• Team Fortress 2 Classic V2 - Deathmatch mode when?
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In DM, will the guns be more visible to the eye? As in a halo or glow around them? Edit: Okay, why am I getting so many disagrees? I am pretty sure if I were playing on a DM map that I would at least skim over one to three weapons. Plus, what about colour-blind people? Wouldn't it be a bit hard to see the weapons?
[QUOTE=Druidlyclean;47777735]In DM, will the guns be more visible to the eye? As in a halo or glow around them? Edit: To the disagree, why not? Wouldn't the shotgun be hard to see in some terrain/buildings?[/QUOTE] They just need to put little weapon spawn pad thingies where weapons spawn, that should be enough. I think some maps have them already and some don't for some reason...
[QUOTE=Druidlyclean;47777735]In DM, will the guns be more visible to the eye? As in a halo or glow around them? Edit: To the disagree, why not? Wouldn't the shotgun be hard to see in some terrain/buildings?[/QUOTE] Does it even matter?
[QUOTE=Druidlyclean;47777735]In DM, will the guns be more visible to the eye? As in a halo or glow around them? Edit: To the disagree, why not? Wouldn't the shotgun be hard to see in some terrain/buildings?[/QUOTE] I've been making a DM map, and I've definitely run into the issue of weapons being a bit hard to see. [url=http://i.imgur.com/db2EMcz.png]Health/ammo pickups are unlit,[/url] which makes them visible in just about any situation. Some sort of visual cue for weapon spawns (other than a patch overlay on the ground) wouldn't be a bad idea.
[QUOTE=The Yiffy Fox;47777489]Me and NickNine where making this, but I lost intrest in it and I'm not sure if he's even touched it since then: [url]https://github.com/RaraFolf/TF2HLCoop[/url][/QUOTE] I've still made some edits to it after you dropped out. I didn't exactly lose interest but I've paused working on it for now. Right now, HL2 campaign is largely playable with TF2 mercs, NPCs are integrated into the team system and all 9 classes work with them properly. Here are mostly all the changes: - All HL2 NPCs are restored and work properly. - HL2 weapons are unusable by players and give ammo instead. - HL2 ammo items give you TF ammo. So you can get minigun ammo from a box of buckshot in the best TF2 traditions. - Rebels and player allies are on RED, Combine forces are on BLU, Zombies are on GRN and Antlions are on YLW. - Player's team affects NPC's relationship to him. - NPC damage contributes to player's crit chance. - Killing NPCs can trigger player character's killstreak responses. - NPCs take crit damage but they're not affected by range damage modifier and random spread. Not sure if I should keep it that way. - Freezecam and Target ID support NPCs and they show localized NPC names. - Flamethrower works against NPCs and it sets them on fire. - Demo's grenades explode on hitting enemy NPCs and NPCs run away from Demo's projectiles. - Sentries target enemy NPCs and NPCs attack enemy buildings. Dispensers heal friendly NPCs. - Medic can heal friendly NPCs but he can't Uber them. I actually think it should be kept that way since A) it would make sense from lore point of view since HL2 characters don't have Uber hearts and B) NPCs obviously don't have Ubercharged skins. - Sniper and only Sniper can headshot NPCs. - Spy can backstab NPCs and cloak and disguise fool them. There're quite a few bugs as well, e.g. Strider's muzzle doesn't always appear for some reason and mounted turrets are visually bugged and some other things. TODO: - Add NPC support for killfeed. Will need kill icons for HL2 entities. I'm thinking of taking them from Kilburn's gamemode but if someone would like to draw them themselves then your help is welcome. - Improve HL2 co-op part. I'm not sure if there's a point in working on it deeper since there are already good HL2 co-op mods out there. - The lack of Gravity Gun really impairs TF2 players. Maybe make a special TF2 version of it and place it in slot 4 for every class? But that will require creating player animations for it and I'm not an animator. So once again, help is wanted. - Fix bugs.
