• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=chowder908;47665980][t]http://i.imgur.com/VguTUJV.png[/t][t]http://i.imgur.com/vkOq9M4.png[/t][t]http://i.imgur.com/IT0mwD6.png[/t] Made a couple v_models for the merc in DM. :v: Probably not gonna help on tf2c for about a week got finals coming up. I'll help out more when i'm done.[/QUOTE] Crazy stuff, that's at least four of us taking a week off this week (though my reasoning isn't finals).
pls remove the AO bake from his arms, it still looks like a gross rubber
[QUOTE=MrModez;47665431]I've managed to get EditablePanels to work in main menu. That's how main menu looks with panels: [T]https://dl.dropbox.com/s/0kvo1inxs84gj7h/Screenshot 2015-05-05 23.19.12.png [/T] and in-game: [T]https://dl.dropbox.com/s/nilk2t15fcmsxnr/Screenshot 2015-05-05 23.24.01.png[/T] of course I haven't worked on design, but possibilities are unlimited[/QUOTE] Are you going to put up tutorials on the Valve developer Wiki for this/put it on the GitHub? I want it in my mod
[QUOTE=Bitl;47667634]Are you going to put up tutorials on the Valve developer Wiki for this/put it on the GitHub? I want it in my mod[/QUOTE] If this does (It really should) get into TF2C, you could just snip the code from it to use in your mod.
When will servers start enforcing mp_teams_unbalance_limit 1? Very tired of joining servers to find one team has twice or three times the others.. Contrary to popular belief, playing 4v9 is not a fun experience.
[T]http://i.imgur.com/P8ptgMm.jpg[/T] [B]Mercenary is concerned about Soldier's recent desires[/B]
[QUOTE=MrModez;47665431]I've managed to get EditablePanels to work in main menu. That's how main menu looks with panels: [T]https://dl.dropbox.com/s/0kvo1inxs84gj7h/Screenshot%202015-05-05%2023.19.12.png [/T] and in-game: [T]https://dl.dropbox.com/s/nilk2t15fcmsxnr/Screenshot%202015-05-05%2023.24.01.png[/T] of course I haven't worked on design, but possibilities are unlimited[/QUOTE] Gonna go make me a background.bsp C:
[QUOTE=Suomimies55;47664064]I agree with the texture, but the hl2 snow does not fit that well either...[/QUOTE] Blend textures exist for a reason, though you shouldn't change the theme of Granary beyond the time of day.
spy is real[IMG]https://scontent-ams.xx.fbcdn.net/hphotos-xft1/t31.0-8/11020641_819402651478787_1087210780007038944_o.jpg[/IMG][IMG]https://scontent-ams.xx.fbcdn.net/hphotos-xpa1/t31.0-8/11163106_819402708145448_464369183094743896_o.jpg[/IMG]
VNN is streaming TF2C right now. EDIT: Stream ended
[QUOTE=~Kiwi~v2;47672204]Interesting bug. [url]https://drive.google.com/file/d/0B8mwRaVFCzVRODY3aExOVjVNYTg/view?usp=sharing[/url] [editline]7th May 2015[/editline] also can servers not use 66 and actually use 100 tick and remove the long as respawn times?, you're cutting performance and making it feel slow[/QUOTE] Can a Server Admin post their Server.cfg so we can know what the general settings are ? to an optimal set up
[QUOTE=~Kiwi~v2;47672859]server instructions in the OP is already optimal and runs at 100 tick there is no reason why you should have to lower the tick(THERE ARE ALSO DEDICATED SERVERS AT 20-30 TICK) literally [code]sv_alltalk 1 hostname NZ/AU TF2 Classic (ran by Kiwi) 100 Tick running 1.9.0 tf2c_bunnyjump_max_speed_factor 2 tf2c_duckjump 1 tf2c_groundspeed_cap 0 sv_airaccelerate 20 // Thanks to Sndrec/Darkomni on Steam/FP for this balance bunnyhop config, he also did the Bunnyhop TF2 Tutorial as well. Wanna learn the bhop? // You can learn here https://dl.dropboxusercontent.com/u/7539801/bhoptut.webm mp_teams_unbalance_limit 0 mp_autoteambalance 1 //To prevent teams getting locked after trying GRN/YOLO tf_flag_caps_per_round 3 mp_disable_respawn_times 1 //Because It's annoying to wait 15 sec if you're testing something/playing just with three other ppl, which is the case most of the time.Thanks to PHrag for providing this sv_maxupdaterate 100 sv_maxcmdrate 100 mp_idledealmethod 0 sv_maxrate 128000 sv_minrate 0 heartbeat echo Config Complete [/code] and you're fine I'm running this with my 2005 Xeons which is also has a VM running for my webserver and it was maxed out the other day and didn't drop 100 tickrate/fps[/QUOTE] hey now, that's not how you turn off bunnyhopping
