• Major Update Speculation v19: Official Sponsor of the Winky Smiley
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How great would it be if the 23rd was just a Spring Cleaning update? Move to Steampipe, fix some bugs, make some balance changes... maybe even reach for the stars and give us some voice lines for classes that're missing them. It's a bit weird hearing only about half of the classes react to what's going on in, say, MvM.
[QUOTE=Fine Hats;40281266]How great would it be if the 23rd was just a Spring Cleaning update? Move to Steampipe, fix some bugs, make some balance changes... maybe even reach for the stars and give us some voice lines for classes that're missing them. It's a bit weird hearing only about half of the classes react to what's going on in, say, MvM.[/QUOTE] Maybe even include a Moai for the Sniper/Demoman! :v:
[QUOTE=Fine Hats;40281266]How great would it be if the 23rd was just a Spring Cleaning update? Move to Steampipe, fix some bugs, make some balance changes... maybe even reach for the stars and give us some voice lines for classes that're missing them. It's a bit weird hearing only about half of the classes react to what's going on in, say, MvM.[/QUOTE] All the rainbows in the world. I really would like this though. Just a single update dedicated solely to fixing stuff that's broken. No new hats, no new gimmicks, just polish, polish, polish. > Loch fix > Various animation fixes > Spy will now reload weapons correctly > Soldier will now reload weapons correctly > Demoman will now reload weapons correctly > Updated unusual particles > C_model conversion complete > Shell ejection bugs on many weapons fixed > Missing LoDs added > Reskin inconsistencies fixed > Spy's highfive lines fixed > Weapon switching animations sped up by stats are smoothed (start fast, end slow) > Pain Train increases user's speed while holding intelligence > Caber and Razorback can be replenished by grabbing ammo while full
[QUOTE=Everything;40281301]All the rainbows in the world. I really would like this though. Just a single update dedicated solely to fixing stuff that's broken. No new hats, no new gimmicks, just polish, polish, polish. > Loch fix > Various animation fixes > Updated unusual particles > C_model conversion complete > Missing LoDs added > Reskin inconsistencies fixed > Spy's highfive lines fixed > Weapon switching animations sped up by stats are smoothed > Pain Train increases user's speed while holding intelligence > Polycount sets no longer require hat for bonus[/QUOTE] Cue arguments about how both of those last two are terrible.
> Dispenser tops being fixed
[QUOTE=Everything;40281301]All the rainbows in the world. I really would like this though. Just a single update dedicated solely to fixing stuff that's broken. No new hats, no new gimmicks, just polish, polish, polish. > Loch fix > Various animation fixes > Updated unusual particles > C_model conversion complete > Missing LoDs added > Reskin inconsistencies fixed > Spy's highfive lines fixed > Weapon switching animations sped up by stats are smoothed > Pain Train increases user's speed while holding intelligence > Polycount sets no longer require hat for bonus[/QUOTE] Nope for sets. It would be hell to recognize Saharan silent spy from the crowd. Also, make Pain Train an all-class. Or Sniper and Pyro at least.
[QUOTE=Limie Pie;40281438]Nope for sets. It would be hell to recognize Saharan silent spy from the crowd. Also, make Pain Train an all-class. Or Sniper and Pyro at least.[/QUOTE] The whole point of the Saharan Spy is that you never see him. Between being invisible and constantly being disguised, you never see his cosmetics.
[QUOTE=Everything;40281301] > C_model conversion complete [/QUOTE] Unless they're done like the SMG and Sapper where it made no difference or was even an improvement, then no thank you
C_models are always excellent news for modders either way. Having to have a completely separate set of animations for the stock Soldier rocketlauncher is a huge pain. Making it a c_model would allow the class's c_animations file to properly effect it.
and would mean not a single rocket launcher would properly reload. And also that the rocket launcher would lose a ton of quality unless they go above and beyond. And then there's something like the Minigun which would technically impossible to make a decent c model for.
Or they could just put the rocket model in the c_arms model and update the animations to use it. Then suddenly it would work on [i]every [/i] launcher. Though maybe I'm giving them too much credit.
A proper c_medigun actually based on the v model would be great and a huge improvement to the Kritzkreig. As it stands c_medigun is poopy.
You'd think it would be super easy to just fill in the missing polys of the v_model and create the C version from that. Why does that seem to happen only half the time? The Sapper and SMG are great, it puzzles me why the rest are so inconsistent.
