• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=Su_Bu;48224662]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.[/QUOTE] hihihihihihi
[QUOTE=Su_Bu;48224662]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.[/QUOTE] I imagine him taking with Redmond about how awful his bodyguards are. Speaking of that, has someone made a model of the Mann brothers?
[QUOTE=Imacreep;48225077]I imagine him taking with Redmond about how awful his bodyguards are. Speaking of that, has someone made a model of the Mann brothers?[/QUOTE]Only ones that exist are Rebaccus' model of Gray and the dead Redmond and Blutarch from Helltower.
[QUOTE=GardenFreeman;48220601]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 :)[/QUOTE] I don't make SM plugins but AFAIK keeping offsets/extensions compatible with TF2C is harder than Valve's TF2 since TF2C contains dated code and only works with either old plugins/extensions made for old versions of TF2 or things that were made/reworked specifically for TF2C. And while the old versions of certain plugins work on TF2C, they're still incredibly old plugins and possibly have loopholes or problems that were fixed in versions that only work on Valve's TF2. [QUOTE=GardenFreeman;48220601]Valve constantly changes how things are handled with nearly every update.[/QUOTE] And what makes you think a community-made TF2 won't possibly be more unpredictable? I get where you're coming from, but you should either wait for the restrictions plugin to be fixed, or until someone working on TF2C is interested enough to make a cvar or something more complex that accomplishes what you want. Alternatively, you could make your own restrictions plugin or possibly take the current one and strip it from the code that looks for indexes and keep only the class names part.
[QUOTE=GardenFreeman;48220601]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 :)[/QUOTE] Having the support from Allied-Modders can allow you to do great things. Having the player base of TF2 allows you to have more players for your niche target. Expecting much support from TF2C is optimistic, but not something I would imagine is viable or worthwhile for both parties.
How's the progress on the next update?
I should get back into animating for this mod. See you guys in 2 months.
Hey, guys, sorry if I sound stupid, but is there any way to add custom weapons to the weapon selection panel? I've been trying to look for what defines a valid weapon for weapon selection, and got some of the custom stuff to spawn with the random weapons option, as well as unselectable stuff like the Lead Pipe and the grenades, but I'm curious if there's a way to actually add certain weapon scripts to the selectable weapon roster [video=youtube;oUkXVFoUd90]http://www.youtube.com/watch?v=oUkXVFoUd90[/video] I've been fooling around with some modified versions of Sexy Robot's rifle revolver and revolver models & animations ([B][I]NOT[/I][/B] for any release of [I]any sort[/I], just a personal test. I'd need definite release permission from S. Robot anyways.) They replace the Pistol and Poacher's Pride atm. While I'd [I]like[/I] them to be in seperate weapon slots of their own, so I can have the sniper rifle, poacher's pride, and the rifle revolver all seperately choosable, I've no clue how TF2C marks valid and invalid weapons for the weaponselection hud. Anybody here happen to know?
[QUOTE=Gsilverleaf;48240188]How's the progress on the next update?[/QUOTE] MrModez is improving the new menus, and Nicknine is working on implementing some cool features, like a tamer airblast. I'm working on a new Deathmatch map, and Aicthen is working on a new one too. I don't know if he wants to reveal what it is yet, though.
[QUOTE=DrPyspy;48241539]MrModez is improving the new menus, and Nicknine is working on implementing some cool features, like a tamer airblast. I'm working on a new Deathmatch map, and Aicthen is working on a new one too. I don't know if he wants to reveal what it is yet, though.[/QUOTE] Okay, just wanted to know. Thanks. [editline]18th July 2015[/editline] [QUOTE=kida23;48241240]Hey, guys, sorry if I sound stupid, but is there any way to add custom weapons to the weapon selection panel? I've been trying to look for what defines a valid weapon for weapon selection, and got some of the custom stuff to spawn with the random weapons option, as well as unselectable stuff like the Lead Pipe and the grenades, but I'm curious if there's a way to actually add certain weapon scripts to the selectable weapon roster [video=youtube;oUkXVFoUd90]http://www.youtube.com/watch?v=oUkXVFoUd90[/video] I've been fooling around with some modified versions of Sexy Robot's rifle revolver and revolver models & animations ([B][I]NOT[/I][/B] for any release of [I]any sort[/I], just a personal test. I'd need definite release permission from S. Robot anyways.) They replace the Pistol and Poacher's Pride atm. While I'd [I]like[/I] them to be in seperate weapon slots of their own, so I can have the sniper rifle, poacher's pride, and the rifle revolver all seperately choosable, I've no clue how TF2C marks valid and invalid weapons for the weaponselection hud. Anybody here happen to know?[/QUOTE] Also, you guys should check out this guys YouTube channel. (Scout's Headset) He/She has gotten payload to work without having to remake it.
