Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=_charon;47495785]You know, we're currently discussing if it should even be an official thing. This seems like the wrong time to ask a question like that.[/QUOTE]
Well I don't wanna get involved in that discussion and I don't see why it would be a wrong time. It's not like asking RED Demoman how he feels about BLU on Rush Hour.
[editline]10th April 2015[/editline]
[QUOTE=EonDynamo;47495788]I'd be up for it if the maps we're re-skinned in the TF2 artstyle, that would be rad.[/QUOTE]
That's interesting,if they were (which I doubt since it's not easy work) the Earth parts could be RED-styled while the Combine parts like Nova Prospekt could be BLU-styled (not in color though except for BLU.
[editline]10th April 2015[/editline]
Which'd also be appropriate logically since you're on RED (Rebels and Earth) fighting against BLU (Combine and industrial).
A TF2/HL2 mix isn't what this is about. You can make it on your own, sure, but you shouldn't expect it to be merged into the official TF2C.
I have updated the updater:
[IMG]https://dl.dropbox.com/s/p7xybh9kfum1n3o/TF2CUpdater.png[/IMG]
What's new?
- Step-by-step updating (base version, patches and fixes)
- You can launch the game from the updater
- Auto-update for the updater
- Installing fixes
[url=http://tfmm.cojam.ru/TF2CUpdater.exe][img]http://i.imgur.com/ehiHdR0.png[/img][/url]
[QUOTE=MrModez;47495856]I have updated the updater:
[IMG]https://dl.dropbox.com/s/p7xybh9kfum1n3o/TF2CUpdater.png[/IMG]
What's new?
- Step-by-step updating (base version, patches and fixes)
- You can launch the game from the updater
- Auto-update for the updater
- Installing fixes
[url=http://tfmm.cojam.ru/TF2CUpdater.exe][img]http://i.imgur.com/ehiHdR0.png[/img][/url][/QUOTE]
Avira detects it as a virus...
[QUOTE=imacc2009;47495835]A TF2/HL2 mix isn't what this is about. You can make it on your own, sure, but you shouldn't expect it to be merged into the official TF2C.[/QUOTE]
You are completely right, and we're not making it that way. But it wouldn't hurt if this will be just some obscure feature that you can only see if you copy over and load a HL2 map. Or mess with sv_cheats.
[QUOTE=MrModez;47495856]I have updated the updater:
[IMG]https://dl.dropbox.com/s/p7xybh9kfum1n3o/TF2CUpdater.png[/IMG]
What's new?
- Step-by-step updating (base version, patches and fixes)
- You can launch the game from the updater
- Auto-update for the updater
- Installing fixes
[url=http://tfmm.cojam.ru/TF2CUpdater.exe][img]http://i.imgur.com/ehiHdR0.png[/img][/url][/QUOTE]
Thanks,bro-- man.
[editline]10th April 2015[/editline]
[QUOTE=cirlo;47495895]Avira detects it as a virus...[/QUOTE]
Well,Trojan? If so,exes that have been modified are detected as Trojans every single time.
[QUOTE=TheRealRudy;47495937]I fully support this feature. HL2 TF2 coop would be so much fun, much better than Synergy.[/QUOTE]
*buts in* Arguably *cowers*
Currently looking at the architecture styles, Googie and Streamline moderne. I like the idea of giving GRN this designs, however TF2 takes place in factory like places too; like Well. Blue's orthogonal factory design can be applied here, however Red is redesigned to look like old industrial-revolutionized buildings to keep the distinct natural looks. The problem is, how are we going to reshape designs for GRN? Take an old TF2 map in mind, lets say sawmill. How do you want to fit these architectural styles into these type of maps? They will most likely work for "dusty-badlands maps" but will they work for alpine / forest-like maps too?
I'm really interested what you think
[QUOTE=Nicknine;47495901]You are completely right, and we're not making it that way. But it wouldn't hurt if this will be just some obscure feature that you can only see if you copy over and load a HL2 map. Or mess with sv_cheats.[/QUOTE]
I mean you don't complain that Portal has HL2 weapons and NPCs, right?
I'll have to get that later so I can install the patches and play around a bit- since this old laptop can apparently run Hyperdimension Neptunia I assume it can handle a TF2 sourcemod.
In the meantime, just for fun I made an emblem for the secret sorcret Gaben. Again, no GRN or YLW yet since I've no palettes for them- that's one reason why I need to try the source mod- so I can get the palettes from one of the existing skins, so for now I've got them in standard BLU and RED. All my Emblems also have neutral purple and black versions, but I haven't uploaded any of those yet.
[t]http://orig10.deviantart.net/7e50/f/2015/100/e/0/tf2_alt_emblem__secret_sorcret_gaben_class_blu_by_okamitakahashi-d8p5vwu.png[/t][t]http://orig15.deviantart.net/5b5e/f/2015/100/e/a/tf2_alt_emblem__secret_sorcret_gaben_class_red_by_okamitakahashi-d8p5wgs.png[/t]
Snip - Wrong thread.
