Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Uber-Painis;48564763]idk but has anyone noticed the civilian is actually missing his .mdl file? pretty sure that's why the VIP gamemode is broken. :/[/QUOTE]
Yeah, the original civilian is there, but loading it in hlmv makes it crash. The newer one should be here, but it's just textures.
Well, this is lookin' pretty good! I'm guessing there are things in the full 2.0 not present in the beta?
Gonna download this now and play it a little later.
We took the Civilian out of the release because we don't want to release his new model quite yet.
[QUOTE=Agameofscones;48564197]
-cool pic-
13 Minutes until I have the new FGD and content downloaded, within the hour I'll get a working version up on the thread.
[B]EDIT:[/B] Removed a lot of those lights, lowering the vertical visual noise level.[/QUOTE]
Wow, that looks amazing. How do you go about art passing? That's usually where I struggle most when mapmaking
[QUOTE=Ott;48564555]Those pills are weird. Why not the standard health pickups?[/QUOTE]
Standard health pickups are still included in levels.
Additionally, we decided to add them to provide an way to overheal yourself by naturally roaming around levels, which similar things have existed in other arcade-style DM games such as Unreal Tournament, which allowed you to have 200 HP through collecting health vials in game.
In case anybody is wondering how to make viewmodels that make use of the l4d-type viewmodel system.
Basically, you just need to model a weapon, and have the animations be inside your weapon model. After that, you need to add an attachment called "l4d" anywhere onto your model. After that, the game should use the hand models for whatever class you're using the weapon with.
[QUOTE=Agameofscones;48564197][t]http://images.akamai.steamusercontent.com/ugc/434949660518972310/B559366E2C79F150DAD6742EECA8250220C06305/[/t]
13 Minutes until I have the new FGD and content downloaded, within the hour I'll get a working version up on the thread.
[B]EDIT:[/B] Removed a lot of those lights, lowering the vertical visual noise level.[/QUOTE]
Might be worth reducing the intensity on the lights pointed at the window models.
Saying that it might even be worth just having them very low but with a self-illum window texture.
At the moment they hurt my eyes to look at and you can't make out the window frames within.
Apart from the intensity I really like the actual brush work. It looks nice.
[IMG]http://puu.sh/jSk3d/5a037969e4.pngt[/IMG]
I updated dm_cargo to a2 to work in the new update, plus a few minor changes! [URL="http://tf2classic.com/forums/discussion/49/dm-cargo#latest"]Check it out[/URL]
I'm getting this problem where as soon as the main menu begins to load, the game kicks me out and acts like it was never launched, did I install it wrong or something?
deathmatch is fun though it reminds me of why i like team based games more, even if i suck there's still a chance i can win
[QUOTE=TectoImprov;48565567]I'm getting this problem where as soon as the main menu begins to load, the game kicks me out and acts like it was never launched, did I install it wrong or something?[/QUOTE]
Set source 2013 to upcoming beta in steam settings
I'm trying to set up a class config for DM Merc, what should the config's filename be?
hey guys, do youguys want a TFC like medkit to replace the normal medkits? ,ive got a remade model from sfm leak being made as a skin for the medkit, any of you interested in using it?
or insted going for the TFC healing style, i could make some custom aims for it that mimic tfc's ones
Is the Fruit Shoot going to be added to Deathmatch?
[QUOTE=The Yiffy Fox;48565679]I'm trying to set up a class config for DM Merc, what should the config's filename be?[/QUOTE]
mercenary.cfg
[QUOTE=danielmm8888;48562911]
- Disabled Civilian and Mercenary from normal play[/QUOTE]
Aww damn, just noticed that.
