Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
Looks like something will be around in 1440795600 [Fri, 28 Aug 2015 21:00:00 GMT] time :3
Do we need a new thread now that Deathmatch mode is confirmed?
[QUOTE=Old Hermit;48557569]Not really relevant anymore, but whatever
[t]https://dl.dropboxusercontent.com/u/102054761/chinalake%20final.png[/t]
iunno who said it but someone wanted a china-lake and I think devs agreed or somethin
[sp]also hi yes I'm not dead[/sp][/QUOTE]
[t]http://i.imgur.com/N2oBhM8.jpg[/t]
[QUOTE=Metaru;48559174][t]http://i.imgur.com/N2oBhM8.jpg[/t][/QUOTE]
Oh goddammit
yours is better ;~;
Will there be any chance that server owners can get the update a bit earlier so that servers can be ready for the clients?
Also, FWIW. The image that used to appear here has only worked maybe once and has stopped completely. Both in IE & Chrome (I don't use any other browsers than these)
[t]http://i.imgur.com/CwFl3zv.png[/t]
[t]http://i.imgur.com/HKOZzyi.jpg[/t]
I was bored, I know it's a bit blocky, but I'm kind of new to mapping and what not.
Just say what you think, tell me what I should change and such. I'll try to make it a decent map.
Advice is also aprieciated, and I still need to think about where the spawn rooms go and what not.
But ideas are always welcome!
We should have two types of playtests: Normal playtests, which is playing normal 4 teams TF2C and Deathmatch playtest, when we playtest deathmatch.
Also, we need autobalance.
[t]http://images.akamai.steamusercontent.com/ugc/423690661444904586/B0E854FA19FCCF558C1C3F28DF67ED078F9DBA34/[/t]
[QUOTE=Cpt. Cakes;48559718]We should have two types of playtests: Normal playtests, which is playing normal 4 teams TF2C and Deathmatch playtest, when we playtest deathmatch.
Also, we need autobalance.
[t]http://images.akamai.steamusercontent.com/ugc/423690661444904586/B0E854FA19FCCF558C1C3F28DF67ED078F9DBA34/[/t][/QUOTE]
We do have autobalance, it's just that server owners disabled it for 4 team mode back when there was an autobalance bug.
Hey hey, I've got some good news as well. I'll be releasing a working version of dm_venice (working title) with the new fgd. However I'm also seriously considering remaking Fourt, as it turned into a huge mess.
[QUOTE=Agameofscones;48561667]Hey hey, I've got some good news as well. I'll be releasing a working version of dm_venice (working title) with the new fgd. However I'm also seriously considering remaking Fourt, as it turned into a huge mess.[/QUOTE]
How do you have the new fgd? It hasn't been released yet!
[QUOTE=Cpt. Cakes;48561705]How do you have the new fgd? It hasn't been released yet![/QUOTE]Because he's working on it.
[QUOTE=Cpt. Cakes;48561705]How do you have the new fgd? It hasn't been released yet![/QUOTE]
here is the FGD that will be coming with the new update. [url]https://d.maxfile.ro/ykoegaekqb.fgd[/url]
To make a DM map, you need tf_logic_deathmatch, info_player_deathmatch, item_healthkit_tiny, and tf_weaponspawner.
I'm talking post release mind you.
The counter just went from 1 hour and 30 minutes to 2 hours. What just happened?
[t]http://i.imgur.com/r5TL2ub.png[/t]
Should I make the map a bit bigger or is this big enough?
Optimistic for "Spawn this way" (That means a bigger map)
Artistic for "Spawn here"
[QUOTE=Cpt. Cakes;48562130]The counter just went from 1 hour and 30 minutes to 2 hours. What just happened?[/QUOTE]
Didn't jump for me, mine says 1:26:XX
Mine says 1:55:XX.
[QUOTE=Cpt. Cakes;48562175]Mine says 1:55:XX[/QUOTE]
Just refreshed, [I]now[/I] it says 1:52:XX
Weird, maybe they needed 30 more minutes.
edit: yup, they need more time to upload the file.
snippity
I propose that the V3 thread title is "func_vehicle when?"
I noticed Sniper's scar on the wiki. Shouldn't that picture be re-rendered with the TF2C sniper model to accurately reflect the game?
I've sat patiently for the last three months, and to finally see an update hit us hard is amazing. People are playing the game, the forums are activating, and it looks like people are excited to jump back in to the game. I can say this weeknd will be good......
T-25 minutes.
I hope your servers are ready. They're gonna be hit hard with downloads.
[t]http://i.imgur.com/5aYoIfZ.jpg[/t][t]http://i.imgur.com/IZa0RpJ.jpg[/t]
[t]http://i.imgur.com/HDKkOrt.png[/t][t]http://i.imgur.com/jN4py3w.jpg[/t]
[t]http://i.imgur.com/9bsgpBP.jpg[/t][t]http://i.imgur.com/9gBqycU.jpg[/t]
...and its here!
[B]This is a major upgrade. Instead of just extracting the new files over your old ones, please remove all of your old files first before extracting the new ones.[/B]
[B]Download the client [URL="http://samantha.0x13.io/TF2C_2_0_0b1.7z"]here[/URL]![/B]
[QUOTE]An update to Team Fortress 2 Classic has been released. This is a beta preview of the 2.0 update.