[QUOTE=Nicknine;47779548]I've still made some edits to it after you dropped out. I didn't exactly lose interest but I've paused working on it for now. Right now, HL2 campaign is largely playable with TF2 mercs, NPCs are integrated into the team system and all 9 classes work with them properly. Here are mostly all the changes: - All HL2 NPCs are restored and work properly. - HL2 weapons are unusable by players and give ammo instead. - HL2 ammo items give you TF ammo. So you can get minigun ammo from a box of buckshot in the best TF2 traditions. - Rebels and player allies are on RED, Combine forces are on BLU, Zombies are on GRN and Antlions are on YLW. - Player's team affects NPC's relationship to him. - NPC damage contributes to player's crit chance. - Killing NPCs can trigger player character's killstreak responses. - NPCs take crit damage but they're not affected by range damage modifier and random spread. Not sure if I should keep it that way. - Flamethrower works against NPCs and it sets them on fire. - Demo's grenades explode on hitting enemy NPCs and NPCs run away from Demo's projectiles. - Sentries target enemy NPCs and NPCs attack enemy buildings. Dispensers will heal friendly NPCs. - Medic can heal friendly NPCs but he can't Uber them. I actually think it should be kept that way since A) it would make sense from lore point of view since HL2 characters don't have Uber hearts and B) NPCs obviously don't have Ubercharged skins. - Sniper and only Sniper can headshot NPCs. - Spy can backstab NPCs and cloak and disguise fool them. There're quite a few bugs are as well, e.g. Strider's muzzle doesn't always appear for some reason and mounted turrets are visually bugged and some other things. TODO: - Add NPC support for killfeed. Will need kill icons for HL2 entities. I'm thinking of taking them from Kilburn's gamemode but if someone would like to draw them themselves then your help is welcome. - Improve HL2 co-op part. I'm not sure if there's a point in working on it deeper since there are already good HL2 co-op mods out there. - Fix bugs.[/QUOTE] Why not making an new thread for that mod? Instead posting the updates here?
[QUOTE=Suomimies55;47779607]Why not making an new thread for that mod? Instead posting the updates here?[/QUOTE] Eh, I'm not sure, it hasn't gone that far away from TF2C. Besides, I doubt that I'll be able to make a good OP. Hell, this project doesn't even have a proper name yet. :v:
If anyone is looking to play go [URL="http://spuf.co"]here[/URL] and join us. We've got a few on now and would really like to try this at capacity to see what the 4 teams are like!
Think we can get the TIP prop textures in the next patch?
[QUOTE=Nicknine;47779548]I've still made some edits to it after you dropped out. I didn't exactly lose interest but I've paused working on it for now. Right now, HL2 campaign is largely playable with TF2 mercs, NPCs are integrated into the team system and all 9 classes work with them properly. Here are mostly all the changes:-listochanges-[/QUOTE] I feel like, at the very least, a framework for NPCs like this should be included in TF2C, would be a handy dandy thing for map makers.
I'm trying to compile a map in Hammer for TF2C and can't seem to get anything to compile via the "Run Map" button of Hammer. I followed [URL="http://facepunch.com/showthread.php?t=1445480&p=47172519&viewfull=1#post47172519"]these instructions[/URL] verbatim and have had no other issue than this so far. At first I was getting the error that it couldn't locate the map even though it was sitting in the very directory it was looking for, so... bloody.. frustrating.. I got around this error by just dragging the vmf into vbsp.exe, but it doesn't appear to have used vvis at all and makes lighting look terrible. Now when I go to compile it just sits at this and does nothing.. [QUOTE]" ** Executing... ** Command: Copy File ** Parameters: "C:\Users\User\Desktop\mapping\test_map.bsp" "\test_map.bsp""[/QUOTE] Any help would be greatly appreciated!
[QUOTE=King Cnut;47781245]I'm trying to compile a map in Hammer for TF2C and can't seem to get anything to compile via the "Run Map" button of Hammer. I followed [URL="http://facepunch.com/showthread.php?t=1445480&p=47172519&viewfull=1#post47172519"]these instructions[/URL] verbatim and have had no other issue than this so far. At first I was getting the error that it couldn't locate the map even though it was sitting in the very directory it was looking for, so... bloody.. frustrating.. I got around this error by just dragging the vmf into vbsp.exe, but it doesn't appear to have used vvis at all and makes lighting look terrible. Now when I go to compile it just sits at this and does nothing.. Any help would be greatly appreciated![/QUOTE] When running it off of the Run Map button in hammer what are your settings? If it 'compiles' instantly and writes no map than you more than likely have an invalid solid. The only difference between dragging your map into the various programs and running off of hammer is that hammer just takes up more resources in the background and automates running command lines via 'Expert' mode. [B]EDIT:[/B] It might not be an invalid solid, but that appears to be my most common problem as I do [I]a lot[/I] of vertex editing. Could be something I have no idea about.
