• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=Hogie bear;47546770]those two props can be added in easy enough. Thanks for the heads up.[/QUOTE] It was really hard to find the props, also I posed the characters to be more like the original, and made their faces more like the original. Also it's 3 props. -snip
[B]cp_warpath_A1.[/B] Well, it's finally ready for public testing guys and girls. [url=http://postimage.org/][img]http://s21.postimg.org/4iu8z2l2f/2015_04_17_00013.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/4le4lwopz/2015_04_17_00014.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/7gvt6ii3r/2015_04_17_00015.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/qs865mgiv/2015_04_17_00016.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/t0mcmynmv/2015_04_17_00017.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/5733i0js7/2015_04_17_00018.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/ovg1esf8n/2015_04_17_00019.jpg[/img][/url] [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=30&t=131[/url] Map fixed.
[QUOTE=Suomimies55;47546871][B]cp_warpath_A1.[/B] *NOTE: some images removed for size* [url=http://postimage.org/][img]http://s21.postimg.org/4le4lwopz/2015_04_17_00014.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/7gvt6ii3r/2015_04_17_00015.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/qs865mgiv/2015_04_17_00016.jpg[/img][/url] [url=http://postimage.org/][img]http://s21.postimg.org/t0mcmynmv/2015_04_17_00017.jpg[/img][/url] [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=30&t=131[/url] Now going to plan an update version for dm_granary.[/QUOTE] This is beautiful! I can't wait to test it out when I get to my main computer.
-snip-
question this may be a long shot but do you guys see a possible CS:S map being imported and being made a gamemode for use with the merc. class? like Dust2?
Hey, going to upload an fixed version of the warpath later. And it seems like someone of you may missing the sack texture, so i will include it in the map file. I will promise the fix soon as possible.
VNN did a video on how to install this mod. [video=youtube;41CZMonCAas]http://www.youtube.com/watch?v=41CZMonCAas[/video]
[QUOTE=Hero Light;47547825]question this may be a long shot but do you guys see a possible CS:S map being imported and being made a gamemode for use with the merc. class? like Dust2?[/QUOTE] I actually tried to copy Dust2's layout for a map before fucking up, overscaling it, somehow losing half my progress and then corrupting the map file.
Sorry, I didn't refresh the page when I posted this post. Do not pay attention to it. [B]Nothing to see here.[/B]
[QUOTE=La Boite;47547998]Sorry, I didn't refresh the page when I posted this post. Do not pay attention to it. [B]Nothing to see here.[/B][/QUOTE] Eye see everything. I know everything.
So I like the idea of the DM mercenaries having Irish accents because it'd be fun to poke fun at the IRA/Red Hand Almost wanna do a voice test or something but my mic leaves much to be desired
Uh... have a picture guys, not final. but still nice. [t]http://i.imgur.com/kywX44v.jpg[/t] [B]Edit[/B]: This is a loading screen picture.
Mac, here are the questions I tried to ask you during VNN's stream. They are subdivided in several categories. [U]Customization:[/U] -What kind of customization is planned for the deathmatch mercenary? -Are the class customization forbidden or not focused on at the moment? -TFC stuff is planned to be added to the game along beta content. Are you planning to "change" TF2 artstyle to include something closer to TFC, since The mod is called Team Fortress 2 [I]Classic[/I]? [U]Animation:[/U] -Are you planning to improve the clipping animations? -Are new taunts planned? [U]The mod in general:[/U] -Do you have some kind of check list with everything the mod will include, or the development just goes whenever it needs to go? (When I say "you", I'm talking about all the developers.) Thank you for reading.
[QUOTE=Rummy.SM;47548400]Uh... have a picture guys, not final. but still nice. [t]http://i.imgur.com/kywX44v.jpg[/t] [B]Edit[/B]: This is a loading screen picture.[/QUOTE] Looks nice but doesn't have much to do with the mod.
