Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
Hey people, we in the Dev-Team want your opinion on a thing.
A while ago the RPG received a retexture and new Model to make it more HD, but still keep the iconic Beta design. The textures were very well made, but there was one thing that didn't match up with it.
The new texture for the Rocket of the RPG had a line on it that did not match any Beta Artwork, or even the Large Ammo Crate rockets that appear ingame. It's a minor detail, but it also doesn't make sense.
So we would like to have a vote.
[IMG]http://puu.sh/jspd8/fbf9baf3b2.jpg[/IMG] Keep the Line [IMG]http://puu.sh/jspdU/65a76694e9.png[/IMG]
[IMG]http://puu.sh/jsp1F/7eda62bd9a.jpg[/IMG] Remove it [IMG]http://puu.sh/jspgK/b27e323d92.png[/IMG]
Whichever gets the most vote is what we'll include in the next update, and the one with the least votes will be an optional Mod.
PS: I did the no line version very quickly so it looks rushed. I'll clean it up when the vote is over.
PPS: If the Line version wins we'll add a line to the Large Ammo Crate rockets as well. That is if we don't replace them with the Final game rockets.
That rocket seems to be extremely viewblocking, how's it looking in first person
[QUOTE=Bapaul;48399037]That rocket seems to be extremely viewblocking, how's it looking in first person[/QUOTE]
[t]http://puu.sh/jsE0D/282a793642.jpg[/t]
It looks fine. The RPG has been in the game since almost day one.
Yeah that looks fine, sorry don't pay all that much interest in all of this
Dunno, but will there be any special flamethrowers further in development?
[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]
This is a little thing that would not effect how the double barrel works, but how it feels to use.
Make it have 2x the current ammount of ammo in it's pool and make it load 2 shells, and whenever you fire take the 2 shells.
Would not change how it works, but make it feel more correct. Something about loading 2 shells in but the ammo counter only saying 1 fells wrong to me.
So, I was rewatching the last version of the [URL="https://www.youtube.com/watch?v=tqLRvdxA_uw"]deathmatch trailer[/URL], and here I have some feedback:
- Rather than moving the hand as soon as the radio is one the right frequency, I think it would be better if the hand remained in position until after the first few notes start playing.
- There was something not quite right in the way the red Merc starts napping. After a lot of replays I think the problem is that he has his hat covering his eyes at all times. He should push it down, after getting done with the radio.
- The green Merc shoots with his smg but nothing is to be heard, and then there is a really loud shotgun shot. I think you either go with no sound at all or muffled sounds, no in-between.
- The hat still looks like it's being shot.
- The hat falls too fast in my opinion.
- The rocket and the pills are okay, but the flamethrower being aimed at noone looks really weird.
Something else I'd really want to see is a merc going from the right of the screen to the left while shooting with his shotgun. It doesn't need any fancy animation work, actually I think it would look best with Soldier's standard walking+shooting animation.
[QUOTE=Annoyed Grunt;48401928]- The hat still looks like it's being shot.[/QUOTE]
I didn't realize it was supposed to be a gust of wind. To make it clearer, the wind should blow the umbrella a bit to the side, stretching its cover.
Also the bit with the radio tuning still isn't quite right, there's some clipping between the dial and his fingers.
its not, it was supposed to be shot. the sound is being done in post
[QUOTE=OneFourth;48402513]its not, it was supposed to be shot. the sound is being done in post[/QUOTE]
If the hat is being shot off, at least have a merc sneak up behind the resting dude and have him get shot. It doesn't make sense that the sniper doesn't take another shot at him.
The mod is looking really good, but there's still pretty much no one playing the game still. Is there a peak time for traffic like NEOTOKYO, or what, because every time I've checked for players for the past few months there's been literally three or four players, and that was a month or two ago. I love this game, and I really want to help but I can't do anything (unless you want mediocre EDM stuff I threw together on FLstudio.) but play it and give feedback. Is there another thread where we discuss actually playing the game, or?
snip
[t]http://images.akamai.steamusercontent.com/ugc/449584613104392820/CA0E45577D302FC980C86E87F5368C0B7964F78F/[/t]
Tim Burton the map. Also the lighting is all fucked up when viewing it at an odd angle.
