Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
well clearly he was accepting the criticism and simply saying that his terms were wrong but fundamentally he was in the right, and it's an issue they're aware of and have multiple explanations for it
there's simply no graceful way of saying "what you just said is grammatically incorrect but your point is 100% valid"
[editline]7th May 2015[/editline]
then you for some reason took that as kiwi saying "hurRR you'RE FUckinG Wrong buddy"
[QUOTE=KingKombat;47675798]well clearly he was accepting the criticism and simply saying that his terms were wrong but fundamentally he was in the right, and it's an issue they're aware of and have multiple explanations for it
there's simply no graceful way of saying "what you just said is grammatically incorrect but your point is 100% valid"
[editline]7th May 2015[/editline]
then you for some reason took that as kiwi saying "hurRR you'RE FUckinG Wrong buddy"[/QUOTE]
It doesn't look like he was conflating the two terms though? To me it looks like Cufflux was explaining why the hitboxes are bad by saying lag compensation doesn't work on teammates, and since everyone can pass through each other, that implies everyone is on the same team with friendly fire off. He wasn't at all saying that the players passing through each other is what causes the bad hitboxes, the only time the "player collision" term came up was when Kiwi brought it up.
[QUOTE=~Kiwi~v2;47675914]He was talking about bad hitboxes cause of the same team issue.
They're both related, but generally hitboxes are awful, the the fact their on the same team and the collision issue(rockets and grenades need apply) just makes it 10x worse.
[editline]7th May 2015[/editline]
That was my point I was trying to get across.[/QUOTE]
I'm sorry if this is rude, but what is the point in telling us hitboxes are bad when we already know they are
well this thread went to shit fast.
[t]http://i.imgur.com/uKskZHj.jpg[/t]
[t]http://i.imgur.com/vbLxIyZ.jpg[/t]
[t]http://i.imgur.com/6xJPC7m.jpg[/t]
[t]http://i.imgur.com/fz4JJWc.jpg[/t]
[t]http://i.imgur.com/TNuBVdc.jpg[/t]
[url=https://www.mediafire.com/?oefifew0py94yta]DOWNLOAD bz2[/url]
here is the concept minigun:
[url]http://tf2.gamebanana.com/skins/139869[/url]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
thx to paysus
Where does the concept minigun get its cartridges from? :v:
I know TF2 weapons aren't supposed to be the most realistic, but the lack of any sort of magazine on that thing is just nonsensical when it's supposed to rapidly spew hundreds of them.
[QUOTE=ProtoMob;47676291]Where does the concept minigun get its cartridges from? :v:
I know TF2 weapons aren't supposed to be the most realistic, but the lack of any sort of magazine on that thing is just nonsensical when it's supposed to rapidly spew hundreds of them.[/QUOTE]
Idk if we even know how it works yet... :/
Then again, you have a point.
The -=UK=- TF2 Classic server has had a little clean up WIP maps are now on RTV and the mapcycle is standard maps
I have a liittle bit of a problem. When I'm trying to set M key for the loadout, it says that the file is read-only. What should I do?
[QUOTE=DaBeaver;47676727]I have a liittle bit of a problem. When I'm trying to set M key for the loadout, it says that the file is read-only. What should I do?[/QUOTE]
right click the tf2classic folder in sourcemods and then properties and change the attributes for it and its subfolders and files
[QUOTE=mat500;47676262]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
[/QUOTE]
If there was a Gmod Workshop hex for that, I'd so download it.
I love seeing talented modellers bring great concepts to life.:downs:
[QUOTE=mat500;47676262]here is the concept minigun:
[url]http://tf2.gamebanana.com/skins/139869[/url]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
thx to paysus[/QUOTE]
Animations are really good and the model is nice, but you need to put back on the handle...thinger [sp]i know my gun parts damned well[/sp], and the barrel requires embiggenment, like the concept:
[t]http://files.gamebanana.com/img/ss/skins/554ae1c79a09b.jpg[/t]
Also, the edge wear needs to be toned down some.
[QUOTE=mat500;47676262]here is the concept minigun:
[url]http://tf2.gamebanana.com/skins/139869[/url]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
thx to paysus[/QUOTE]
It's weird to see that thing fire as many shots as it does in the video (given how small it is).
If this thing made into the game it should have a slower firing speed and less ammo in exchange for more damage and less spread.
Then again, plenty of TF2 stats dont make sense.
Perhaps for the stats make it look like the [url=https://wiki.teamfortress.com/wiki/Assault_Cannon_%28Classic%29]TFC's Assault Cannon[/url]? They're somewhat similiar.
