Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
All these ideas sound terrible and sound like more extra work.
Also be sure to just edit your other posts into one..
I'm excited for when we put TF2C on greenlight even though that's gonna be a long time before we put it on greenlight, I hope it gets greenlit!
Anyways, should we make a name for 2.0? I mean every major TF2 update has a name like the Gun Mettle update, the Love & War update, The End of the Line update, Uber update etc.
[QUOTE=darkspire17;48508428]hey, anyone hear have any dynamite pack animations?[/QUOTE]You can at least learn to spell things like "also" and "here" properly before giving the team horrible suggestions.
[QUOTE=Cpt. Cakes;48509403]I'm excited for when we put TF2C on greenlight even though that's gonna be a long time before we put it on greenlight, I hope it gets greenlit!
Anyways, should we make a name for 2.0? I mean every major TF2 update has a name like the Gun Mettle update, the Love & War update, The End of the Line update, Uber update etc.[/QUOTE]
The "Holy shit we actually got this done" Update
[QUOTE=Cpt. Cakes;48509403]I'm excited for when we put TF2C on greenlight even though that's gonna be a long time before we put it on greenlight, I hope it gets greenlit!
Anyways, should we make a name for 2.0? I mean every major TF2 update has a name like the Gun Mettle update, the Love & War update, The End of the Line update, Uber update etc.[/QUOTE]
We'll be giving Engineer the ability to move his building, right? If so, and if lots of bugs will be fixed, we could call it the 'Over-haul Update'!
[sp] In all seriousness, 'The 2.0 Update' is fine.[/sp]
[URL="http://forums.tf2maps.net/downloads.php?do=file&id=6424"]http://forums.tf2maps.net/downloads.php?do=file&id=6424[/URL]
Welp, that is about 4 hours of work within Hammer to bring that to life. Though I'm glad I did it. The map isn't big, but it is finished. Cubemaps and everything have been generated already.
It's just a detail map, though I think it looks nice. A night time alleyway at the beginning of Snowfall.....
Ehh, I'll let you play it ya self....
any plans to have an option just like how you have the muzzle model, but insted to have source 2006 effects like explosions
Welp, been workin on textures for GRN and YLW
[img]http://i.imgur.com/do3NQe2.png[/img]
[img]http://i.imgur.com/uuX7Elj.png[/img]
[img]http://i.imgur.com/Mt5k6SY.png[/img]
[img]http://i.imgur.com/NV8AZJg.png[/img]
I think it turned out alright in the end.
Oh, anybody remember this chestnut from the old forum? I promised I'd work on the aesthetics of GRN, but I never finished it. I did however, make 3 different custom textures for the map.
[img]http://i.imgur.com/DB38gAt.png[/img]
[img]http://i.imgur.com/fmlXX2B.png[/img]
I think only one of the textures on there looks good, though I might release them anyways.
I'll make some more GRN and YLW textures and release a pack of them for Mappers to use.
[t]http://i.imgur.com/TSNI6CP.png[/t]
Here's a little update on those paintovers I've been doing, sorry that i've been slow with updates on this!
[QUOTE=Moonrat;48518137]Welp, been workin on textures for GRN and YLW
[img]http://i.imgur.com/DB38gAt.png[/img]
[img]http://i.imgur.com/fmlXX2B.png[/img][/QUOTE]
Besides the fact that the geometry is a touch on the basic side I think that your use of satellite dishes and custom textures really sets the standard for what Green team ought to look like.
So when will there be a mac version?
[QUOTE=maxfield;48526529]So when will there be a mac version?[/QUOTE]
Yes and no. Unless we figure out what's causing the library client error we can't guarantee TF2C will run on the Mac version of Source SDK Base 2013 [Upcoming]. If you wish you can follow this wineskin tutorial I wrote awhile back. It's not the best, but it's all we have. [URL="http://www.tf2classic.com/forums/discussion/34/mac-and-linux-wineskin-guide-sorta#latest"]http://www.tf2classic.com/forums/discussion/34/mac-and-linux-wineskin-guide-sorta#latest[/URL]
[QUOTE=maxfield;48526529]So when will there be a mac version?[/QUOTE]
AFAIK it's being tested on linux.
something is coming soon
ok
[QUOTE=Agameofscones;48524398]Besides the fact that the geometry is a touch on the basic side I think that your use of satellite dishes and custom textures really sets the standard for what Green team ought to look like.[/QUOTE]
The simple geometry was kinda based on the this
[img]http://i.imgur.com/G2TE1F9.jpg[/img]
GRN was slated to have many slanted roofs and rounded things kinda going on the style of early 70's modernism. I never got to the wires and such but ehh. I might try to remake it one day, but I doubt it
To save people doing it themselves, it says [sp]NEW MISSION ON FRIDAY[/sp]
Huh, that's cool.
