• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
setup.exe is what I meant when I said that the installer is 16 bit you gotta emulate 32-bit environment to install the program
I think it's just picking a random setup.exe on my computer, it keeps trying to install fraps lol same issue with me
After a while of messing around with willowtalk I am 99% sure it's not actually the program they used to make HL's vox the way the synthesized voices accent things is completely different from the way HL1 vox does are you sure that is the program they used? I mean I am 100% sure that they used willowtalk to make System Shock 1's voices (the resemblance is too prefect), but it doesn't sound like vox at all.
Doctor Robert [has Black Mesa] 7 May @ 12:11pm The main facility one is female until the military takes over, then the vox sounds like the old one but more menacing. On another note I actually worked out that the text-to-speech program used to make the vox in the original game is named Willowtalk, and is hard to find a complete copy of the TTS now. Voice is "Big Voice" or something like that with voice clips ran through some kind of intercom sound filter.
just some thing to play with [url]http://www.newgrounds.com/portal/view/34839[/url]
Cool project, i love it, Are you planing putting it to greenlight?
i dont realy think valve would be ok with uploading a mod to greenlight that uses leaked source code, but they are interested to see TF2C we could possibly get it on GL but whats the point, just install it as a source mod :P steam GL isnt realy needed, plus we cant make a profit off of it cus leaked code :P if im correct
[QUOTE=darkspire17;48574159]i dont realy think valve would be ok with uploading a mod to greenlight that uses leaked source code, but they are interested to see TF2C we could possibly get it on GL but whats the point, just install it as a source mod :P steam GL isnt realy needed, plus we cant make a profit off of it cus leaked code :P if im correct[/QUOTE] Greenlight does not necessarily imply we are going to profit from it
[QUOTE=NitronikALT;48574205]Greenlight does not necessarily imply we are going to profit from it[/QUOTE] There has been plenty of sourcemods and non-profit games greenlit. Fortress Forever is a good example.
anyway, i made somthing, its as close as i can get it to the original [url]https://www.dropbox.com/s/yyjipt2elrj0x1m/nailgun_draw_recreated.mp3?dl=0[/url]
I've released a2 of dm_tomb this morning. Please leave feedback [URL="http://fragfrog.net/threads/dm_tomb.17/"]here[/URL]. [t]http://i.imgur.com/qOJ0ere.jpg[/t] [t]http://i.imgur.com/qQVx5Hc.jpg[/t] [t]http://i.imgur.com/VadhsAb.jpg[/t] [t]http://i.imgur.com/XvrJo2p.jpg[/t] [t]http://i.imgur.com/Yrj7HLc.jpg[/t]
heres some screenshots for the people that is wondering about the (currently unused?) chainsaw for deathmatch it also uses the same chainsaw sound from l4d2 [t]http://i.imgur.com/0bYihIx.jpg[/t] [t]http://i.imgur.com/EIc0r8O.jpg[/t] [t]http://i.imgur.com/qXNIlNZ.jpg[/t] edit: its not my model guys lol, i just found it while playing randomizer in a tf2c server
ran the willowtalk installer through windows 98 on dosbox, got this error when i tried to run it [t]http://i.imgur.com/LbP62RM.png[/t] anybody with dosbox experience know how to fix?
[QUOTE=Jackathan;48574864]ran the willowtalk installer through windows 98 on dosbox, got this error when i tried to run it [t]http://i.imgur.com/LbP62RM.png[/t] anybody with dosbox experience know how to fix?[/QUOTE] Why you need DOSBox when it works on XP without any compatibility modes?
i dont have an xp machine
I have a 32-bit Win7 laptop, I'll get the file later
[QUOTE=KillerKo4565;48574787]heres some screenshots for the people that is wondering about the (currently unused?) chainsaw for deathmatch it also uses the same chainsaw sound from l4d2 -snip-[/QUOTE] As cool as that arm-chainsaw model is, I think it'd be a lot more fitting if you got permission to use the [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=75492629"]War Saw Fact[/URL]. [t]http://images.akamai.steamusercontent.com/ugc/541803166009599495/392ABE069731012BF72081320A96A274BAA91EF8/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|637:358&composite-to=*,*|637:358&background-color=black[/t]
we appear to have broken the vaultF4 deathmatch server
[QUOTE=Jackathan;48574864]ran the willowtalk installer through windows 98 on dosbox, got this error when i tried to run it -snip- anybody with dosbox experience know how to fix?[/QUOTE] Got the program work in Windows 2000 but every talker doesn't sound like vox at all. Also I can't find any control panel to change pitch/volume/speed of those talkers edit: so far the only "talker" that sounds remotely to vox is harry, probably valve took some sample sound files and then edited it into some sort of sound editing program, or they were just using a custom/edited version of willowtalk, who knows
On the subject of this new Deathmatch announcer, I have an idea for him/her/it/them. Since we seem to be going for something like VOX, maybe someone should record voice lines talking like a computer and then edit them accordingly.
[IMG]http://puu.sh/jTYZq/b484890ac5.png[/IMG] [IMG]http://puu.sh/jTZ2Y/62dbc7077a.png[/IMG] I'm working on a 3cp/deathmatch map, here's a preview
I'd be cool if we straight-up used classic VOX, but I also totally understand some desire for something similar but different. [URL="https://www.youtube.com/watch?v=-c6EgL4GBLQ"]Someone actually did make a VOX voice pack way back[/URL], but it's likely that Deathmatch would need new lines that aren't standard to other game modes.
Also so what are you guys going to do to the Sten weapon when Scout's SMG weapon model is finished? For some strange reason I like the sten weapon.
Perhaps "big voice" was only in the full version I posted a link to the trial one
i haven't checked it out but this could be text to speak [url]http://facepunch.com/showthread.php?t=1356454[/url]
[QUOTE=taz0;48575748]i haven't checked it out but this could be text to speak [url]http://facepunch.com/showthread.php?t=1356454[/url][/QUOTE] That just plays existing HL1 sounds.
-snip, ninja'd-
So I've finally decided to get off my ass, and I'm working on a DM map for 8-16 players. Are there any guidelines for making DM maps somewhere?
[QUOTE=chipsnapper2;48576065]So I've finally decided to get off my ass, and I'm working on a DM map for 8-16 players. Are there any guidelines for making DM maps somewhere?[/QUOTE] • use info_player_deathmatch for spawns • place one tf_logic_deathmatch in the map somewhere so the game will know it's dm • weapons pickups are tf_weaponspawner • item_healthkit_tiny is the pill other then that feel free to do whatever you like
[QUOTE=WhyNott;48576105]• use info_player_deathmatch for spawns • place one tf_logic_deathmatch in the map somewhere so the game will know it's dm • weapons pickups are tf_weaponspawner • item_healthkit_tiny is the pill other then that feel free to do whatever you like[/QUOTE] It is also recommended that you raise the tiny healthkits, weapon spawners, and powerups at around 32 hammer units, and try to keep the playing space inside of maps fairly spacious (tight spaces are allowed, but nothing too tight nor do we recommend making a map entirely of hallways as wide as the merc's playermodel.) Also make sure to use the circle patch overlay textures under the weapon spawners!
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