• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
Been playing a lot of death match recently, love it. Keep up the good work guys :downs:
disappointing that there are servers with slot reservation for a game in beta
Hey, I've been doing some work on this thing. Finally downloaded xNormal and gave it a good AO map. [t]http://i.imgur.com/UvKFnNU.png?1[/t] [t]http://i.imgur.com/FYrVYHp.png[/t] [t]http://i.imgur.com/bBlbmkv.png[/t] It's just basecolors, but due to the way the PSD's set up, they can be easily changed. I'm not too sure about the secondary color myself. And an issue: Due to the way it's rigged, both weapon_bone and weapon_bone_1 are parented to rootTransform. I don't really know how to rig stuff, and since Colteh isn't responding I'm kind of stuck for how to fix it. If it had a proper texture, would it even be considered as a SMG for deathmatch? If you decided to rebalance the SMG/sten, you could probably use this. Problem is, it needs animations- both first and thirdperson- and since the question I asked about how to create an aimmatrix was left unanswered I can't do that myself.
for whatever reason I feel like it should have some notches on the stock
[QUOTE=Limed00d;48576514]for whatever reason I feel like it should have some notches on the stock[/QUOTE] You're probably thinking of a rubber grip or actual grooves in the metal for a grip.
[QUOTE=OneFourth;48576303]disappointing that there are servers with slot reservation for a game in beta[/QUOTE] Couldn't we write our own custom license that could prevent monetizing TF2C this way? I mean I ain't no lawyer and we probably couldn't do jack shit about it anyways (unless we somehow coded in a way to take down servers which [I]couldn't possibly backfire[/I]), but it would at least be an attempt
[QUOTE=wauterboi;48576573]You're probably thinking of a rubber grip or actual grooves in the metal for a grip.[/QUOTE] no, like kill notches
Seeing as the mercenary tip spot is a placeholder, why not try writing some tips? "Tip: As a Mercenary, press F while standing over a weapon to pick it up and drop the weapon in that weapon slot." "Tip: As a Mercenary, your Super Shotgun deals massive damage at close range, but has a slow reload time. Make every shot count!" "Tip: As a Mercenary, use the Six Shooter to pick off enemy targets at long range."
[QUOTE=gamez7;48576627]Seeing as the mercenary tip spot is a placeholder, why not try writing some tips? "Tip: As a Mercenary, press F while standing over a weapon to pick it up and drop the weapon in that weapon slot." "Tip: As a Mercenary, your Super Shotgun deals massive damage at close range, but has a slow reload time. Make every shot count!" "Tip: As a Mercenary, use the Six Shooter to pick off enemy targets at long range."[/QUOTE] If you wanted to you proboly could find the files containing the game's tips on [URL="https://github.com/danielmm8888/TF2Classic"]the github page[/URL], add said tips and then do a pull request. Also, I'm thinking about making a DM map, but I have no idea where to start and need some insparation.
Busy planning a fail rip-off of this. Don't bug meh.
[QUOTE=gamez7;48576627]Seeing as the mercenary tip spot is a placeholder, why not try writing some tips? "Tip: As a Mercenary, press F while standing over a weapon to pick it up and drop the weapon in that weapon slot." "Tip: As a Mercenary, your Super Shotgun deals massive damage at close range, but has a slow reload time. Make every shot count!" "Tip: As a Mercenary, use the Six Shooter to pick off enemy targets at long range."[/QUOTE] I've added your tips to our system. We'll ship them with the next update. Thanks for your contribution!
[QUOTE=_charon;48574948]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][/QUOTE] I contacted Noors long ago and he actually released a link for it on his steam profile comments, he said anybody could use it as long as we gave him credit. [url]http://steamcommunity.com/id/pupzor[/url]
[QUOTE=OneFourth;48576303]disappointing that there are servers with slot reservation for a game in beta[/QUOTE] And people micspamming JOHN CENA nonstop despite the fact that we don't have voting yet
[QUOTE=PhoenixLuigi;48576778]Busy planning a fail rip-off of this. Don't bug meh.[/QUOTE] you mean this? [url]http://facepunch.com/showthread.php?t=1483548&p=48576742#post48576742[/url]
Is there an option to enable 360controller.cfg from Joypad settings?
[QUOTE=Cufflux;48576395]Hey, I've been doing some work on this thing. Finally downloaded xNormal and gave it a good AO map. If it had a proper texture, would it even be considered as a SMG for deathmatch? If you decided to rebalance the SMG/sten, you could probably use this. Problem is, it needs animations- both first and thirdperson- and since the question I asked about how to create an aimmatrix was left unanswered I can't do that myself.[/QUOTE] Adorable <3
[QUOTE=WhyNott;48576868]you mean this? [url]http://facepunch.com/showthread.php?t=1483548&p=48576742#post48576742[/url][/QUOTE] jeeze.
