[QUOTE=Takuat;31031548]How the fuck is this lying? It's just bunch of us having fun imagining what a TF2 campaign could be. You don't like it get out.[/QUOTE]
That's not the point, If people are asking "is this real" say "no, its just for fun." instead of saying "NO ITS REAL THERE IS A DL LINK"
[QUOTE=Bryceanater;31031469]It's still called fucking lying. Tell the truth in the first place and we don't have problems.
simple.[/QUOTE]
Hahahahahaha
[editline]10th July 2011[/editline]
[QUOTE=Bryceanater;31031638]That's not the point, If people are asking "is this real" say "no, its just for fun." instead of saying "NO ITS REAL THERE IS A DL LINK"[/QUOTE]
ahahaahahahahahahaaahaha
[QUOTE=Bryceanater;31031469]It's still called fucking lying. Tell the truth in the first place and we don't have problems.
simple.[/QUOTE]
Stop posting.
simple.
[QUOTE=SuperFly8anzai;31031075][sp] It's not a troll thread. It's what we would think the campaign would be like if it actually existed. I suppose you are one of the people who think this is all a stupid scheme to get people to think there is a campaign. It isn't. Its been stated many times before. It was origanlly like that 3 threads ago, but now it's just fun thoughts. If you don't like the idea, go away.[/sp]
[editline]10th July 2011[/editline]
Do you mind if I make the next part?[/QUOTE]
Go right ahead.
Guys! While I was banned, Valve leaked part of the new spy campaign!
[img]http://img94.imageshack.us/img94/3929/cp5gorge0009.jpg[/img]
[QUOTE=Bryceanater;31031638]That's not the point, If people are asking "is this real" say "no, its just for fun." instead of saying "NO ITS REAL THERE IS A DL LINK"[/QUOTE]
I actually got a real kick out of the troll download link when I was refered to it the first time.
There's also the fact that someone IS working on this project.
Which delighted me greatly.
wow....some russian scammer mob walked up to me today, stole all my items, and reset my lvl to lvl 1...
why valve
[QUOTE=Suttles;31033736]wow....some russian scammer mob walked up to me today, stole all my items, and reset my lvl to lvl 1...[/QUOTE]
You think that's bad? The same happened to me but they returned my Gibus, so I spent almost an hour chasing them to take it back.
I don't want my Lvl 0.45 Gibus
[IMG]http://www.voterocket.net/campaignad.png[/IMG]
I'll give you guys an update on where I am with the campaign.
I've got some good news actually, I've found a cheat free way of attacthing custom items (a cool little side effect of this is the speech bubbles follow the NPCs head even when it animates) to players and bots without having to use SourceMod, so we won't have to deal with complex installs or anything soon - the biggest problem I have right now is getting triggers to recognise individual bots - I'm sure I've messed something up source wise so I'll try re-creating the method I'm currently trying to use now (though I could settle with a more inaccurate method that would limit my flexibility a bit but I'd rather get this working properly) - biggest problem I have with the new hat system is I can't [I]remove [/I]items from characters (eg, have a completely different hat for the soldier, it'd have to be based around his original helmet - though I have an idea about bypassing this so not all hope is lost for really crazy custom NPCs).
If I were to go all out on this over the summer I'd really like to work with a good animator to help me make some custom animations for the classes (it wouldn't be anything drastic, some nicer standing animations and perhaps a busy animation or two) and I'd probably like a good writer to brainstorm and help me get together a plot, though I'd happy for it to be a collaborative project when it comes to the writing. I've still not made any progress on the subject of unlockable weapons being used and considering bots don't know how to use quite a lot of them I doubt that's going to become a reality.
On an uninteresting source note I've found an unused keyvalue on trigger_multiple that I'm pretty sure only activates when the player walks into it (which would be invaluable).
I'd really like your feedback on the following points
[B]1. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?[/B] I'm leaning towards a restart the map scene when you die because it'd make it easier for me to map, but that'd either require some sort of quicksave function or short maps in order for it not to get too frustrating to get killed. If anybody has some sort of resolution to this I'd be happy to hear it.
[B]
2. How serious should it be? [/B]I'm quite interested in a slightly more dark take on the TF2 cannon for a TF2 campaign - not that it couldn't have it's lighter moments but a more sinister plot with an atmosphere just seems like it might be interesting to play through.
[B]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign? [/B]I mean - there would be sections of single player interactions that you wouldn't find in a normal game of TF2 but would you mind defending an area or pushing a cart whilst fighting off a few waves of standard TF2 enemies?
This won't be out anytime soon, but I'm steadily making progress and I intend to release an alpha as soon as one is ready for the public - once I have something to get tested you guys will be the first to know (though when I have enough media I plan on making my own topic)!
