Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
Obession with llama's, feels like I'm on deviantart again.
reminds me of the sims
[QUOTE=TheRealFierce;47650423]
[IMG]http://puu.sh/hz1Ju/8767b55bd2.png[/IMG]
[/QUOTE]
No one wouldn't happen to know what typefaces these are? They look like some wingding looking stuff, but I can't find them.
this thread has turned into an investigation scene.
[QUOTE=GeorgeGar;47650928][URL="https://mega.co.nz/#!XoQgkDJK!c7EJiLmg3GywrJb-t0Kis0Z93ObfGGjhKEuBbkrm9hc"]Llamas[/URL][/QUOTE]
How did you get a hold of this? Did you actually solve the puzzle?
[QUOTE=ElderLolz;47650496]Is it going to be a forced llama joke update[/QUOTE]
Right now we are investigating spoonfuls of grits as they are being spoon-fed to us.
- snip -
[QUOTE=LightFlock;47650970]How did you get a hold of this? Did you actually solve the puzzle?[/QUOTE]
What was even the answer to the last puzzle, I tried, but I honestly just lost interest. ARG took too long and the end result didn't really seem worth it.
Seeing as the files are already out, and I'm assuming GeorgeGar actually did solve the final puzzle as well so the release will be imminent. The puzzle featured one of the Gravity Falls fonts for the first, second and fifth letters, and the fourth and fifth I don't remember the font, they were just a regular 6 and 7.
[t]http://bestcodes.weebly.com/uploads/2/0/1/9/20195317/4855886_orig.jpg[/t]
[editline]3rd May 2015[/editline]
[img]http://i.imgur.com/MmCB3uT.png[/img]
Remember playing those old maps back in the good old days? Sure you do, right. Well, now you can live them over again while playing some of these old maps*
DISCLAIMER: Not all maps old enough to have more than 12 cobwebs, consider firing janitor to make our map packs look older.
[img]http://i.imgur.com/an727ME.png[/img]
[b]CP Furnace Creek by YM & Nineaxis[/b]
[img]http://i.imgur.com/yLDxiPI.jpg[/img]
Okay, this first one involves defending shacks in a desert, so I'm assuming this is Dustbowl we've added again. ... No? And what's that, the gameplay is actually pretty good? Wow, no wonder we're adding this map to the mod! This map was produced by [url=http://steamcommunity.com/id/nineaxis]YM[/url] and [url=http://steamcommunity.com/profiles/76561197988052879/]Nineaxis[/url].
[b]CTF Landfall by Dr. Spud[/b]
[img]http://i.imgur.com/OGpzOmz.jpg[/img]
So apparently some hippies like fighting over giant trees in the middle of Endor. If you asked me why, I'd tell you "I don't know", just like if you were to ask me why there's no visible Death Star in this map, or any storm troopers. Oh well, I guess blood-thirsty mercs will do? Map produced by [url=http://steamcommunity.com/profiles/76561197973859098/]Dr. Spud[/url]
[b]CP Tidal by Heyo[/b]
[img]http://i.imgur.com/iKMruid.jpg[/img]
Oh good, something by the sea. I could really use a vacation. ... What's that, we've still got to fight those pesky mercenaries over some heaps of gravel? Curses! Maybe if we kill them fast they'll let us have a day off on the beach in the sun? Map produced by [url=http://steamcommunity.com/profiles/76561197970803850/]Heyo[/url]
[b]CP Amaranth by Berry & TheoF114[/b]
[img]http://i.imgur.com/An1KZLu.jpg[/img]
Right, so this is the last one here. Looks like we're fighting over some kind of shipping facility or something? I guess this map's going to give us some serious fan service then, or at least I hope so! Map produced by [url=http://steamcommunity.com/profiles/76561198030362593/]Berry[/url] and [url=http://steamcommunity.com/profiles/76561198003981752/]TheoF114[/url]
[img]http://i.imgur.com/GSfb8fi.png[/img]
We've also got a whole bunch of these things here, maps by some of you and maps by some of us. So let's take a look what we've got:
[u][b]Escort Test[/b][/u]
Some of you are going to be disappointed here, because this may not be the kind of escort you're expecting. Regardless, here is a very early version of a test iteration of the VIP hunted mode. BLU capture a point to signal down a helicopter, then they escort their civilians to said helicopter. Currently, there's no restriction on the amount of civilians or anything forcing a certain amount of civilians but that is something we have in mind.