[B]EDIT:[/B] It appears that the building fades into black depending on the lighting that the player is currently standing in. IE; standing in lamp light has the building illuminated, while not doing so makes it go black. Same thing when shining ones flash light on it. As a quick fix I might change the skybox and ambient light to an overcast sky.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104432517/F656A3640F5B89CBF92D3970DB20AA9FB6352622/[/t][t]http://images.akamai.steamusercontent.com/ugc/449584613104432278/892D1DF3C40948C76D6B3A1679F3AFDA4731187E/[/t][t]http://images.akamai.steamusercontent.com/ugc/449584613104432700/E7BEEB69943E37E77C1243FD8D597E76E967E9B2/[/t]
Old engine bugs are the best engine bugs.
P.S. Compiling with details produces no lighting errors. Going to play around with the props I slapped on it.
[B]EDIT EDIT:[/B]
Just noticed this as well.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104452864/F60715F5533ED4771E5BC7F53EA66EA4805DBAD8/[/t]
[B]EDIT OF EDITS:[/B]
That totally fixed it.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104473818/93CE7B1C02926C6E3FDF8A0D35CC885255A4AEAE/[/t]
[QUOTE=Agameofscones;48404846][t]http://images.akamai.steamusercontent.com/ugc/449584613104392820/CA0E45577D302FC980C86E87F5368C0B7964F78F/[/t]
Tim Burton the map. Also the lighting is all fucked up when viewing it at an odd angle.
[B]EDIT:[/B] It appears that the building fades into black depending on the lighting that the player is currently standing in. IE; standing in lamp light has the building illuminated, while not doing so makes it go black. Same thing when shining ones flash light on it. As a quick fix I might change the skybox and ambient light to an overcast sky.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104432517/F656A3640F5B89CBF92D3970DB20AA9FB6352622/[/t][t]http://images.akamai.steamusercontent.com/ugc/449584613104432278/892D1DF3C40948C76D6B3A1679F3AFDA4731187E/[/t][t]http://images.akamai.steamusercontent.com/ugc/449584613104432700/E7BEEB69943E37E77C1243FD8D597E76E967E9B2/[/t]
Old engine bugs are the best engine bugs.
P.S. Compiling with details produces no lighting errors. Going to play around with the props I slapped on it.
[B]EDIT EDIT:[/B]
Just noticed this as well.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104452864/F60715F5533ED4771E5BC7F53EA66EA4805DBAD8/[/t]
[B]EDIT OF EDITS:[/B]
That totally fixed it.
[t]http://images.akamai.steamusercontent.com/ugc/449584613104473818/93CE7B1C02926C6E3FDF8A0D35CC885255A4AEAE/[/t][/QUOTE]
r u using a vertexlitgeneric texture for that building because that might be the problem
[QUOTE=DrPyspy;48405074]r u using a vertexlitgeneric texture for that building because that might be the problem[/QUOTE]
Could be, haven't checked that. It might also be a corrupt detail entity in the same visgroup as the building.
[editline]7th August 2015[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/449584613104749878/E9938D87B4C6725AC5263689CF33D2CA8C4CAF68/[/t]
Yep, the vertexlitgeneric was it. It's all good now.
[t]http://images.akamai.steamusercontent.com/ugc/449584613105448653/FBCD43DBEB4AEE6752233F607DF415B09D20D5D3/[/t]
More progress has been made. Also swapping out the art style to some sort of fishing town instead of somewhere modern.
Hey lads!
We have a new official subreddit (not that anyone cares much about it but...)
It's barren currently, but we're going to make it much better!
[url]www.reddit.com/r/officialtf2c[/url]
[t]http://images.akamai.steamusercontent.com/ugc/449584776021723776/0F90961FD87E4989031BA7C652169BF62D807AE8/[/t]
[t]http://images.akamai.steamusercontent.com/ugc/449584776021723400/085FEB08F99C3D23921CC9640301B9E53B85FAF4/[/t]
Compiled with more detail and static prop lighting. I think it's looking great. (Yes I see the lamp glow cutting through the prop. I'll fix it.)
