Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
Two questions:
Whenever I use light_spot, it seems to be extremely dim with normal brightness values. What range of values are usually good for the brightness of a light_spot? Or should I just be including a light along with them?
Secondly, has anyone figured out how to get people to respawn at random spawn points in DM maps? I always seem to spawn at the same point with a normal setup.
Ninja edit: also, what would you replace the soho ramps with?
[QUOTE=Pretentious;48145050]So, is there a specific time of day where people are actually playing the game like NeoTokyo, or is it just a crap shoot? Last time I played with people, which was earlier this week, the max number of people on the server was five. On 4ort. Needless to say, great map, not enough people. Should those of us not actually developing anything, personal reasons being I lack the ability to unless you feel you need another 2d artist, be trying to get the hype up again? If so, how exactly should we do that?[/QUOTE]
There was a guy that was doing very well at getting players (King Cnut). He was able to get the server filled in less than 5 minutes which always amazed me. He stopped playing the mod after getting banned from facepunch, saying he has lost all interest in helping this community anymore. Hopefully someone can step in and get things going again when the time is right.
[QUOTE=theata3;48146833]Hey, so I actually just made an account to post this question here, but I followed all of the instructions to install this (I've actually have had this up and running before just fine) but everything seems to be in order except I don't see a .exe file anywhere and it is not showing up in my steam library as it's supposed to, any help? Thanks.[/QUOTE]
You'll certainly need to provide more information than this. What steps have you tried exactly? You can give [URL="http://fragfrog.net/threads/installing-team-fortress-2-classic.6/"]this[/URL] a try and see if it helps.
[QUOTE=gamez7;48147718]Two questions:
Whenever I use light_spot, it seems to be extremely dim with normal brightness values. What range of values are usually good for the brightness of a light_spot? Or should I just be including a light along with them?
Secondly, has anyone figured out how to get people to respawn at random spawn points in DM maps? I always seem to spawn at the same point with a normal setup.
Ninja edit: also, what would you replace the soho ramps with?[/QUOTE]
dm players will spawn at random points, but when you test it on a listen server, will always spawn at the same point
[QUOTE=gamez7;48147718]Two questions:
Whenever I use light_spot, it seems to be extremely dim with normal brightness values. What range of values are usually good for the brightness of a light_spot? Or should I just be including a light along with them?
Secondly, has anyone figured out how to get people to respawn at random spawn points in DM maps? I always seem to spawn at the same point with a normal setup.
Ninja edit: also, what would you replace the soho ramps with?[/QUOTE]
If your light_spots are producing dynamic light but no world light (IE running under it lights up the scatter gun brilliant red but the ground is still dark) make sure it isn't inside of or really close to a prop, to get around that disable shadows on said prop. Light_spots also need to be [I]really[/I] bright to work outside. A good brightness value to start out at for outside areas would be 2000-4000ish. The brightness value is the last number string in the color string when editing the entity, it shouldn't change when you screw around with the color. It should default to 200. Unless of course I'm mixing up luminescence and brightness. So toy around with that.
Well, no cliff forms like that with the same texture of rock on top, change that to a dirt or grass blend and blend it into the cliff edges to smooth out the transition, then replace the ramps with angled ladders, they would look more natural that way. No one goes and sticks and airplane ramp on a cliff. Or replace the cliff with another building as then the soho ramps would fit the art style a little more. Just some suggestions.
[QUOTE=theata3;48146833]Hey, so I actually just made an account to post this question here, but I followed all of the instructions to install this (I've actually have had this up and running before just fine) but everything seems to be in order except I don't see a .exe file anywhere and it is not showing up in my steam library as it's supposed to, any help? Thanks.[/QUOTE]
Did you restart Steam?
[QUOTE=gamez7;48147718]Two questions:
Whenever I use light_spot, it seems to be extremely dim with normal brightness values. What range of values are usually good for the brightness of a light_spot? Or should I just be including a light along with them?
Secondly, has anyone figured out how to get people to respawn at random spawn points in DM maps? I always seem to spawn at the same point with a normal setup.
Ninja edit: also, what would you replace the soho ramps with?[/QUOTE]
A few things you may find useful for making TF2 maps:
- [url]http://forums.tf2maps.net/showthread.php?t=4674[/url]
and
- [url]http://forums.tf2maps.net/downloads.php?do=file&id=1480[/url]
Assuming I found the correct link for the second file, it contains a collection of lighting prefabs created from all of the different lighting models/light_spot settings that Valve have used in their TF2 maps.
