Since we're talking about bleeding, is there any mod out there that removes the highly annoying red screen you get when you get hit by a bleed weapon?
I think the bleed screen effect should stay, but it should work like the fire screen effect, just covering the edges.
no you're wrong giving an offensive class a weapon capable of causing bleeding would be a horrible idea, they're only suited to camping classes, let that be the end of the discussion.
[editline]09:19PM[/editline]
this was in response to that dude that wrote loads
I figured this would be the best place to ask rather than make a new thread but,
I'm working on a Custom HUD, and I'm wondering if it's possible to rotate the Health bar so it is horizontal and decreases from right to left instead of from top to bottom, similar to how the cloak bar decreases. The only options I see are adjusting the size and position; I can't find any option for rotation. Does such an option even exist?
[QUOTE=ironman17;23621250]He's right. Bleeding's pretty overused, with a massive grand total of TWO weapons having bleeding effect. Now, adding AFTERBURN to a weapon, THAT isn't overused at all. In fact, there's only three weapons in the entire game that have Afterburn, and all belonging to ONE class.
Bleeding's only an upgraded version of Afterburn exclusive to melee weapons (for now). Besides, it's only available on two weapons at the moment, both of them melee, whereas it's older brother, Afterburn, is present on two close-range primary weapons and a secondary. Try to be a bit more lenient before you knock Bleeding, especially since it's only 66% as used as Afterburn.[/QUOTE]
The difference being it's incredibly hard to get rid of bleeding; unless you're near a medium or large health pack you're essentially fucked.
Oh and good luck seeing anything through the bleed effect.
Actually, a small medkit can stop bleeding now...
I chased a spy with the southern hospitality, he touched a small med-kit, and the bleeding stopped
[QUOTE=ArsonBoy5996;23622421]Actually, a small medkit can stop bleeding now...[/QUOTE]
I hadn't seen that patch, but still, with jarate, water, medic/dispenser healing, and airblast putting out afterburn, it's a hell of a lot less threatening.
And I can't seem to stop raging about that visual effect. It's impossible to deal with.
[QUOTE=ArsonBoy5996;23622421]Actually, a small medkit can stop bleeding now...
I chased a spy with the southern hospitality, he touched a small med-kit, and the bleeding stopped[/QUOTE]
I suppose it stopped at same time when he walked over medkit.. coincidence.
Naah, burning is still just as bad as before, even worse with Jarate and bleeding at the same time...
[editline]09:01PM[/editline]
[QUOTE=uzikus;23622568]I suppose it stopped at same time when he walked over medkit.. coincidence.[/QUOTE]
I hit him 2 seconds beforehand, no coincidence there
[QUOTE=ArsonBoy5996;23622569]Naah, burning is still just as bad as before, even worse with Jarate and bleeding at the same time...
[/QUOTE]
Bahaha, that'd be horrible...
Afterburn still kills people, sure, but with two less points of damage per second, and all those means of being put out, it's far less of a threat than bleeding. If you're playing on any kind of decent server you'll probably get extinguished once or twice by a teammate.
[QUOTE=CrazyBaconLegs;23622522]And I can't seem to stop raging about that visual effect. It's impossible to deal with.[/QUOTE]
This. Can someone whip up a quick fix so it removes it?
[QUOTE=uzikus;23622568]I suppose it stopped at same time when he walked over medkit.. coincidence.[/QUOTE]
MEDKITS STOP BLEEDING.
I know. I kept getting tagged by a dbag engie with a SH and I kept running back and grabbing medkits.
I actually think that something along the lines of CoD's [b](gasp!)[/b] dying effect would do the job, but without the Veins everywhere...
I just wish Afterburn's visual effect was more pronounced than Bleeding's. Compare gentle flames you can barely see with the entire screen turning red.
[QUOTE=Skunkrocker;23622707]MEDKITS STOP BLEEDING.
