1" } "used_by_classes" { "demoman" "1" } "visuals" { "styles" { "0" { "model_player_per_class" { "demoman" "models/player/items/demo/demo_chest_back.mdl" } "name" "#TF_DemoTreasureChest_Style0" } "1" { "model_player_per_class" { "demoman" "models/player/items/demo/demo_chest_front.mdl" } "name" "#TF_DemoTreasureChest_Style1" } "2" { "model_player_per_class" { "demoman" "models/player/items/demo/demo_chest_r.mdl" } "name" "#TF_DemoTreasureChest_Style2" } "3" { "model_player_per_class" { "demoman" "models/player/items/demo/demo_chest_l.mdl" } "name" "#TF_DemoTreasureChest_Style3" } } } "mouse_pressed_sound" "ui/item_heavy_gun_pickup.wav" "drop_sound" "ui/item_heavy_gun_drop.wav" } [/code] [b]Edit:[/b] IT TOTALLY IS THE KNIFE SOUND! [code]SV_StartSound: \weapons\knife_open2.wav not precached (0) SV_StartSound: \weapons\knife_open2.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open8.wav not precached (0) SV_StartSound: \weapons\knife_open2.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open8.wav not precached (0) SV_StartSound: \weapons\knife_open1.wav not precached (0) SV_StartSound: \weapons\knife_open8.wav not precached (0) SV_StartSound: \weapons\knife_open2.wav not precached (0) SV_StartSound: \weapons\knife_open2.wav not precached (0) SV_StartSound: \weapons\knife_open8.wav not precached (0) SV_StartSound: \weapons\knife_open1.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0) SV_StartSound: \weapons\knife_open1.wav not precached (0) SV_StartSound: \weapons\knife_open7.wav not precached (0)[/code]
[QUOTE=AbeX300;37341874]Doubt it. And even then, it's not on the Liquor Locker:[/QUOTE] Exactly, it's unused and we know it was originally meant to have walking sounds using a pitch shifted knife sound.
[QUOTE=Devozade;37341907]Exactly, it's unused and we know it was originally meant to have walking sounds using a pitch shifted knife sound.[/QUOTE] But if it [b]originally[/b] meant to have those sounds, why is it #8, which is after the Giant Robot footstep sets?
Heck if I know, just trying to explain it. Things are put into the game in development order, not release order. So sometimes we do get things added to lists that come before some already in the main game. A good example of this is the item schema.
yes, those are the Liquor Locker footstep sounds that are unused. They may have forgotten they were unused, or are planning on adding them back in later. I had emailed them about it awhile ago, and I forget, but I might have mentioned also making footstep attributes easier to manage than new attributes every time. It seems they may be transitioning footstep overrides into an easier to manage attribute, rather than new attributes for every footstep sound. In this case, the LL is one schema line away from unique footstep sounds [editline]21st August 2012[/editline] you know what's making my eye twitch. At work I have to fix all the major bugs [i]before[/i] I can fix typos, make art consistent, fix crit glow, add new minor features and basically do the couple dozen one line 5 second changes that are piled up. *eye twitch* Typos bother me way more than the product actually working >:(
Sorry, you need to Log In to post a reply to this thread.