Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=OneFourth;48178589][t]http://i.imgur.com/1fu8WKu.png[/t][/QUOTE]
i think the lighting looks odd, it's more like a spotlight than global sunlight. the shadows are way too dark
[QUOTE=Snowshoe;48179412]i think the lighting looks odd, it's more like a spotlight than global sunlight. the shadows are way too dark[/QUOTE]
its ok
[QUOTE=Snowshoe;48169378]so, i have been working on styling the main menu, let me know what you think:[/QUOTE]
Looking good, but it could use the menu icons that are in liveTF2.
[QUOTE=OneFourth;48178589]this'll probably be the last update on the dm trailer before release. minor animation tweaks, major lighting change. [/QUOTE]
Just wondering if there will be any more explosions and mayhem being added into the background or foreground for this final update version? Otherwise looking much better, can't wait!
[QUOTE=Snowshoe;48179412]i think the lighting looks odd, it's more like a spotlight than global sunlight. the shadows are way too dark[/QUOTE]
agreed and tweaked
[t]http://i.imgur.com/lsX3S6G.png[/t]
[QUOTE=OneFourth;48179774]agreed and tweaked
[t]http://i.imgur.com/lsX3S6G.png[/t][/QUOTE]
the lighting on the building and wall behind him looks odd, too. why would it fade from lighter on the left to darker on the right if it's all coming from the sun?
[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=B95C44RxPXk[/video]
Video editor butchered framerate, sorry.
UPDATE: Video reuploaded due to YouTube being ass and getting my video stuck at 95% processing.[/QUOTE]
One more thing about this, I've just realized that since I've restored object picking up from HL2 players can now pick up and toss demo's grenades. :v: Should I keep that considering the mod is co-op\singleplayer oriented?
Hey guys, don't shun me, but I've mocked up all of the current green and yellow [I]primary teamcolors[/I] floating around in Gmod with the paintable mercs (since we don't have a full palette for most of them yet, most are missing, like, [I]all[/I] of the secondary colors):
[t]http://images.akamai.steamusercontent.com/ugc/450708155965313204/E1AD1FEF131181239EE99FA35C5B1409F4CDB1A4/[/t] [T]http://images.akamai.steamusercontent.com/ugc/450708155965351387/06697EBBF901531B322E4E6A7198F369521A221E/[/T]
First Row is what I've got [URL="http://puu.sh/iVDMY.png"]lying around[/URL]. These are pretty close to the initial few iterations of the teamcolors back in the old thread.
Second Row is [URL="http://i.imgur.com/2oTJUGY.png"]this[/URL]. Not entirely sure where it originated from, but TwoYearLurker brought it back up
Third Row is [URL="http://i.imgur.com/srudMqo.png"]Dr. Pyspy's[/URL] WIP one, which (s)he posted [URL="http://facepunch.com/showthread.php?t=1458694&p=48094313&viewfull=1#post48094313"]here[/URL]
Fourth Row is what Pie Tony [URL="https://dl.dropboxusercontent.com/u/6993235/Work/TF2class/Test Colours/ylwgrn.jpg"]posted[/URL] [URL="http://facepunch.com/showthread.php?t=1458694&p=47807592&viewfull=1#post47807592"]from here[/URL]
Fifth Row is Indutiably Green and Australium Gold paints from live TF2, for reference. I feel like some of our player textures in-game are closer to these than anything else right now. Except for Spy's. We really need to fix Spy. It's been several months and he still looks like vomit
Thoughts? I personally like the green from TwoYearLurker's post, but the old first-row iteration of yellow that's actually darker. I remember seeing some mustard-yellow variants I think Blaholtzen posted somewhere, but can't find it again. I like that yellow even better.
Sorry to bring it up again, I thought a visual for most of these palettes we've been tossing around would be nice, so we can actually decide what to settle on. Because it's almost like there are different people making slightly different palettes, which leads to team colors being slightly off for each person. I'm guilty of this too, but I'd quite like to settle on something official between us all.