Just a rough idea for stats, because I just got my wisdom teeth removed and need something to amuse myself with while I wait for the freezing to go away and the blood to get out of my damned mouth.
[b]ASSAULT GUN[/b]
(+)10% less slowdown while spun up
(+)15% faster spinup and spindown
Primary fire: Fire 20% faster but fire 30% less accurately
Secondary fire: 50% more accurate, but fire 10% slower (alternatively, fire in 5 round bursts)
(-)Can't be spun down in advance (obviously, since secondary fire does something else)
(-)Must spin down and back up when switching fire modes
(-)50% less ammo
A more offensive minigun that can alternate between heavy DPS in close quarters and light DPS at long to mid range. Good for chasing down enemies, terrible for holding your ground.
[QUOTE=mat500;47676262]here is the concept minigun:
[url]http://tf2.gamebanana.com/skins/139869[/url]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
thx to paysus[/QUOTE]
we already have a model for that though, we just hadn't shown it yet because we want to make some changes to it (like adding a bullet chain)
[url]http://p3d.in/Pb5ZF[/url]
sorry for not showing it earlier, I just thought it wasn't yet for it
[editline]7th May 2015[/editline]
this thread very clearly exceeded my expectations
-snip-
[QUOTE=WhyNott;47679091]we already have a model for that though, we just hadn't shown it yet because we want to make some changes to it (like adding a bullet chain)
[url]http://p3d.in/Pb5ZF[/url]
sorry for not showing it earlier, I just thought it wasn't yet for it
[editline]7th May 2015[/editline]
this thread very clearly exceeded my expectations[/QUOTE]
I feel his is better, at least situationally, at the moment. The main body is larger on his, with a lot more space for his hands to rest, in addition the sight on his is slightly better.
Problem with yours is the color choice, the super dark wood paired with the odd rusted metal color doesn't look all that nice. The handle is also super thin as well, think of it as being used by heavy's ginormous hands, something that small looks a bit odd by comparison. Same goes for the space in front of the trigger and behind the barrels, it doesn't look big enough for his hands to rest nicely, and him using the the handle in the first person animations is bound to look a bit strange.
[QUOTE=mat500;47676262]here is the concept minigun:
[url]http://tf2.gamebanana.com/skins/139869[/url]
[thumb]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/thumb]
thx to paysus[/QUOTE]
imo it needs an entirely new texture
Finally got all the custom button stuff to work.
[VID]https://dl.dropbox.com/s/1ebwez5gipmv11z/stream%20%2808%29.mp4[/VID]
[QUOTE=kibbleknight;47679474]
Problem with yours is the color choice, the super dark wood paired with the odd rusted metal color doesn't look all that nice. [/QUOTE]
I literally sampled the colors from the concept art though
I think we should use Nott's model, but stick with the animations by Paysus. I was trying them out before, and they're very very well-done. The model is just so-so though, and the texture is eugh.
Also, what should we call it? Ideas I've had were Subminigun (thanks, Sanctum 2), Assault Gun, Assault Cannon, Heavy Rifle, Rotary Rifle, or Rotary Gun.
edit: goddamnit reply with opinions or something i can't tell which you're (dis)agreeing with
[sp]sorry for being rude but parts of my body have been torn out today[/sp]
[QUOTE=WhyNott;47679717]I literally sampled the colors from the concept art though[/QUOTE]
Which is why it looks weird, because the concept is from before everything in tf2 was fine tuned and made more colorful and balanced out. The textures should be made better to match the newer tf2 artstyle, not kept the same as the concept for the sake of it being the concept colors. Stock minigun makes a good example here, its mostly dark colored, but balanced out by the bright colored canister, the same should be done with this, by balancing the dark wood with a much lighter metal or vice-versa with a bright wood to contrast the dark metal.
[QUOTE=_charon;47679847]I think we should use Nott's model, but stick with the animations by Paysus. I was trying them out before, and they're very very well-done. The model is just so-so though, and the texture is eugh.
Also, what should we call it? Ideas I've had were Subminigun (thanks, Sanctum 2), Assault Gun, Assault Cannon, Heavy Rifle, Rotary Rifle, or Rotary Gun.
edit: goddamnit reply with opinions or something i can't tell which you're (dis)agreeing with
[sp]sorry for being rude but parts of my body have been torn out today[/sp][/QUOTE]
For the name I think we should stick with Assault Cannon, it's the "direct" counterpart of the TFC's heavy primary weapon.
Any other stat suggestions?
There's not that much difference between TFC Assault Cannon and TF2 Minigun, aside from the fact that the AC can't be spun down prematurely and, curiously, fires shotgun shells.