[t]http://images.akamai.steamusercontent.com/ugc/449582819873990340/5DBDA53138CEC31B949401F7953A6CBAEB8F2A9D/[/t] So about that DM map I mentioned a long while back. I've got a super rough concept going here, and it's going to be a very small map if I do ever manage to finish it. I'll be working on it a lot, as Fourt is not currently my favorite project. (Probably because it's the only thing I've touched in a few months.) [B]EDIT: [/B] Going to release the BSP once I get the lighting at a playable stage and the entities for DM are all set up. [t]http://images.akamai.steamusercontent.com/ugc/449582819874346813/04E2C7CA70936DEB74EFB506A97C2254DD53E636/[/t][t]http://images.akamai.steamusercontent.com/ugc/449582819874346206/0C239E5F192CFB44361500FA92DD066ADF878CAF/[/t][t]http://images.akamai.steamusercontent.com/ugc/449582819874345800/F84C4C40011146F77BB990FE8E54BB368135A99C/[/t][t]http://images.akamai.steamusercontent.com/ugc/449582819874346533/A302F5A0CB693A34AC41549D5473D118228B9CD6/[/t]
[QUOTE=kida23;48241240]Hey, guys, sorry if I sound stupid, but is there any way to add custom weapons to the weapon selection panel? I've been trying to look for what defines a valid weapon for weapon selection, and got some of the custom stuff to spawn with the random weapons option, as well as unselectable stuff like the Lead Pipe and the grenades, but I'm curious if there's a way to actually add certain weapon scripts to the selectable weapon roster [video=youtube;oUkXVFoUd90]http://www.youtube.com/watch?v=oUkXVFoUd90[/video] I've been fooling around with some modified versions of Sexy Robot's rifle revolver and revolver models & animations ([B][I]NOT[/I][/B] for any release of [I]any sort[/I], just a personal test. I'd need definite release permission from S. Robot anyways.) They replace the Pistol and Poacher's Pride atm. While I'd [I]like[/I] them to be in seperate weapon slots of their own, so I can have the sniper rifle, poacher's pride, and the rifle revolver all seperately choosable, I've no clue how TF2C marks valid and invalid weapons for the weaponselection hud. Anybody here happen to know?[/QUOTE] I love that sniper rifle tho.
[QUOTE=chowder908;48247538]I love that sniper rifle tho.[/QUOTE] It would be perfect for TF2C imo, nothing crazy that doesn't fit the original TF2 look, but still unique. [sp]i know weapons are far from a priority right now though[/sp]
[QUOTE=_charon;48248068]i know weapons are far from a priority right now though[/QUOTE] Well aren't new gameplay elements always welcome around here?
[I]Keep in mind[/I], that I didn't entirely make itso it could officially be in game. I don't even have Sexy Robot's go-ahead! (although, so far it really is just a personal mod). It's not even balanced for the game at all, but it does still look nice. My point still stands, though, that I would like ways to add new custom weapons without needing to recompile TF2C (as I've discovered on my own), although that's far from priority, and probably more difficult than I'm making it sound, but, hey, rainbows! ANYWAYS, content to keep me from sounding boring: [video=youtube;7OZzBCAk4ts]http://www.youtube.com/watch?v=7OZzBCAk4ts[/video] [video=youtube;M3OMerYVXoM]http://www.youtube.com/watch?v=M3OMerYVXoM[/video] Like Gsilverleaf mentioned, Payload and Payload Race mostly seems to work. Keep in mind that I am unsure of danielmm and co.'s perspectives on adding live TF2 gamemodes to TF2C, and moreover unsure if they're ok with dragging tons of textures and models from live TF2, so this is, again, [I]a personal test[/I]. The gamemode works quite well, aside from missing the hud and some maps missing events (usually the really unique and weird ones like helltower. I just demonstrated that since Hightower was too normal). You can push carts, they roll back after a while, and they roll back to the last capped control point. They also have working outlines (Not teamcolored atm, I have no clue why not), and working particles too. All in all, once you drag most of the live TF2 assets over, they work OK. [I][B]This is purely experimental[/B][/I] and certainly not in release candidate form in the slightest! I'd be insane if I were to try to release it, the gamemode still doesn't work perfectly, and the Maps / Materials / Models combined take up more disc space than practical. Although, it's really just porting a lot of materials / models / particles over in the end.