You can download the newest version of Fourt [URL="https://www.mediafire.com/?l1ozu6vbozdinl2"]here.[/URL]
[QUOTE=_charon;48165311]There's a good reason those were dropped, it makes dead players look like they're still alive.[/QUOTE]
should add that if you taunt while on fire it uses that animation
[QUOTE=Nicknine;48180235]One more thing about this, I've just realized that since I've restored object picking up from HL2 players can now pick up and toss demo's grenades. :v: Should I keep that considering the mod is co-op\singleplayer oriented?[/QUOTE]
This is similar to something i have for Garry's Mod on the workshop, but this is amazing! Any specific dates?
I can't create an account of the TF2C wiki. Is it just for one person right now?
[QUOTE=Gsilverleaf;48181161]I can't create an account of the TF2C wiki. Is it just for one person right now?[/QUOTE]
its more of a developer wiki at the moment
[QUOTE=OneFourth;48182516]its more of a developer wiki at the moment[/QUOTE]
Okay, thanks.
[editline]11th July 2015[/editline]
Just for the record, i released a Demonstration video for the Nail Gun to show it off. I literally just spawned 3 bots on cp_well and and recorded it on fraps, but it'll do.
[video=youtube;-SK7M8Zs2Ak]https://www.youtube.com/watch?v=-SK7M8Zs2Ak[/video]
[QUOTE=Agameofscones;48180253]You can download the newest version of Fourt [URL="https://www.mediafire.com/?l1ozu6vbozdinl2"]here.[/URL][/QUOTE]
I'm uploading the map to the FragFrog.net server now. We'll let you know of any issues :)
[t]http://images.akamai.steamusercontent.com/ugc/457463646577326659/E408B2B731E5DCB3F237A8A7DA85ED49E2956452/[/t]
So my areaportals are working well.
[t]http://images.akamai.steamusercontent.com/ugc/457463646577327144/18B88D235AB4B1CFB1A63BFAACE3CCACC3A4E9FA/[/t]
Okay, maybe too well.
[QUOTE=Gsilverleaf;48182636]Okay, thanks.
[editline]11th July 2015[/editline]
Just for the record, i released a Demonstration video for the Nail Gun to show it off. I literally just spawned 3 bots on cp_well and and recorded it on fraps, but it'll do.
[/QUOTE]
Really appreciate the help but we already got someone doing the weapon demonstrations, but he is just waiting tell we have have the stats on weapons done.
[QUOTE=Agent Agrimar;48180398]This is similar to something i have for Garry's Mod on the workshop, but this is amazing! Any specific dates?[/QUOTE]
Not yet, I still have to add citizen squad system from HL2 and fix some issues.
Ooh, the citizen squad system could be incredibly helpful for Espionage mode.
[QUOTE=Agameofscones;48186570]
So my areaportals are working well.
Okay, maybe too well.[/QUOTE]Well, you gotta be careful out there, man. Map optimization is a vicious, unrelenting world where only the strong survive. You [I]have[/I] to be a little trigger happy.
It's cull-or-be-culled out there.
I'm not sorry.
[t]http://images.akamai.steamusercontent.com/ugc/457463646577649508/939B5278BD8AF78FF29B19BEDED1799EFDBA8640/[/t]
Well shit, the area portals are acting up again.
Also, I'll be slowing down development on Fourt, as I'm[I] really [/I]burnt out on it. It's literally all I've been working on for the past few months. I'm probably going to pick up either a payload map, or a DM map alongside Fourt. Most likely DM.
[B]EDIT:[/B] On the bright side of things I just got all the area portals working for Red and Blu team, soon to be GRN and YLW. After that I've got to finish the Blu team roof area, and Red and Blu intel. Then I'll stop working on Fourt due to a major lack of Ylw and Grn assets. Hopefully we'll see more of those in future.
[B]EDIT EDIT:[/B] VBCT is acting up and keeps crashing on VRAD, so I'll have to complete a standard compile via hammer to get a good look at how my area portals are working.
[img]http://puu.sh/iWRXk/19dbe2b8c3.jpg[/img]
[IMG]http://i.imgur.com/lTHzjvX.jpg[/IMG]
megustafaic.jpg
On a side-note.. It really sucks having TF2C client crash when attempting to join a large populated server :( We may have to bump our slots down from 40 to 32 to see if this helps.
