Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=Ott;47507199]Download 1.8.0, then 1.8.3[/QUOTE]
No.
You download the base client, then patches 1.8.0 through 1.8.3 hotfix 1.
[QUOTE=kibbleknight;47507071]We've had one that we've been using for some time now. I don't have the bigger version on hand, but its the one most everyone agreed upon and we have been using for the longest time:
[img]http://puu.sh/gpICx.png[/img]
That being said there is still always the possibility of some of the color choices can change at any point in time, however it is unlikely that they will.[/QUOTE]
That's the pallete I used while editing the old one.
[QUOTE=PC's_Frank;47506579]
Murder: it's FANtastic.
[/QUOTE]
marry me now for that hot shots reference
To anyone wanting to contribute to the project, you can stop adding me as a friend to ask me how to do so :v:
From now on, just head over to our forums. I've made a new subforum where you can go make a thread, let us know what you want to help with, and then post examples of your work.
From there we'll determine if you can help us and what you can help us with and what-not.
[url=http://www.unfgaming.net/tf2c/forum/viewforum.php?f=18]Click here to view the new subforum![/url]
[QUOTE=MacD11;47507212]No.
You download the base client, then patches 1.8.0 through 1.8.3 hotfix 1.[/QUOTE]
...Ah. Note to self: Read through older posts before making a new post to ask for help.
Oh well, live and learn. Thanks for the help.
Someone who can animate should definitely fix that dumb pinky-out stuff in the all-class animations.
How exactly does disguising work? If you disguise as a YLW spy as GRN, will Red and blu see you as GRN or as an ally?
What's with the new sniper rifle? It might just be because I have an unjustified hate for body shots, but it seems a little too quick. Just me?
Been working on an "improved" version of the TF2 Server hosting Guide, now without the painful .txt eyesore
[url]http://lastmetro.co.uk/tf2c/[/url]
Feedback is appreciated.
Hello again everyone! I don't post in here much (though I should do more), but I was playing the other day after the sudden burst of life as far as people playing the mod goes and realised I still have not done much for this. So here is something else I've been planning to do (as well as updating my [URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=6&t=42"]CP Kombu[/URL] port to the latest version). But anyway, here is a port for my 'flagship map' CP Amaranth. It's a single-stage attack/defend alpine themed map (for 2 teams) that I collaborated on with the illustrious [url=http://steamcommunity.com/profiles/76561198003981752/]TheoF114[/url] (who did the detail and optimisation, and a fantastic job might I add). I'm also planning to work on a DM map next, which should be fun to try out.
[img]http://puu.sh/hasXx/bb86e8ee51.jpg[/img]
[t]http://puu.sh/hasXO/f847b25151.jpg[/t][t]http://puu.sh/hasXY/a854b9a961.jpg[/t][t]http://puu.sh/hasYn/f686f7c80a.jpg[/t][t]http://puu.sh/hasZ5/4f725f1b21.jpg[/t][t]http://puu.sh/hasZr/542367d94b.jpg[/t]
[b]Downloads[/b]
[url=https://www.dropbox.com/s/eepq713mhxqnqlk/cp_amaranth_rc2.bsp?dl=1].BSP[/url] (for clients) -- [url=https://www.dropbox.com/s/n0pwzf04si6zk4i/cp_amaranth_rc2.bsp.bz2?dl=1].BSP.BZ2[/url] (compressed for servers & clients)
Are we limited to the four-style play now, or can we revert by switching maps?
[QUOTE=Auremedes;47508071]Are we limited to the four-style play now, or can we revert by switching maps?[/QUOTE]
Four team is enabled by a map entity. If you switch to a 2-team map it reverts to two teams.
[QUOTE=dzoo11;47504626]Nice, but keep that in mind that updating the mercenary model is not your job.
I allready made the update but It's not uploaded yet.
(I'm about to update the GMOD / SFM today, and I hand over the update to the devs.)