[t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip
[QUOTE=Arxin;47781674][t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip[/QUOTE] i might be late, but how did you get the model?
[QUOTE=ILLUMM;47781696]i might be late, but how did you get the model?[/QUOTE] Because he is a dev.
[QUOTE=ILLUMM;47781696]i might be late, but how did you get the model?[/QUOTE] I'm on the team :dance:
[QUOTE=Arxin;47781674][t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip[/QUOTE] These animations will be in the Gmod and SFM releases of this, right?
[QUOTE=Inspecter;47781739]These animations will be in the Gmod and SFM releases of this, right?[/QUOTE] Probably yeah, after they're all finished. I've just started making them so its going to take a while.
[QUOTE=Arxin;47781674][t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip[/QUOTE] ik it's a wip, but maybe have some more chest rotation with each step? Looks great btw.
[QUOTE=Nicknine;47779548]I've still made some edits to it after you dropped out. I didn't exactly lose interest but I've paused working on it for now. Right now, HL2 campaign is largely playable with TF2 mercs, NPCs are integrated into the team system and all 9 classes work with them properly. Here are mostly all the changes: - All HL2 NPCs are restored and work properly. - HL2 weapons are unusable by players and give ammo instead. - HL2 ammo items give you TF ammo. So you can get minigun ammo from a box of buckshot in the best TF2 traditions. - Rebels and player allies are on RED, Combine forces are on BLU, Zombies are on GRN and Antlions are on YLW. - Player's team affects NPC's relationship to him. - NPC damage contributes to player's crit chance. - Killing NPCs can trigger player character's killstreak responses. - NPCs take crit damage but they're not affected by range damage modifier and random spread. Not sure if I should keep it that way. - Freezecam and Target ID support NPCs and they show localized NPC names. - Flamethrower works against NPCs and it sets them on fire. - Demo's grenades explode on hitting enemy NPCs and NPCs run away from Demo's projectiles. - Sentries target enemy NPCs and NPCs attack enemy buildings. Dispensers heal friendly NPCs. - Medic can heal friendly NPCs but he can't Uber them. I actually think it should be kept that way since A) it would make sense from lore point of view since HL2 characters don't have Uber hearts and B) NPCs obviously don't have Ubercharged skins. - Sniper and only Sniper can headshot NPCs. - Spy can backstab NPCs and cloak and disguise fool them. There're quite a few bugs as well, e.g. Strider's muzzle doesn't always appear for some reason and mounted turrets are visually bugged and some other things. TODO: - Add NPC support for killfeed. Will need kill icons for HL2 entities. I'm thinking of taking them from Kilburn's gamemode but if someone would like to draw them themselves then your help is welcome. - Improve HL2 co-op part. I'm not sure if there's a point in working on it deeper since there are already good HL2 co-op mods out there. - The lack of Gravity Gun really impairs TF2 players. Maybe make a special TF2 version of it and place it in slot 4 for every class? But that will require creating player animations for it and I'm not an animator. So once again, help is wanted. - Fix bugs.[/QUOTE] Question: will Half-Life 2 be remade with the TF2 artstyle? That would be great, but it means a lot of work, for sure! (Not only a retexturing, completely new models (or just modified) and animations...) That's crazy, hue?
[QUOTE=Arxin;47781674][t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip[/QUOTE] [t]http://cdn.makeagif.com/media/5-22-2015/BbiPj2.gif[/t] This needs to be a headshot animations for civilian. :v: Also, jokes aside animations look really nice.
[QUOTE=Agameofscones;47781403]When running it off of the Run Map button in hammer what are your settings? If it 'compiles' instantly and writes no map than you more than likely have an invalid solid. The only difference between dragging your map into the various programs and running off of hammer is that hammer just takes up more resources in the background and automates running command lines via 'Expert' mode. [B]EDIT:[/B] It might not be an invalid solid, but that appears to be my most common problem as I do [I]a lot[/I] of vertex editing. Could be something I have no idea about.[/QUOTE] Thanks for the reply. For my Run Map settings I have Run BSP set to Normal, Run VIS set to Normal & Run RAD set to Normal. The map I'm making is a very simple map with no leaks or funny business with vertices having been messed with.