[QUOTE=Danzflor;40280931]As an Engi who loves that set, I'm totally ok with this.[/QUOTE] i love to replace the foot with the zombie soul and wear the gunslinger that's creepy as hell
[media]http://www.youtube.com/watch?v=ODviY71_CDM[/media] related
[QUOTE=Everything;40281590]You'd think it would be super easy to just fill in the missing polys of the v_model and create the C version from that. Why does that seem to happen only half the time? The Sapper and SMG are great, it puzzles me why the rest are so inconsistent.[/QUOTE] well the Sapper and SMG are recent conversions. Stuff like the ScotRes, Medigun and Flamethrower happened years ago. I wonder if they'd ever take a second pass at them. A new c_scotres based on v_stickylauncher and a new medigun and flamethrower based on the old v models would be great. Hopefully they didn't lose v_flamethrower... back in the day they used to just take the w model and call it a c model and we ended up with yuck. However, the last few c models have been using the v model and have actually [I]improved[/I] the w model. We need more like that.
[t]http://i.imgur.com/evxJs3I.png[/t] I'm [b]still[/b] curious about the 6th Canteen...
I expect eventually the Scattergun, Sniper Rifle and Revolver will be c models soon. All three have c animations already. The revolver might be odd though, because the c revolver animations are slightly different than the v ones.
I think the Sapper is the only c model we've got that has actually improved the look of the model.
[QUOTE=ned_ballad;40281763]I expect eventually the Scattergun, Sniper Rifle and Revolver will be c models soon. All three have c animations already. The revolver might be odd though, because the c revolver animations are slightly different than the v ones.[/QUOTE] On my personal wishlist, I'd like to see the c_arms_spy model updated with the [url=http://en.wikipedia.org/wiki/Speedloader][u]speedloader[/u][/url] from v_revolver to hold the ring of bullets he sticks into each gun. It always put me off how it only appears on the Revolver. Reloading bullets with air or reloading air with air looks [i]dumb.[/i]
[QUOTE=ned_ballad;40278816]I still think the Pip-Boy should be a PDA and given animations I'd totally steal it back from my brother and use it.[/QUOTE] Isn't it sort of set up in the item-schema to be a PDA?
[QUOTE=Everything;40281301]Just polish, polish, polish.[/QUOTE] >Updated the polish localization files. >Added paul's primate polish (hatless soldier)
explain this c and v to a commoner such as myself
[QUOTE=01271;40282151]>Updated the polish localization files. >Added paul's primate polish (hatless soldier)[/QUOTE] Jokes aside, I'd love that item. Sgt. Sensible's Sensible Haircut always sounded like a better name for that though. [QUOTE=St. Burke;40282213]explain this c and v to a commoner such as myself[/QUOTE] Source (and a lot of other games/engines) used to use separate models for the player view (v_) and world view (w_), and the new format (c_) combines them into one for much better consistency. Look at HL2's 357 as a big example of why the old V/W system is bad. The v_model looks great, but the w_model is literally from HL1 and looks terrible. A theoretical c_357 would look the same in both.
[QUOTE=Everything;40282234]Source (and a lot of other games/engines) used to use separate models for the player view (v_) and world view (w_), and the new format (c_) combines them into one for much better consistency.[/QUOTE] I think it also reduces the file size, as you no longer need two models for both the view and the world, you just need one model for the arms, and one model for the weapons. It also results in higher quality world models.
The other benefit is a much more straightforward animation system. You can make a single set of c_animations and attach many different models to them without much work at all. You used to have to stick the animations in the combined weapon/arm model and do this for every single new weapon, and as a result adding content to the game took longer.
[QUOTE=AbeX300;40281758][t]http://i.imgur.com/evxJs3I.png[/t] I'm [b]still[/b] curious about the 6th Canteen...[/QUOTE] [IMG]http://wiki.teamfortress.com/w/images/1/1a/Tux_Demoman_Style.png[/IMG]
[QUOTE=RevengeDeath;40283217][IMG]http://wiki.teamfortress.com/w/images/1/1a/Tux_Demoman_Style.png[/IMG][/QUOTE] That would be terrible if that was the 6th Canteen, even though it technically isn't a Canteen... D:
It's totally a canteen. Unscrew its head and there's liquid freedom inside. Or maybe that's just blood and I'm just a madman.
[QUOTE=Everything;40283334]It's totally a canteen. Unscrew its head and there's liquid freedom inside. Or maybe that's just blood and I'm just a madman.[/QUOTE] Nah its a canteen. It seems once they run out you can't refill them. kinda a rip off.
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