[QUOTE=Hogie bear;47548500]Looks nice but doesn't have much to do with the mod.[/QUOTE] [url]https://trello.com/c/thxxXIsc/79-look-into-new-loading-screen-concept[/url]
[QUOTE=La Boite;47548487]Mac, here are the questions I tried to ask you during VNN's stream. They are subdivided in several categories. [U]Customization:[/U] -What kind of customization is planned for the deathmatch mercenary? -Are the class customization forbidden or not focused on at the moment? -TFC stuff is planned to be added to the game along beta content. Are you planning to "change" TF2 artstyle to include something closer to TFC, since The mod is called Team Fortress 2 [I]Classic[/I]? [U]Animation:[/U] -Are you planning to improve the clipping animations? -Are new taunts planned? [U]The mod in general:[/U] -Do you have some kind of check list with everything the mod will include, or the development just goes whenever it needs to go? (When I say "you", I'm talking about all the developers.) Thank you for reading.[/QUOTE] 1 (and I guess 2?): So far it is planned for Deathmatch that you can choose a color for your Merc via an RGB hex value. This is the only cosmetic option planned for the game at the moment that I am aware of. see here. This is an example Idea of the Deathmatch loadout screen: [t]https://trello-attachments.s3.amazonaws.com/5519f45ad07073595cd49e64/660x528/3d18fa650e88cbb04a3f92708a2eacd3/befc65b489.jpg[/t] 3:The opposite, this is [I]TF2[/I] classic, meaning that we're going to change stuff in order to make it fit into and match with the original and classic artstyle of TF2. As an example: Currently an old model is being used for the Civilian as a Placeholder while a new model is being worked on. [t]https://trello-attachments.s3.amazonaws.com/55259290d6e95cc2cd377a8b/597x805/5bbaf0c55603deac69dd3cb1d0f70c88/Civilian.jpg[/t] 4: I'm sure the animators, are making the animations as best as they can, a lot of stuff is W.I.P (work in progress) at the moment, so give it all some. 5: Previously in the thread, and in the old thread, there are some taunts being made for new weapons that are added to TF2C, such as the Fish whacker having a unique taunt (I don't have a link) The Merc is also going to have is own taunts aswell I'm pretty sure. 6: There is this Trello book. [URL="https://trello.com/b/t5V7dM9W/team-fortress-2-classic"]https://trello.com/b/t5V7dM9W/team-fortress-2-classic[/URL] which has to-do, WIP and Done sections [B]If there is anything extra I have missed or have gotten wrong please let me know so I don't end up confusing or misinforming others.[/B] [sp]Disclaimer: I am not any sort of community manager for the project so please do not take my word for these things when they might not be true.[/sp]
[QUOTE=OzzyCockroach;47548798]1 (and I guess 2?): So far it is planned for Deathmatch that you can choose a color for your Merc via an RGB hex value. This is the only cosmetic option planned for the game at the moment that I am aware of. see here. This is an example Idea of the Deathmatch loadout screen: [t]https://trello-attachments.s3.amazonaws.com/5519f45ad07073595cd49e64/660x528/3d18fa650e88cbb04a3f92708a2eacd3/befc65b489.jpg[/t] 3:The opposite, this is [I]TF2[/I] classic, meaning that we're going to change stuff in order to make it fit into and match with the original and classic artstyle of TF2. As an example: Currently an old model is being used for the Civilian as a Placeholder while a new model is being worked on. [t]https://trello-attachments.s3.amazonaws.com/55259290d6e95cc2cd377a8b/597x805/5bbaf0c55603deac69dd3cb1d0f70c88/Civilian.jpg[/t] 4: I'm sure the animators, are making the animations as best as they can, a lot of stuff is W.I.P (work in progress) at the moment, so give it all some. 5: Previously in the thread, and in the old thread, there are some taunts being made for new weapons that are added to TF2C, such as the Fish whacker having a unique taunt (I don't have a link) The Merc is also going to have is own taunts aswell I'm pretty sure. 6: There is this Trello book. [URL="https://trello.com/b/t5V7dM9W/team-fortress-2-classic"]https://trello.com/b/t5V7dM9W/team-fortress-2-classic[/URL] which has to-do, WIP and Done sections [B]If there is anything extra I have missed or have gotten wrong please let me know so I don't end up confusing or misinforming others.[/B][/QUOTE] Well, you're not mac, but I have my answers, as long as they are correct. Thanks :D (if the developers confirm, I'm the happiest man on earth! ^^)
[QUOTE]- New weapons! Use "m" to view your loadout and change your weapons![/QUOTE] I'm legit breaking my M key (suprisingly typing this though) and nothing's happening in TF2C. Going bind M in console shows it's not bound. Anything it should be bound to? EDIT: Hey, looks like asking a few local gamers on the server helped. Also looking in the options helps as well
[QUOTE=Jcat46;47549116]I'm legit breaking my M key (suprisingly typing this though) and nothing's happening in TF2C. Going bind M in console shows it's not bound. Anything it should be bound to?[/QUOTE] Go to Options then to the Keyboard tab then scroll down til you see inventory Bind that bitch to m then there you go
