• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
testing out blaseth's supershotgun animations and rage's model ignore the dev map [video=youtube;wxL1R2rFeRM]http://www.youtube.com/watch?v=wxL1R2rFeRM&feature=youtu.be[/video] its not final, please give feedback
The spinning goes way too fast to be believeable as it seems to end with him hitting his face and then holding it completely still. Everything seems weightless, the way he shoots, reloads and idly holds it.
Been helping to update viewmodels from v_models to c_models. But this result is too funny that I had to share it. [IMG]http://i.imgur.com/ars1yan.jpg[/IMG]
[QUOTE=Ken Chan;48372992]Been helping to update viewmodels from v_models to c_models. But this result is too funny that I had to share it. [IMG]http://i.imgur.com/ars1yan.jpg[/IMG][/QUOTE] Why are we updating them to c_models? If the answer is custom weapons, then why are you updating the stock weapons to c_models? Also, I thought we all agreed to not use c_models.
[QUOTE=Cpt. Cakes;48373144]Why are we updating them to c_models? If the answer is custom weapons, then why are you updating the stock weapons to c_models?[/QUOTE]Because every weapon in live TF2 uses c_models now. And also because it has something to do with the engine's performance.
[QUOTE=Doctor_Lazlo;48373164]Because every weapon in live TF2 uses c_models now. And also because it has something to do with the engine's performance.[/QUOTE] Why are we taking stuff from live tf2? also, isn't the engine's performance a bit worse since in first person it uses the whole model instead of just one side? they also look a whole lot worse too c_model: [IMG]https://wiki.teamfortress.com/w/images/e/e8/Scattergun_1st_person.png?t=20140709220306[/IMG] v_model: [IMG]https://wiki.teamfortress.com/w/images/archive/e/e8/20111211171800%21Scattergun_1st_person.png?t=20110507055503[/IMG] c_model: [IMG]https://wiki.teamfortress.com/w/images/6/64/Rocket_Launcher_1st_person.png?t=20140926174712[/IMG] v_model: [IMG]https://wiki.teamfortress.com/w/images/archive/6/64/20140709222018%21Rocket_Launcher_1st_person.png?t=20111211113123[/IMG] c_model: [IMG]https://wiki.teamfortress.com/w/images/e/ea/Medi_Gun_1st_person_red.png?t=20140709231405[/IMG] v_model: [IMG]https://wiki.teamfortress.com/w/images/archive/e/ea/20140709231405%21Medi_Gun_1st_person_red.png?t=20111127075959[/IMG]
(from onefourth's video) [img]http://i.imgur.com/t4gxM04.png[/img] Oh, my sweet summer child...
[QUOTE=OneFourth;48372558]testing out blaseth's supershotgun animations and rage's model ignore the dev map [video=youtube;wxL1R2rFeRM]http://www.youtube.com/watch?v=wxL1R2rFeRM&feature=youtu.be[/video] its not final, please give feedback[/QUOTE] The shotgun feels really small, especially for a superdupershotgun.
[QUOTE=Nicknine;48371833] - sv_alltalk now affects text chat as well[/QUOTE] Isn't this what team chat is for?
[QUOTE=Ott;48373304]Isn't this what team chat is for?[/QUOTE] The thing is that players can't see text chat of dead enemy players and spectators under any circumstances other than round end. This change fixes that.
[QUOTE=Frying Dutchman;48372657]The spinning goes way too fast to be believeable as it seems to end with him hitting his face and then holding it completely still. Everything seems weightless, the way he shoots, reloads and idly holds it.[/QUOTE] A good example of how it should look is here (1:38): [video=youtube;we_p0B-WitY]https://www.youtube.com/watch?v=we_p0B-WitY[/video] Even though this is a reload with a lever action airsoft, the same principles apply.
So, are we still making the v_models c_models? If so, then can we port the animations from the v_models and textures and vmts over to the c_models so the textures and animation have no difference from v_models to c_models and it looks good?