(Before asking, yes I do fixed the physics and added gibs + viewmodels too)
[t]https://dl.dropboxusercontent.com/u/39556064/MercenaryNew.jpg[/t]
If you want to ask about the development, take a look at the forum theard: [URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=8&t=57"]Here.[/URL][/QUOTE]
I did nothing to the model, all i did is added .phy file because was annoyed of t-posed mercs staying on the ground in Randomized Deathmatch( the model itself wasnt changed at all(, since it was confusing to see which merc is alive with a weapon without animations, or dead. If you was there, you'd see :v:
But i understand.
we need cp_warpath
*nostalgia tears*
I have a suggestion to the mercenary to better put out his voice,you need to know what will be his personality as what Valve did to it's 9 classes,the civilian is pretty much a civilian and he should have a scary tone all the time.Due to the fact he is a mercenary his voice lines and domination line(if he will have 1) is like greedy and a little more sadistic,so his personality will be the opposite of Scout.
also will this mod feature the long lost grenades?
[QUOTE=Keychain;47507853]Someone who can animate should definitely fix that dumb pinky-out stuff in the all-class animations.[/QUOTE]
Idk why anyone would disagree with you, but I'm working on fixing them in sfm. When I find out how to get them exported to tf2 (and assuming everything works out fine) it should be done relatively soon.
[QUOTE=Rageguy;47505207]When TF2C was first created, we've always had this idea of a one shot, big boom grenade launcher named "The Cyclops", and over time, It's evolved...
..from this..
[t]http://puu.sh/ha1gq/39b5d81e8c.jpg[/t]
...to this..
[t]http://puu.sh/ha1kf/26cc93a9f9.png[/t]
from that to this...
[t]http://puu.sh/ha1mx/24774d5694.jpg[/t]
and eventually, to this.
[t]http://puu.sh/ha1pd/49cd6a5bc2.jpg[/t]
I'd like to announce that for 2.0, the final version of the cyclops has been modeled, and here it is!
[t]http://puu.sh/ha1w9/e666211fe9.png[/t]
Note that the texture is not final, and the gun is just only in basecolors.
oh, and no trigger yet :v[/QUOTE]
The loch and Load before it was OP
[QUOTE=Suomimies55;47502361][video=youtube;tDsr16yu1Do]http://www.youtube.com/watch?v=tDsr16yu1Do[/video]
It's out guys.[/QUOTE]
Hey that's my hydro map :D
It looked like you guys had a lot of fun playing it, would you like a new version? [IMG]http://www.facepunch.com/fp/ratings/tick.png[/IMG]
[QUOTE=JohnMegaman72;47508102] also will this mod feature the long lost grenades?[/QUOTE]
There was supposed to be some grenades in progress, but I don't know what happened to them
Also, right now, I'm creating a SFM remake of this:
[IMG]http://resource.mmgn.com/Gallery/full/Team-Fortress-2-M56.jpg[/IMG]
[QUOTE=Zender Troop;47508249]There was supposed to be some grenades in progress, but I don't know what happened to them[/QUOTE]
All concept stuff. I think some people made a couple models, but no coding work is being done at the moment. There's loads of stuff to take into consideration for them balance-wise, so people are generally holding off on those for now, at least until the gamemode stuff like 4teams, dm, and espionage are finished.
I'd like to see someone/people try and do a GRN team visual mockup in hammer or make some props based on the post Dutchman made:
[QUOTE=Frying Dutchman;47495020]
[b]Applying it to GRN[/b]
Going from what Pie Tony suggested, we could take design cue's from architectural styles that were actively being used during TF2's era
Both RED and BLU are crudely said "Hard Edged", there are no round shapes in the geometry of the buildings, this leave an open spot for a new contrasting team to fill in.
The [url=http://en.wikipedia.org/wiki/Streamline_Moderne]Streamline Moderne[/url] is characterised by
-Rounded edges
-Horizontal grooves or lines in walls
-Horizontal orientation
- Flat roof with coping
- Smooth exterior wall surfaces
Which is great starting point! yet there is room to expand, if we look at the BLU 2Fort drawing we can see that flat roofs are extensively used by BLU.