[b]VIP Callous2 (Hunted-style VIP) by Berry[/b]
[t]http://i.imgur.com/XHE74Ya.jpg[/t][t]http://i.imgur.com/66K3uZn.jpg[/t][t]http://i.imgur.com/gSXDgvD.jpg[/t]
A map set within the desert at a currently undecided kind of location. BLU escort their civilians to a helicopter that decides to land over a cliff just beside the red base for some reason. More information can be found [url=http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=78]here[/url].
[b]VIP & CP Ashworks (Hunted-style VIP) by Berry[/b]
[t]http://i.imgur.com/76wz174.jpg[/t][t]http://i.imgur.com/rTpL3IH.jpg[/t][t]http://i.imgur.com/2NON9N9.jpg[/t]
A snowy escort map based upon an old CP map allegedly featuring meadows of bacon. Functions in gameplay & objective entirely the same as VIP Callous2 (above) where BLU simply has to capture a control point to allow a helicopter to land. Please note this map was more designed around VIP so it'll likely shine a little more at the moment than VIP Callous2. Also comes in Attack & Defend flavour as a remembrance to its predecessor, cp_baconmeadow. A discussion thread will be available at a later time.
[u][b]New Maps in Old Modes[/u][/b]
[b]Hydro (Four-team Domination-style Control Points) by Snowshoe[/b]
[t]http://i.imgur.com/z0UuteM.jpg[/t][t]http://i.imgur.com/Nw9sDOn.jpg[/t][t]http://i.imgur.com/5UUSN5Y.jpg[/t]
Not new to many here, but now added into the files officially. You must attempt to control all of the points in order to win, but the problem for you is three other teams are trying to do the exact same thing! More information can be found [url=http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=71]here[/url].
[b]CP Cragg (Four-team Domination-style Control Points) by Berry[/b]
[t]http://i.imgur.com/D2Ngrb5.jpg[/t][t]http://i.imgur.com/wpukaQb.jpg[/t][t]http://i.imgur.com/xtwc0Lx.jpg[/t]
A maritime 4CP domination man set by the sea, each team with a landmark to defend and three others to take. BLU reside at an old logging mill, RED own an exports dock & pier, GRN have a data centre set amidst the forest and YLW have some beachside warehouses. A thread for this map's discussion will be available at a later date.
[b]CP Warpath (Linear-style Control Points) by Suomimies55[/b]
[t]http://i.imgur.com/CrDW5Y6.jpg[/t][t]http://i.imgur.com/wDCGBm9.jpg[/t][t]http://i.imgur.com/tHXrdJK.jpg[/t]
Warpath is a remake by Sumomimies55 of the TFC 5cp map of the same name, set within a desert. I'm not really sure where the path is, but I can definitely see some war. More information can be found [url=http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=131&p=445]here[/url].
[b]CTF Upstream (Attack & Defend-style Capture the Flag) by Iiboharz[/b]
[t]http://i.imgur.com/1sJL6WS.jpg[/t][t]http://i.imgur.com/d1vUb2H.jpg[/t][t]http://i.imgur.com/JfiYrqD.jpg[/t]
A simple CTF map where RED have to defend their flag (which is hidden deep inside their base) from the BLU team. No thread is currently available.
[b]CTF Casbah (Standard Capture the Flag) by Macd11 and Zorbos[/b]
[t]http://i.imgur.com/MDzqw4L.jpg[/t][t]http://i.imgur.com/oJ7kpcM.jpg[/t][t]http://i.imgur.com/gcMtLtv.jpg[/t]
A standard asymmetrical CTF map set within a desert by the side of the sea. No thread is currently available.
[b]Other Notes[/b]
[b]Changes to the Map Cycle System[/b]
There will now be two kinds of map in TF2C, rotation maps and testing maps: Rotation maps are the completed maps which will appear on the default mapcycle (servers are free to set their own mapcycles as normal), and testing maps are indev maps that are set by servers [u]by choice[/u]. This is because testing maps will be in higher quantity and are theoretically in lower quality (as they're early in development). This will hopefully also encourage servers running specifically indev maps.
