Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Agameofscones;48076077]Good to know. When I can, I'm going to mark the exit with a gameplay sign and the one way bottom door with obvious "NO EXIT" signs. That should clear things up for most people.[/QUOTE]
Thanks alot, you have no idea how many times i bumped into the same restricted door thinking it was the exit
I know that we can never get MvM in-game, but can we add the other assets, like currency/upgrade stations/ect.? I'm thinking of a ctf/cp/koth map involving timed currency drops and upgrade stations called Bitcoin.
[QUOTE=Tacosmell;48073390]While they're not perfect, they sure are an improvement from what we have.[/QUOTE]
I was going trying to "Enhance" the regular animations, wich is why they look very similar to them now, well according to danie after he saw them
[editline]28th June 2015[/editline]
[QUOTE=G=4//\/\3!2;48073158]Shotgun Re-Animation:
[IMG]http://i.imgur.com/LLj3S33.gif[/IMG]
[IMG]http://i.imgur.com/Nl1727E.gif[/IMG]
[IMG]http://i.imgur.com/RFgUe6M.gif[/IMG]
Still No Reload
As You Can Tell By The Gloves I Love The GRN Team :3[/QUOTE]
Would love some ideas for the reload
or assistants
yea the first one is better
but the second one is great to
haiku's are boss
Just set up my own server, I can set up my own playtests now. Would anyone be interested later?
I would recommend making Medic's shotgun draw animation different entirely. Let me explain my view on it:
All the shotgun classes so far have different viewmodel shotgun animations, as to keep it from being entirely boring. Heavy brings it up from the bottom, soldier from the left-to-right side, pyro cocks the shotgun once and then raises it, and engineer brings it over his shoulder from the top. I mean, seeing as to how we seem to be dead-set on it being similar to the engineer's, I won't comment further on that, but I think it'd be nice for medic to have something different about his, animation wise.
But, anyways, on the animation itself, it seems kinda slow for what we're going for. Take examples from Engineer's draw, where the speed fluctuates. Faster as it begins, but slower as it transitions into the idle resting pose. Here, you kinda fall into the pitfall a lot of beginners seem to make - where everything is the same speed and it seems sluggish. Oh, and don't forget to add more varied movements while you're at it, atm it looks like the shotgun might as well be rotating along an axis with the draw animation. Most evidently by making the shotgun change angle at some point in the draw. I'd recommend not making it too bouncy or exxagerated, though.
The firing animation feels awkward and slow, on the other hand, and is way too fluid for, well, [I]firing a shotgun[/I]. Firing animations for "boomier" weapons like the shotgun, rl, scatter, or etc need stronger recoil to look right, otherwise it looks like it's just lying plainly in the merc's hand while they shoot. Also, there needs to be a pause between the "shot recoil" and the cocking of the shotgun, it looks awkward if there isn't any sort of pause. There's backward momentum from the recoil, so it would probably be difficult to cock it until you get it back in rest pose briefly, or at least a neutral-ish pose. Look at pyro, heavy, soldier, or engi's fire animations for reference of the pause and the recoil
Also, make sure that the movement in the idle is noticible enough to give detail, but not enough to be distracting. It's jarring if you have an idle that's basically one pose, but it's also jarring if you have medic fidgiting his hands constantly. A slightly more pronounced swaying of the hands should work.
Just me 2 cents, I'm not much of an animator, so I hope I got my points across in an understandable way
EDIT: btw, make medic's shotgun-holding posture more relaxed. Atm it kinda looks like you used the scattergun as a base, which looks awkward for anything but the scattergun, where you need that position to properly operate the lever handle. Medic seems to be holding it as if was holding a rifle or something, move his right hand down, so his thumb is coming over the stock, and his other fingers are on the bottom side of the stock. Engineer is the most prominent example of this.
[QUOTE=Ott;48074548]STEAM_0:0:42792328 and STEAM_0:1:41711091 are hacking and namechanging on the SPUF server. I advise everyone blacklist them.[/QUOTE]
I just so happened across this. Going forward, feel free to report them [URL="http://spuf.co/forums/server-bans.7/"]here[/URL]. I don't frequent Facepunch too often, so reporting them directly to the website will help.
