Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=DrPyspy;48198084]Stachekip is in the process of writing lines for him.[/QUOTE]
I want to hear more of his voice. It fits the merc perfectly.
new blood
[t]http://i.imgur.com/s2wUPcl.png[/t]
the flesh impacts now look like holes, and the decal blood is now smooth instead of angular
[QUOTE=OneFourth;48199609]new blood
[t]http://i.imgur.com/s2wUPcl.png[/t]
the flesh impacts now look like holes, and the decal blood is now smooth instead of angular[/QUOTE]
Call me wrong, and it might be because im used to the old one but....
Feels like some halloween fake blood/holes that was painted directly on heavy like he was a wall.
[T]http://i.imgur.com/Rud4Bkb.png?1[/T]
Is this fixable?
its not a glitch as a result of the texture-its something to do with sources weird behavior with applying decals over geometry i think
[QUOTE=OneFourth;48199609]new blood
[t]http://i.imgur.com/s2wUPcl.png[/t]
the flesh impacts now look like holes, and the decal blood is now smooth instead of angular[/QUOTE]
That just looks like someone pelted him with tomatoes. I think the default blood decals are fine.
I think the chinese thompson would more cool than the mp5:
[thumb]http://www.forgottenweapons.com/wp-content/uploads/2011/01/chinesethompson1.jpg[/thumb]
[thumb]http://www.forgottenweapons.com/wp-content/uploads/2011/01/chinesethompson5.jpg[/thumb]
zoom on the banana mag adaptator
[thumb]http://www.forgottenweapons.com/wp-content/uploads/2011/01/chinesethompson3.jpg[/thumb]
[thumb]http://www.forgottenweapons.com/wp-content/uploads/2011/01/chinesethompson6.jpg[/thumb]
i just noticed that heavy has a fist icon here instead of the beta skull and crossbones. any plans on changing that or is it just better the way it is?
[QUOTE=SlickMedici;48206256]i just noticed that heavy has a fist icon here instead of the beta skull and crossbones. any plans on changing that or is it just better the way it is?[/QUOTE]
The skull and crossbones doesn't really make any sense tbh.
[QUOTE=OneFourth;48199609]new blood
[t]http://i.imgur.com/s2wUPcl.png[/t]
the flesh impacts now look like holes, and the decal blood is now smooth instead of angular[/QUOTE]
Is it possible to add the holes from these new decals to the older pre-existing ones, or make the older ones get darker around the center? I like the idea of impacts but the surrounding blood splatter makes it look a little off.
[QUOTE=_charon;48206281]The skull and crossbones doesn't really make any sense tbh.[/QUOTE]
While the fist is just fine imo, does it make sense as a "heavy weapons" class either? I mean sure you can punch things, sure but...
[QUOTE=Su_Bu;48207719]While the fist is just fine imo, does it make sense as a "heavy weapons" class either? I mean sure you can punch things, sure but...[/QUOTE]
I would say so. The emblems aren't specifically about the weapons they carry but about what they represent.
The Heavy's is a fist because his job requirement and defining feature is his strength, not so much the minigun, and a fist is a fairly common way to symbolize strength.
[QUOTE=Croc Shock;48201715]That just looks like someone pelted him with tomatoes. I think the default blood decals are fine.[/QUOTE]
It's probably because it's not what you're used to to some extent so they stick out or seem jarring.
The splatter style is the primary style used in the "Meet the" shorts and on many blood spattered community weapons added in live TF2 since the release of the shorts.
That said I'm sure they're still being refined with feedback taken into consideration.
I think it looks off to some because of the way decals are rendered in TF2. It's like a weird multiply blending effect or something, and I'm not sure how easy that would be to change.
[QUOTE=OneFourth;48199609]new blood
[t]http://i.imgur.com/s2wUPcl.png[/t]
the flesh impacts now look like holes, and the decal blood is now smooth instead of angular[/QUOTE]
we have tip artists on the team for a reason
What do you guys think of adding beta muzzleflashes seen in Meet the Heavy? I always thought they were super iconic.
[QUOTE=Ott;48210383]What do you guys think of adding beta muzzleflashes seen in Meet the Heavy? I always thought they were super iconic.[/QUOTE]They're already in as an option.
[QUOTE=Ott;48210383]What do you guys think of adding beta muzzleflashes seen in Meet the Heavy? I always thought they were super iconic.[/QUOTE]
IIRC the reason they didn't make it on current tf2 is because they're opaque and distracting, though if they get added with a cvar to disable them I'd ok with that.
EDIT:
[QUOTE=The Kins;48210407]They're already in as an option.[/QUOTE]
Oh shit, nice.
[QUOTE=Ott;48210383]What do you guys think of adding beta muzzleflashes seen in Meet the Heavy? I always thought they were super iconic.[/QUOTE]
[QUOTE=Gamaz;48210410]IIRC the reason they didn't make it on current tf2 is because they're opaque and distracting, though if they get added with a cvar to disable them I'd ok with that.
EDIT:
Oh shit, nice.[/QUOTE]
The cvar is even on the first page of this thread under "New Features" too. Not sure how you guys missed it:
[QUOTE=danielmm8888;47434089]
[img]http://i.imgur.com/WitTm2t.png[/img]
- New weapons! Use "m" to view your loadout and change your weapons!