Not only can you just sometimes plop those lights in and be done with it, but they're a great resource for copying Valve's base lighting settings, which you can then further tweak.
It's always better to analyse Valve's existing assets for things like map lighting rather than attempting to make it up from scratch first.
Killfeed tracks NPC deaths now.
Also testing Kilburn's kill icons. I will ask for his permission as soon as I can contact him.
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807130/91918953EF1AD31D04FD55320F872F347BE7DF9B/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807354/089F5241E5ED77E82DB92184FE9B23FC48910289/[/T]
[QUOTE=Nicknine;48151119]Killfeed tracks NPC deaths now.
Also testing Kilburn's kill icons. I will ask for his permission as soon as I can contact him.
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807130/91918953EF1AD31D04FD55320F872F347BE7DF9B/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807354/089F5241E5ED77E82DB92184FE9B23FC48910289/[/T][/QUOTE]
Having a cvar to show only NPC>Player kills would make this perfect.
[QUOTE=GoldenBalls;48151055]A few things you may find useful for making TF2 maps:
- [url]http://forums.tf2maps.net/showthread.php?t=4674[/url]
and
- [url]http://forums.tf2maps.net/downloads.php?do=file&id=1480[/url]
Assuming I found the correct link for the second file, it contains a collection of lighting prefabs created from all of the different lighting models/light_spot settings that Valve have used in their TF2 maps.
Not only can you just sometimes plop those lights in and be done with it, but they're a great resource for copying Valve's base lighting settings, which you can then further tweak.
It's always better to analyse Valve's existing assets for things like map lighting rather than attempting to make it up from scratch first.[/QUOTE]
I've tried installing the Ultimate Mapping Resource Pack to the Source Multiplayer SDK 2013 hammer editor, but I can't seem to figure out to do it. The installer always targets the Hammer program in my TF2 folder, which already has it installed.
[QUOTE=Nicknine;48151119]Killfeed tracks NPC deaths now.
Also testing Kilburn's kill icons. I will ask for his permission as soon as I can contact him.
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807130/91918953EF1AD31D04FD55320F872F347BE7DF9B/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/452959622062807354/089F5241E5ED77E82DB92184FE9B23FC48910289/[/T][/QUOTE]
How challenging/engaging is the AI?
[editline]8th July 2015[/editline]
HL2 proficiency?
[QUOTE=OneFourth;48152506]How challenging/engaging is the AI?
[editline]8th July 2015[/editline]
HL2 proficiency?[/QUOTE]
I've left NPC difficulty unchanged so far. I'll most likely boost their health, damage and accuracy later.
And another progress video:
[video=youtube;Q6u3r3ODdLk]http://www.youtube.com/watch?v=B95C44RxPXk[/video]
Video editor butchered framerate, sorry.
UPDATE: Video reuploaded due to YouTube being ass and getting my video stuck at 95% processing.
[QUOTE=Nicknine;48152528]I've left NPC difficulty unchanged so far. I'll most likely boost their health, damage and accuracy later.
And another progress video:
-snippity-
Video editor butchered framerate, sorry.[/QUOTE]
Playing as Spy looks like fun! Turns it into a stealth game almost
So, if this makes enough progress, does that mean we'll get somesort of campaign with entirely new npcs?
[QUOTE=FranckyFox2468;48152737]So, if this makes enough progress, does that mean we'll get somesort of campaign with entirely new npcs?[/QUOTE]
No. I can't do much besides coding so unless more people join in this is pretty much as far as it will get.
[QUOTE=Nicknine;48152528]I've left NPC difficulty unchanged so far. I'll most likely boost their health, damage and accuracy later.
And another progress video:
[video=youtube;Q6u3r3ODdLk]http://www.youtube.com/watch?v=Q6u3r3ODdLk[/video]
Video editor butchered framerate, sorry.[/QUOTE]
We need a tf2 retexture of hl2.
[QUOTE=GardenFreeman;48148457]There was a guy that was doing very well at getting players (King Cnut). He was able to get the server filled in less than 5 minutes which always amazed me. He stopped playing the mod after getting banned from facepunch, saying he has lost all interest in helping this community anymore. Hopefully someone can step in and get things going again when the time is right.
