• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
Aren't there Linux binaries in the latest release?
[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] I agree with this. I run Debian to host all of my game servers.
[QUOTE=~Kiwi~v2;47550007]nope [t]https://lh3.googleusercontent.com/-CW9He9SX5DQ/VTHtZ6Y5_3I/AAAAAAAAD1c/hJcalsMyBzY/s0/2015-04-18_17-36-43.png[/t][/QUOTE] Umm, binaries are in bin folder. And I have .so files in there.
[IMG]http://cloud-4.steamusercontent.com/ugc/537394610471352817/2EB4CE1039952C0FE74831DE612B4FBDA40CCF98/[/IMG] This mod is amazing. Much funsies to be had/.
[QUOTE=Nicknine;47550176]Umm, binaries are in bin folder. And I have .so files in there.[/QUOTE] They don't work properly. The server gets a segmentation fault when it starts.
[QUOTE=Ce_Rire;47550180]They don't work properly. The server gets a segmentation fault when it starts.[/QUOTE] Ooh....did we try some command line stuff like nomasterserver or w/e it was that we used for v1.0.0.9? Maybe that'd work?
[video=youtube;EjWzub5o_yo]http://www.youtube.com/watch?v=EjWzub5o_yo[/video]
[QUOTE=UserNotFound;47550207]Ooh....did we try some command line stuff like nomasterserver or w/e it was that we used for v1.0.0.9? Maybe that'd work?[/QUOTE] No dice. [QUOTE]AppFramework : Unable to load module scenefilecache.so! Unable to load interface SceneFileCache002 from scenefilecache.so Shutdown function Sys_ShutdownAuthentication() not in list!!! Shutdown function Host_Shutdown() not in list!!! Shutdown function Decal_Shutdown() not in list!!! Shutdown function modelloader->Shutdown() not in list!!! Shutdown function ShutdownStudioRender() not in list!!! Shutdown function StaticPropMgr()->Shutdown() not in list!!! Shutdown function ShutdownMaterialSystem() not in list!!! Shutdown function HLTV_Shutdown() not in list!!! Shutdown function g_Log.Shutdown() not in list!!! Shutdown function g_GameEventManager.Shutdown() not in list!!! Shutdown function sv.Shutdown() not in list!!! Shutdown function NET_Shutdown() not in list!!! Shutdown function Filter_Shutdown() not in list!!! Shutdown function COM_Shutdown() not in list!!! Shutdown function g_pCVar->Shutdown() not in list!!! Shutdown function Cmd_Shutdown() not in list!!! Shutdown function Cbuf_Shutdown() not in list!!! Shutdown function Con_Shutdown() not in list!!! Shutdown function Memory_Shutdown() not in list!!! Shutdown function Sys_ShutdownMemory() not in list!!! Shutdown function Sys_Shutdown() not in list!!! Fri Apr 17 20:05:25 CDT 2015: Server Quit [/QUOTE]
Have this been suggested already? [t]http://i.imgur.com/xfCTRDF.png[/t] Zombies could be explained by green just have build/buy a bit outdated/flawed version of not dying machine or instead they hired Merasmus for that.
That's silly and would require more work than simply adding new skins to the existing characters. If we have the option to make content ourselves or porting it from Live TF2, we should try and create it ourselves.
[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] [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] I don't know... but that Civilian model reminds me of a painting I saw in Florence illustrating a man affected with dwarfism: [t]https://supersamik.files.wordpress.com/2013/06/9011a-115-doppioritrattodelnanomorganteverso-recto5bdopoilrestauro5d-agnolobronzino.jpg[/t]
[QUOTE=Jcat46;47550177][IMG]http://cloud-4.steamusercontent.com/ugc/537394610471352817/2EB4CE1039952C0FE74831DE612B4FBDA40CCF98/[/IMG] This mod is amazing. Much funsies to be had/.[/QUOTE] that fov makes my head hurt
[QUOTE=Cpt. Cakes;47551494]that fov makes my head hurt[/QUOTE] viewmodel fov, i assume there's nothing wrong with a high field of view
[QUOTE=majan222;47550608]Have this been suggested already? [t]http://i.imgur.com/xfCTRDF.png[/t] Zombies could be explained by green just have build/buy a bit outdated/flawed version of not dying machine or instead they hired Merasmus for that.[/QUOTE] Seems like a better idea for colorblind mode.