[QUOTE=William777;31035454]The answer to life.[/QUOTE]
One word:
[B]Awesome.[/B]
[QUOTE=William777;31035454]1[B]. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?: [/B][quote]I would say that a respawn system would work best with the way TF2 is laid out. But that's just me.[/quote]
[B]
2. How serious should it be?: [/B][QUOTE]Maybe Some Dark moments and some Light moments. But mostly Dark. :v:[/QUOTE]
[B]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign?:[/B]
[QUOTE]I would think that the small rounds of multiplayer style gameplay would work pretty well. But we have yet to hear what the rest of the posters think![/QUOTE][/QUOTE]
Also, First post in this thread, i'm a lurker.
[editline]I say but too much.[/editline]
I say but too much.
[QUOTE=William777;31035454][IMG]http://www.voterocket.net/campaignad.png[/IMG]
I'll give you guys an update on where I am with the campaign.
I've got some good news actually, I've found a cheat free way of attacthing custom items (a cool little side effect of this is the speech bubbles follow the NPCs head even when it animates) to players and bots without having to use SourceMod, so we won't have to deal with complex installs or anything soon - the biggest problem I have right now is getting triggers to recognise individual bots - I'm sure I've messed something up source wise so I'll try re-creating the method I'm currently trying to use now (though I could settle with a more inaccurate method that would limit my flexibility a bit but I'd rather get this working properly) - biggest problem I have with the new hat system is I can't [I]remove [/I]items from characters (eg, have a completely different hat for the soldier, it'd have to be based around his original helmet - though I have an idea about bypassing this so not all hope is lost for really crazy custom NPCs).
If I were to go all out on this over the summer I'd really like to work with a good animator to help me make some custom animations for the classes (it wouldn't be anything drastic, some nicer standing animations and perhaps a busy animation or two) and I'd probably like a good writer to brainstorm and help me get together a plot, though I'd happy for it to be a collaborative project when it comes to the writing. I've still not made any progress on the subject of unlockable weapons being used and considering bots don't know how to use quite a lot of them I doubt that's going to become a reality.
On an uninteresting source note I've found an unused keyvalue on trigger_multiple that I'm pretty sure only activates when the player walks into it (which would be invaluable).
I'd really like your feedback on the following points
[B]1. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?[/B] I'm leaning towards a restart the map scene when you die because it'd make it easier for me to map, but that'd either require some sort of quicksave function or short maps in order for it not to get too frustrating to get killed. If anybody has some sort of resolution to this I'd be happy to hear it.
[B]
2. How serious should it be? [/B]I'm quite interested in a slightly more dark take on the TF2 cannon for a TF2 campaign - not that it couldn't have it's lighter moments but a more sinister plot with an atmosphere just seems like it might be interesting to play through.
[B]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign? [/B]I mean - there would be sections of single player interactions that you wouldn't find in a normal game of TF2 but would you mind defending an area or pushing a cart whilst fighting off a few waves of standard TF2 enemies?
This won't be out anytime soon, but I'm steadily making progress and I intend to release an alpha as soon as one is ready for the public - once I have something to get tested you guys will be the first to know (though when I have enough media I plan on making my own topic)![/QUOTE]
I... thought I was making this :smith:
[QUOTE=William777;31035454][IMG]http://www.voterocket.net/campaignad.png[/IMG]
I'll give you guys an update on where I am with the campaign.
I've got some good news actually, I've found a cheat free way of attacthing custom items (a cool little side effect of this is the speech bubbles follow the NPCs head even when it animates) to players and bots without having to use SourceMod, so we won't have to deal with complex installs or anything soon - the biggest problem I have right now is getting triggers to recognise individual bots - I'm sure I've messed something up source wise so I'll try re-creating the method I'm currently trying to use now (though I could settle with a more inaccurate method that would limit my flexibility a bit but I'd rather get this working properly) - biggest problem I have with the new hat system is I can't [I]remove [/I]items from characters (eg, have a completely different hat for the soldier, it'd have to be based around his original helmet - though I have an idea about bypassing this so not all hope is lost for really crazy custom NPCs).
If I were to go all out on this over the summer I'd really like to work with a good animator to help me make some custom animations for the classes (it wouldn't be anything drastic, some nicer standing animations and perhaps a busy animation or two) and I'd probably like a good writer to brainstorm and help me get together a plot, though I'd happy for it to be a collaborative project when it comes to the writing. I've still not made any progress on the subject of unlockable weapons being used and considering bots don't know how to use quite a lot of them I doubt that's going to become a reality.