[QUOTE=OneFourth;48372558]testing out blaseth's supershotgun animations and rage's model ignore the dev map [video=youtube;wxL1R2rFeRM]http://www.youtube.com/watch?v=wxL1R2rFeRM&feature=youtu.be[/video] its not final, please give feedback[/QUOTE] I'd say get rid of the fancy smancy flourish of over doing certain animations and go simple.
Was that HL2 coop version of this available anywhere?
[QUOTE=Vincentor;48373734]Was that HL2 coop version of this available anywhere?[/QUOTE] It's pretty much a separate mod at this point. And yes, I'm still working on this.
[QUOTE=Cpt. Cakes;48371924]Who here would be willing to make a plain tf2 server for this mod if it got really popular? By plain I mean this: -No custom weapons (that includes beta weapons) -Stock rotation -inventory disabled -basically any community feature is disabled That would be about stock enough for me. We would basically just need 2 of the servers, one in the US and one in the UK/somewhere in Europe so that everyone can get decent ping.[/QUOTE] If it got really popular I could have a London and East Coast US server up in a day or two. Though I don't think anyone plays the old version. I know I tried it not long ago and it was so unstable that I couldn't really enjoy it. I've got the old server/client files that 404 had up, so it would be trivial for me. If you want to avoid the onslaught of boxes, just add me on steam and we'll talk instead of in this thread.
[QUOTE=GardenFreeman;48374093]If it got really popular I could have a London and East Coast US server up in a day or two. Though I don't think anyone plays the old version. I know I tried it not long ago and it was so unstable that I couldn't really enjoy it. I've got the old server/client files that 404 had up, so it would be trivial for me. If you want to avoid the onslaught of boxes, just add me on steam and we'll talk instead of in this thread.[/QUOTE] You could have a server on the TF2C mod or the old 1.0.0.9 TF2? I would prefer the 1.0.0.9 TF2 but only if it got a lot of players, like 24 players on it. If it would not get a lot of players, could you make the server on TF2C?
[QUOTE=Cpt. Cakes;48374293]You could have a server on the TF2C mod or the old 1.0.0.9 TF2? I would prefer the 1.0.0.9 TF2 but only if it got a lot of players, like 24 players on it. If it would not get a lot of players, could you make the server on TF2C?[/QUOTE] I currently have a TF2C server in Germany (The FragFrog.net Server). I can do the TF2 1.0.0.9 in London/East Coast US. I'm just not sure if there are enough players to bother?
[QUOTE=Nicknine;48371833] - sv_alltalk now affects text chat as well. Allows players to see chat of dead enemy players and spectators with alltalk enabled.[/QUOTE] Actually, this was a command that was already built into live TF2. I believe it's tf_teamtalk. :eng101s:
I never liked the beta muzzle flashes. They felt too slow, solid, and static for me to enjoy them. Really, they should expand outwards and then disappear, instead of just appearing.
[QUOTE=GardenFreeman;48374646]I currently have a TF2C server in Germany (The FragFrog.net Server). I can do the TF2 1.0.0.9 in London/East Coast US. I'm just not sure if there are enough players to bother?[/QUOTE] How about this: if this mod gets to a point where it has atleast 15 players on each server on the weekends, can you make 2 more servers on TF2C (not 1.0.0.9) where the servers have all stock tf2 stuff like the rotation, and no community features?
[QUOTE=OneFourth;48372558]testing out blaseth's supershotgun animations and rage's model ignore the dev map [video=youtube;wxL1R2rFeRM]http://www.youtube.com/watch?v=wxL1R2rFeRM&feature=youtu.be[/video] its not final, please give feedback[/QUOTE] Every time someone asks me for help in SFM or another animation program I pose them one simple question; "Have you splined the key frames yet?". That shotgun is all linear keys, bleh. Also, I agree with Frying Dutchman, spins way to fast and does feel a tad weightless. Also, it feels plastic-y, perhaps the maps lighting isn't doing it justice? All in all, it [I][B]really[/B][/I] needs work, animation and [I]maybe[/I] the model (model is actually pretty good in my opinion.) btw, nice respawn particle effect.