[QUOTE=King Cnut;47781947]Thanks for the reply. For my Run Map settings I have Run BSP set to Normal, Run VIS set to Normal & Run RAD set to Normal. The map I'm making is a very simple map with no leaks or funny business with vertices having been messed with.[/QUOTE] Have you checked your compile log for leaks/broken props/other fun stuff? Also, try compiling the map and then checking what process is hogging memory and CPU, I'd expect it to be vvis.exe or vrad.exe Since it's apparently a simple map it'll most likely be vrad.exe if you're getting slow compile times, not failed ones mind you.
[QUOTE=Agameofscones;47782095]Have you checked your compile log for leaks/broken props/other fun stuff? Also, try compiling the map and then checking what process is hogging memory and CPU, I'd expect it to be vvis.exe or vrad.exe Since it's apparently a simple map it'll most likely be vrad.exe if you're getting slow compile times, not failed ones mind you.[/QUOTE] Well, the map is sealed and very small (it's just a basic test map). The only way I can get the .vmf to compile is to drag & drop it into vbsp.exe which doesn't do the vrad/vvis stuff from what I gather. I know there are many ways to compile a .vmf, I'm just not privy to those methods as I've always just hit the "Run Map!" button and it worked.
[QUOTE=Arxin;47781674][t]http://i.imgur.com/zzaQMdX.gif[/t] civilian animation wip[/QUOTE] These look great, but just one question. Since the umberalla is the Civillains weapon, wouldn't it be hard to swing it with how low he's holding it?
[QUOTE=King Cnut;47782124]Well, the map is sealed and very small (it's just a basic test map). The only way I can get the .vmf to compile is to drag & drop it into vbsp.exe which doesn't do the vrad/vvis stuff from what I gather. I know there are many ways to compile a .vmf, I'm just not privy to those methods as I've always just hit the "Run Map!" button and it worked.[/QUOTE] What exactly is happening when you hit 'Run Map!', you're rather vague on the problem. Also if you want to compile without it's very easy, just look up compiling without hammer, or something along those lines. [B]EDIT:[/B] [t]http://puu.sh/hWWyP/b03065f80e.png[/t] I SWEAR THIS WAS ALL A FUNC_DETAIL. Hammer y u do dis 2 meh.
[QUOTE=TheRealFierce;47782302]These look great, but just one question. Since the umberalla is the Civillains weapon, wouldn't it be hard to swing it with how low he's holding it?[/QUOTE] i imagine it'd be like demo's bottle swing or spy's knife, really low and crosswise without much wind up
I was browsing through Youtube when I came across MrModez's channel. After giving it a listen, I remember that there is a card on the Trello page for a new soundtrack. So, can we use MrModez's music to start up the OST, if he's fine with it? You would be fine with it, right, Modez?
[QUOTE=Agameofscones;47782491]What exactly is happening when you hit 'Run Map!', you're rather vague on the problem. Also if you want to compile without it's very easy, just look up compiling without hammer, or something along those lines. [B]EDIT:[/B] [t]http://puu.sh/hWWyP/b03065f80e.png[/t] I SWEAR THIS WAS ALL A FUNC_DETAIL. Hammer y u do dis 2 meh.[/QUOTE] Sorry to be vague, I thought I was fairly specific with my issue in my OP. I've tried using vbct to compile, but since we're having to do some hackery to get Hammer to work with TF2C, I think it's causing issues and won't work (I get a "Unknown MOD or Engine Detected, unable to compile!!" error when using it). Since there aren't really any helpful assets to making maps aside from the one I followed that just gave instruction on how to setup hammer, that I should just abandon the idea of mapping. I've already spent an entire days time trying to just troubleshoot this one issue. Which is a shame since building the map was a faster process than trying to fight with the compiler :( I do thank you for your help none the less. I'm just going to stop before I regret wasting so much time.
[QUOTE=Trilby Harlow;47782783]i imagine it'd be like demo's bottle swing or spy's knife, really low and crosswise without much wind up[/QUOTE] Difference is swinging an umbrella or anything like a cane from that height is very impractical and probably unnatural as well. You'd more likely hit the back of your arm (or perhaps even the back of your head) then hitting anyone in front of you.
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