Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=dzoo11;47692206]for people who are curious about the civilian model's status:
I'm really busy to study for my final exams, but I'll do my best to show something next week.
Thanks to sedisocks I was able to make the wrinklemaps work.
Badgerpig finished the textures as well.
Also good to note: I used revzin's script and recreated entierly the hwm flexes.
Hopefully I can focus on the SFM release as soon as I can, but forgive me for any delays.[/QUOTE]
Why not focus on the Gmod release.
[QUOTE=Arxin;47692253]This reminded me of that saw-like melee thingy in Quake 3. Would be cool to run around with a chainsaw melee weapon in tf2c too. Something like this
[t]https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcSescqFxvCKvj7uMGaudLQgTGtDcaW-QNogj3cdIN8Zm1E3maJG[/t][/QUOTE]
we actually have the assets for this but have not found anywhere to implement it that would be fun
[QUOTE=OneFourth;47692592]we actually have the assets for this but have not found anywhere to implement it that would be fun[/QUOTE]
It looks like it would be pretty fun in DM. Have you guys thought about adding in melee along with the primary and secondary weapons?
[QUOTE=OneFourth;47692592]we actually have the assets for this but have not found anywhere to implement it that would be fun[/QUOTE]
A high DPS weapon that makes you stick on to your victim every time you hit them. The down side is that it's a very heavy weapon to carry around, so your movement speed is slower when the chainsaw is active.
[QUOTE=Gentleman Cat;47693747]A high DPS weapon that makes you stick on to your victim every time you hit them. The down side is that it's a very heavy weapon to carry around, so your movement speed is slower when the chainsaw is active.[/QUOTE]
Not as slow as the minigun though.
[QUOTE=Gentleman Cat;47693747]A high DPS weapon that makes you stick on to your victim every time you hit them. The down side is that it's a very heavy weapon to carry around, so your movement speed is slower when the chainsaw is active.[/QUOTE]
That would make it pointless. You could just run away.
I think the idea is to surprise people around corners and latch on to them with the chainsaw (which should also slow them)
[t]http://i.imgur.com/DcO5RML.png[/t]
I'm trying to make some maps for TF2C, anyone else having this problem with the model browser being a piece of shit like this?
i don't think its model browser because every other model in the prop_swamp folder is ok but that one model i dont even get the steering wheel like you
[IMG]http://www.lagspike.com/images/decompile1.png[/IMG]
The model browser should look like this.
I can't even choose which model I want to use.
mines like yours but black in colour
[t]http://i.imgur.com/sv8efqK.png[/t]
Well the image I posted wasn't mine, it was just an example of what the window should look like. I wasn't even fortunate enough to be able to choose which model will I use. I can just choose a folder and it picks the first one for me.
Even worse, nobody on the Internet seems to know how to fix this bullshit, aside from two colossal assholes who just edited their forum posts and said "nevermind I fixed it" without telling how to do it.
[QUOTE=ProtoMob;47696050]Well the image I posted wasn't mine, it was just an example of what the window should look like. I wasn't even fortunate enough to be able to choose which model will I use. I can just choose a folder and it picks the first one for me.
Even worse, nobody on the Internet seems to know how to fix this bullshit, aside from two colossal assholes who just edited their forum posts and said "nevermind I fixed it" without telling how to do it.[/QUOTE]
Are you confident you have hammer set up right? First off, you are using the hammer.bat in SteamApps/common/Source SDK Base 2013 Multiplayer/bin/ and not your standard TF2 one or one copied into tf2classic/bin/, correct?
Can you also screenshot your tf2classic hammer game config?
Well I set up Hammer according to [URL="http://facepunch.com/showthread.php?t=1445480&p=47172519&viewfull=1#post47172519"]this post[/URL] so I'm pretty sure there's nothing wrong with the config.
hammer.bat in SteamApps/common/Source SDK Base 2013 Multiplayer/bin/ doesn't even do anything so I'm just using hammer.exe in the same directory. For now I just disabled the VGUI model browser because it's not even working.
Fiddling with it (closing and opening, alt tabbing) for a while usually fixes it for me.
Updated dm_granary.
And yes, skybox will be changed later for better one.