-- New weapons include:
--- Scout: Nailgun (Primary), SMG (Secondary)
--- Soldier: RPG (Primary, higher jump height, knocks back enemies)
--- Demoman: Cyclops (Primary, single shot Grenade Launcher with increase explosion radius)
--- Medic: Shotgun (Primary), Overhealer (Secondary)
--- Sniper: Fish Whacker (Melee, our take on the scrapped Club), Poacher's Pride (custom primary)
--- Spy: Tranquilizer Gun (Primary, slows enemies down for a short time)
- 4 teams! Welcome the GRN and YLW team!
- Maxplayers limit increased to 128
[B]- The beta muzzleflash model! Use the convar "tf2c_model_muzzleflash 1" to enable it![/B]
- Deathmatch mode! (soon)
- New Mercenary class! (specific to DM), new Civilian class!
And maybe more? Who knows at this point in time![/QUOTE]
[QUOTE=GoldenBalls;48210822]The cvar is even on the first page of this thread under "New Features" too. Not sure how you guys missed it:[/QUOTE]
Sorry about that, I can remember someone talking about having implemented this feature but then having him ask about it made me doubt my (usually) terrible memory.
[QUOTE=GoldenBalls;48210822]The cvar is even on the first page of this thread under "New Features" too. Not sure how you guys missed it:[/QUOTE]
We gotta get that custom options menu in here.
Does any of the Dev's plan on listing [URL="https://wiki.alliedmods.net/Team_Fortress_2_Item_Definition_Indexes"]item definition index's[/URL] for the weapons/items they plan on adding in the future? I would like to have the freedom to write some sourcemod plugins that block them.
[QUOTE=GardenFreeman;48211850]Does any of the Dev's plan on listing [URL="https://wiki.alliedmods.net/Team_Fortress_2_Item_Definition_Indexes"]item definition index's[/URL] for the weapons/items they plan on adding in the future? I would like to have the freedom to write some sourcemod plugins that block them.[/QUOTE]
I'm pretty sure you could just block them by class name.
Does the source code even contain an early implementation of the index and attributes?
[QUOTE=Gamaz;48212082]I'm pretty sure you could just block them by class name.
Does the source code even contain an early implementation of the index and attributes?[/QUOTE]
It looks like it uses the old system of individual files. I guess my question is more to the point of whether or not they are going to be using a single file like current TF2 has adopted over the old system (items_game.txt). There's now an official wiki for TF2C, so that would be a good place to put that information when the time comes.
I'm not against the weapons that are in the game or on their way, just having freedom to exclude those in the future would be nice to have. There's a lot of people who would like to play TF2 without the hats and gimmicky weapons and since TF2C already bans cosmetics, we should allow plugin writers to easily prune the added content out if they so choose.
I'm certain the added weapons currently all have their own class names. If they end up adding weapons based off those there definitely will be an index file, but I doubt people will want to go through that as just making a new weapon class and directly editing its variables and function is good enough.
Plus I don't see an index file being necessary unless attributes are added.
[QUOTE=GardenFreeman;48212114]It looks like it uses the old system of individual files. I guess my question is more to the point of whether or not they are going to be using a single file like current TF2 has adopted over the old system (items_game.txt). There's now an official wiki for TF2C, so that would be a good place to put that information when the time comes.
I'm not against the weapons that are in the game or on their way, just having freedom to exclude those in the future would be nice to have. There's a lot of people who would like to play TF2 without the hats and gimmicky weapons and since TF2C already bans cosmetics, we should allow plugin writers to easily prune the added content out if they so choose.[/QUOTE]
I completely agree that having the freedom to do so is a good idea, but from a preference perspective; surely there's little point in downloading TF2C if you only want to play with stock everything?
There's already tons of support, mods and plugins for live TF2 that can allow you to make a server with no hats and only stock weapons, so it seems somewhat silly/redundant to take the time to download and support and fan modded version of TF2, only to block things instead of embracing the changes?
[QUOTE=GoldenBalls;48215816]I completely agree that having the freedom to do so is a good idea, but from a preference perspective; surely there's little point in downloading TF2C if you only want to play with stock everything?
There's already tons of support, mods and plugins for live TF2 that can allow you to make a server with no hats and only stock weapons, so it seems somewhat silly/redundant to take the time to download and support and fan modded version of TF2, only to block things instead of embracing the changes?[/QUOTE]
Having to rely on mods for standard TF2 for this is problematic. Valve constantly changes how things are handled with nearly every update. What with the release of Gun Mettle alone it has rendered the old Weapon Restriction plugins useless because of various changes they've done to the core. And judging by some of the back-and-fourth on the Sourcemod website, nobody has yet figured out a way to tap into this yet.
I would love to try me some TF2C with stock weapons, airblasting for Pyro, upgradeable/moveable buildings for Engineer. That would be a pretty good way of getting a nostalgia fix with mechanics that were desperately needed back then :)
If you're making Meet the Mercenary, will a "Meet the" video happen for the other classes like the Civilian, Janitor and such.
[QUOTE=Gsilverleaf;48220676]If you're making Meet the Mercenary, will a "Meet the" video happen for the other classes like the Civilian, Janitor and such.[/QUOTE]
I can't imagine why not. Even if it's not officially confirmed, I'd be surprised if someone didn't make one when the models get released.
Been thinking a bit about making somethihg with TF2C with my bud Benjamoose. But thing is that i haven't touched SFM since the 2014 saxxies and someone will probably come up with something better faster as usual :/
I expect the "Meet the Civilian" to be him giving a longwinded explanation of the economics of gravel that will leave everyone asleep by the end.
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