I know. I kept getting tagged by a dbag engie with a SH and I kept running back and grabbing medkits.[/QUOTE]
Chill man, I didn't know. It wasn't stated in any update notes or anything.
[QUOTE=DainBramageStudios;23622842]I just wish Afterburn's visual effect was more pronounced than Bleeding's. Compare gentle flames you can barely see with the entire screen turning red.[/QUOTE]
I think that would be terrible. At least bleeding only affects one person, but you can set an entire group on fire with a single stream. It would render entire rushes useless unless you were using a spritefix to reduce it.
Ok, how about when I submit it, in the little comments section or whatever, I'll say "If this gets accepted, no bleeding please"
well like the other guy said, bleeding is for camping classes, so if soldier would get a bleed weapon it would have to do something to make him camp... but what ever... sorry for bringing it up xD
[quote]
Ok, how about when I submit it, in the little comments section or whatever, I'll say "If this gets accepted, no bleeding please"
[/quote]
do it
[editline]10:19PM[/editline]
The thing is, the Pyro was built around Afterburn, but Bleeding is just tacked on to the Sniper and Engie. It makes no sense that two classes that aren't really about delayed-reaction damage infliction to have a more annoying effect than the class who ... specialises (?) in it.
[editline]10:20PM[/editline]
Also can someone help me with the HUD issue I posted at the top of the page?
[QUOTE=uzikus;23618046]Sparkwire should animate it[/QUOTE]
What the hell guys, I was serious, why the funnies
I think bleeding would have suited the medic 10,000 times more then just being slopped onto the engie + sniper.
[QUOTE=Pie_Tony;23623283]I think bleeding would have suited the medic 10,000 times more then just being slopped onto the engie + sniper.[/QUOTE]
I agree. A wooden sword causes bleeding, but a knife, or a friggin bonesaw won't?
[QUOTE=ZuXer;23623403]I agree. A wooden sword causes bleeding, but a knife, or a friggin bonesaw won't?[/QUOTE]
A small bottle does 65 damage but a sledgehammer doesn't.
[QUOTE=Baboo00;23624093]A small bottle does 65 damage but a sledgehammer doesn't.[/QUOTE]
A broken bottle does the same amount of damage as an intact bottle.
This is Team Fortress 2 you know, it's not like Valve aimed for realism.
[QUOTE=DainBramageStudios;23624426]A broken bottle does the same amount of damage as an intact bottle.
This is Team Fortress 2 you know, it's not like Valve aimed for realism.[/QUOTE]
Which is why I love TF2
I'd discuss with you about bleeding, stats and realism but I have problems to solve before I can release my stuff.
I'm using blender. I add a EdgeSplit modifier to my model, clic on "Apply from marked as sharp" (of course I marked some edges as sharp) and then export the model as .smd
The problem is : Model viewer show some sharp edges as smooth and a few one which are supposed to be smooth are looking sharp.
[QUOTE=ZuXer;23623403]I agree. A wooden sword causes bleeding, but a knife, or a friggin bonesaw won't?[/QUOTE]
The shiv as it is, is made out of a special treesort that I can't remember the name, but the treesort has some very strong anti-coagulent stuff in it, wich means that it thins out your blood when it hits and keeps you bleed because the bloodcells aren't managing to make up for the "small" blood that keeps pouring through.
This shit exists in real life.
[QUOTE=pedrus24;23625202]I'd discuss with you about bleeding, stats and realism but I have problems to solve before I can release my stuff.
I'm using blender. I add a EdgeSplit modifier to my model, clic on "Apply from marked as sharp" (of course I marked some edges as sharp) and then export the model as .smd
The problem is : Model viewer show some sharp edges as smooth and a few one which are supposed to be smooth are looking sharp.[/QUOTE]
You have to apply the modifier before exporting.
I forgot to mention it but I did.
[IMG_thumb]http://a.imageshack.us/img7/8033/smooth.png[/IMG_thumb]
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