[url=http://postimage.org/][img]http://s24.postimg.org/ijuzjmx1x/2015_05_10_00008.jpg[/img][/url]
[url=http://postimage.org/][img]http://s24.postimg.org/q7dao76c5/2015_05_10_00007.jpg[/img][/url]
[url=http://postimage.org/][img]http://s24.postimg.org/aaj4583bp/2015_05_10_00009.jpg[/img][/url]
[url=http://postimage.org/][img]http://s24.postimg.org/51o37ckwl/2015_05_10_00010.jpg[/img][/url]
Download it from here--> [url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=35[/url]
next map :) could you put version numbers in the name because unless everyone updates at the same time you'll map differs error and ppl are gonna be asking Q's why
[QUOTE=taz0;47696709]next map :) could you put version numbers in the name because unless everyone updates at the same time you'll map differs error and ppl are gonna be asking Q's why[/QUOTE]
I did put _fixed, because the original version was quite buggy...
yes you post that it's fixed but if someone joined a server with that new map and didnt know of the fixed version they would get map differs and being as this forum moves quiet fast your post might not get seen and then you'd have "servers map differs" posts, instead of if the map name was say dm_granary_03 then when they joined a server it would be uploaded to them :)
[QUOTE=taz0;47696893]yes you post that it's fixed but if someone joined a server with that new map and didnt know of the fixed version they would get map differs and being as this forum moves quiet fast your post might not get seen and then you'd have "servers map differs" posts, instead of if the map name was say dm_granary_03 then when they joined a server it would be uploaded to them :)[/QUOTE]
This will work, the old one was dm_granary and this new one is dm_granary_fixed.
DM Granary is a testing map and therefore is in the game. Versions between mod updates should have different filenames, but the actual in-game testing version should just be called dm_granary.
I have a suggestion for the Deathmatch mode.
What about a "Gun Game" gamemode?
In Gun Game, when you get a kill, you are given a new weapon, and you must gain a kill with the final weapon in order to win the round.
It's just a little suggestion that I've came up with, I'm pretty sure we'd have to wait until further development.
[QUOTE=Ott;47696427]Fiddling with it (closing and opening, alt tabbing) for a while usually fixes it for me.[/QUOTE]
Doesn't do anything.
Fuck it, I'll just use the other model browser. At least it lets me pick a model.
So I'm trying to port Lumberyard over but I'm having issues compiling. It goes extremely quick and the level looks like this:
[t]http://puu.sh/hIF10/aa5a49bc89.jpg[/t]
Looks like all the world geometry is blacked out while props receive proper (heh) lighting.
Here's my TF2C configuration in Hammer - the second column is the scrolled over version of the first:
[IMG]http://puu.sh/hIFh5/348a212a55.png[/IMG][img]http://puu.sh/hIFeK/1155d54104.png[/img]
[img]http://puu.sh/hIFkW/881bf72e9c.png[/img][img]http://puu.sh/hIFmi/7dcd41f229.png[/img]
[VID]https://dl.dropboxusercontent.com/s/fq5lnlbofqvulg2/stream%20%2810%29.mp4[/VID]
I never asked for this
[editline]11th May 2015[/editline]
IT MOVES
[VID]https://dl.dropbox.com/s/6nwujrom78ebmo4/stream%20%2811%29.mp4[/VID]
wip
[IMG]http://i.imgur.com/tHVHj3b.png?1[/IMG]
Someone should totally sneak this logo in.
[img]http://vinh.peniscorp.com/logo4.png[/img]
[QUOTE=Sevin;47698224]So I'm trying to port Lumberyard over but I'm having issues compiling. It goes extremely quick and the level looks like this:
[t]http://puu.sh/hIF10/aa5a49bc89.jpg[/t]
Looks like all the world geometry is blacked out while props receive proper (heh) lighting.
Here's my TF2C configuration in Hammer - the second column is the scrolled over version of the first:
[IMG]http://puu.sh/hIFh5/348a212a55.png[/IMG][img]http://puu.sh/hIFeK/1155d54104.png[/img]
[img]http://puu.sh/hIFkW/881bf72e9c.png[/img][img]http://puu.sh/hIFmi/7dcd41f229.png[/img][/QUOTE]
There's something about decompiling valve maps that tends to choke vrad. I'm not sure exactly what it is though.
[QUOTE=Stiffy360;47699482]There's something about decompiling valve maps that tends to choke vrad. I'm not sure exactly what it is though.[/QUOTE]
I didn't decompile it. Lumberyard is one of the SDK maps Valve includes when you download the Source SDK.
Upon further inspection, my log seems show VRAD is bouncing light incorrectly. It returns 100 bounces as full black [1 1 1].
[url]http://pastebin.com/NV5aWb0L[/url]
[QUOTE=Ott;47699463]Someone should totally sneak this logo in.
[img]http://vinh.peniscorp.com/logo4.png[/img][/QUOTE]
Sorry, we're not doing any dick-related jokes because some people think it would lead to our project looking "unprofessional" and also some people don't find it funny (I find it funny).
That's why we didn't use the pelvic-thrust taunt for the Fish Whacker. Someone complained (a lot) and so we basically caved and said "fine, we won't use it".
Personally, I think that those who are opposed to adding in dick jokes are prudes. I suggested adding in crude taunts for Deathmatch mercs such as "flipping the bird" or the D-Generation X crotch chop or even voice taunts for the Mercs where they shout things like "KISS MY ASS!". Those ideas were also complained about because people are prudes.
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