Sorry to cock-block the attempt at building hype that's going on now, but I can see from github that the developers are going to have certain built-in perks (like Powerplay). What concerns me is the drama that usually accompanies this mod. Are server owners going to have a way to revoke the abuse of these perks in-case someone goes rogue and decides to be disruptive?
Please don't take this question as being mean spirited. I'm genuinely concerned about devs coming onto a server and just wrecking everyone with their perks. Valve included certain devs for Powerplay and it was pretty much only ever used by Robin Walker a few times. As server owners I think we deserve a clear answer to this.
[QUOTE=GardenFreeman;48537172]Sorry to cock-block the attempt at building hype that's going on now, but I can see from github that the developers are going to have certain built-in perks (like Powerplay). What concerns me is the drama that usually accompanies this mod. Are server owners going to have a way to revoke the abuse of these perks in-case someone goes rogue and decides to be disruptive?
Please don't take this question as being mean spirited. I'm genuinely concerned about devs coming onto a server and just wrecking everyone with their perks. Valve included certain devs for Powerplay and it was pretty much only ever used by Robin Walker a few times. As server owners I think we deserve a clear answer to this.[/QUOTE]
Can you explain what powerplay is? I thought it was just a server protocol
[QUOTE=_Pai;48537819]Can you explain what powerplay is? I thought it was just a server protocol[/QUOTE]
IIRC a bunch of TF2 devs had access to a toggle which made it so capping the intel would provide them with a combination of effects (uber, crits and they would also be ignited).
Ignore this, read OneFourth's post below this.
[QUOTE=GardenFreeman;48537172]Sorry to cock-block the attempt at building hype that's going on now, but I can see from github that the developers are going to have certain built-in perks (like Powerplay). What concerns me is the drama that usually accompanies this mod. Are server owners going to have a way to revoke the abuse of these perks in-case someone goes rogue and decides to be disruptive?
Please don't take this question as being mean spirited. I'm genuinely concerned about devs coming onto a server and just wrecking everyone with their perks. Valve included certain devs for Powerplay and it was pretty much only ever used by Robin Walker a few times. As server owners I think we deserve a clear answer to this.[/QUOTE]
this is the danger of assuming. while we have added all the devs to the powerplay list, all it does now is display a (DEV) tag in chat by name.
[editline]25th August 2015[/editline]
no longer possible to have perks
[QUOTE=OneFourth;48539101]this is the danger of assuming. while we have added all the devs to the powerplay list, all it does now is display a (DEV) tag in chat by name.
[editline]25th August 2015[/editline]
no longer possible to have perks[/QUOTE]
I don't think it's a far fetched assumption to make. And it's better to ask than to assume not to. You are working on a mod for a greater audience. Expect these types of questions to be asked. Passive aggressiveness aside, I appreciate the answer.
[QUOTE=GardenFreeman;48537172]I'm genuinely concerned about devs coming onto a server and just wrecking everyone with their perks. [/QUOTE]
why would we? :v:
Also OneFourth was not being passive-aggressive at all, he was just trying to nicely explain the situation. Even then we make sure all of the people working hard on this mod do not go out of their way ruining the fun of people who the mod is being built for
[QUOTE=NitronikALT;48539912]why would we? :v:
Also OneFourth was not being passive-aggressive at all, he was just trying to nicely explain the situation. Even then we make sure all of the people working hard on this mod do not go out of their way ruining the fun of people who the mod is being built for[/QUOTE]
As I previously mentioned, at times there has been drama surrounding this mod and certain devs. One doesn't have to look far to see it. I don't think it's wrong of anyone to ask a question regarding integrity. To imply that I was in the wrong for "assuming" is indeed very passive-aggressive. Members of the dev team need not act like they are above answering direct questions if they are expecting everyone to take what work they do put in seriously. Simple as that.
[QUOTE=GardenFreeman;48540005]As I previously mentioned, at times there has been drama surrounding this mod and certain devs. One doesn't have to look far to see it. I don't think it's wrong of anyone to ask a question regarding integrity. To imply that I was in the wrong for "assuming" is indeed very passive-aggressive. Members of the dev team need not act like they are above answering direct questions if they are expecting everyone to take what work they do put in seriously. Simple as that.[/QUOTE]
But it's not passive aggressive at all.
I can confirm as one of the coders, we used the powerplay listing stuff to only add dev tags in chat since it does the job just as well, is secure, and re-inventing the wheel is a bad idea.
Boredom overtook me, I've decided to go on a remake of the GRN base I had made back around April.
The geometry should be a lot better, and Imma try to emulate some of the stuff going on in that concept art.
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