[QUOTE=Gentleman Cat;48373699]I'd say get rid of the fancy smancy flourish of over doing certain animations and go simple.[/QUOTE] The fancy smancy flourish is a reflection of the Mercenary's personality. He's suppose to be this bombastic over-the-top killing machine, and he knows that he's in a cartoon-like game. The Super Shotgun isn't going to be the only weapon that is getting this treatment. Basically the drawing animations are going to give an adrenaline boost when you use them and get you pumped out for Deathmatch. Thus why it looks like it does.
Would you guys like to see Powerhouse ported to TF2C? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] yes [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] no
[QUOTE=Snowshoe;48376112]Would you guys like to see Powerhouse ported to TF2C? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG] yes [IMG]http://www.facepunch.com/fp/ratings/cross.png[/IMG] no[/QUOTE] :v: i'm still waiting for payload
[QUOTE=Agameofscones;48374994]Every time someone asks me for help in SFM or another animation program I pose them one simple question; "Have you splined the key frames yet?". That shotgun is all linear keys, bleh. Also, I agree with Frying Dutchman, spins way to fast and does feel a tad weightless. Also, it feels plastic-y, perhaps the maps lighting isn't doing it justice? All in all, it [I][B]really[/B][/I] needs work, animation and [I]maybe[/I] the model (model is actually pretty good in my opinion.) btw, nice respawn particle effect.[/QUOTE] The model has been reworked into a much prettier double barrel stay tuned
[QUOTE=chowder908;48376617]:v: i'm still waiting for payload[/QUOTE] I'll try to talk to Mac about it. I'm not sure if anything integral has been changed or if some textures have been removed since the last update. The way I have my bundle set up, is that all of the needed models, particles, sounds, scoundscapes, and textures for the payload maps (and most of the live maps too. [I]Tell me if I should only send Payload or just send all of it to get it out of the way in the future[/I]) are packed up into one nice bundle that has absolutely a bare minimum of overlapping files. I'm not sure if stuff's been removed, so I have to check on that regard. If stuff has, there are some missing textures on launch, or missing models, etc etc, no fun for anybody involved. Better get that sorted out now Payload's still missing the HUD, voice response triggers, and announcer lines, too, but otherwise it works 100% fine. Sorry I haven't posted anything of it or the voice responses in a while, been busy :v: EDIT: Also, I'm not sure if they've added any new voice responses for the Civvy or Merc since then, so that would require a scenes.image recompile to get working with the domination and misc responses, if that's the case.
[QUOTE=Blase005;48375003]The fancy smancy flourish is a reflection of the Mercenary's personality. He's suppose to be this bombastic over-the-top killing machine, and he knows that he's in a cartoon-like game. The Super Shotgun isn't going to be the only weapon that is getting this treatment. Basically the drawing animations are going to give an adrenaline boost when you use them and get you pumped out for Deathmatch. Thus why it looks like it does.[/QUOTE] I hope that he doesn't end up acting like Deadpool or something in his voice lines.
[QUOTE=TectoImprov;48377973]I hope that he doesn't end up acting like Deadpool or something in his voice lines.[/QUOTE] As far as I know, he never breaks the fourth wall or talks to voices in his head. Think of him kind of like a Duke Nukem, but different voice and less steroids. PS: The new Super Shotgun model required rework into the animations, so I'm gonna see if I can make the spinning slower (and have the shotgun go up faster).
[QUOTE=OneFourth;48372558]testing out blaseth's supershotgun animations and rage's model ignore the dev map [video=youtube;wxL1R2rFeRM]http://www.youtube.com/watch?v=wxL1R2rFeRM&feature=youtu.be[/video] its not final, please give feedback[/QUOTE] [URL="http://www.skysilcox.com/dev_blog/48/market-assets-released"]Pssst, use theses[/URL]
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