[QUOTE=ProtoMob;47680326]Any other stat suggestions?
There's not that much difference between TFC Assault Cannon and TF2 Minigun, aside from the fact that the AC can't be spun down prematurely and, curiously, fires shotgun shells.[/QUOTE]
I feel it should be more offensive minded than the minigun, whatever it does. Something along the lines of
(-)Less ammo/No spin down on secondary/Constantly drains ammo while spun down/Becomes weaker the longer it's fired/Something else to make it bad at holding a position
(+)More damage/more accurate/less slowdown while firing/Faster spindown/something else to make it good at mowing down single or fleeing targets and pushing the objective
Would also make the name assault cannon fit well.
[sp]by the way i think that an LMG or heavy automatic rifle like the BAR could be a unique future alternative weapon that could use the same animations[/sp]
edit: ALSO, additions to my list of suggestions for deathmatch. Will add these to the UNF forum post too, would be best if you post any replies to it in the thread there in the Suggestions and Showcases section. New stuff in italics.
[QUOTE][B]1.[/B] White Mercs running about everywhere is strange looking. I think it would be best if the default color for the Merc was made a light brown, or if the player's color was randomized until they select one.
[B]2.[/B] Picking up weapons that have been dropped on death. You deserve a reward for clubbing that guy with a minigun to death! If you already have that kind of weapon you get the ammo, of course.
[B]3.[/B] A special version of the wrench could be picked up, which can be used once to build and destroy a weakened Lvl 1 sentry with secondary fire, costing no metal but impossible to repair. No need to give the Merc a PDA or a Metal counter this way, and no turtling. Model could be a more typical wrench, rather than the Engineer's giant monkey wrench, to suggest that its weaker.
[B]4.[/B] tf2c_auto_pick_up_weapons: If set to 1, you instantly pick up weapons when you walk over them as you do now. If set to 0, you must press e on them to pick them up. Sometimes you can accidentally walk over a weapon you really didn't want and replace your current weapon; this seems like a sufficient solution.
[I][B]
5.[/B]The Scout's pistol is godawful as a starting weapon, there's so little ammo that unless we're pairing it with a super reliable primary like an assault rifle, the Merc is useless until he gets a weapon, making it easy to control a powerful weapon's spawn and steamroll the enemy. Either give him the Engineer's pistol with its endless supply of ammo, or give him the concept service pistol as a buffed version of the vanilla pistol with an ammo pool somewhere between the Scout's and the Engineer's.
[B]6.[/B]I'm assuming this is a WIP thing, but I notice you can only pick up one weapon at a time, regardless of if one is a primary and the other secondary. Boring and frustrating.
[B]7.[/B]Related to 6., we should test out being able to carry multiple weapons in each slot (maybe up to 2 or 3, not counting spawn weapons? having all of them could get confusing) like in HL:DM.
[B]8.[/B]Since Black Mesa came out, I've been playing a LOT of BM:DM. They have about 1 second of spawn invincibility there, which I think would carry over well to TF2C.
[B]9.[/B]Disable crits exclusively for this gamemode. They're for breaking up stalemates and speeding up games, but there shouldn't be any stalemates in deathmatch and matches should have a strict timer.[/I][/QUOTE]
We should make some stats for the service pistol.
[U][B]My suggestions:[/B][/U]
25 damage per hit
7 bullets per clip
A slower firing speed (something between the revolver and the normal pistol)
49 rounds in reserve
Feel free to critisize.
P.S those are not minus
To avoid further confusion I removed them
[QUOTE=_charon;47679847]
Also, what should we call it? Ideas I've had were Subminigun (thanks, Sanctum 2), Assault Gun, Assault Cannon, Heavy Rifle, Rotary Rifle, or Rotary Gun.[/QUOTE]
[I]Rotary Blunderbuss[/I]
Hey guys. The DM version of MTT_Soldier I suggested was really well received. It got these ratings.
Agree x14 Informative x2 Disagree x 2
So, I did the map. It's somewhat rough-going, but what works, works well.
[URL="http://imgur.com/gallery/xE1uH/new"]Here's the image album.[/URL]
It's a heavy WIP, but It can work.
[QUOTE=Jboby1;47681298]Hey guys. The DM version of MTT_Soldier I suggested was really well received. It got these ratings.
Agree x14 Informative x2 Disagree x 2
So, I did the map. It's somewhat rough-going, but what works, works well.
[URL="http://imgur.com/gallery/xE1uH/new"]Here's the image album.[/URL]
It's a heavy WIP, but It can work.[/QUOTE]
Looks amazing. One question though: do you think you can add in a Merc head as well?
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