Lambda Fortress - Half-Life 2/Team Fortress 2 Crossover Mod
269 replies, posted
[QUOTE=HoledWeeb;51432870]I personally don't really like my logo, is there any ideas how to improve it?[/QUOTE]
Change the silver font to black, and the logo's color to silver?
I'd really like to make the Gravity Gun (modeling, texturing, first person animation, no time for third person). I'm just going to model it now. If everyone likes it, great, but if not then no harm done (I've always wanted to do something like this).
I have a lot of experience animating Team Fortress 2 characters: [URL="https://www.youtube.com/channel/UCqdcSygBBY7QsuJvdNYB4Pg/videos"]Channel link[/URL]
And here are some very old TF2 models I've done (I've improved a lot since then but I don't have a lot of TF2 stuff to show): [URL="http://gamebanana.com/wips/44421"]iDroid[/URL] [URL="http://files.gamebanana.com/img/ss/wips/56127d33a45db.jpg"]The Phantom Limb[/URL]
[QUOTE=Paysus;51470147]I'd really like to make the Gravity Gun (modeling, texturing, first person animation, no time for third person). I'm just going to model it now. If everyone likes it, great, but if not then no harm done (I've always wanted to do something like this).
I have a lot of experience animating Team Fortress 2 characters: [URL="https://www.youtube.com/channel/UCqdcSygBBY7QsuJvdNYB4Pg/videos"]Channel link[/URL]
And here are some very old TF2 models I've done (I've improved a lot since then but I don't have a lot of TF2 stuff to show): [URL="http://gamebanana.com/wips/44421"]iDroid[/URL] [URL="http://files.gamebanana.com/img/ss/wips/56127d33a45db.jpg"]The Phantom Limb[/URL][/QUOTE]
This is sweet i cant wait to see what you make
[QUOTE=UC!;51426192]How about adding crowbar?[/QUOTE]
Weapon replacement mods still work, but instead of placing any mods in a custom folder, you will need to overwrite the actual files in the tf_coop folders.
That being said, the only weapon replacement mods that will work will be those that affect the stock weapons, and even then it is trial and error to see which are compatible with this version of TF2.
[QUOTE=Paysus;51470147]I'd really like to make the Gravity Gun (modeling, texturing, first person animation, no time for third person). I'm just going to model it now. If everyone likes it, great, but if not then no harm done (I've always wanted to do something like this).
[/QUOTE]
[t]http://i.imgur.com/ZZbYvnw.png[/t]
[t]http://i.imgur.com/Q9Nxxwk.png[/t]
Here's a WiP high poly.
[QUOTE=Paysus;51481550][t]http://i.imgur.com/ZZbYvnw.png[/t]
[t]http://i.imgur.com/Q9Nxxwk.png[/t]
Here's a WiP high poly.[/QUOTE]
Looks awesome, But I feel that doesn't match quite bit with the tf2 style
damn nice paysus
[QUOTE=Paysus;51481550][t]http://i.imgur.com/ZZbYvnw.png[/t]
[t]http://i.imgur.com/Q9Nxxwk.png[/t]
Here's a WiP high poly.[/QUOTE]
Slap on a hat and a sticker that says "No Random Critical Hits" and we will be good to go.
But seriously, it looks good. But what color scheme are you going to go with? A remake of the original? Or something that has a more TF2 feel?
That feels too much like a carbon copy of the gravity gun. Tf2 weapons generally feel meaty and clunky, the grate around the crystal doesn't fit, and I think the claws should be just rods connected to simple servo's. Also I would make the handles thicker.
[t]http://i.imgur.com/naHtXlx.png[/t]
[t]http://i.imgur.com/iwwCp24.png[/t]
I can't continue this anymore. I don't have the time nor drive to finish this texture and then spend like 25 hours animating it for all of the classes. Sorry.
I'll upload it if someone really wants to finish its texture. (Also, its normal map showing the tape's detail and slightly smoother edges is hidden)
Looks awesome, I'm pretty sure I installed everything correctly but when it launches it gives me either "Could not load library client" or "Failed to start game with shared content, Please update these games first: Source SDK Base 2013 multiplayer." Can anyone help me? Edit: Nevermind I fixed it.
-snip, accidentally quoted a post instead of editing it-
[QUOTE=Nicknine;51708970]DEL[/QUOTE]
Del?
Has it been canceled?
[QUOTE=TheNOVA;51714265]Del?
Has it been canceled?[/QUOTE]
No, I just accidentally quoted a post instead of editing it. [I]Again[/I]. And you can't delete your own posts.
[QUOTE=Nicknine;51714910]No, I just accidentally quoted a post instead of editing it. [I]Again[/I]. And you can't delete your own posts.[/QUOTE]
k, thank gaben.
I REALLY love this game you know. If there isn't a lot of lag and there at least 2 players, this is insanely fun no matter how many times i have finished it.
now that i am posting anyway, could some of the 8 hp NPCs such as Kleiner gain some kind of "invulnerability"? people can spam projectiles and quickly join spectator, killing the NPC and breaking the map in the process. Thx and keep up the awesome work!
