• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
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from nassimo: [IMG]http://i.imgur.com/fAAhUvx.png[/IMG] they should be in the game soon, along with a new version of cp_hydro
[url]https://github.com/SnowshoeIceboot/NoBodygroups[/url] The No Cosmetics mod. Thought people would like this if they still play modern TF2 but hate the hats. Fixed to work with all default class headgear. Appropriately enough right after the main contributor's post thank you Snowshoe.
[QUOTE=Suomimies55;47511537]Some more art for the warpath design... (Not finished yet) [url=http://postimage.org/][img]http://s11.postimg.org/w0sl2gveb/ltkhk.jpg[/img][/url] [url=http://postimage.org/][img]http://s11.postimg.org/ck7vfy0ab/city.jpg[/img][/url] [IMG]http://s22.postimg.org/vagefw5g1/wou.jpg[/IMG] [IMG]http://s22.postimg.org/7kqyr772p/fgfghf.jpg[/IMG][/QUOTE] Seems to be too much focus on adding things, a lot of which is changing the actual layout, you should try to focus more on transforming the already present aspects into logical and appealing things. Take for example the building with the cap point, make that area look important, so that players are drawn to it, making it clear that thats where they need to go. perhaps the entire area isn't surrounded by cliffs, perhaps larger sections of it, like the two end bases, are purely surrounded by walls and buildings instead? Perhaps the Path leading from the spawn room to the first cap area isn't an open outside area but perhaps instead a large building? like a storage room or a garage perhaps the bridge in the middle is over a concrete canal with just a bit of water in it? consider the shapes of the map and try to imagine what sorts of things could create those shapes, and try to think beyond the limitations too, you could make an open area even more open and surround it wiht a fence just as well as having large cliffs
[QUOTE=blaholtzen;47517234]Seems to be too much focus on adding things, a lot of which is changing the actual layout, you should try to focus more on transforming the already present aspects into logical and appealing things[/QUOTE] Yeah agreed, Adding stuff is all good but be careful that what you are adding is purely aesthetic and doesn't change gameplay
[QUOTE=Max357;47517200][url]https://github.com/SnowshoeIceboot/NoBodygroups[/url] The No Cosmetics mod. Thought people would like this if they still play modern TF2 but hate the hats. Fixed to work with all default class headgear. Appropriately enough right after the main contributor's post thank you Snowshoe.[/QUOTE] Ok, not hating, but to have all hats removed by including the default ones sound insane. :P [editline]13th April 2015[/editline] [QUOTE=The Yiffy Fox;47516406]#KeepHatsOutOfTF2Classic2015[/QUOTE] And plus, I don't mean the crazy or insane hats like tf2 usually has, but maybe a different hat for the sniper, like a different style of hat he's already got on, or a pyro mask with the painted teeth on it or the different forms of filters. The soldier with that hat that had a band holding the cards on it, and the engi with maybe that mining helmet. The heavy with maybe a hairstyle or two. The scout with a different microphone or earpiece/cap, and so much more. They don't have to be crazy, but just a small touch of customization. (note that I feel like I'm advertising one of those yogurt or icecream ads as I type this. (#passion :P))
[QUOTE=Frying Dutchman;47514125]Speaking of warpath, I used to play on a very good iteration of one all the time years ago. I still have it on my harddrive and took a couple of pictures. [t]http://i.imgur.com/kQgVurg.png[/t] Can't find the original author or a source anywhere but it's simply called cp_warpath_v2 Anyone knows the author of this version?[/QUOTE] I can't find it either, but I'd love to have a look around this version. Any chance you put up a download for it?
[URL="http://www.mediafire.com/download/5b7cb7ysj25vemb/cp_warpath_v2.bsp"]Here[/URL] is an upload.
I've just fixed the most annoying bug in this mod: the viewmodels often getting bugged and randomly freezing. Apparently, it was caused by client-side prediction. Commit, if anyone wants to see what I changed: [url]https://github.com/danielmm8888/TF2Classic/commit/3fb4354fe4aece7fcbf29cf47d688b29cd0eb2a6[/url]
[QUOTE=blaholtzen;47517234]Seems to be too much focus on adding things, a lot of which is changing the actual layout, you should try to focus more on transforming the already present aspects into logical and appealing things. Take for example the building with the cap point, make that area look important, so that players are drawn to it, making it clear that thats where they need to go. perhaps the entire area isn't surrounded by cliffs, perhaps larger sections of it, like the two end bases, are purely surrounded by walls and buildings instead? Perhaps the Path leading from the spawn room to the first cap area isn't an open outside area but perhaps instead a large building? like a storage room or a garage perhaps the bridge in the middle is over a concrete canal with just a bit of water in it? consider the shapes of the map and try to imagine what sorts of things could create those shapes, and try to think beyond the limitations too, you could make an open area even more open and surround it wiht a fence just as well as having large cliffs[/QUOTE] Just trying out some ideas for the map. But yeah, should not change too much that the gameplay would change radically. I try to come up with the better structure, but the theme is ok? Right?
[QUOTE=jimbobjoe1234;47515222]I wish someone would make a Meet The Merc video in SFM now. This guy looks awesome.[/QUOTE] When you guys figure out who is going to voice act him and such, I'm willing to make one.
