• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
Because the TF2C steam group's fourm dosen't get much attention, I'm reposting this here; [QUOTE]Subject: Worth implementing these maps? So I came across this this steam collection; [url]http://steamcommunity.com/workshop/filedetails/?id=455458255[/url] Would it be worth contacting the authors to see if this could be in TF2C? They would be perfect for obvious enough reasons.[/QUOTE] also first post yay
[QUOTE=Yoshiatom;47947865]Because the TF2C steam group's fourm dosen't get much attention, I'm reposting this here; also first post yay[/QUOTE] [del]I think it would be better to have versions designed to fit TF2's art style.[/del] I'm an idiot and they are designed to use TF2 assets, but I still think we should use our own versions that fit in with TF2's own maps more. Also, welcome to Facepunch.
[QUOTE=Yoshiatom;47947865]Because the TF2C steam group's fourm dosen't get much attention, I'm reposting this here; also first post yay[/QUOTE] they look pretty shitte tbh
[QUOTE=Yoshiatom;47947865]Because the TF2C steam group's fourm dosen't get much attention, I'm reposting this here; also first post yay[/QUOTE] If the maps were better aesthetically, sure. But to be honest as far as in-game maps go we're already having major quality issues so I don't think we need that pushing further than it is. Also I feel like this is a relevant time to point out I put out a [url=http://steamcommunity.com/sharedfiles/filedetails/?id=459673751]TF2C port workshop collection[/url]
[QUOTE=LightFlock;47948276]If the maps were better aesthetically, sure. But to be honest as far as in-game maps go we're already having major quality issues so I don't think we need that pushing further than it is. Also I feel like this is a relevant time to point out I put out a [url=http://steamcommunity.com/sharedfiles/filedetails/?id=459673751]TF2C port workshop collection[/url][/QUOTE] I would port CP_Hydro (in fact i already did, it's playable), if I didn't get a shitload of lighting errors on final compile. Sad :/
Question, Could the Mercenary be used as a mod for the Soldier in live tf2?
[QUOTE=Imacreep;47948781]Question, Could the Mercenary be used as a mod for the Soldier in live tf2?[/QUOTE] I don't see anything that could conflict, other than the face during speach and maybe slightly diffrent rigging. I'd recommend asking Maxxy, the creator of the model.
[QUOTE=Imacreep;47948781]Question, Could the Mercenary be used as a mod for the Soldier in live tf2?[/QUOTE] Feel free to use it. [sp]as long as you don't use it for donate perk stuff for servers[/sp]
Nobody is playing on the mod.
Progress, woo! [img]http://i.imgur.com/9MRIlfJ.png[/img] Alright, image dump. UV map I'm trying to beat into shape, need to align to X/Y for straight lines for a lot of the islands: [t]http://i.imgur.com/5psIIjJ.png[/t] Phong problem with triangles, currently wondering how to fix: [img]http://i.imgur.com/E8Ozqof.png[/img] (with geometry showing) [img]http://i.imgur.com/No8uzPq.png[/img] Seeing as the Merc is Soldier's size, decided to do give it to him just to see how big it is in comparison to him: [t]http://i.imgur.com/ENyX24Y.png[/t] And getting a vague idea of what reloading will look like: [t]http://i.imgur.com/borfYtu.png[/t] Size comparison to SMG: [t]http://i.imgur.com/ZsDdh4B.png[/t] Seeing as this would be balanced to compete with the other weapons, I tried to make it large and imposing and less lanky looking than the default SMG. The magazine is clipping with Sniper's hand because of a difference in the place of weapon_bone_1. On the default SMG, it's closer to Sniper's hand but it's farther away on the DM SMG because the magazine's farther away. As for soldier, it's there because that's where the pump usually is, and of course the pump doesn't move during Soldier's singular reload animation. I'd hope that when world models are being made for the DM merc using it, the animator could change his hand's place so it worked. Crits/suggestions please. Edit: Better late than never, major thanks to Colteh for rigging/vertex group help.