[QUOTE=WhyNott;48576822]I've added your tips to our system. We'll ship them with the next update. Thanks for your contribution![/QUOTE] Those were just some examples, but here are some more if you want to add them: "Tip: As a Mercenary, the Sten Gun fires very quickly and deals more damage than the SMG, but takes more time to reload. Be sure to kill your enemy in one clip." "Tip: As a Mercenary, your Pistol is not as powerful as other secondary weapons. Use it as a last resort." "Tip: As a Mercenary, revving up your Minigun makes you very vulnerable. Make sure your targets have low health so you can make a speedy escape!" "Tip: As a Mercenary, if you run out of ammo, you can switch to your Crowbar to finish off enemies."
[QUOTE=gamez7;48577077]Those were just some examples, but here are some more if you want to add them: "Tip: As a Mercenary, the Sten Gun fires very quickly and deals more damage than the SMG, but takes more time to reload. Be sure to kill your enemy in one clip." "Tip: As a Mercenary, your Pistol is not as powerful as other secondary weapons. Use it as a last resort." "Tip: As a Mercenary, revving up your Minigun makes you very vulnerable. Make sure your targets have low health so you can make a speedy escape!" "Tip: As a Mercenary, if you run out of ammo, you can switch to your Crowbar to finish off enemies."[/QUOTE] I have objections about the first two (first one kinda suggests too much where it tells you that you should always kill enemies in one clip which is a bit too much IMO, and the second is actually untrue because the SMG actually deals less damage per second then the pistol somehow), but the others are fine. I'll look into them. Thanks again!
[QUOTE=Cufflux;48576395]Problem is, it needs animations- both first and thirdperson- and since the question I asked about how to create an aimmatrix was left unanswered I can't do that myself.[/QUOTE] Aimmatrixes are 9-10 (I believe its 9) frame animations. With each frame looking in the directions that the frames will be blended in. Looking down, down right, down left, ect. I cant recall the exact order, but hopefully that helps. Also, when you go to make it, make sure its built off the first frame of your idle animation so it blends correctly. I would load up the nailgun aimmatrixes I did to give an example, but my SFM install has been wiped since then.
I have a bug to report, the small video of the map briefing is broken: it displays the menu background instead of the video [t]http://i.imgur.com/EzWQT05.jpg[/t] also the description of it is broken as well
[QUOTE=chipsnapper2;48576848]And people micspamming JOHN CENA nonstop despite the fact that we don't have voting yet[/QUOTE] we have voting it's just not in the menu type callvote into the console
This may already be known, but I think I found a small issue with the Soldier loading screen. [t]http://i.imgur.com/VAy7cFz.jpg[/t] Could probably fix this with a quick paintover.
[QUOTE=_charon;48577455]This may already be known, but I think I found a small issue with the Soldier loading screen. [t]http://i.imgur.com/VAy7cFz.jpg[/t] Could probably fix this with a quick paintover.[/QUOTE]Yeah, there's a similar problem with most of them loading screens. Heavy's isn't even painted over.
So some statistics for folks who are interested, in the first 24 hours we sent about 3TB of downloads distributed across 3 servers totalling ~1400 downloads. In the first hour or so we distributed 1TB or about 500 copies. It's great to see the reception of the mod has been and still is such a good one and I'm sure the rest of the Dev team agrees.
Hey, I have an idea, can we just put callvote as a bind to a KP key, which is always what I do. Add the loading screen notes and done!
Been working on a map lately, the idea's that you start without weapons, and the higher up you climb thus better weapons you get, but along-side it also becomes more difficult to continue climbing and meeting other players in your path becomes more dangerous. The smart will find secrets, and the skillfull will progress longer, thus making deathmatch more skill-requiring than point and click. It's only had 3 days put into it, but I'm just testing out the idea so far. [url]http://www.filedropper.com/dmclimb2killb1[/url] Here's a link to what I've made, in case anyone wants to help out on ideas. [img]http://i.imgur.com/lFBe4Es.png[/img][img]http://i.imgur.com/6r56XTH.png[/img]
[QUOTE=Wormy;48577605]Sounds like a neat idea, just make sure there won't be a way for players with weapons to camp down the map so they can keep spawnkilling.[/QUOTE] I'm trying to hide the weapons around the map so that it takes a bit of exploring to progress. The map's tiny imo as of now, so in the future I'll move the weapons up a few levels so that the earlier players gets a more fair chance of advancing, like the first few levels will be crowbars + learning the basics.
[QUOTE=Digivee;48577302]Aimmatrixes are 9-10 (I believe its 9) frame animations. With each frame looking in the directions that the frames will be blended in. Looking down, down right, down left, ect. I cant recall the exact order, but hopefully that helps.[/QUOTE] 10 frames, starting with down and right by about 45 degrees each and going left to right, down to up and ending with a straight up pose.
[QUOTE=Doctor_Lazlo;48577505]Yeah, there's a similar problem with most of them loading screens. Heavy's isn't even painted over.[/QUOTE] We were under pressure to release the beta, as such not all of the paintovers were finished in time.
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