[QUOTE=SamMaher;47517310]Ok, not hating, but to have all hats removed by including the default ones sound insane. :P [editline]13th April 2015[/editline] And plus, I don't mean the crazy or insane hats like tf2 usually has, but maybe a different hat for the sniper, like a different style of hat he's already got on, or a pyro mask with the painted teeth on it or the different forms of filters. The soldier with that hat that had a band holding the cards on it, and the engi with maybe that mining helmet. The heavy with maybe a hairstyle or two. The scout with a different microphone or earpiece/cap, and so much more. They don't have to be crazy, but just a small touch of customization. (note that I feel like I'm advertising one of those yogurt or icecream ads as I type this. (#passion :P))[/QUOTE] What don't you get? There are no hats being added, if you want hats go play TF2.
[QUOTE=Nicknine;47517616][B]I've just fixed the most annoying bug in this mod: the viewmodel bug.[/B] Apparently, it was caused by client-side prediction. Commit: [url]https://github.com/danielmm8888/TF2Classic/commit/3fb4354fe4aece7fcbf29cf47d688b29cd0eb2a6[/url][/QUOTE] Lovely person you are
[QUOTE=Nicknine;47517616][B]I've just fixed the most annoying bug in this mod: the viewmodel bug.[/B] Apparently, it was caused by client-side prediction. Commit: [url]https://github.com/danielmm8888/TF2Classic/commit/3fb4354fe4aece7fcbf29cf47d688b29cd0eb2a6[/url][/QUOTE] So how do I use this? Also, could we implement a command that disables every community thing and beta thing from this mod so that we could have servers with the good ol 2007 version of the game? I really wanna play the old 2007 version of TF2, but I also like playing the community version so why not make a command so we could have both a community version of TF2 and the good ol 2007 version of TF2 in the same game! Also, I noticed that the new nailgun icon you guys did for this game has the beta lightwarp attached to it. How can I get my hands on this lightwarp you used for the inventory icon for the nailgun? I would love to have it. The official nailgun icons use the modern lightwarp, but the icon in this is probably community made but it has the beta lightwarp!
another update [t]http://i.imgur.com/u8uBI4u.jpg[/t]
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I definitely like the yellow and white one more. Also, to that warpath_v2 map, it's fantastic albeit chokey as hell. Wish I could have played it with people.
Gonna upload the other color merc portraits as soon as i get home.
[QUOTE=Nicknine;47517616]I've just fixed the most annoying bug in this mod: the viewmodel bug. Apparently, it was caused by client-side prediction. Commit, if anyone wants to see what I changed: [url]https://github.com/danielmm8888/TF2Classic/commit/3fb4354fe4aece7fcbf29cf47d688b29cd0eb2a6[/url][/QUOTE] What does this fix? The annoying freezing?
[QUOTE=Max357;47519273]What does this fix?[/QUOTE] I think it fixes the animations stuttering like draw animations and reload animations on laggy servers.
[QUOTE=ZZMthesurand;47519287]I think it fixes the animations stuttering like draw animations and reload animations on laggy servers.[/QUOTE] Well thank God,finally. [editline]13th April 2015[/editline] How do I install the fix?
[QUOTE=Max357;47519300]Well thank God,finally. [editline]13th April 2015[/editline] How do I install the fix?[/QUOTE] You can't right now, you have to wait for the next update.
[QUOTE=Cpt. Cakes;47519479]You can't right now, you have to wait for the next update.[/QUOTE] Son of a motherf-- oh well.
play testing [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=6&t=90[/url] :) plz thx
[QUOTE=taz0;47519611]play testing [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=6&t=90[/url] :) plz thx[/QUOTE] As an FYI it's generally been agreed upon that the Egypt theme won't be used or have it's usage officially condoned at least, mainly for reasons such as it all being a big pile of yellow on your screen and of course it upsets with the YLW team too. Sounds like there's plans for someone to do a revamp of the Egypt theme with textures that have more colour variation as well. If you're wanting this *eventually* officially adding you should consider this. Otherwise, the map also looks incredibly open; though it is a DM map, so we might see how that plays? Granary and Compound are incredibly tight.
I played around with the Merc model and gave a spin for a menu icon shot akin to what the current TF2 main menu has. [t]http://i.imgur.com/Uk3AqFg.png[/t] Could do with some post processing and better greenscreen though.
[QUOTE=Imacreep;47514998][T]http://i.imgur.com/eLBW24d.jpg[/T] What i've got for now. What should I change?[/QUOTE] You should probably not pose his left hand in that way if you intend it facing the camera, it makes looking at it weird. Makes it look weird.
[QUOTE=Fancy Godgineer;47519754]I played around with the Merc model and gave a spin for a menu icon shot akin to what the current TF2 main menu has. [t]http://i.imgur.com/Uk3AqFg.png[/t] Could do with some post processing and better greenscreen though.[/QUOTE] is he begging for mercy? cause thats what it looks like with the shadow over his eyebrows
[IMG]http://s17.postimg.org/99heiwxwv/fhfhf.jpg[/IMG] [IMG]http://s17.postimg.org/3k15ylrqn/wadd.jpg[/IMG] Tried something new again. Still thinking that it will not gonna work out very well, but gonna show them anyways.
[QUOTE=blaholtzen;47519829]is he begging for mercy? cause thats what it looks like with the shadow over his eyebrows[/QUOTE] Heh, that's the polar opposite of what I was aiming for. Guess I'll be fixing up the lighting and probably fiddle with the camera a bit more.
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