[media]http://www.youtube.com/watch?v=0KuHKCT6NIo[/media]
Stachekip and I had a little fun with our "Team Fortress 2 Classic" characters today. This isn't anything official, just us goofing around.
[QUOTE=GoldenBalls;48410796][media]http://www.youtube.com/watch?v=0KuHKCT6NIo[/media]
Stachekip and I had a little fun with our "Team Fortress 2 Classic" characters today. This isn't anything official, just us goofing around.[/QUOTE]
That was great. I'd love to animate that scene when the civilian gets released. Even if it is just you guys goofing around.
I've posted dm_cargo on the tf2classic.com forums [URL="http://tf2classic.com/forums/discussion/49/dm-cargo"]here.[/URL]
Server owners, it would be amazing if you could put dm_cargo on your servers so I can test the map out with other players and get feedback to improve the map.
EDIT: Anyone up for playing TF2C tonight? I'm ingame already.
[t]http://images.akamai.steamusercontent.com/ugc/449584776022830787/6F8AE5040A2BEE13D5724A6808F6410D8AD1680E/[/t]
More stuff. I'll get to Fourt someday, I promise.
Keep in mind this is a twitch shooter, keep the movement areas open.
[QUOTE=GoldenBalls;48410796][media]http://www.youtube.com/watch?v=0KuHKCT6NIo[/media]
Stachekip and I had a little fun with our "Team Fortress 2 Classic" characters today. This isn't anything official, just us goofing around.[/QUOTE]
We need more slice of life stuff like this between the new characters being made for this game. That was awesome.
[t]http://images.akamai.steamusercontent.com/ugc/449584776023683807/8BAF2EE816B65795FFE7806C51DD34DE2E10DC66/[/t]
As much as I like this area it's really noisy.
[QUOTE=Agameofscones;48414268][t]http://images.akamai.steamusercontent.com/ugc/449584776023683807/8BAF2EE816B65795FFE7806C51DD34DE2E10DC66/[/t]
As much as I like this area it's really noisy.[/QUOTE]
I think all that needs done is to reduce the amount of wooden beams and also bring the bottom windows up a tad bit too, they look too low down at the moment.
[QUOTE=Agameofscones;48414268][t]http://images.akamai.steamusercontent.com/ugc/449584776023683807/8BAF2EE816B65795FFE7806C51DD34DE2E10DC66/[/t]
As much as I like this area it's really noisy.[/QUOTE]
Is it just me or this has a lovely donkey kong country vibe?
[QUOTE=gamez7;48410951]I've posted dm_cargo on the tf2classic.com forums [URL="http://tf2classic.com/forums/discussion/49/dm-cargo"]here.[/URL]
Server owners, it would be amazing if you could put dm_cargo on your servers so I can test the map out with other players and get feedback to improve the map.
EDIT: Anyone up for playing TF2C tonight? I'm ingame already.[/QUOTE]
I would host it on our server, but there has been a dramatic decrease in players playing than what was before. We can't even get feedback from any of the maps that are works in progress now, so I think getting feedback for mapping is going to be real scarce for a long time.
[QUOTE=GardenFreeman;48416038]I would host it on our server, but there has been a dramatic decrease in players playing than what was before. We can't even get feedback from any of the maps that are works in progress now, so I think getting feedback for mapping is going to be real scarce for a long time.[/QUOTE]
I am confident the upcoming update will change that trend
[QUOTE=NitronikALT;48417605]I am confident the upcoming update will change that trend[/QUOTE]
Are you implying the next version will be a little more suitable for a larger audience and therefore more publicity?
[QUOTE=Lazerlatte;48422746]Are you implying the next version will be a little more suitable for a larger audience and therefore more publicity?[/QUOTE]
No, I am however implying that there will be a lot more to keep you busy
We'd like to try and keep publicity as low as possible at the moment, as there still is a lot of unfinished content we are fixing up and creating in order to -you guessed it!- create a version of TF2C worth advertising
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