Guess this isn't gonna happen anymore:
[t]http://images.akamai.steamusercontent.com/ugc/711908238356317806/E9A1AC5F7AF30C1CE0ADEAC57B1EBFBD7D42CC3B/[/t]
[QUOTE][img]http://downloads.thedalokohsclub.com/tf2c/header6_downloads.png[/img]
[b]Current Patch: 2.0.0[/b]
[b][url==http://tf2classic.com/download.php]Official download page[/url][/b][/QUOTE]
for some reason i cant access the download
[QUOTE=KOTSLagiacrus;48566211]for some reason i cant access the download[/QUOTE]
Just look at the URL. It's just mistyped, easy fix. [url]http://tf2classic.com/download.php[/url]
[QUOTE=TheRealRudy;48567204]Great, redownloaded it all, deleted my old install and replaced it with the new one, restarted Steam, launched it, getting Valve/TF2C logo video, then;
[IMG]http://i.imgur.com/AIxva8f.png[/IMG]
I've already verified the cache of Source SDK Base 2013 Multiplayer, restarting Steam, but I really don't know what to do anymore.[/QUOTE]At least you managed to get that far. I can't even extract it.
[QUOTE=TheRealRudy;48567204]Great, redownloaded it all, deleted my old install and replaced it with the new one, restarted Steam, launched it, getting Valve/TF2C logo video, then;
[IMG]http://i.imgur.com/AIxva8f.png[/IMG]
I've already verified the cache of Source SDK Base 2013 Multiplayer, restarting Steam, but I really don't know what to do anymore.[/QUOTE]
First of all, check whether your tf2classic/bin/ folder has client.dll and server.dll.
If it does, check again whether you've set Source 2013 MP base to upcoming, as that's the error you usually get if it's not set to that.
The server hosting instructions page does not seem to load...
So, this might be a dumb question, but is there any reason why you guys are including all the TF2 content instead of just mounting the TF2 VPKs and only including what you've modified?
[QUOTE=The Kins;48567425]So, this might be a dumb question, but is there any reason why you guys are including all the TF2 content instead of just mounting the TF2 VPKs and only including what you've modified?[/QUOTE]
Why I need to download another 10 gb of hats textures and unneeded content?
You can do it yourself with:
[code]game "|gameinfo_path|../../common/Team Fortress 2/tf/****_pak.vpk"[/code]
"****" is name of archives (I forgot their names.)
Put them in gameinfo after game_lv.
[QUOTE=Gazyi;48567470]Why I need to download another 10 gb of hats textures and unneeded content?[/QUOTE]Because it makes more sense than filling another 6gb of my HDD with stuff that 99% of people playing this have already downloaded from Steam's much faster servers? Making the mod download/install itself smaller reduces the "barrier of entry" for people who already have TF2, and I'd imagine the "wants to play a mod of TF2 but doesn't have TF2 installed" demographic is pretty tiny.
The mod's still fairly early into development, though, so these things can be sorted out over time.
So is not everything in the full 2.0 in the open beta? I noticed while extracting that there was chainsaw hit sounds (Also noticed weapon_chainsaw being added on github) and some Robot Destruction and MvM files in there, will any of those be in the full version of 2.0?
Choosing content probably will be featured when we will get installer and Valve won't break anything related to mounting. (Obsidian Conflict (old Source versions don't support .vpk) still have problems with mounting after SteamPipe and it's only reason why they haven't release in Steam yet)
Co-op integration can be more interesting than MvM, but it shouldn't be a high priority.
[QUOTE=The Kins;48567425]So, this might be a dumb question, but is there any reason why you guys are including all the TF2 content instead of just mounting the TF2 VPKs and only including what you've modified?[/QUOTE]
we tried, but it just doesn't seem to work for some reason
[QUOTE=DarkDoomShadows;48567289]The server hosting instructions page does not seem to load...[/QUOTE]
[url=http://tf2classic.com/forums/discussion/40/installing-tf2classic-server]Shameless self-advertising[/url]:eng101:
Right, let's see... Here's some first impressions from playing on some servers with roughly 300 ping.
- The main menu seems to enjoy playing two songs simultaneously on first startup.
- Deathmatch works way better on paper than it does in practice. It's just kind of unguided, purposeless chaos without many of the movement tricks/mechanics that other arena shooters stake their claim with. This isn't to say that it's completely without merit - team deathmatch on larger maps may be an improvement, and the concept of an objective gametype (KOTH?) with Mercs having to scrounge up more powerful weapons to succeed has real promise.
- The loadout menu should proooobably tell you what different weapons do. It also doesn't seem to deal with having more than two weapons available in a slot very well. You probably already know this, though.
Sorry, you need to Log In to post a reply to this thread.