With both players having existing VAC bans already, I've gone ahead and permabanned them. I've also implemented some tools to help me substantiate any future hacking claims. The server is VAC secured, so I'm not sure how they were able to get on the server.
Thanks again for helping keep dank hacking memesters off the server :^)
[QUOTE=GardenFreeman;48077452]I just so happened across this. Going forward, feel free to report them [URL="http://spuf.co/forums/server-bans.7/"]here[/URL]. I don't frequent Facepunch too often, so reporting them directly to the website will help.
With both players having existing VAC bans already, I've gone ahead and permabanned them. I've also implemented some tools to help me substantiate any future hacking claims. The server is VAC secured, so I'm not sure how they were able to get on the server.
Thanks again for helping keep dank hacking memesters off the server :^)[/QUOTE]
Even if VAC did work on mods, it would still take a month or so to ban them. Thanks though.
[QUOTE=kida23;48076990]I would recommend making Medic's shotgun draw animation different entirely. Let me explain my view on it:
All the shotgun classes so far have different viewmodel shotgun animations, as to keep it from being entirely boring. Heavy brings it up from the bottom, soldier from the left-to-right side, pyro cocks the shotgun once and then raises it, and engineer brings it over his shoulder from the top. I mean, seeing as to how we seem to be dead-set on it being similar to the engineer's, I won't comment further on that, but I think it'd be nice for medic to have something different about his, animation wise.
But, anyways, on the animation itself, it seems kinda slow for what we're going for. Take examples from Engineer's draw, where the speed fluctuates. Faster as it begins, but slower as it transitions into the idle resting pose. Here, you kinda fall into the pitfall a lot of beginners seem to make - where everything is the same speed and it seems sluggish. Oh, and don't forget to add more varied movements while you're at it, atm it looks like the shotgun might as well be rotating along an axis with the draw animation. Most evidently by making the shotgun change angle at some point in the draw. I'd recommend not making it too bouncy or exxagerated, though.
The firing animation feels awkward and slow, on the other hand, and is way too fluid for, well, [I]firing a shotgun[/I]. Firing animations for "boomier" weapons like the shotgun, rl, scatter, or etc need stronger recoil to look right, otherwise it looks like it's just lying plainly in the merc's hand while they shoot. Also, there needs to be a pause between the "shot recoil" and the cocking of the shotgun, it looks awkward if there isn't any sort of pause. There's backward momentum from the recoil, so it would probably be difficult to cock it until you get it back in rest pose briefly, or at least a neutral-ish pose. Look at pyro, heavy, soldier, or engi's fire animations for reference of the pause and the recoil
Also, make sure that the movement in the idle is noticible enough to give detail, but not enough to be distracting. It's jarring if you have an idle that's basically one pose, but it's also jarring if you have medic fidgiting his hands constantly. A slightly more pronounced swaying of the hands should work.
Just me 2 cents, I'm not much of an animator, so I hope I got my points across in an understandable way
EDIT: btw, make medic's shotgun-holding posture more relaxed. Atm it kinda looks like you used the scattergun as a base, which looks awkward for anything but the scattergun, where you need that position to properly operate the lever handle. Medic seems to be holding it as if was holding a rifle or something, move his right hand down, so his thumb is coming over the stock, and his other fingers are on the bottom side of the stock. Engineer is the most prominent example of this.[/QUOTE]
FYI, the Engineer's shotgun draw animation has changed a bit from Orange Box TF2 and current TF2.
[video=youtube;53brxP4NKmU]http://www.youtube.com/watch?v=53brxP4NKmU[/video]
The Medic reanimation does resemble the original Engineer draw animation which plops the shotgun into the hand.
The Engineer Update changed this so that the hand now comes down with the shotgun.
Seeing that this version is not used in TF2 Classic, it could be another avenue or alternative to the Medic's animation.