[QUOTE=Cufflux;47551687]Seems like a better idea for colorblind mode.[/QUOTE] Yup, this seem pretty creative. We just need to figure out what we're going to do for the YLW team colorblind mode.
[QUOTE=Cpt. Cakes;47551693]Yup, this seem pretty creative. We just need to figure out what we're going to do for the YLW team colorblind mode.[/QUOTE] obviously the TFC mercs would make the most sense, once we get proper tf2 styled player models for them.
[QUOTE=TheRealRudy;47551681]Personally I can't play on a FOV lower than 90 degrees or higher than 100. That's really the just right spot for me. The rest gives me headaches/motion sickness. Such a pain in the ass most games are standardly locked at 75 and you always need to change some settings in their config files (If they're changable). I really wish the most devs keep these things in mind for people who get really quickly motion sickness and made the FOVs easily changeable. Really happy with FOV sliders in games like Half-Life 2 or Bioshock: Infinite. So, when will the FOV in TF2C be fixed?[/QUOTE] If you look in the config.cfg there are two settings for FOV fov_desired viewmodel_fov the 2nd one moves the weapon in and out of view and the 1st changes how of the screen you see when playing
[QUOTE=Cufflux;47551687]Seems like a better idea for colorblind mode.[/QUOTE] Mercenary: Ah yeah red,blue,green,yellow. it's all same to me, I'm colorblind so...
[QUOTE=Cpt. Cakes;47551693]Yup, this seem pretty creative. We just need to figure out what we're going to do for the YLW team colorblind mode.[/QUOTE] Skeletons.
[QUOTE=TheRealRudy;47551768]They don't change anything, I've already tried. It's also not working trough the console either, it's just utterly broken.[/QUOTE] hmm are sure it down to FOV i can change fov from 35 to 180 in the console and notice the view change as soon as enter is pressed maybe its a refresh rate problem
[QUOTE=kibbleknight;47551711]obviously the TFC mercs would make the most sense, once we get proper tf2 styled player models for them.[/QUOTE] So you need concepts? :3
I liked the idea of the merc kicking the other classes asses, so I made a poster based on this old one valve made. [t]http://imageserver.moviepilot.com/-1702553d-0c42-4690-8622-db118cdc4c50.jpeg[/t] [t]http://i.imgur.com/y3ZhARw.jpg[/t]
Him staring intently in an awkward squat at the camera ruins it tbh.
[QUOTE=Frying Dutchman;47551940]Him staring intently in an awkward squat at the camera ruins it tbh.[/QUOTE] [QUOTE=WhyNott;47551992]thats looks pretty edgy for some reason[/QUOTE] Say no more fam. [t]http://i.imgur.com/hCFiFwc.jpg[/t]
thats looks pretty edgy for some reason
Any intentions for adding the [URL="https://wiki.teamfortress.com/wiki/Backpack_(Weapon)"]Backpack[/URL] and [URL="https://wiki.teamfortress.com/wiki/Catcher%27s_Mitt"]Catcher's Mitt[/URL] for Scout? He doesn't have any sidegrades in-game or in development yet other than the Nailgun, they're both (obviously) cut content, and they'd definitely be miles ahead in balance than Bonk and the Sandman that's for sure.
Can you make a mac build??? I use the SDK 2013 libs, and it crashes upon loading a map. The menus work fine
[QUOTE=Dr. Kyuros;47552072]Any intentions for adding the [URL="https://wiki.teamfortress.com/wiki/Backpack_(Weapon)"]Backpack[/URL] and [URL="https://wiki.teamfortress.com/wiki/Catcher%27s_Mitt"]Catcher's Mitt[/URL] for Scout? He doesn't have any sidegrades in-game or in development yet other than the Nailgun, they're both (obviously) cut content, and they'd definitely be miles ahead in balance than Bonk and the Sandman that's for sure.[/QUOTE] I remember a video posted of a working store system for the backpack, but I can't find it. I think it was in the first thread.
So .. 0/10 not enough hat,fix it. jk,not even tested yet for me.
[QUOTE=Cufflux;47552246]I remember a video posted of a working store system for the backpack, but I can't find it. I think it was in the first thread.[/QUOTE] Oh yeah, I made the backpack. [url]http://facepunch.com/showthread.php?t=1445480&p=47144320#post47144320[/url] Damn, it was 2 month ago..
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