Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Jetamo;48374681]Actually, this was a command that was already built into live TF2. I believe it's tf_teamtalk. :eng101s:[/QUOTE]
tf_teamtalk only allows you to hear and see dead teammates talk. With updated sv_alltalk, you can see everyone's chat including spectators which is normally not possible in live TF2 (as enabling alltalk there only affects voice chat).
[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]The draw animation looks [I]really[/I] bad. Like, I know people are complaining about it, but it needs to be reiterated. It looks like it weighs about as much as a drum stick! It sticks out from all the other shotgun animations in a bad way.
Stick with something simpler and less distracting - if you need a florish, go with pumping it ala Pyro shotgun draw or closing the stock like the end of the reload animation or something as the player brings it up.
[QUOTE=The Kins;48380780]go with pumping it[/QUOTE]
Sure, let's pump a shotgun that has no pump.
Ok joke aside, I'm gonna try and make the spin a bit better and more realistic. I want to stick with the personality of the Mercenary still as he's suppose to be someone who would literally kick a magazine into a gun just to reload it. No I'm not planning on animating that because I don't want to add legs.
can you make it spin the other way
[QUOTE=OneFourth;48381716]can you make it spin the other way[/QUOTE]
I think that would make it look less realistic, as it's easier to spin something towards you rather than away from you. Especially when it comes to a Shotgun.
How about making it a sawed off so that he can twirl it when he pulls it out?
[QUOTE=Blase005;48381734]I think that would make it look less realistic, as it's easier to spin something towards you rather than away from you. Especially when it comes to a Shotgun.[/QUOTE]
i meant like, flip it turnways
edit: spin it lengthwise instead of having him flip it
[QUOTE=OneFourth;48381755]i meant like, flip it turnways
edit: spin it lengthwise instead of having him flip it[/QUOTE]
I'll give it a try. It'll probably be easier than the hell I went through to make the old draw animation.
Is merc gonna have his own custom taunts?
It'd be cool he it used the class taunt connected to the currently equipped weapon.
But probably that would take too much work, sadly.
[QUOTE=Annoyed Grunt;48384105]It'd be cool he it used the class taunt connected to the currently equipped weapon.
But probably that would take too much work, sadly.[/QUOTE]
Oh man, that would be awesome.
I can just see him trying to hug the minigun like how the heavy does, but it weighting too much for him, so he falls backwards and gets crushed by it.
'Course he just gets back up but still.
Hey, y'all. I know many of you are kinda partial to the beta muzzleflash models, and I admit, I don't use 'em often myself, but here's a small-ish fix I plan to submit, if it's alright.
Not sure if it's been fixed yet, but I tweaked the muzzleflash models so their "pulsating" (at the lack of a better term) animations would play
[video=youtube;itqXdsN__aE]https://www.youtube.com/watch?v=itqXdsN__aE[/video]
It isn't quite so noticable in first person on most weapons, but it's there for the rapidfire weapons (IE only Nailgun, Minigun, and SMG, really).
It's pretty noticable in third person, though, which starts at 1:40. It's subtle for most weapons, again, but is extremely prominent for the Minigun (Kinda a gimme, I guess, they WERE designed for it, after all)
I'm honestly really sorry for all this unreleased stuff from me, I know I've been showing a lot but not releasing any of it lately.
Payload & voice responses are a little big in terms of sheer number of files (or source files for v. responses) to both upload and download, and likely to break with the deathmatch update. And obviously, don't want anything broken on anybody's end because of a release on the thread, like we've collectively stated prior, so obvious course of action is to check with and possibly pass it onto the devs first. Possibly.
EDIT:
[QUOTE=SlickMedici;48387341]why does the nailgun have muzzleflash? it doesn't have gunpowder in it right?[/QUOTE]
Oh, right, I forgot that wasn't official, sorry. I'm using a clientside mod that gives the Nailgun a muzzleflash, pretty much entirely because it looks decent on it, in my opinion. I actually forgot it [I]wasn't [/I]official until you brought it up, wow. That's my bad.
why does the nailgun have muzzleflash? it doesn't have gunpowder in it right?
submit cosmetic fixes like that to me through pm and ill add it to the build
I kinda wish they would shrink and expand bigger instead of staying the same width.
[QUOTE=SlickMedici;48387341]why does the nailgun have muzzleflash? it doesn't have gunpowder in it right?[/QUOTE]
There are various forms of explosive/gas/combustion fired nail guns and tools used in construction, and things other than gunpowder can cause a muzzle flash (though the majority are no longer legally sold).
You may be right in that in the real world it's likely either not visible (internal)/as noticeable as a traditional firearm but it's still [I]theoretically[/I] possible.
One could also argue that it's been modified for combat purposes, as many real nail guns also has a safety latch on the end that needs to be reset per shot to prevent rapid fire and accidents.
At this point it's largely an artistic decision either way. That's not to say it's necessarily to stay that way of course.
[QUOTE=GoldenBalls;48390728]There are various forms of explosive/gas/combustion fired nail guns and tools used in construction, and things other than gunpowder can cause a muzzle flash (though the majority are no longer legally sold).
