Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=SoulBund;48569277]Nope, Not working yet. This pops up [URL="http://imgur.com/8BZAsYJ"]http://imgur.com/8BZAsYJ[/URL][/QUOTE]
For some reason you're trying to connect on port 27016? The default is 27015.
So what would you like to see in a DM map? Thinking of trying my hand at making one.
[QUOTE=GardenFreeman;48568731]A common request I see while lurking on the server is for more DM maps. I think I'll start working on that sometime later today. If anyone has a DM map they would like to test out, just let me know and I'll throw it up on the server. You'll probably have to join the server to get feedback on it though.[/QUOTE]
Try throwing dm_cargo up there. It might be a bit small for the huge amounts of people currently playing, but it's worth a shot!
If you hold down the fire button and you have fast switching enabled, you can instantly switch weapons without the draw animation.
Try it with the Scout SMG and the Nailgun.
[QUOTE=gamez7;48569447]Try throwing dm_cargo up there. It might be a bit small for the huge amounts of people currently playing, but it's worth a shot![/QUOTE]
I've uploaded it to the server and have added it to the fastdl server.
[QUOTE]For some reason you're trying to connect on port 27016? The default is 27015.[/QUOTE]
That's what it shows when you try pressing connect on your website.
I will try again with 27015, hopefully it works.
EDIT: Works! Thanks for the help!
What do you think about using this hud? [url]http://steamcommunity.com/groups/tf2hudplus[/url]
The creator is already on the dev team (snowshoe), so why not ask him if we could use it?
We would just not use the stuff like the main menu and inventory.
[QUOTE=Cpt. Cakes;48569588]What do you think about using this hud? [url]http://steamcommunity.com/groups/tf2hudplus[/url]
The creator is already on the dev team (snowshoe), so why not ask him if we could use it?
We would just not use the stuff like the main menu and inventory.[/QUOTE]
I've already implemented what I felt was appropriate for the mod.
and most tf2hudplus stuff edits things that are not in TF2C.
[QUOTE=Cpt. Cakes;48569588]What do you think about using this hud? [url]http://steamcommunity.com/groups/tf2hudplus[/url]
The creator is already on the dev team (snowshoe), so why not ask him if we could use it?
We would just not use the stuff like the main menu and inventory.[/QUOTE]
[t]http://i.imgur.com/Nw1d5RJ.jpg[/t]
Reminds me of back when everyone was using those rounded Macintosh glass buttons on websites. No thanks.
[QUOTE=Yoshiatom;48568139]No, I think it's been ballanced a bit since 2.0.
Also, could some-one give me a guide to setting up TF2C with source multi-tool? I want to have a crack at making a DM map.[/QUOTE]
[URL="http://facepunch.com/showthread.php?t=1445480&p=47172519&viewfull=1#post47172519"]Tap this text to go back in time to when OneFourth posted how to setup TF2C. [/URL]
[URL="http://tf2classic.com/forums/discussion/42/map-creation-for-tf2classic"]And if you want an informal tutorial on setting up VBCT for TF2C click this text instead.[/URL]
[QUOTE=GardenFreeman;48569746][t]http://i.imgur.com/Nw1d5RJ.jpg[/t]
Reminds me of back when everyone was using those rounded Macintosh glass buttons on websites. No thanks.[/QUOTE]
TF2 used rounded button edges, so I made rounded buttons in the sourcescheme. Given the limitations, a lot of other things were rounded in the process, like the text fields.
It can be made square with a few key presses if it bothers you that much.
Had the fun of my life playing. Really polished for a beta!
I will come later as well, hopefully there will be more people on server.
I'm installing it now. Can't wait to try out Deathmatch Mode; looks way more polished than before.
Installed recently, played a couple of matches, and I have to say, sometimes it's really annoying when you can't see because of the million fire/smoke particle effects that come from playing pyro and soldier. Any way to turn those down?
I've noticed a bug in v2.0
Stripping players of all weapons using tf_player_equip gets them stuck with a useless crowbar.