[QUOTE=kida23;48249400][I]Keep in mind[/I], that I didn't entirely make itso it could officially be in game. I don't even have Sexy Robot's go-ahead! (although, so far it really is just a personal mod). It's not even balanced for the game at all, but it does still look nice. My point still stands, though, that I would like ways to add new custom weapons without needing to recompile TF2C (as I've discovered on my own), although that's far from priority, and probably more difficult than I'm making it sound, but, hey, rainbows! ANYWAYS, content to keep me from sounding boring: -snip- Like Gsilverleaf mentioned, Payload and Payload Race mostly seems to work. Keep in mind that I am unsure of danielmm and co.'s perspectives on adding live TF2 gamemodes to TF2C, and moreover unsure if they're ok with dragging tons of textures and models from live TF2, so this is, again, [I]a personal test[/I]. The gamemode works quite well, aside from missing the hud and some maps missing events (usually the really unique and weird ones like helltower. I just demonstrated that since Hightower was too normal). You can push carts, they roll back after a while, and they roll back to the last capped control point. They also have working outlines (Not teamcolored atm, I have no clue why not), and working particles too. All in all, once you drag most of the live TF2 assets over, they work OK. [I][B]This is purely experimental[/B][/I] and certainly not in release candidate form in the slightest! I'd be insane if I were to try to release it, the gamemode still doesn't work perfectly, and the Maps / Materials / Models combined take up more disc space than practical. Although, it's really just porting a lot of materials / models / particles over in the end.[/QUOTE] Really awesome work on Payload, it looks great so far. How would you go about porting the HUD over, though? Those weapons look very nice, too. I wouldn't mind having them in the mod at all. We do need a stat system atm though, most of the weapons we have now are just "slower reload, more damage".
[QUOTE=kida23;48249400][I]Keep in mind[/I], that I didn't entirely make itso it could officially be in game. I don't even have Sexy Robot's go-ahead! (although, so far it really is just a personal mod). It's not even balanced for the game at all, but it does still look nice. My point still stands, though, that I would like ways to add new custom weapons without needing to recompile TF2C (as I've discovered on my own), although that's far from priority, and probably more difficult than I'm making it sound, but, hey, rainbows! ANYWAYS, content to keep me from sounding boring: [video=youtube;7OZzBCAk4ts]http://www.youtube.com/watch?v=7OZzBCAk4ts[/video] [video=youtube;M3OMerYVXoM]http://www.youtube.com/watch?v=M3OMerYVXoM[/video] Like Gsilverleaf mentioned, Payload and Payload Race mostly seems to work. Keep in mind that I am unsure of danielmm and co.'s perspectives on adding live TF2 gamemodes to TF2C, and moreover unsure if they're ok with dragging tons of textures and models from live TF2, so this is, again, [I]a personal test[/I]. The gamemode works quite well, aside from missing the hud and some maps missing events (usually the really unique and weird ones like helltower. I just demonstrated that since Hightower was too normal). You can push carts, they roll back after a while, and they roll back to the last capped control point. They also have working outlines (Not teamcolored atm, I have no clue why not), and working particles too. All in all, once you drag most of the live TF2 assets over, they work OK. [I][B]This is purely experimental[/B][/I] and certainly not in release candidate form in the slightest! I'd be insane if I were to try to release it, the gamemode still doesn't work perfectly, and the Maps / Materials / Models combined take up more disc space than practical. Although, it's really just porting a lot of materials / models / particles over in the end.[/QUOTE] When will pl_upward be done? :3
Speaking about priorities, what's happening with the dev team? I thought official progress would skyrocket with finals over and the summer started. I get it if people have real-life things that take priority over this, though. Don't want to come off as impatient.
I'm in the process of getting together everything that's absolutely needed for various live TF2 maps (mostly Payload maps) to work, so there's that on the unofficial side of things. I've gotten most of the vanilla payload maps to work (pl_upward included, chowder), but community ones are 50 / 50 without a recompile. New maps like powerhouse, suijin, and borneo refuse to work under any circumstances. Sorry. [video=youtube;DfYf1rboAiw]http://www.youtube.com/watch?v=DfYf1rboAiw[/video] I've also went ahead and started progress on porting lines! Harder than one would think, they removed the .vcds that are absolutely necessary to add voice lines to the game years ago, but I've managed to get my hands on a version of the .vcds just after 2012's Scream Fortress. I merged these .vcds with the better quality 2007 ones, recompiled, and did a lot of script work, and a number of miscellaneous responses work now. Most don't play because of missing in-game triggers, but are set up to work as soon as those triggers are present (like melee dares or demoman speaking gibberish after taunting). The Payload lines are there too, but they don't play because Payload is missing the activation triggers that make the classes say stuff. Shame. Oh, and something [url=https://www.youtube.com/watch?v=hF5omIwuOMk]unrelated to any official progress[/url], I've been toying with a custom voicecommands mod. It only works in LAN, though, unless the server owner happens to have it installed on the server. Not released yet, just like everything else I've posted on this page alone. But the keyword is yet. I also [url=https://www.youtube.com/watch?v=fmnptQUBS9c]tried[/url] to fix my Revolver Rifle mod's fire rate being sped up, but that didn't work so well.