You'll certainly need to provide more information than this. What steps have you tried exactly? You can give [URL="http://fragfrog.net/threads/installing-team-fortress-2-classic.6/"]this[/URL] a try and see if it helps.[/QUOTE]
Yeah I tried those steps exactlly, and the .exe file is nowhere to be found. I got the client from this link [url]https://mega.co.nz/#!SdFVgB4J!o4w2qAEbBlQbihlfGS16bbBGOgs-I8gT8vxoR4UpPL8[/url] if that makes a difference? Is that particular link missing it or something?
So, how is the janitor and civilian model coming along?
[QUOTE=Imacreep;48153164]We need a tf2 retexture of hl2.[/QUOTE]
Someone made TF2 styled versions of some HL2 characters already. 4 of them!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=112125811[/url]
[QUOTE=Gsilverleaf;48155198]Someone made TF2 styled versions of some HL2 characters already. 4 of them!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=112125811[/url][/QUOTE]Ehh. Just retexturing HL2 models to resemble TF2 characters doesn't really look right. TF characters have funky exaggerated anatomy.
Because of the newer maps resources being packed into the .bsp's, do maps like Suijin work when we port them over to TF2C?
[QUOTE=The Kins;48155230]Ehh. Just retexturing HL2 models to resemble TF2 characters doesn't really look right. TF characters have funky exaggerated anatomy.[/QUOTE]
It's better than nothing though.
I've seen several models of Gordon Freeman in the TF2 style.
[t]http://www.farfarer.com/portfolio/tf2freeman/tf2freeman_poses.jpg[/t][t]http://40.media.tumblr.com/0c39b881912dae68599787d4171b2da8/tumblr_nq5vqgbGrA1s0rhi2o2_1280.jpg[/t]
(Cred. goes to [URL="http://crazyb2000.tumblr.com/"]CrazyB[/URL] for that second image)
I wouldn't say that reskinning would be the best of options: it would require new models for everything in the game, new textures for the environment, and then fixing the current HL2 animations for the new models to make everything look "right". Reskinning the current HL2 models would probably just look ugly and it would sort of scream laziness on the dev team's part.
In other words, more work than has to be done, but I'd say go the extra mile just cuz.
[QUOTE=Dr. Kyuros;48157160]I've seen several models of Gordon Freeman in the TF2 style.
[t]http://www.farfarer.com/portfolio/tf2freeman/tf2freeman_poses.jpg[/t][t]http://40.media.tumblr.com/0c39b881912dae68599787d4171b2da8/tumblr_nq5vqgbGrA1s0rhi2o2_1280.jpg[/t]
Cred. goes to [URL="http://crazyb2000.tumblr.com/"]CrazyB[/URL] for that second image.
I wouldn't say that reskinning would be the best of options: it would require new models, new textures for the environment, and then fixing the current HL2 animations for the new models to make everything look "right".[/QUOTE]
First one doesn't look anything like TF2, just a really bad CG cartoon :v:
Second one is actually pretty nice though. Don't think this project would really need a TF2ized Gordon, though.
No doubt, being able to use HL2 assets in TF2 is awesome. However none of the designs fit, even when remade with TF2's style and exaggerated proportions. The time period and theme just doesn't quite click. I would say a campaign mode for TF2 is a tad out of reach, but I could see using HL2 NPC intelligence for alternative modes for TF2 such as surviving waves of enemies (well, outside of robots) or a mode where each team is provided a few weak NPCs to fight with them.
Just wondering, does the Gun Mettle Update affect anything you guys are working on?
[QUOTE=_charon;48157179]Don't think this project would really need a TF2ized Gordon, though.[/QUOTE]
Unless you want to make a SFM movie called Temporal Reality Breach where Gordon is instead teleported into the TF2 Universe, and has to escape through the security of each team in order to avoid his capture and death.
[QUOTE=CBO0tz;48158152]Just wondering, does the Gun Mettle Update affect anything you guys are working on?[/QUOTE]
no, live tf2 updates don't effect mods like these
[QUOTE=_charon;48157179]Don't think this project would really need a TF2ized Gordon, though.[/QUOTE]
*[B]ahem[/B]*
[I]rude!!![/I]
[QUOTE=Gsilverleaf;48155198]Someone made TF2 styled versions of some HL2 characters already. 4 of them!
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=112125811[/url][/QUOTE]
There's also DP's RED and BLU Metrocops.
Its pretty boring playing with one person in deathmatch who doesn't speak english. Come on guys, lets play.
Sorry, you need to Log In to post a reply to this thread.