Did a couple more mockups in Gmod of the Scientist using the Mountain Lab Accident set- and I learned how to bonemerge weapons and use low morphs to make cosmetics with flexes actually work: [t]http://pre10.deviantart.net/01de/th/pre/f/2015/126/5/3/tf2c__meet_the_scientist_by_okamitakahashi-d8sdt7b.jpg[/t] Seriously, this set is almost perfect. I keep having clipping issues with the improved bodygroup model's hands though. [t]http://orig13.deviantart.net/fd0d/f/2015/126/9/a/tf2c__meet_the_new_classes__take_3__by_okamitakahashi-d8sdu47.jpg[/t] And one more, just outta hype for Black Mesa: [t]http://pre01.deviantart.net/37e6/th/pre/f/2015/126/d/8/menn_of_science_by_okamitakahashi-d8sdve0.jpg[/t] Sorry, the clipping in this one is pretty bad- mostly on the hands. Looking forward to seeing how the actual Scientist model turns out.
[QUOTE=PimpinDemopan;47673667] [t]http://pre01.deviantart.net/37e6/th/pre/f/2015/126/d/8/menn_of_science_by_okamitakahashi-d8sdve0.jpg[/t] Sorry, the clipping in this one is pretty bad- mostly on the hands. Looking forward to seeing how the actual Scientist model turns out.[/QUOTE] The reason the clipping is so noticeable is because the player model medic has a slightly different tone of skin than the hmw one I think.
-snip-
Oh god what happened to the flamethrower/explosion particles. They look terrible now and shit on my fps.
[QUOTE=MattTheSpy;47674309]Oh god what happened to the flamethrower/explosion particles. They look terrible now and shit on my fps.[/QUOTE] I'm not sure. I remember there being discussion in the chat about FissionMetroid's particles being too big or something, and they were very opaque and hard to see through, so Fission was asked to change them. Don't quote me on that though, as I don't know if the particles were even "fixed" or what happened. I haven't been "in the loop" with TF2C for 3 weeks now due to work.
Oh, hi thread! So, I've been working on a DM map for the past few days, and I think it's ready for its first public test version to be released. Hopefully you guys like what I've made so far! --- DM_Wiseau: [t]http://images.akamai.steamusercontent.com/ugc/47630030592138554/5E321AE172E164993215B3DFD1FA09E4621990A9/[/t] [t]http://images.akamai.steamusercontent.com/ugc/47630030592140493/32DB6911FA6E18F57F07C99DB912DD3B9B1B9491/[/t] This deathmatch map, built with 8 - 16 players in mind, is set in an "abandoned" urban alleyway-ish area somewhere inside the US with a small complex in its central section, along with a vast and open warehousing area located inside of it along with a small portion of an accessible ventilation system. It's a work in progress, so things are bound to change, but this test version is now out to see what changes may need to be made in the future. Feel free to tear this map apart and find things that may need to be changed! [url]http://www.mediafire.com/download/kc3yadjpt8oq7x0/dm_wiseau_pubtest.bsp[/url] --- Fun fact: This map was originally going to be made much smaller and function more as an example map of what we've implemented into DM so far and would have been released at the same time as the latest update (although not 100% officially apart of it), but it has since turned into it's own, better thing.