On an uninteresting source note I've found an unused keyvalue on trigger_multiple that I'm pretty sure only activates when the player walks into it (which would be invaluable).
I'd really like your feedback on the following points
[B]1. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?[/B] I'm leaning towards a restart the map scene when you die because it'd make it easier for me to map, but that'd either require some sort of quicksave function or short maps in order for it not to get too frustrating to get killed. If anybody has some sort of resolution to this I'd be happy to hear it.
[B]
2. How serious should it be? [/B]I'm quite interested in a slightly more dark take on the TF2 cannon for a TF2 campaign - not that it couldn't have it's lighter moments but a more sinister plot with an atmosphere just seems like it might be interesting to play through.
[B]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign? [/B]I mean - there would be sections of single player interactions that you wouldn't find in a normal game of TF2 but would you mind defending an area or pushing a cart whilst fighting off a few waves of standard TF2 enemies?
This won't be out anytime soon, but I'm steadily making progress and I intend to release an alpha as soon as one is ready for the public - once I have something to get tested you guys will be the first to know (though when I have enough media I plan on making my own topic)![/QUOTE]
How about Warpath spawning?
You capture the next point, your spawning changes.
Possibly test something like that?
Since it's already in the game, it would make your job much easier to do.
[editline]11th July 2011[/editline]
[QUOTE=Jessecar96;31039273]I... thought I was making this :smith:[/QUOTE]
You're the other person making this awesome creation.
I've used your work too, so I know what to expect from you, so I'm trusting your work much more than his at the time being.
[QUOTE=William777;31035454][IMG]http://www.voterocket.net/campaignad.png[/IMG]
I'll give you guys an update on where I am with the campaign.
I've got some good news actually, I've found a cheat free way of attacthing custom items (a cool little side effect of this is the speech bubbles follow the NPCs head even when it animates) to players and bots without having to use SourceMod, so we won't have to deal with complex installs or anything soon - the biggest problem I have right now is getting triggers to recognise individual bots - I'm sure I've messed something up source wise so I'll try re-creating the method I'm currently trying to use now (though I could settle with a more inaccurate method that would limit my flexibility a bit but I'd rather get this working properly) - biggest problem I have with the new hat system is I can't [I]remove [/I]items from characters (eg, have a completely different hat for the soldier, it'd have to be based around his original helmet - though I have an idea about bypassing this so not all hope is lost for really crazy custom NPCs).
If I were to go all out on this over the summer I'd really like to work with a good animator to help me make some custom animations for the classes (it wouldn't be anything drastic, some nicer standing animations and perhaps a busy animation or two) and I'd probably like a good writer to brainstorm and help me get together a plot, though I'd happy for it to be a collaborative project when it comes to the writing. I've still not made any progress on the subject of unlockable weapons being used and considering bots don't know how to use quite a lot of them I doubt that's going to become a reality.
On an uninteresting source note I've found an unused keyvalue on trigger_multiple that I'm pretty sure only activates when the player walks into it (which would be invaluable).
I'd really like your feedback on the following points
[B]1. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?[/B] I'm leaning towards a restart the map scene when you die because it'd make it easier for me to map, but that'd either require some sort of quicksave function or short maps in order for it not to get too frustrating to get killed. If anybody has some sort of resolution to this I'd be happy to hear it.
[B]
2. How serious should it be? [/B]I'm quite interested in a slightly more dark take on the TF2 cannon for a TF2 campaign - not that it couldn't have it's lighter moments but a more sinister plot with an atmosphere just seems like it might be interesting to play through.
[B]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign? [/B]I mean - there would be sections of single player interactions that you wouldn't find in a normal game of TF2 but would you mind defending an area or pushing a cart whilst fighting off a few waves of standard TF2 enemies?
This won't be out anytime soon, but I'm steadily making progress and I intend to release an alpha as soon as one is ready for the public - once I have something to get tested you guys will be the first to know (though when I have enough media I plan on making my own topic)![/QUOTE]
1. Temporary Death seems the best option, seeing as most, if not all campaigns, use it.
2. It should be pretty serious, seeing as it's the backstory of TF2 and such, but that doesn't mean it can't have comic relief at some points. Demo, pyro and engie could be main comic relief characters.
3. [b]YES.[/b] I think there should be major battles on most current maps, seeing as they don't quite fit a campaign style. So that would mean custom maps for everything else. The battles could be scripted events with bots that go up in difficulty as you progress.
The campaign should have both serious and funny missions and what not.
[QUOTE=HyperTails;31045009]The campaign should have both serious and funny missions and what not.[/QUOTE]
That would take some animating and possible voice actors to do.
Can't be that hard to find good voice actors these days, is it?