You may be right in that in the real world it's likely either not visible (internal)/as noticeable as a traditional firearm but it's still [I]theoretically[/I] possible.
One could also argue that it's been modified for combat purposes, as many real nail guns also has a safety latch on the end that needs to be reset per shot to prevent rapid fire and accidents.
At this point it's largely an artistic decision either way. That's not to say it's necessarily to stay that way of course.[/QUOTE]
The Nailgun had no Muzzleflash in the trailer. It's hard to see, but the Scout does infact fire it in one scene and you see no muzzleflash (Trailer 2)
Is there somewhere I can get that muzzleflash in the actual tf2?
[QUOTE=redBadger;48391357]Is there somewhere I can get that muzzleflash in the actual tf2?[/QUOTE]
There is one on Gamebanana, but it's outdated, and last time it was tested, it didn't work for the Minigun or Sentry.
[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]
Forgot to mention some stuff myself. Mostly on the shotgun textures though.
Maybe you should use the scattergun or the force of nature for texture/colour reference, mainly because the brown sides (like the stock), looks like its made out of chocolate rather than wood. (Must be sticky for the hands) Also, you should concider adding small details to the metal part to make it feel like it was painted (look at a scatter gun closer to see what i mean), because it really feels like those early fan-made tf2 models that always felt a little off.
Otherwise, the model itself is pretty good, but i agree with everyone else that animation could really use work. (Maybe you could make the gun having a quick punchy impact when he's putting the shells in. Because it feels like the guy's not even trying.)
[QUOTE=FranckyFox2468;48392141]Forgot to mention some stuff myself. Mostly on the shotgun textures though.
Maybe you should use the scattergun or the force of nature for texture/colour reference, mainly because the brown sides (like the stock), looks like its made out of chocolate rather than wood. (Must be sticky for the hands) Also, you should concider adding small details to the metal part to make it feel like it was painted (look at a scatter gun closer to see what i mean), because it really feels like those early fan-made tf2 models that always felt a little off.
Otherwise, the model itself is pretty good, but i agree with everyone else that animation could really use work. (Maybe you could make the gun having a quick punchy impact when he's putting the shells in. Because it feels like the guy's not even trying.)[/QUOTE]
the textures are placeholder.
[QUOTE=FranckyFox2468;48392141]Forgot to mention some stuff myself. Mostly on the shotgun textures though.
Maybe you should use the scattergun or the force of nature for texture/colour reference, mainly because the brown sides (like the stock), looks like its made out of chocolate rather than wood. (Must be sticky for the hands) Also, you should concider adding small details to the metal part to make it feel like it was painted (look at a scatter gun closer to see what i mean), because it really feels like those early fan-made tf2 models that always felt a little off.
Otherwise, the model itself is pretty good, but i agree with everyone else that animation could really use work. (Maybe you could make the gun having a quick punchy impact when he's putting the shells in. Because it feels like the guy's not even trying.)[/QUOTE]
Agreed, also needs a phong mask. Looks entirely like plastic.
[QUOTE=NitronikALT;48376944]The model has been reworked into a much prettier double barrel
stay tuned[/QUOTE]
[img]http://www.facepunch.com/fp/ratings/rainbow.png[/img]
[QUOTE=FranckyFox2468;48392141]Forgot to mention some stuff myself. Mostly on the shotgun textures though.
Maybe you should use the scattergun or the force of nature for texture/colour reference, mainly because the brown sides (like the stock), looks like its made out of chocolate rather than wood. (Must be sticky for the hands) Also, you should concider adding small details to the metal part to make it feel like it was painted (look at a scatter gun closer to see what i mean), because it really feels like those early fan-made tf2 models that always felt a little off.
Otherwise, the model itself is pretty good, but i agree with everyone else that animation could really use work. (Maybe you could make the gun having a quick punchy impact when he's putting the shells in. Because it feels like the guy's not even trying.)[/QUOTE]
hi
what you're seeing is the work in progress model, that model was a proof of concept. the model has been reworked and those colors were only the base textures of the model itself.
[QUOTE=Blase005;48392264]the textures are placeholder.[/QUOTE]
[QUOTE=Rageguy;48392283]hi
what you're seeing is the work in progress model, that model was a proof of concept. the model has been reworked and those colors were only the base textures of the model itself.[/QUOTE]
I am fully aware of both of these, but the guy asked feedbacks. So i just wanted to help.
[QUOTE=Rageguy;48392283]hi
what you're seeing is the work in progress model, that model was a proof of concept. the model has been reworked and those colors were only the base textures of the model itself.[/QUOTE]
Could we see what it looks like now?
[QUOTE=Cufflux;48392339]Could we see what it looks like now?[/QUOTE]
I would, but it's still getting some renovations.
[QUOTE=Blase005;48391701]There is one on Gamebanana, but it's outdated, and last time it was tested, it didn't work for the Minigun or Sentry.[/QUOTE]
Don't suppose the one in this mod could get a good port then?
[QUOTE=redBadger;48393384]Don't suppose the one in this mod could get a good port then?[/QUOTE]
Sadly not :(
[QUOTE=Blase005;48393632]Sadly not :([/QUOTE]
Heartbreaking. 3':