[QUOTE=Blaco;47121589]-plop-[/QUOTE]
What? No Mission Impossible 64 songs?
I tried myself to add a bit of music into TF2 by changing the CTF Announcer voice clips into sound cues with naturally looping music behind it. The sound would cut off if the intel was picked up, dropped, and returned to base. I found out the major flaw was that the winning capture did not cut off the sound that was previously playing, because it loops, and it continued to play until the intel was picked up next round.
[QUOTE=Gentleman Cat;47121640]What? No Mission Impossible 64 songs?
I tried myself to add a bit of music into TF2 by changing the CTF Announcer voice clips into sound cues with naturally looping music behind it. The sound would cut off if the intel was picked up, dropped, and returned to base. I found out the major flaw was that the winning capture did not cut off the sound that was previously playing, because it loops, and it continued to play until the intel was picked up next round.[/QUOTE]
It has to do with what audio channel you have the sounds set to in your soundscript. You have to do it in a way where sounds that you know have the potential to play at the same time aren't on the same channel. The dead ringer mod uses a channel that nothing else (I think) in TF2 uses, so it won't get cut off by anything except the null sound on that same channel when it's put away.
Another thing to consider is if you DO want sounds to stop other sounds, like in the case of my mod, you want to use a channel that will allow that. Not all channels have this ability.
[QUOTE=Blaco;47121589]Dropping this off:
[url=http://www.mediafire.com/download/mxfgewfzmbu3n7j/Musical_Dead_Ringer.zip][img]https://i.imgur.com/SauHi91.png[/img][/url]
[video=youtube;5bP25QMXT2c]http://www.youtube.com/watch?v=5bP25QMXT2c[/video]
There are 4 different songs to choose from, available normally or with the Clicky mod I released last year compiled into it. (Since this needs a custom compile to work.)
Songs loop naturally with cue points and will stop playing when you put the Dead Ringer away. Other game sounds will not cut off the music, nor will activating the cloak, which took some leet hacks to accomplish.
Volume is controlled with the Music Volume slider so you can fine tune it to your liking without affecting your regular game volume.
Big thanks to MrModez for letting me use his TF2 Medley song in the mod, you can give that a listen to [url=https://www.youtube.com/watch?v=4gc_V3Sx5hw]here.[/url]
Also if you want to use your own music you only need to modify the .wav file, although insertion of cue points is recommended.[/QUOTE]
Guess who's going to be use world viewmodels from now on
[editline]11th February 2015[/editline]
This is awesome
[QUOTE=Tundra Boy;47121351][IMG]http://world.guns.ru/userfiles/images/handguns/great_britain/revolver/1287752165.jpg[/IMG]
[IMG]http://www.blackstonear.com/firearm/mateba2/mtr_1.jpg[/IMG]
And there were others that were completely automatic.
These are the webley fosbery revolver and the mateba mtr-8 respectively.[/QUOTE]
Actually an autorevolver means that it cycles the cylinder and pulls back the hammer with its own action rather than you needing to either cock the hammer or have a really heavy trigger pull making it semi-automatic as opposed to double or single-action
For example the Mateba M6/Unica 6 (awesome gun <3) actually has a slide and the recoil pushes the hammer back just like on a traditional pistol such as the 1911.
But anyway aside from posting images of neat gun designs to inspire people this kind of stuff is for the cool weapons thread or firearms general (?) so ill end it here.
any chance that mod could be applied to the rest of the watches?
[QUOTE=Killbane;47122320]Actually an autorevolver means that it cycles the cylinder and pulls back the hammer with its own action rather than you needing to either cock the hammer or have a really heavy trigger pull making it semi-automatic as opposed to double or single-action
For example the Mateba M6/Unica 6 (awesome gun <3) actually has a slide and the recoil pushes the hammer back just like on a traditional pistol such as the 1911.
But anyway aside from posting images of neat gun designs to inspire people this kind of stuff is for the cool weapons thread or firearms general (?) so ill end it here.[/QUOTE]
[url]http://www.forgottenweapons.com/early-automatic-pistols/webley-fosbery/[/url]
"Mechanically, the Webley-Fosbery operates by virtue of the barrel and cylinder assembly being independent of the grip assembly, the one riding in grooves machined into the other. Thus when fired, the grip stays in place and the barrel and cylinder assembly slides back, while a cam pin running in the conspicuous cylinder grooves rotates it to the next chamber and recocks the hammer."
The webley fosbery revolver cycles the cylinder and pulls back the hammer on it's own, rather than you needing to cock the hammer after every shot. But yes, this was more of a tangent than an item suggestion.
Don't know what happened to the bullets
[url]https://skfb.ly/CR7z[/url]
[QUOTE=Killbane;47122599]Don't know what happened to the bullets
[url]https://skfb.ly/CR7z[/url][/QUOTE]
It looks like the faces are inverted.
[url]https://skfb.ly/CPyw[/url]
The barrel has seen a lot of work. Let me know what you think. On an off note, I can't tell why sketchfab is making the very top of the barrel so dark.
[IMG]http://fc02.deviantart.net/fs70/i/2015/042/f/2/experimenting_with_textures_by_tundura-d8hbwxk.jpg[/IMG]
I messed with the color scheme again, and the 38 is clearer.
I have no idea what I'm doing. Cant make syringe gun for medic set to save my life.
[t]http://puu.sh/fMTZv/dacaea8cf8.png[/t]
Edit: Metabolic is gonna draw up another one this weekend. If that doesnt turn out well just not gonna include one.