That gun is huge, i recommend sizing it down a bit.
[QUOTE=MacD11;47951712]That gun is huge, i recommend sizing it down a bit.[/QUOTE] You need the cold for that. [editline]13th June 2015[/editline] Oh, that gun.
On the topic of Serious Sam, i remembered this: [video=youtube;DNiJn7LL9CU]https://www.youtube.com/watch?v=DNiJn7LL9CU[/video] you could always change the voice files to mercenary voice files instead of heavy But hey thats just my 2 cents
[QUOTE=Roren;47953706]Need.....new.....content.....*ded*[/QUOTE] [img]http://i.imgur.com/wKvOaPh.png[/img]
[QUOTE=DrPyspy;47953774][img]http://i.imgur.com/wKvOaPh.png[/img][/QUOTE] This is the kind of content I strive for, as an avid content consumer and creator 👍
i must have missed a lot, because i have no idea whats going on...
[QUOTE=ILLUMM;47954871]i must have missed a lot, because i have no idea whats going on...[/QUOTE] The usual shitposts and small content discussions happened. edit Anyway, any of you guys want to play this mod right now?
i certainly would.
[QUOTE=OneFourth;47954728]this thread doesn't constantly need new posts[/QUOTE] To clarify this means please stop constantly giving the thread new offtopic posts [editline]14th June 2015[/editline] weve got an offtopic section on the [URL="http://tf2classic.com/forums/"]official forums[/URL]
Hey, I'm not dead anymore. Anyway, can someone summarize what's been happening from Febuary to june?
So back to what I said before, has anything big really happened between Feb and june.?
[QUOTE=Gsilverleaf;47958046]So back to what I said before, has anything big really happened between Feb and june.?[/QUOTE] [video=youtube;7eeEvx4hFYk]https://www.youtube.com/watch?v=7eeEvx4hFYk[/video]
[QUOTE=Ott;47958115][video=youtube;7eeEvx4hFYk]https://www.youtube.com/watch?v=7eeEvx4hFYk[/video][/QUOTE] That accurately describes it, thank you.
[video=youtube;_h_zdKX7wZQ]https://www.youtube.com/watch?v=_h_zdKX7wZQ[/video] My Computer Sucks Sorry For Quality [IMG]http://www.gif-king.com/files/uSers/df2de46e4bf8380329de218d72ce3c1e.gif[/IMG] Also Ill Fix The Reload Issue :3 Stage:Alpha
[url]http://orteil.dashnet.org/randomgen/?gen=https://dl.dropboxusercontent.com/u/107103062/tf2cgenerator.txt[/url] look guys it is the new tf2c update
[QUOTE=DrPyspy;47963809][url]http://orteil.dashnet.org/randomgen/?gen=https://dl.dropboxusercontent.com/u/107103062/tf2cgenerator.txt[/url] look guys it is the new tf2c update[/QUOTE] Looks like we got a small update. It's a big game changer, though. - Removed the Medigun for the Medic - Removed the Shovel for the Soldier
[IMG]http://oi57.tinypic.com/bdus1h.jpg[/IMG]
COD Fortress when? [VID]https://d.maxfile.ro/ofbjhjxeyf.mp4[/VID]
Back, Apparently they were a few things i wasn't aware of about this forum. Anyway, back to the topic, how does the helicopter work? :o
[QUOTE=FranckyFox2468;47965712]Back, Apparently they were a few things i wasn't aware of about this forum. Anyway, back to the topic, how does the helicopter work? :o[/QUOTE] The helicopter is part of the civillian escort mode. It's how civilians class 'escapes' and scores a point for blue team, there needs to be a set numbered of civilians escaped in order for blue team to win, if they don't all make it in the time given red team wins. In order for the helicopter to be brought down to the ground blue team needs to capture a control point or a beacon as it is reffered to, otherwise the helicopter remains in the air. Other then flying around and acting as a scoring system, the helicopter doesn't really have any other functions (you can't fly it unfortunatly).
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