[QUOTE=DrPyspy;48076932]Just set up my own server, I can set up my own playtests now. Would anyone be interested later?[/QUOTE]
deal i would love for everyone to check out my animations while there in the works
Anyone up for some 4-team cp_cragg_a1? The IP is 65.130.246.155:27015
[editline]g[/editline]
Nvm, experiencing some issues with the server, I'm going to fix it
[QUOTE=GardenFreeman;48077452]I just so happened across this. Going forward, feel free to report them [URL="http://spuf.co/forums/server-bans.7/"]here[/URL]. I don't frequent Facepunch too often, so reporting them directly to the website will help.
With both players having existing VAC bans already, I've gone ahead and permabanned them. I've also implemented some tools to help me substantiate any future hacking claims. The server is VAC secured, so I'm not sure how they were able to get on the server.
Thanks again for helping keep dank hacking memesters off the server :^)[/QUOTE]
VAC is engine specific (afaik). You get banned on say Call of Duty and you'll still be able to join source engine servers.
[QUOTE=kida23;48076990]
I mean, seeing as to how we seem to be dead-set on it being similar to the engineer's, I won't comment further on that, but I think it'd be nice for medic to have something different about his, animation wise.[/QUOTE]
no one is "dead-set" on anything, I just supplied a much needed replacement set that I had whipped up after shipping that monstrosity of an animset that we have ingame
[QUOTE=Upgrade;48077949]FYI, the Engineer's shotgun draw animation has changed a bit from Orange Box TF2 and current TF2.[/QUOTE]
it was changed during engineer update
[url]http://i.imgur.com/dBSE703.jpg[/url]
i made this pls r8 guys
[highlight](User was permabanned for this post ("Gimmick" - Craptasket))[/highlight]
Greetings comrades, I bring hope to the land of Mac and Linux with my latest exploits within Wine! What was originally "Hey, that Terraria update is coming out soon, I should set up a Steam wineskin so I can grab it" turned into "Maybe TF2C will work?". Maybe indeed, and the answer is: Yes, with some downsides.
[B]Why did I do this? I did it to circumvent the failed to load library client error and install Terraria on the side.[/B]
[t]http://images.akamai.steamusercontent.com/ugc/450707037704233261/C9967EB729E7620CBB101668FDD8EE8D2842B1ED/[/t]
As you can already see we've got some text drawing issues. This is most likely caused by the fact that I have the dwrite library disabled for the entire Wineskin I'm using instead of just Steam. I'll check that out later. Besides that it's quite functional and runs like a charm (Surprisingly). The only thing that I discovered was that Fourt was more poorly optimized than I originally thought, but it was manageable on my 2009 Macbook. Still potatoes like mine will barely run the map until I slap some area portals and hints onto it. I also forgot to pack some textures and left out a section of the Red team base. Minor stuff that can be fixed. [B]Shout out to SPUF.CO for hosting my map![/B] It means a lot, at least to me.
[t]http://images.akamai.steamusercontent.com/ugc/450707037704234950/8C7C57EA209A98F72B43FC0DF0B709B84CFB78E4/[/t][t]http://images.akamai.steamusercontent.com/ugc/450707037704234430/B289E23874912DF6FDB90F48FF5CEFD5B038622E/[/t]
[I]So Gordon, about that resolution I owed ya…[/I]
[B]INSTALLATION GUIDE THINGY[/B]
Since I know you're wondering how I did it, I used this [URL="http://www.easypctutorials.com/windows-steam-on-mac-wineskin/"]handy dandy tutorial[/URL] for installing the Windows copy of Steam on Mac. [I]Hopefully these instructions translate over to Linux users![/I]
If Winetricks errors on you, you can always grab the setup exe for Steam from the official download page. It's found as a hyperlink in the text that goes along the lines of "Steam is also available for Windows and Linux". After you've got it just hit the install software button and locate the exe.
The next thing I did was use this little tid bit to fix the invisible text.
[B](I did this because Winetricks failed to install Steam. If it doesn't you can skip this portion assuming you updated Winetricks.)[/B]
[IMG]http://puu.sh/iHLO3/51d60d8c82.png[/IMG]
After that I logged in and verified this [I]new[/I] computer.