[b]Additional Map Assets[/b]
We've added a decent amount of new and modern TF2 assets into the mod (primarily from the new maps), including custom content from CTF Landfall, CP Furnace, CP Tidal and as well the contents of the very scarce [url=http://forums.tf2maps.net/showthread.php?t=22618]Autumnal Expansion Pack[/url] which has until today never been released to the public.
[b]Patch notes[/b]
Changes:
- Sudden Death is now enabled by default
- Reduced damage spread to match live TF2
- Reduced crit chance to match live TF2
- Increased voice chat avatar image resolution
- Class menus now use the same sounds for all teams
- cl_customsounds now defaults to 1
- mp_teams_unbalance_limit now defaults to 2
- Removed the 'Lead Pipe'
The 'Poacher's Pride'
- Decreased Charge Time from 1s to 0.5s
- Increased Damage by 15% (13.33% to be exact)
- Reduced Bullet Spread by 30% (33.33% to be exact)
Additions:
- [url=https://trello.com/c/H19xBGgb]Avatars now show up when voicechatting on the HUD[/url]
- [url=http://i.imgur.com/fAAhUvx.png]Nassimo's gameplay signs pack has been added.[/url]
- Nassimo's TIP cap point textures
- New capture point holograms for GRN & YLW
- Added class menu sounds and music
- Added the crowbar
- Added new particles for the overhealer
- Added the Kritzkrieg and the Ubersaw (the Ubersaw currently uses the bonesaw model)
- Added rebindability for the disguise menu team switch using the "disguiseteam" command
- Re-Added hitsounds and hit indicators
- Added the deathmatch weapon spawner entity into the game
- Added support for Mercenary and Civilian HUD images
- Added the new maps to the map info menu
Fixes:
- [url=https://trello.com/c/oqjVH3ai]GRN and YLW are now unable to take metal from opponent teams[/url]
- Sentry is properly fixed for GRN and YLW
- [url=https://trello.com/c/8tQ9r0dD]func_rotating has been fixed[/url]
- Fixed a bug with 'tf_weapon_criticals'
- Fixed the command 'lastdisguise'
- Fixed 'tf_weapon_criticals' acting inverted
- Fixed an exploit where players could use any weapon due to an error in 'weaponpreset'
- Fixed dispensers dispensing ammo to enemy teams
- Fixed being able to reload the 'Poacher's Pride' while scoped in
- Fixed an exploit where players were able to remain übercharged for an infinite amount of time
- Fixed a bug where viewmodel animations wouldn't play after switching back from 3rd person view
- Fixed ammo pickup sounds ignoring supression settings
- Fixed spies disguised as their team not being able to capture points.
- Fixed the bot command to incorporate four teams
- Fixed a crash occuring when changing the game's resolution
- Fixed a few bugs related to team balance
- Fixed the stat panel including the Civilian and the Mercenary
- Fixed crit detection
- Fixed text spacing in the killfeed
- Fixed the RPG HUD icon
Maps:
- [url=https://trello.com/c/goOiSCME]2Fort's missing pickups have been found and re added[/url]
TF2C Community Map Pack #1:
- Added 4 new completed maps to the map rotation:
- Added CP Furnace Creek, a community Attack / Defend map by YM and Nineaxis
- Added CP Tidal, a community Control Points map by Heyo
- Added CTF Landfall, a community Capture the Flag map by Dr. Spud
- Added CP Amaranth, a community Attack / Defend map by Berry
- Added custom assets from all the new rotation maps, as well as assets from the Autumnal Expansion Pack to the files for TF2C level designers to use
- Updated rotation system: The default map rotation will be exclusive to finished maps, late beta maps and highly popular & presentable indev maps
- Updated map rotation
- Updated CTF Push by DrPyspy to the latest version
- Added CP Hydro by Snowshoe to the maps list as a testing map
- Added VIP Callous2 by Berry to the maps list as a testing map
- Added VIP Ashworks by Berry to the maps list as a testing map
- Added CP Warpath by Suomimies55 to the maps list as a testing map
- Added CP Cragg by Berry to the maps list as a testing map
- Added CTF Upstream by Iiboharz as a testing map
- Added CTF Casbah by Macd11 & Zorbos as a testing map
- Added CP Ashworks by Berry as a testing map
[b]Links:
-Patch 1.8.0 (or later) to 1.9.0:
[url]http://www.mediafire.com/download/uvpkdeggp9qf5z9/Team_Fortress_2_Classic_1.8.0_(or_later)_to_1.9.0.7z[/url]
-Base client (contains patch 1.9.0)
[url]http://www.mediafire.com/download/1ra78beu4bob6bl/Team_Fortress_2_Classic_1.9.0_FULL.7z[/url][/b]
[QUOTE=LightFlock;47651069]
-Update
[B][U]- Fixed an exploit where players were able to remain übercharged for an infinite amount of time[/U][/B]
[/QUOTE]
HYPE!