Here we can throw the flavour of [url=http://en.wikipedia.org/wiki/Googie_architecture]Googie[/url] into the mix, which is characterised by:
-Roofs sloping at an upward angle
So as a crude representation to convey what we got going:
[img]http://i.imgur.com/eQapHAw.png[/img]
Horizontal, Angular, Slanted
If we were to apply what we learned from Streamline Moderne and Googie to a similair summary as to what Valve did, we would end up with the following:
To put more into image have a couple of example from streamline moderne and googie:
[t]http://upload.wikimedia.org/wikipedia/commons/thumb/7/75/Cleveland_Greyhound.jpg/800px-Cleveland_Greyhound.jpg[/t]
[t]http://upload.wikimedia.org/wikipedia/commons/thumb/8/89/Corkys_sherman_oaks_from_southeast.jpg/800px-Corkys_sherman_oaks_from_southeast.jpg[/t][/QUOTE]
This way we'd get some sort of visual idea of how it would look, even if it was in block orange form and see if it is a direction worth going in.
[QUOTE=kibbleknight;47507071]We've had one that we've been using for some time now. I don't have the bigger version on hand, but its the one most everyone agreed upon and we have been using for the longest time:
[img]http://puu.sh/gpICx.png[/img]
That being said there is still always the possibility of some of the color choices can change at any point in time, however it is unlikely that they will.[/QUOTE]
No need to use mine, but I thought I'd experiment with it. Mainly the green and a few touch ups to thge yellow. Helps it balance out a bit. :P
[t]http://imgur.com/OWAlSq0[/t]
Well, this is embarrassing. Now I'm getting a ton of missing textures and then an engine error if I try to join a server. What have I done wrong now?
And yes, I've installed all the patches.
how do you resolve the server using different class tables?
are we going to get more control over how teams work? i want to try and remake the border1 map from the original team fortress, but that map had 3 teams and 2 of them were friendly to each other.
Hey Guys, im happy to announce that i will be hosting my own server soon!!
I just gotta figure out how to port forward all the adresses .-.
(those adresses being 27015, 27005, and 27020, because this tutorial [ [url]http://lastmetro.co.uk/tf2c/[/url] ] Doesnt say how to port forward)
Other than that i shall be putting up a server soon, and if anyone wants to test their maps on a proper server just add PM me and you can discuss with me!
Thanks for reading
Not to be an ass or anything, but the Mercenary might have a few flex issues.
[t]http://i.imgur.com/YOxWAyS.png[/t]
[t]http://i.imgur.com/7eAoXyx.png[/t]
[t]http://i.imgur.com/cjvutBG.png[/t]
[t]http://i.imgur.com/Al3ciMj.png[/t]
[t]http://i.imgur.com/JkLgFWV.png[/t]
Besides that his model and pretty much everything else in this mod is amazing.
[QUOTE=Pie_Tony;47508576]I'd like to see someone/people try and do a GRN team visual mockup in hammer or make some props based on the post Dutchman made:
[/QUOTE]
Even though its not in the style of Streamline Moderne, I really love blaholtzen's design:
[QUOTE=blaholtzen;47027092]
[IMG]https://dl.dropboxusercontent.com/u/39556064/GRNbase.jpg[/IMG]
[/quote]
[editline]Edit:[/editline]
Though if blaholtzen made Streamline Moderne style GRN base, I'll probably love it equally as much.
[QUOTE=Lerd;47508998]Not to be an ass or anything, but the Mercenary might have a few flex issues.
[t]http://i.imgur.com/YOxWAyS.png[/t]
[t]http://i.imgur.com/7eAoXyx.png[/t]
[t]http://i.imgur.com/cjvutBG.png[/t]
[t]http://i.imgur.com/Al3ciMj.png[/t]
[t]http://i.imgur.com/JkLgFWV.png[/t]
Besides that his model and pretty much everything else in this mod is amazing.[/QUOTE]
they arent broken, that's what happens when you go and max out flexes
Sorry, you need to Log In to post a reply to this thread.