[QUOTE=TheJukebox;47123262]I have no idea what I'm doing. Cant make syringe gun for medic set to save my life.
[t]http://puu.sh/fMTZv/dacaea8cf8.png[/t][/QUOTE]
That looks completely nonsensical, which means you've met the basic requirement for a syringe gun.
[QUOTE=Metaru;47122420]any chance that mod could be applied to the rest of the watches?[/QUOTE]
Added watches to the download. If you use them with the Dead Ringer just make sure to pick the VPK with the same song.
need a old melee sound pack plz kind emporium people
[QUOTE=Hell-met;47123734]need a old melee sound pack plz kind emporium people[/QUOTE]
No banner.
[url]https://www.mediafire.com/?wfozvujdk5j6dev[/url]
[QUOTE=Karmal Khan;47123955]No banner.
[url]https://www.mediafire.com/?wfozvujdk5j6dev[/url][/QUOTE]
isn't it missing the shovel, fists and club ones?
or are they all sharing the cbar
[QUOTE=Hell-met;47123975]isn't it missing the shovel, fists and club ones?
or are they all sharing the cbar[/QUOTE]
Those all use cbar.
thank you
I have a weird problem, I joined a server and there was a giant error model sitting on top of someone's head. I looked in the console, and "trn_wizard_hat_red" (later identified as the point and shoot) had its vertex information or something incorrectly set up.
Shortly after, tf2 simply exited from the desktop (like other times- this means that i can't run tf2 again because it stops responding at ~35-40 mb of memory and makes all youtube videos stop working).
I opened GCFscape, went to the models, and went to where trn_wizard_hat was located and sure enough, one file was incomplete and all other models of that save for the spy and a treasure hat were all "corrupt" when I validated them.
So what do I do? If someone gave me all the model files for the treasure hat and point and shoot, could I install them as a mod and fix this problem? Have you guys had problems with corrupted models before?
[editline]11th February 2015[/editline]
Apparently the tomb pick and the towering pillar of summer shades are also corrupt. For all classes.
- snip -
[QUOTE=Cufflux;47124305]I have a weird problem, I joined a server and there was a giant error model sitting on top of someone's head. I looked in the console, and "trn_wizard_hat_red" (later identified as the point and shoot) had its vertex information or something incorrectly set up.
Shortly after, tf2 simply exited from the desktop (like other times- this means that i can't run tf2 again because it stops responding at ~35-40 mb of memory and makes all youtube videos stop working).
I opened GCFscape, went to the models, and went to where trn_wizard_hat was located and sure enough, one file was incomplete and all other models of that save for the spy and a treasure hat were all "corrupt" when I validated them.
So what do I do? If someone gave me all the model files for the treasure hat and point and shoot, could I install them as a mod and fix this problem? Have you guys had problems with corrupted models before?
[editline]11th February 2015[/editline]
Apparently the tomb pick and the towering pillar of summer shades are also corrupt. For all classes.[/QUOTE]
Right click on tf2 in Steam. Local files > Verify integrity of game cache
I once had this problem where I had too many mods (like skyrim many), my game just broke. Code words everywhere, crashes in 15min. So that's when I found out that TF2 has a certain limit on how much vpk mods you can have 'cause after I convert them all to folders, the game works fine (albeit pretty slow)
[QUOTE=Vic Boss;47125625]I once had this problem where I had too many mods (like skyrim many), my game just broke. Code words everywhere, crashes in 15min. So that's when I found out that TF2 has a certain limit on how much vpk mods you can have 'cause after I convert them all to folders, the game works fine (albeit pretty slow)[/QUOTE]
Alright, but how many VPKs can TF2 hold? I have 61 in my custom folder and TF2 works perfectly fine to me.
[QUOTE=Matihood1;47126193]Alright, but how many VPKs can TF2 hold? I have 61 in my custom folder and TF2 works perfectly fine to me.[/QUOTE]
I had nearly 100 vpks so
Getting this set together
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet.jpg[/img]
[QUOTE=blaholtzen;47126805]Getting this set together
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet.jpg[/img][/QUOTE]
That round logo just makes my inner sniper grin and speak "It's like Christmas Morning"
But Looking pretty good, Though I don't get the rifle/Sticky Launcher there? Is the concept you wanting to shoot a sticky to make it explode?
[QUOTE=blaholtzen;47126805]Getting this set together
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/DemomanPrecicionExplosiveSquadSet.jpg[/img][/QUOTE]
Do you have a design for a Grenade Launcher or melee to go with this set?
[QUOTE=TheJukebox;47123262]I have no idea what I'm doing. Cant make syringe gun for medic set to save my life.
[t]http://puu.sh/fMTZv/dacaea8cf8.png[/t]
Edit: Metabolic is gonna draw up another one this weekend. If that doesnt turn out well just not gonna include one.[/QUOTE]
Looks like you glued the Ullapool Caber to the SMG. Looks great, though.
[URL="https://dl.dropboxusercontent.com/u/65113316/content/tf_soundspraymegapack.zip"][IMG]https://dl.dropboxusercontent.com/u/65113316/screenies/emporium_mods/addon_soundsprays.png[/IMG][/URL]
Just a bunch of soundsprays, if anyone still cares about them.
All made over the course of almost 3 years, most of them are mine, but Kandyman did quite a bit aswell, as some other friends too.
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