Also, I Hate how you fixed the infi-über bug. Now I can't go "c+7" Friendly medic.
And on the topic of Casbah, [sp] Does the Shareef mind if we rock it?[/sp]
[QUOTE=LightFlock;47651069][IMG]http://themysteryofgravityfalls.com/images/cipher.jpg[/IMG]
[/QUOTE]
I've never seen Gravity Falls or this cipher before. No wonder I couldn't solve it.
Well now I'm just left feeling kind of annoyed.
[QUOTE=LightFlock;47651069]
- Removed the 'Lead Pipe'
[/QUOTE]
why?
So was the pistol slide fix ever finished? If so, could I have a download?
EDIT: [URL="http://www.mediafire.com/download/rrfee445fbi16em/tf2c_pistol_w_and_v_models.zip"]It's on the trello.[/URL]
Now we need the 1.9.0 servers anymore.
Also how's about a post mortem for the first ARG ran for TF2C. It was a bit of a mess and just a water tester, but in my experience it was fun (however F5ing the forum for 5-6 hours straight to make sure I didn't miss any good moments was not) and more will happen in the future I [b]think[/b], but possibly less leading up to updates like we did here. The ARG took around 12 hours to be completed [url=http://facepunch.com/showthread.php?t=1458694&p=47648623&viewfull=1#post47648623]starting here[/url] and finishing at the mega post a few posts above. It was also very rushed, and the reason for that would be [b]it was thrown together in literally 3-4 hours[/b] (so we started on it about 16 hours ago). Anyway, for anyone who missed it:
[b]1. Morse Audio[/b]
[url]http://puu.sh/hzelC/6f2d474f93.mp3[/url]
This was simply some audio that decoded into a URL leading to the next puzzle. We had a minor hiccup here as it for some reason did not occur to us that morse did not have capitals or lowercase (though hats off for still solving it!). This was solved by TheRealFierce [url=http://facepunch.com/showthread.php?t=1458694&p=47650132&viewfull=1#post47650132]here[/url]
[b]2. QR Jigsaw[/b]
[t]http://puu.sh/hz3Dx/da98983885.png[/t]
Here we had four different QRs that were each divided up into quarters, and split around this 4x4 grid. Around 1/3 of them were also rotated 90 degrees just to make it that little bit tougher. Three of them lead to red herrings of llamas, while the final was [i]yet another[/i] link to [i]yet another[/i] puzzle. Solved by - yet again - TheRealFierce [url=http://facepunch.com/showthread.php?t=1458694&p=47650423&viewfull=1#post47650423]here[/url].
[b]3. The Code[/b]
[t]http://puu.sh/hz1Ju/8767b55bd2.png[/t]
And finally, we had a code that really ended up being a complete turn around considering how well the other two puzzles did (to say the ARG was conceived in about 3-4 hours). I'd had a wanting to use these for a while, and figured it would make a brilliant final challenge.. However in practice it was a complete drag, taking much longer to solve than the other puzzles (not including the time taken for the ARG to be noticed). Anyway, it used one of the "secret" Gravity Falls fonts which you can decipher yourself here as y67ui (the 6 and 7 are a different font entirely, as the GF font does not have numbers).
[t]http://bestcodes.weebly.com/uploads/2/0/1/9/20195317/4855886_orig.jpg[/t]
And it was solved in the end by the illustrious GeorgeGar [url=http://facepunch.com/showthread.php?t=1458694&p=47650928&viewfull=1#post47650928]here[/url].
Overall, I think this was really fun to make and staking out for this ARG was incredibly fun (but really dragged on sometimes, sadly) and I've learnt a decent bit to give a better ARG next time; for instance, practical puzzles like the QR one that have a clear objective are a lot more fun than random trivia ones like the final code.