[t]http://images.akamai.steamusercontent.com/ugc/457463646578612162/CC18B7273B6CA78586E45D0B949444AFDACEFC50/[/t]
Hey hey, I got those area portals working! It cut down my compile time down by three whole minutes!
But seriously, I've got a finished compile that I'll link to in this post very soon.
Also, I'm sorry about the ever increasing file size. As soon as I finish detailing Blu and Red I'm going to replace all dev textures with nodraw in their respective bases.
[B]Edit:[/B] Version 51 is right [URL="https://www.mediafire.com/?pacvj27pyd66kix"]here.[/URL]
P.S. I built the cubemaps and then I realized I don't have enough cubemap entities for anything to reflect properly, will be changed next update.
[QUOTE=Agameofscones;48189892][t]http://images.akamai.steamusercontent.com/ugc/457463646578612162/CC18B7273B6CA78586E45D0B949444AFDACEFC50/[/t]
Hey hey, I got those area portals working! It cut down my compile time down by three whole minutes!
But seriously, I've got a finished compile that I'll link to in this post very soon.
Also, I'm sorry about the ever increasing file size. As soon as I finish detailing Blu and Red I'm going to replace all dev textures with nodraw in their respective bases.
[B]Edit:[/B] Version 51 is right [URL="https://www.mediafire.com/?pacvj27pyd66kix"]here.[/URL]
P.S. I built the cubemaps and then I realized I don't have enough cubemap entities for anything to reflect properly, will be changed next update.[/QUOTE]
What's that rifle model?
[QUOTE=_charon;48190022]What's that rifle model?[/QUOTE]
[URL="http://tf2.gamebanana.com/skins/101022"]The Canberra Carbine.[/URL]
It's my favorite, but sadly deprecated, v_model for sniper on gamebanana.
[QUOTE=Agameofscones;48187313][t]http://images.akamai.steamusercontent.com/ugc/457463646577649508/939B5278BD8AF78FF29B19BEDED1799EFDBA8640/[/t]
Well shit, the area portals are acting up again.
Also, I'll be slowing down development on Fourt, as I'm[I] really [/I]burnt out on it. It's literally all I've been working on for the past few months. I'm probably going to pick up either a payload map, or a DM map alongside Fourt. Most likely DM.
[B]EDIT:[/B] On the bright side of things I just got all the area portals working for Red and Blu team, soon to be GRN and YLW. After that I've got to finish the Blu team roof area, and Red and Blu intel. Then I'll stop working on Fourt due to a major lack of Ylw and Grn assets. Hopefully we'll see more of those in future.
[B]EDIT EDIT:[/B] VBCT is acting up and keeps crashing on VRAD, so I'll have to complete a standard compile via hammer to get a good look at how my area portals are working.
[img]http://puu.sh/iWRXk/19dbe2b8c3.jpg[/img][/QUOTE]
Make sure you're compiling on full and not fast so you get better areaportals, in your previous post you had stuff drawing from behind a wall which shouldn't happen.
Also, a long time ago when I had a fly around your map in it's earlier stages you had a box skybox as opposed to one that's tight to the borders of the map (and dividing up the sections). The latter is much better for optimization.
[QUOTE=LightFlock;48190091]Make sure you're compiling on full and not fast so you get better areaportals, in your previous post you had stuff drawing from behind a wall which shouldn't happen.
Also, a long time ago when I had a fly around your map in it's earlier stages you had a box skybox as opposed to one that's tight to the borders of the map (and dividing up the sections). The latter is much better for optimization.[/QUOTE]
That screenshot was a quick little test to see if the portals themselves were working with out. Currently they are all working and culling correctly, and I have fitted the skybox to the map pretty well, but there is room for improvement, it's no longer just a box mind you.
P.S. I always compile on full excluding one room side projects.
Playing some tf2c, come join.
Any idea when Stachekip's Merc lines are being implemented?
[QUOTE=Doctor_Lazlo;48197890]Any idea when Stachekip's Merc lines are being implemented?[/QUOTE]
Stachekip is in the process of writing lines for him.
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