What in the buggery is a snip?
[QUOTE=Max357;47496057]What in the buggery is a snip?[/QUOTE]
I posted in the wrong thread, sorry.
Well I may as well say that you seem to all be doing good work!
[QUOTE=Giovanni_;47495964]Currently looking at the architecture styles, Googie and Streamline moderne. I like the idea of giving GRN this designs, however TF2 takes place in factory like places too; like Well. Blue's orthogonal factory design can be applied here, however Red is redesigned to look like old industrial-revolutionized buildings to keep the distinct natural looks. The problem is, how are we going to reshape designs for GRN? Take an old TF2 map in mind, lets say sawmill. How do you want to fit these architectural styles into these type of maps? They will most likely work for "dusty-badlands maps" but will they work for alpine / forest-like maps too?
I'm really interested what you think[/QUOTE]
They're a radio company so it could be a telecom antenna in the mountains or perhaps even like a satellite tracking station and there are other ideas too, perhaps like a small ski resort lodge or a last stop cafe.
To further add, Sawmill is symmetrical and only uses different textures to differentiate between RED and BLU.
All of the themes and subsidiary companies that are tied to RED&BLU can still be applied to the new teams as well.
[QUOTE=Backsalot;47496060]I posted in the wrong thread, sorry.
Well I may as well say that you seem to all be doing good work![/QUOTE]
Lil' Snipper
[QUOTE=Max357;47496079]I don't know what I've been doing - what is a snip?[/QUOTE]
-snip- is what you do to remove your post, because only moderators can delete them.
[QUOTE=imacc2009;47496091]-snip- is what you do to remove your post, because only moderators can delete them.[/QUOTE]
Oh,OK. Do I just replace the text with "snip" or is there a button somewhere?
You can edit your posts.
On further notice, the forums are [B]not[/B] a place to use as chatroom.
Best forum etiquette here is to stick to the topic at hand and take advantage of Facepunch's rating system to share your opinion without posting.
[QUOTE=Max357;47496116]Oh,OK. Do I just replace the text with "snip" or is there a button somewhere?[/QUOTE]
Just replace the text
[QUOTE=Frying Dutchman;47496137]You can edit your posts.
On further notice, the forums are [B]not[/B] a place to use as chatroom.
Best forum etiquette here is to stick to the topic at hand and take advantage of Facepunch's rating system to share your opinion without posting.[/QUOTE]
Sorry about that.
[video=youtube;Wndj4LZB6sI]http://www.youtube.com/watch?v=Wndj4LZB6sI&feature=youtu.be[/video]
WIP 2 is up and I think the whacks could use a bit more whacking and the hat now almost falls off AND TRIPLE THE WHACKS!
If you're using Chrome you can double right click the video and set it to loop if you wanted to.
[QUOTE=ZZMthesurand;47496205][video=youtube;Wndj4LZB6sI]http://www.youtube.com/watch?v=Wndj4LZB6sI&feature=youtu.be[/video]
WIP 2 is up and I think the whacks could use a bit more whacking and the hat now almost falls off AND TRIPLE THE WHACKS![/QUOTE]
What is this for? A special backclub takedown animation?
[QUOTE=Max357;47496216]What is this for? A special backclub takedown animation?[/QUOTE]
It's my take on the Fishwhacker taunt. If taunt kills are implemented then maybe it could be a taunt kill.
[QUOTE=ZZMthesurand;47496230]It's my take on the Fishwhacker taunt. If taunt kills are implemented then maybe it could be a taunt kill.[/QUOTE]
Well ZZMJonTron,it looks like he is grabbing the victim by the shoulder which can look off if they don't allign,that is,the outstretched left arm looks awkward.
[QUOTE=ZZMthesurand;47496205][video=youtube;Wndj4LZB6sI]http://www.youtube.com/watch?v=Wndj4LZB6sI&feature=youtu.be[/video]
WIP 2 is up and I think the whacks could use a bit more whacking and the hat now almost falls off AND TRIPLE THE WHACKS!
If you're using Chrome you can double right click the video and set it to loop if you wanted to.[/QUOTE]
I am unsure of what program you are using to animate him, but if its 3dsmax or any generic model editor, you should take advantage of the curve editor so the motion can seem more fluid.
[QUOTE=Sally;47496259]I am unsure of what program you are using to animate him, but if its 3dsmax or any generic model editor, you should take advantage of the curve editor so the motion can seem more fluid.[/QUOTE]
I do take advantage of it (Blender). I change the interpolations and I ease out the whacks.
for GRN, should we think Watchtower?
I think GRN's interior should be something like this:
[IMG]https://wiki.teamfortress.com/w/images/6/60/Artpass_acegikmo.jpg?t=20110323032514[/IMG]
A bit less tv station-y, but a lot of screens and such.
-snip-
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