I would love those flame thrower particles for live TF2.
just copy them over
Just quit the betatesting, here are my thoughts: I know there's already a function for teamkilling, but I don't see how you guys missed the fact that the hitboxes are incomplete and barely work. For instance, the flamethrower does not work at all, the grenade launcher and rocket launcher can't score direct hits, and... I don't know what, half of the shots I fire with bullets simply don't connect. I remember running besides someone with the shotgun shooting him 3 or 4 times right in the center and having nothing happen. I remember jumping around and meleeing someone, hitting them and hearing it hit 5 times and seeing no health diminished. Also, even though the rocket launcher is broken, it's the most OP weapon could have. It's the primary for the most direct and functionally simple class designed in TF2, and so its top-tier damage on hit makes it so much more powerful than the other weapons. (Also putting it at the top of the map with a height disadvantage so the person on the top with the RL spawn can take it, defend it with a health pack laying around and take potshots at people going up the single staircase) The minigun works, but... it was designed for a slower class who wasn't hindered as much by the slow revved up speed and had twice the health of the mercenary, being able to take some damage with the minigun deployed. I know this is early, in the development, but simply taking weapons from different classes and giving them to the mercenary doesn't work. We might have to create alternative models for each weapon so they can be balanced equally and individually, and so that they have some distinction between the normal weapons. All in all however, this was a good betatest. Though the hitboxes aren't complete, the game logic works, the pickups work, the spawns work, the coloring works, and it was pretty fun to play. Can't wait for it to get better.
[QUOTE=Cufflux;47675136]Just quit the betatesting, here are my thoughts: I know there's already a function for teamkilling, but I don't see how you guys missed the fact that the hitboxes are incomplete and barely work. For instance, the flamethrower does not work at all, the grenade launcher and rocket launcher can't score direct hits, and... I don't know what, half of the shots I fire with bullets simply don't connect. I remember running besides someone with the shotgun shooting him 3 or 4 times right in the center and having nothing happen. I remember jumping around and meleeing someone, hitting them and hearing it hit 5 times and seeing no health diminished. Also, even though the rocket launcher is broken, it's the most OP weapon could have. It's the primary for the most direct and functionally simple class designed in TF2, and so its top-tier damage on hit makes it so much more powerful than the other weapons. (Also putting it at the top of the map with a height disadvantage so the person on the top with the RL spawn can take it, defend it with a health pack laying around and take potshots at people going up the single staircase) The minigun works, but... it was designed for a slower class who wasn't hindered as much by the slow revved up speed and had twice the health of the mercenary, being able to take some damage with the minigun deployed. I know this is early, in the development, but simply taking weapons from different classes and giving them to the mercenary doesn't work. We might have to create alternative models for each weapon so they can be balanced equally and individually, and so that they have some distinction between the normal weapons. All in all however, this was a good betatest. Though the hitboxes aren't complete, the game logic works, the pickups work, the spawns work, the coloring works, and it was pretty fun to play. Can't wait for it to get better.[/QUOTE] Yeah, we plan on improving hit detection for Deathmatch in the future. Right now kills in Deathmatch are handled as team kills since everyone is technically "red", but in it's final incarnation everyone should be a part of a neutral team or something along those lines.
I would like to see me user friendly color selection, fixing the not having a selected wep on startup,more balanced weps(RL dominates),and MUCH better hitboxes.
[QUOTE=~Kiwi~v2;47675158]-quoted text-[/QUOTE] Yes, I know incomplete hitboxes lead to that. Though it was a beta test, working hitboxes seem like a quite important thing to have working. I mean weapons couldn't actually be tested for balance because of it.
[QUOTE=~Kiwi~v2;47675481]the incomplete hitboxes aren't just an issue in DM i hope you know that.[/QUOTE] Yes. They behave the exact same way as turning on teamkilling in live tf2, and that is how it works- each merc is on the same team(further verified by the ability to pass through eachother).
I've seen hitboxes issue mentioned on GitHub in another repo, it's because the game does not do lag compensation for teammates. Check base player code.
Just accept what he said already [QUOTE=~Kiwi~v2;47675591] [t]https://lh3.googleusercontent.com/-6g8-bhqbDcU/VUrs_f4m-yI/AAAAAAAAEZE/x_4hReAdJkc/s0/2015-05-07_00001.jpg[/t] [/QUOTE] That image doesn't really mean anything because you are either on a listening server or connected to the host within the network. Your hit detection is going to be good in both cases
Ah, I didn't know that existed. Guess I take too much for granted from live tf2. Anyway, do you guys think a model variant for each deathmatch weapon should be made so that it can be re-balanced for the deathmatch gamemode while keeping model-stat continuity?
[QUOTE=~Kiwi~v2;47675680] its on a lan imagine if i throw on actual lag onto that[/QUOTE] The hitboxes would be off, maybe like how he described earlier. also stop the awful posting its killing me
I'm still trying to figure out what just happened or where this hostility buzzword came from.
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