[QUOTE=La Boite;47548487]Mac, here are the questions I tried to ask you during VNN's stream. They are subdivided in several categories. [U]Customization:[/U] -What kind of customization is planned for the deathmatch mercenary? -Are the class customization forbidden or not focused on at the moment? -TFC stuff is planned to be added to the game along beta content. Are you planning to "change" TF2 artstyle to include something closer to TFC, since The mod is called Team Fortress 2 [I]Classic[/I]? [U]Animation:[/U] -Are you planning to improve the clipping animations? -Are new taunts planned? [U]The mod in general:[/U] -Do you have some kind of check list with everything the mod will include, or the development just goes whenever it needs to go? (When I say "you", I'm talking about all the developers.) Thank you for reading.[/QUOTE] art director here i can answer most of these -What kind of customization is planned for the deathmatch mercenary? [I]random non-selectable bodygroups[/I] -Are the class customization forbidden or not focused on at the moment? [I]there are no plans to add class customization outside of weapons[/I] -TFC stuff is planned to be added to the game along beta content. Are you planning to "change" TF2 artstyle to include something closer to TFC, since The mod is called Team Fortress 2 Classic? [I]no[/I] Animation: -Are you planning to improve the clipping animations? [I]any glitches we come across we will attempt to fix[/I] -Are new taunts planned? [I]if there is a new weapon that needs it[/I] The mod in general: -Do you have some kind of check list with everything the mod will include, or the development just goes whenever it needs to go? [I]yes we have a checklist, in a developer section on the forums[/I]
[highlight]Attention to anyone running a TF2C server[/highlight] It has been brought to our attention that people are using macro programs to spam commands such as "ff", "nextmap" and "timeleft" thousands of times a second in an effort to crash servers. All three commands print information to all clients which can be very annoying. I highly advise you download the .cfg file below and put it into your server's "tf/addons/sourcemod/configs" directory (overwrite the existing, or if you've set your own admin_overrides.cfg up, just copy the lines from the file below into yours): [url]http://www.unfgaming.net/admin_overrides.cfg[/url] Once done, reboot your server and that'll be that. The overrides change the usage requirements of the "ff", "nextmap" and "timeleft" commands to the "Z" flag (or "root" flag). The other solution is to remove the basetriggers.smx plugin from your "tf/addons/sourcemod/plugins" directory. This will remove the three commands, but it will also remove the "motd" command, meaning players won't be able to view your servers MOTD. That is only an issue if you've got some fancy HTML MOTD going on.
Why the hell would someone go to the effort of trying to crash a server on such an early mod? Like, what does someone even get out of that?
[QUOTE=Hogie bear;47549642]Why the hell would someone go to the effort of trying to crash a server on such an early mod? Like, what does someone even get out of that?[/QUOTE] I don't know, but I did remember one final solution that will allow you to keep running "ff", "nextmap" and "timelimit" publicly: [url]http://forlix.org/gameaddons/floodcheck.shtml[/url] Download: [url]http://forlix.org/_res/bnrs/gameaddons/forlix_floodcheck.zip[/url] Beautiful plugin that has many features: [quote] - Blocks a lot of dangerous console commands, some of which are capable of crashing the server in certain situations - Players having control characters such as line breaks or CS:S color codes in their name will not be allowed to connect (also blocked are &names&, names containing only spaces, or zero-length names) - Player names within the joined-the-game, change-name and disconnect messages are cleaned from control characters so they do not mess up the chat - Chat messages containing control characters will be blocked - Players using voice_loopback (makes them hear their own voice stream, used by HLDJ and other playback tools) will be muted automatically. This cuts down about 90% of the music-spam on a server - Disconnect reasons are filtered for control characters and truncated to a reasonable length. This fixes exploits where using malformed disconnect messages, a client was able to crash or disconnect other clients. As a side effect, this also fixes the Steam disconnect messages ("No Steam Logon", "STEAM UserID is already in use on this server", ...) that had line breaks in them and thus messed up the chat and server logs - Connect spammers will be IP-banned for a short time, so any attempt will only cause max. 3 joined-the-game lines on the server (when using the default convar values). IP-ban removal is enforced by the plugin, fixing the bug where some temporary bans would not get removed by the server itself[/quote] I [b][i]highly[/i][/b] suggest that you run Forlix. I'm not sure if it'll work properly on TF2C (it should to my knowledge), but we gotta figure out somehow, so we may as well try it.