[QUOTE=kida23;48265691][video=youtube;DfYf1rboAiw]http://www.youtube.com/watch?v=DfYf1rboAiw[/video] I've also went ahead and started progress on porting lines! Harder than one would think, they removed the .vcds that are absolutely necessary to add voice lines to the game years ago, but I've managed to get my hands on a version of the .vcds just after 2012's Scream Fortress. I merged these .vcds with the better quality 2007 ones, recompiled, and did a lot of script work, and a number of miscellaneous responses work now. Most don't play because of missing in-game triggers, but are set up to work as soon as those triggers are present (like melee dares or demoman speaking gibberish after taunting). [/QUOTE] Lookin' good so far. See if you can put in any of the unused voice lines (there's some Soldier/Demo domination lines referring to the WAR! update somewhere on the TF wiki).
[QUOTE=Doctor_Lazlo;48266700]Lookin' good so far. See if you can put in any of the unused voice lines (there's some Soldier/Demo domination lines referring to the WAR! update somewhere on the TF wiki).[/QUOTE] IIRC the only version of those lines are roboticized for the MVM bots and there's no regular version.
[QUOTE=PimpinDemopan;48267594]IIRC the only version of those lines are roboticized for the MVM bots and there's no regular version.[/QUOTE]They de-roboticized them. Have a listen: [url]https://wiki.teamfortress.com/w/images/c/c1/Demoman_dominationsoldierupdate02.mp3?t=20150410213935[/url]
[QUOTE=Cufflux;48265553]Speaking about priorities, what's happening with the dev team? I thought official progress would skyrocket with finals over and the summer started. I get it if people have real-life things that take priority over this, though. Don't want to come off as impatient.[/QUOTE] It's no so much that work isn't being done, is that this thread isn't where every piece of progress is documented. The majority of stuff being worked on and updated is discussed and implemented in the Slack, then every once in a while when something worth showing crops up or community feedback is needed things get posted here. But yeah, someone's always working hard on something don't worry, heh.
Cool. As far as letting the community know what you're doing, you should reopen the trello page which seemed like a genuinely well-made organization tool. From what I remember, there was some secret or surprise on there that you didn't want to show to the public yet... but you kinda sacrificed a lot of communication when you closed it down.
[QUOTE=Cufflux;48267893]As far as letting the community know what you're doing.[/QUOTE] I guess I could accidentally share a video with the new notification panel and version checking ;) [VID]http://puu.sh/j8QOm/765773eb93.mp4[/VID]
Well, if you guys REALLY want to know what is going on with TF2Classic on stuff that doesn't need much if any community imput, you can always check this out to see what's been added/changed (This also lists anyone's forks of the project as well, like the HLCoop thing me and Nicknine are doing): [url]https://github.com/danielmm8888/TF2Classic/network[/url]
I recently got my hands on a live TF2 map someone abandoned. I'll try to see if the textures/models I need are in-game, then I'll put up a download link. [sp](I just realized Payload needs to be officially in-game first. It's "Dust is for Men",btw.)[/sp]
[QUOTE=Doctor_Lazlo;48267667]They de-roboticized them. Have a listen: [url]https://wiki.teamfortress.com/w/images/c/c1/Demoman_dominationsoldierupdate02.mp3?t=20150410213935[/url][/QUOTE] Oh, sweet! That'll come in handy. Had no idea they were de-reboticized. That's what I get for being unable to play TF2 for two years.
They were "accidentally" released when TF2 did the .wav to .mp3 conversion.
[QUOTE=Doctor_Lazlo;48267667]They de-roboticized them. Have a listen: [url]https://wiki.teamfortress.com/w/images/c/c1/Demoman_dominationsoldierupdate02.mp3?t=20150410213935[/url][/QUOTE] These would be neat for when you dominate a steam friend. Shame they're only limited to soldier & demo.
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