Next I followed [URL="https://www.reddit.com/r/Terraria/comments/25hpvs/how_to_get_terraria_124_running_in_mac_os_x/"]this Terraria install guide[/URL]. The only portion that seems relevant to the source engine is the installing of the Microsoft Service Pack and the .Net framework. [B]Correct me if I'm wrong.[/B]
[IMG]http://puu.sh/iHMcf/680f9ed38e.png[/IMG]
(Please note, it doesn't matter if you have setup Steam already. Also, can't help you if it errors out on this part, as it worked fine for me.)
Post Service pack and .Net I ran Terraria, got the XNA framework and had fun there. As far as I know I don't think Source needs the XNA framework to run.
I installed the Source SDK Base 2013 and set it to upcoming. (Make sure to run it at least once before continuing!)
I then put the TF2C folder in the sourcemods folder found in the virtual drive. (You can get the path by using the show local content button and copying the path or mimicking it from the Wine Explorer window that appears.)
I restarted the wrapper and booted up normally, connected to SPUF.CO and discovered that my map runs like shit.
The only downside to running TF2C via Wineskin is that A. It's very resource intensive, but if my macbook can handle it, maybe yours can too. And B. Wineskin takes up some extra space with its libraries and whatnot, not to mention can be buggy as all hell.
Have fun you magnificent bastards.
[I]tl;dr My map is kinda broken but TF2C runs well under a Wineskin (With some text issues). Installation guide above.[/I]
it'd be cool if the axe was teamcolored
[QUOTE=SlickMedici;48084581]it'd be cool if the axe was teamcolored[/QUOTE]
You ever seen a blue fire-axe?
[QUOTE=Ott;48084591]You ever seen a blue fire-axe?[/QUOTE]
you ever see a blue firefighter outfit cause that's in the game
[QUOTE=SlickMedici;48084719]you ever see a blue firefighter outfit cause that's in the game[/QUOTE]
Image search for "asbestos suit":
[t]http://i.imgur.com/V4E8PzX.jpg[/t]
[QUOTE=Ott;48084741]Image search for "asbestos suit":
[t]http://i.imgur.com/V4E8PzX.jpg[/t][/QUOTE]
[IMG]http://i.imgur.com/UsUIzD1.png[/IMG]
That's a hat. In live TF2.
[QUOTE=Ott;48084815]That's a hat. In live TF2.[/QUOTE]
so blue firefighter hats are okay because they made it in-game but blue fireaxes aren't because they aren't in-game? i mean by that extent of logic anything not in-game by now can't be canon ever
[video=youtube;7lr0GglnaKQ]http://www.youtube.com/watch?v=7lr0GglnaKQ[/video]
The original nail gun fire sound was annoying to me so I made a new one.
[url]http://www.dropbox.com/s/dcgub1ns20ug0od/NailGun.zip?dl=1[/url]
Now's a good time to get the thread back on track.
Have you guys been playtesting the gamemode? Would it be possible to get replays? I'm really interested in seing how it plays
[QUOTE=Ott;48084591]You ever seen a blue fire-axe?[/QUOTE]
Nope, I even google image searched "blue fireaxe" and all I got were red fireaxes except for a few tf2 mod screenshots
whats the full tf2c color pallete? for modelers and stuff
[QUOTE=Ghille;48084878][video=youtube;7lr0GglnaKQ]http://www.youtube.com/watch?v=7lr0GglnaKQ[/video]
The original nail gun fire sound was annoying to me so I made a new one.
[url]http://www.dropbox.com/s/dcgub1ns20ug0od/NailGun.zip?dl=1[/url][/QUOTE]
I like the old one better.
[QUOTE=Snowshoe;48091945]I like the old one better.[/QUOTE]
I'm curious how it'd sound if you mixed the two together. I like them both for their own ways. The old seems more realistic, the new feels more like a gun and is less hard on the ears.
Also a few days ago I threw up the new website [URL="http://tf2classic.com/"]http://tf2classic.com/[/URL]. There's a few bits I need to work on but its better than the quick and hacky splash page I threw up before this.
If anyone has any issues with viewing the site get in contact with me with your OS, Browser and any extensions you have.
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