*p.s. i seem to have a problem when trying to launch a dedicated server, it just crashes on launch and i don't have this with any other kind of game. yes i am using the 2013 multiplayer dedicated server
I just decided to try this out, and have been enjoying it a lot (at least in single player, the server browser didn't have any servers on it :T). It's a shame that this mod appears to be on its' way out, as it's kind of my dream come true; I like to use extensive amounts of I/O and unique entities (including unused ones) to create interesting devices and mechanics in Hammer, but TF2 stripped almost all of the cool base entities from the game (particularly func_tank; I would have made a Portal/Combine turret in TF2 by now if that object existed in TF2).
If anyone is still working on it, there are somethings that really should be fixed up. For starters the engineer can't pick up buildings, which changes the way he's played for the worse. Also, dispensers can't be upgraded. I'm sure you know that by know, but they're things that kind of degrade the experience of being an engie. It also crashed at some odd points, and I'm not sure why (if someone tells me where the crash logs are generated, I'll happily share them).
Alternate idea for balancing (especially if the BLU team vs never becomes a thing):
Additional spawners for enemy npcs, kinda like SMOD but instead are activated depending on the number of players.
For example, every combine npc spawns an additional one if there's 3 or more people in the server. If there's six, they spawn 2 each.
With zombies, its one per every 2 people. for headcrabs, it's 1 per person after the first.
Though maybe that's overdoing it a little. In that case, instead of a straight modifier, a random chance that each enemy NPC will spawn an extra next to them. The likelyhood that each enemy will spawn with a buddy is based on the number of people in the server x10 with a max of 100%. IE if there's 1 person in the server, each combine soldier has a 10% chance to spawn with a buddy. If there's 6, there's 60% chance per person.
Because bullet sinks aren't really fun (as a TES/Fallout player I can attest to that). At least for regular joe enemies.
Another idea:
Replacing some of the health/battery stashes with straight up ammoboxes/healthboxes. Or just straight up replace all the health packs and battery packs with TF2 ones. And/or strategically adding refill cabinets in each level?
Otherwise health packs and ammo are a bit too rare for multiple people (either this or make them respawn after a certain amount of time, like in TF2), let alone people that can and do respawn and/or switch class.
From src files i seen hl1 folder. And it's contents a hl1 npcs. Does it's scrapped content or its going to be thing to play hl1 maps in lambda fortress?
any major updates?
[QUOTE=LuizFilipeRN;52193872]any major updates?[/QUOTE]
I -may- have gotten some progress in getting save-restore working properly in multiplayer.
I'll have to test it out in the near future to see if it'll work here or not.
[QUOTE=RaraKnight;52193950]I -may- have gotten some progress in getting save-restore working properly in multiplayer.
I'll have to test it out in the near future to see if it'll work here or not.[/QUOTE]
but is there any progress of fixing the last chapter?
Dead?:class:
[QUOTE=tyabus;52227534]Dead?:class:[/QUOTE]
Two projects at once, TF2C is getting the attention, atm. Correct me if I am wrong.
Hello,I really love you work but I can't play with my friends.When i create a server lambda fortress with source sdk base 2013 dedicated server and i replace LAN to INTERNET and i join it but is say to me STEAM VALIDATION REJETED or something like.If you can help me is will be good and i really want to play with my friends.(sorry for my english im french but if you don't understand i can use google translate :buddy:
)
Would be cool to see this implemented with other source mods/games if possible. In general, having a centralized mod similar to Garry's Mod would be neat to mix and match different games properly, but that may be more difficult to do as there are several different versions of source.
I just noticed something.. I left the maxplayers to 32 on my local server and just played around and noticed that it was too easy even on hard mode. I could kill an Antlion guard as a pyro with ease not even wasting my ammo on it. But when I changed the maxplayers into 2 it became really hard. The Antlion guard was harder to kill, heck I even have to go around looking for ammo. but it still possible to get through a map but you have to be strategic about it and be careful. Don't get me wrong I prefer it hard like this instead of getting through it too easily sweeping the enemies like bugs.
I need help starting the game up. Every time i start it up it closes and says a message saying "Could not load library client. Try restarting. If that doesn't work, verify the cache." Please help ;-;
[QUOTE=Gee-Gee;52427241]I need help starting the game up. Every time i start it up it closes and says a message saying "Could not load library client. Try restarting. If that doesn't work, verify the cache." Please help ;-;[/QUOTE]
Verify you have followed all the steps correctly. and that your SDK Base 2013 Multiplayer is set to the right version and verify the cache of it.
[QUOTE=msalinas2877;52429200]Verify you have followed all the steps correctly. and that your SDK Base 2013 Multiplayer is set to the right version and verify the cache of it.[/QUOTE]
How do i check if it's up to date and verify the cache?
So when is the new version coming out?
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