- Llama wood cutout no longer replaces cows
- Added new Main Menu (MrModez, Snowshoe)
- Video background support (MrModez, PistonMiner)
- Video backgrounds (iiboharz, OneFourth)
- Added Options menu
- Added Stats menu
- Added new Loadout menu (MrModez)
- Added new Load Screen (PistonMiner, OverPovered, Hot Pocket, Snowshoe)
- Ported TF2 HUD panels (Danielmm8888)
- Added several new compositions (Mr.Modez)
- Added a new game mode, Deathmatch (Danielmm8888, Nicknine, PistonMiner, Iamgoofball)
- Free-for-all competition to get the most kills
- Round ends after 50 kills have been reached
- DM-specific Weapons (Iamgoofball)
- Added the Sten Gun (Sedimentarysocks, Maxxy), Super Shotgun (Rage, Game Zombie, OverPovered), Six Shooter (model is placeholder), Crowbar
- Added the Overheal Pill (Game Zombie, Nitronik)
-New kind of medkit that heals 8%, can overheal and doesn't extinguish.
- Added Crit Powerup (Game Zombie, Nitronik)
- Deathmatch effects (FissionMetroid101)
- Added default sprays (Nassimo, Snowshoe)
- Added grunting (Stachekip)
- Added DM_Ravine (Valve, Snowshoe), DM_Offblast (Valve, MacD11, iiboharz), DM_2fort (Valve, iiboharz), DM_Lumberyard (MacD11, Valve), DM_Wiseau (MacD11)
- Added High-poly Weapons (Game Zombie)
- Updated injury decals (OneFourth)
- Updated some map props (Game Zombie, Hecates)
- Updated HWM Models (Game Zombie)
- Updated FGD
- Added A Boojum Snark's Team Fortress 2 Mapping Resource Pack ([url]http://forums.tf2maps.net/showthread.php?t=4674[/url])
- Added ForceReset input on item_teamflag
- Added func_respawnflag
- Added support for v models, c models, and L4D viewmodels (Danielmm8888, Nicknine)
- Current viewmodels default to the L4D system (Game Zombie)
- Fixed VM animation bug (Danielmm8888)
- Fixed viewmodel prediction errors when switching to thirdperson and back
BALANCE CHANGES (Trotim)
-Spy can refill cloak via ammo packs and resupply lockers.
-Stickybombs can be destroyed by bullets and melee hits.
-Tranquilizer Gun projectile no longer has random spread.
-Hunting Rifle now can headshot, buffed fire rate from 1.0s to 0.7s.
-Medic regeneration amount buffed from 1-3 per second to 3-6 per second.
-Reduced Soldier's maximum rocket reserve ammo from 36 to 20.
-Reduced Demoman's maximum Grenade Launcher reserve ammo from 30 to 16.
-Reduced Demoman's maximum Sticky bomb launcher reserve ammo from 40 to 24.
-Buffed Flamethrower minimum damage from 25% to 60%.
-Buffed Heavy's move speed while spun-up from 80HU/s to 110HU/s.
-Fixed health amounts above 150% causing flashing HUD health icon to grow indefinitely large.
BUG AND CODE FIXES (Danielmm8888, MrModez, Nicknine)
- Disabled Civilian and Mercenary from normal play
- Ported TF2 flag effects
- Fixed autobalance bug
- Set tf_damage_disablespread to 1 by default
- Added ammo kit dropping on player death from live tf2
- Implemented disguise weapon switching
- Added avatars to target ID's (Snowshoe)
- Added cl_autoreload (deafults to 1)
- Ported various spy teleporter behavior from live tf2
- Spies can now take enemy teleporters
- Added tf_teamtalk from live tf2
- Telefrags credit the teleporting player
- Added tf2c_falldamage_disablespread
- Reduced cloak restoring from dropped weapons to 25%
- Reload key switches disguises
- Fixed spies seeing health of cloaked enemy spies
- Reduced sticky damage rampup to 125%
- Added the live tf2 crosshair system (only accesible through the old options menu)
- Fixed metal amount dropped by killed players
- Fixed crit multiplier
- Improved tf_weapon_criticals cvar handling
- tf_ammo_pack gives fixed metal amount
- Fixed Target ID avatars for buildings
- Added jointeam_nokill cheat command
- Made melee weapons use ACT_VM_SWINGHARD when they're about to crit
- Fixed sapper draw animation
- Fixed sapper/toolbox viewmodel
- Grenades do full damage on direct hit
- Fixed incorrect client side nail trajectory
- Fixed incorrect tranq dart trajectory
- Remove all projectiles on team change
- sv_alltalk affects text chat
- Fixed not being able to join spectators in DM
- Ubercharge does not protect from telefrags
- Fixed decal limit setting to 0
- Added invis proxy from live tf2
- Fixed collision in DM
- Reduced sticky damage rampup to 125%
- Healthkits cure negative effects even if overhealed
- Fixed spies seeing health of cloaked enemy spies
- Added ForceReset input on item_teamflag
- Fixed point_servercommand exploit
- Updated GameInfo.txt
- Updated localization files[/QUOTE]
[QUOTE=danielmm8888;48562911][B]This is a major upgrade. Instead of just extracting the new files over your old ones, please remove all of your old files first before extracting the new ones.[/B][/QUOTE]But will using the Updater after removing the files work?
Holy cow ! 2.2 GB !
You guys are marvelous ! Nice work
[QUOTE]- Disabled Civilian and Mercenary from normal play[/QUOTE]
Aw that's a shame loved doing that, going to miss people going around as a civilian on two fort creating havoc.
[B]After *I don't know how long* in development hopefully it will have been worth the wait. Good luck and have fun.[/B]
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