Edit: Quick poll, should more ARGs be done (of course more planned & properly thought out):
[img]http://www.facepunch.com/fp/ratings/tick.png[/img] - Yes, this was hella fun
[img]http://www.facepunch.com/fp/ratings/cross.png[/img] - No, just give us the updates
Edit:
[img]http://www.facepunch.com/fp/ratings/funny2.png[/img] - Yes, but only for teasers and non-release content.
[QUOTE=LightFlock;47651069]- Re-Added hitsounds and hit indicators[/QUOTE]
I'm so happy for this.
Is anyone else missing a bunch of missing textures and models?
Guys, seriously, fix your gameinfo.txt...
[I]again[/I].
Your [code]game+download |gameinfo_path|download/*[/code] is just...
First, place it under all the other lines, because now this folder has more priority than the others (expect custom) and this can be used by server admin to shit your game with "content", that will appear in other servers and your local server too.
Second the "/*" supposed to be randoming the foldernames, so this maybe will break downloading from server. or crash the game on this. So change it to [code]|gameinfo_path|download[/code]
Third, doubled [I]gamebin[/I] line, not the real problem, but makes me sad.
For some reason despite downloading the V1.9 patch my auto-updater is saying I have V1.8.2? I'm a little confused.
[QUOTE=ILLUMM;47651116]
[QUOTE=LightFlock;47651069]
- Removed the 'Lead Pipe'
[/QUOTE]
why?[/QUOTE]
Daniel says it was removed because people didn't like it. It has a chance of being re-added if stats are thought up for it that could make it an alternative to the fists.
I'm not happy about that (because I like beta stuff), but basically you can thank people who don't like neat things. Ideally, we should start a stats discussion for the lead pipe on the TF2C Forums because I'd like to see the Lead Pipe re-added. That was the original point of TF2C; reintroduce scrapped weapons.
But it makes sense. It was basically a reskinned Fists. There was nothing special about it.
[b]This post was edited to remove a screenshot I took of a chat between me and Daniel talking about the Lead Pipe. Apparently Daniel got his panties in a twist over that, and felt it necessary to call me out in a post below because that's what he likes to do. I'm the fucking black sheep here I guess.[/b]
[b]Also, apparently some of our devs thought that you guys were dumb enough to think that by Daniel saying "people didn't like the lead pipe", he actually meant that he doesn't like the lead pipe, and that I was "throwing daniel under the bus". You guys aren't dumb, right?[/b]
The disguise menu is bugged. It only shows RED and BLU but when it comes to other teams, they are completely invisible.
[QUOTE=PimpinDemopan;47651381]For some reason despite downloading the V1.9 patch my auto-updater is saying I have V1.8.2? I'm a little confused.[/QUOTE]
update hasnt been uploaded to that server yet
[QUOTE=OneFourth;47651406]update hasnt been uploaded to that server yet[/QUOTE]
Ah ok, I thought I was doing something wrong.
[QUOTE=~Kiwi~v2;47651286]Hasn't affected servers from starting.[/QUOTE]
Tested the second, so if you have empty [I]download[/I] folder, game will just place the maps in your game folder instead of download, that is bad, but will work.
If in download you have one or more folders, maps and models will be downloaded in the first folder.
[QUOTE=UserNotFound;47651398]
I'm not happy about that (because I like beta stuff), but basically you can thank people who don't like neat things. Ideally, we should start a stats discussion for the lead pipe on the TF2C Forums because I'd like to see the Lead Pipe re-added. That was the original point of TF2C; reintroduce scrapped weapons.
But it makes sense. It was basically a reskinned Fists. There was nothing special about it.[/QUOTE]
Why do you always do this
[QUOTE=PimpinDemopan;47651381]For some reason despite downloading the V1.9 patch my auto-updater is saying I have V1.8.2? I'm a little confused.[/QUOTE]
The Auto-Updater needs to be updated.
Also, no [B]ctf_4ort_V30[/B] ;_;
[QUOTE=danielmm8888;47651427]Why do you always do this[/QUOTE]
I answered a question. Someone asked why it was removed. Nobody had answered. So I asked you to find out. I don't see any issue here. I could've provided the answer without the screenshot.
Because you see, sometimes people have to TALK to other people and let them know why things are happening. Get off my ass.
EDIT: Here, I'll edit the post and remove the image and just quote what you said. Again, I don't see a fucking problem here but apparently you do and I'm getting sick of you fucking calling me out publicly like this.
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