[QUOTE=Tools;48569986]I've noticed a bug in v2.0
Stripping players of all weapons using tf_player_equip gets them stuck with a useless crowbar.[/QUOTE]
it's probably a metaphor
[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]
The content mounting system using gameinfo.txt isn't exactly glorious. When you try to mount additional VPK's the game doesn't intend to load aka outside of the current folder, the system quickly breaks down resulting in crashes or simply doesn't function at all. That said, I remember talking to someone at some point who added support for mounting additional app ID's without specifying direct VPK paths. I am going to do a bit of research and maybe we can in future offer a version which allows both ways of content management.
However, one point completely would completely rule out the use of VPKs in the current system; VPKs overrule loose files in some engine branches. What this means is that the modded files would have to be packaged up inside VPKs resulting in less moddability for the community, a slower workflow and finally, a potentially unstable game as the sourcemods system often doesn't like user VPKs. This however, seems to be dependant on the engine branch and can differ, so it may be that this point is completely irrelevant for Source SDK 2013, but it's something to consider.
--PistonMiner
[QUOTE=Moonrat;48564580]- Removal of the big ass Nucleus. I know the map was named after it, and that it connects the map, but it showed up as an error in my Hammer. The bottom platform still remains though.[/QUOTE]
You can extract whatever was added into the map (materials, models, etc) with GCFScape, then just put the Nucleus models folder into TF2C's.
Hopefully it should fix the problem unless you did just that.
I'm porting a map over to Deathmatch right now. Hopefully it'll not be pink and black textures for everyone :v
EDIT: It's on the server now if you want to give it a try. Please let me know if anything is broken. This is a very basic pass at weapon/health placement.
[t]http://i.imgur.com/LmwrLhN.jpg[/t]
People seem to like Wiseau, so i think its time for me to start giving it a proper art pass.
[I][B]-WIP-[/B][/I]
[t]http://i.imgur.com/VBJvPfp.jpg[/t]
[t]http://i.imgur.com/KGDWjqn.jpg[/t]
Since B-Hopping is enabled in Deathmatch, could the health kits be moved off the floor for these maps? It's annoying to run into three or four pills and then missing all of them because you were mid-jump.
[video=youtube;hQVLccgXBCY]http://www.youtube.com/watch?v=hQVLccgXBCY[/video]
Had some fun on powerhouse. :freakout:
BTW, Gabe's textures are still in the files.
what are you guys getting at.
Hey GardenFreeman, I added you on steam, Since your server is the only one I can actually play on without too much lag, I would be happy to check for any bugs in any new maps you might throw in to the roster.
Just pushed out a big SFM DOD:S pack, I'm going to wrap up the entities on venice. I swear on me mum I'll upload it soon-ish.
Who on the team deals with animations? I've got some questions on how to make an aimmatrix.
[QUOTE=chowder908;48570837][video=youtube;hQVLccgXBCY]http://www.youtube.com/watch?v=hQVLccgXBCY[/video]
Had some fun on powerhouse. :freakout:[/QUOTE]
please use the demo recording system so the video isn't laggy and you can render videos at the max settings
[QUOTE=Cpt. Cakes;48571064]please use the demo recording system so the video isn't laggy and you can render videos at the max settings[/QUOTE]
I will next time. :v:
DM_Venice_a7_old is now live! Featuring stupidly over detailing by yours truly and a completely empty dev side of the map. [URL="https://www.mediafire.com/?1cxz3wtab1hzdaz"]You can download it by clicking this sentence.[/URL]
It's not perfectly optimized, but unless you're in areas with yellow dev textures than you shouldn't be experiencing any frame drops. The largest was a drop of a whopping ten frames at the double barrel pickup, so bewaaaare.
[t]http://images.akamai.steamusercontent.com/ugc/434949660522861151/C61809D17E7C7D1007E58D116DBD784ED1C017FA/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522887980/0C4DB4658E3688DF1C0F7FDDBD88EECA5AD42E52/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522887767/05CBD1AB8877CF6B7997DD4B71F53208F52925CC/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522887539/5CCFFB69C2BFBA808A5DF6BF13740EC13323B340/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522887320/E6AC3EC8B71CE6E03C8E942CABBCD207A88D29B7/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522887066/A7006999A27C0A5D75C074242E77853BC287D710/[/t][t]http://images.akamai.steamusercontent.com/ugc/434949660522886761/527C1E5B143A8C6BAC7A579EC327EAB17C3783B3/[/t]
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