[QUOTE=ZZMthesurand;47545409]No new games? What do you mean by that?[/QUOTE] I mean that when I used your method, there was no TF2C in my steam library to be found. Only TF2 Original. I did however use a link someone posted with all the patches already installed. I am now currently trying the default way. Wish me luck! [editline]18th April 2015[/editline] Also, would anyone object to a thread in our forums for general inspiration/ideas/images to be posted by its visitors in order to manifest a treasure trove of ideas? Not official ideas for the game, but just a place to post thoughts and ideas that could one day possibly be considered whilst not being judged. For example: Someone might come along and post an image they found online about a gun. Boom! Idea. [editline]18th April 2015[/editline] WOA! No wait it did appear. Apparently steam wanted me to restart the whole computer and not just itself. Welp. Problem solved... I think.
Also, I've figured out the root cause of how the spam was able to occur. By default, in basetriggers.smx, there is a convar that is set: [code]g_Cvar_TriggerShow = CreateConVar("sm_trigger_show", "1", "Display triggers message to all players? (0 off, 1 on, def. 1)", 0, true, 0.0, true, 1.0);[/code] This convar sets up if messages should be sent to all players or not. Here's what's wrong. Server owners must be using old versions of SourceMod, before a change was made that changed the above code to this: [code]g_Cvar_TriggerShow = CreateConVar("sm_trigger_show", "0", "Display triggers message to all players? (0 off, 1 on, def. 0)", 0, true, 0.0, true, 1.0);[/code]. The default was switched to be 0 which means the messages aren't shown publicly to everyone. Even if you do update your SourceMod installs, I still highly recommend you run the Forlix floodchecker. And make sure you do SourceMod properly! After you download the full release (for example SourceMod 1.7.0) from sourcemod.net, click on "Snapshots" on the left navbar. Download the latest stable branch for your OS (for TF2C, it'll be Windows). At the time of writing, the current stable snapshot is 1.7.1-git5183.zip. Copy the contents into your 1.7.0 install and overwrite what it asks you to overwrite. Make sure you backup your configs folder or you'll overwrite your admin setup. Same with Metamod. There's a Snapshots page on metamodsource.net. Download the latest stable snapshot after you've downloaded the full release.
[QUOTE=~Kiwi~v2;47549758]I'm checking my server which had a source mod install on it, never had anything like this. Either this was just VERY VERY recent or I had already applied this. With that said though do still update as 404 suggests. Also Linux build when.[/QUOTE] Linux build...dunno. And yes, update your SourceMod installs with snapshots: [url]http://www.sourcemod.net/snapshots.php[/url] [url]http://metamodsource.net/snapshots[/url] Stable branch is best branch, and Windows is your friend! And install Forlix floodcheck for the love of god. It's the SourceMod version of spaying and neutering your pets. It helps control the idiot population on your server.
I've created a video showing off some optimized medic rollouts on cp_badlands, using varying bunny-hop settings. These are best case scenarios and not very likely to be seen in an actual game, since they took many re-recordings to nail perfectly. [video=youtube;Unz8Nqn_7jA]http://www.youtube.com/watch?v=Unz8Nqn_7jA[/video] A last note: you can't really approach these kinds of speeds on basic bhop settings with the slower classes like soldier or heavy. Speed maxes out at 2x max speed limit, and friction + lower acceleration limits their ability to gain speed without assistance from other sources like explosives.
cp_warpath_a1 (fixed) [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=131&p=462#p462[/url] It has been fixed, sorry about the waiting...
[QUOTE=UserNotFound;47549767] Stable branch is best branch, and [B]Windows is your friend![/B] [/QUOTE] Sure, if you like OSs that use fucktons of memory while idle :v: Seriously though, you guys need to find a way to ship the Linux binaries, because hosting a server on Windows is ass and we need the Linux binaries to find offsets for a lot of SourceMod things.
[QUOTE=MattTheSpy;47549947]Sure, if you like OSs that use fucktons of memory while idle :v: Seriously though, you guys need to find a way to ship the Linux binaries, because hosting a server on Windows is ass and we need the Linux binaries to find offsets for a lot of SourceMod things.[/QUOTE] That's why I'm not running a TF2C server through Wine on my Ubuntu 12.04 dedi. When I did one for v1.0.0.9, there was memory leak issues, and the "fix" was to set up a cronjob to reboot the server every 6 hours.
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