It should be mostly dark but broken up with some light hearted moments. Try not to make any characters comic relief apart from maybe Pyro because we don't know anything about him/her/it so you can do anything you want with him/her/it.
[QUOTE=loled;31045252]That would take some animating and possible voice actors to do.
Can't be that hard to find good voice actors these days, is it?[/QUOTE]
I say no to the voice actors.
What I've been working with so far is having the characters play generic speech lines that reflect the general theme of what they're saying and have a speech bubble pop over their head with the actual text.
[QUOTE=William777;31035454]
1. Should we have a respawn system or a temporary death system (like the one in HL2 or Portal 2 single player)?
I think having the Half Life system with checkpoints would work nicely.
2. How serious should it be?
I'd like it if it resembled TF2 itself in this regard, so at some points it is dark with dark humour and it periodically switches to lighter, but with a dark undertone.
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign?
I would love this, but would you be keeping it as carts and control points or would you be using custom models to help it fir in more with the story?
[/quote]
[QUOTE=William777;31035454]
3. Do you think that fighting small rounds of multiplayer styled TF2 based battles would have a part in a campaign? I mean - there would be sections of single player interactions that you wouldn't find in a normal game of TF2 but would you mind defending an area or pushing a cart whilst fighting off a few waves of standard TF2 enemies?[/QUOTE]
You mean like having you alone against the enemies or a team of important plot characters with you against the enemies? It would feel somewhat empty to me if I was the only guy, even though it is single-player.
[QUOTE=Jericho_Rus;31055173]You mean like having you alone against the enemies or a team of important plot characters with you against the enemies? It would feel somewhat empty to me if I was the only guy, even though it is single-player.[/QUOTE]
The second one!
If you do speech bubbles and they're textures floating above the character heads, please save everyone's bandwidth and hard drives by saving them as I8 instead of DXT, please
128 speech bubbles takes up 10MB - each text bubble is around 80KB, I've tried saving as both DXT and I8 and they both end up saving as 80KB. Am I doing something wrong or does it not make much difference with textures that size?
[QUOTE=William777;31035454][B]
2. How serious should it be? [/B]I'm quite interested in a slightly more dark take on the TF2 cannon for a TF2 campaign - not that it couldn't have it's lighter moments but a more sinister plot with an atmosphere just seems like it might be interesting to play through.[/QUOTE]
Do what Portal 2 did - Coop being the lighthearted game with a dark undertone, singleplayer being the darker game with frequent lighthearted moments.
[editline]13th July 2011[/editline]
[QUOTE=William777;31085460]128 speech bubbles takes up 10MB - each text bubble is around 80KB, I've tried saving as both DXT and I8 and they both end up saving as 80KB. Am I doing something wrong or does it not make much difference with textures that size?[/QUOTE]
Is there any possible way to have 3 or so images that make up a dynamic text box, with the actual text printed on afterwards clientside?
[QUOTE=AlfieSR;31087762]Do what Portal 2 did - Coop being the lighthearted game with a dark undertone, singleplayer being the darker game with frequent lighthearted moments.[/QUOTE]
I'm not sure if this is what you were saying, but co-op TF2 would be amazing. And it wouldn't be too much harder to make a singleplayer campaign co-op, would it?
[editline]13th July 2011[/editline]
My reccomendation for the tone is to try for a feel similar to the Meet the Team videos. Silly, but with dark undertones.
[editline]13th July 2011[/editline]
Also 3000 posts.
Images from an upcoming sniper mission called, 'Splendid Holiday'
[I]Sniper takes some time off to enjoy a vacation on a tropical island. Unfortunately for him, he uncovers a BLU plot in the making that could mean the end of RED and his carrier! Infiltrate the island base and put an end to the problem. [/I]
[img]http://filesmelt.com/dl/sniper_campagin1.png[/img]
[img]http://filesmelt.com/dl/sniper_campagin2.png[/img]
I came to this thread late and I don't know much about it, and I'm too lazy to read through the thread.
Is there some sort of WIP map or something to test this at all?
[QUOTE=SOKMAN;31135775]I came to this thread late and I don't know much about it, and I'm too lazy to read through the thread.
Is there some sort of WIP map or something to test this at all?[/QUOTE]
Well, the thread is a big how we would like the campaign mode to be like. But 2 persons are working on it(Go at the top of this page to help). I don't think as of now there is a downloadable campaign WIP map, I could be wrong
Here's my idea
[IMG]http://i117.photobucket.com/albums/o72/Waluigi2/manconony.jpg[/IMG]
So like, the manconony is in ruions, and the scout wants to get his game on, but he cant because arcimedis tok his game, and he neds toi get it back from him. The moral of the sotry is that some times video agmes DOES cause violence.
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