• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=UserNotFound;47699605]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".[/QUOTE] [url]http://peniscorp.com/[/url]
[QUOTE=LittleBabyman;47699627][url]http://peniscorp.com/[/url][/QUOTE] See post before this. Doesn't matter if it's a real site, it's still a cock joke and there are some people (*cough* on the dev team *cough*) who are prudes and who are sternly against adding in fun things. If I had it my way, the Merc's bodygroups that we are probably adding in for slight customization would also include things like fake titties or a jiggleboned strapon dildo to make tea-bagging your enemies fun. I'd even vouch for an Orgazmo reference where the Merc has a jiggleboned dildo strapped to his head, referencing the "Choda Boy" character from the movie. [t]http://image.toutlecine.com/photos/c/a/p/capitaine-orgazmo-1997-08-g.jpg[/t] But again, prudes.
Hey, what are our thoughts on adding Sexy Robot's model stuff again? Has anybody asked him / her about them? Specifically the Syringe. [T]http://images.akamai.steamusercontent.com/ugc/32993531159324385/B8160F4FD71D0A675838F17E5781AB745360A7DA/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324573/C17B8F3EE36909A6704EE0B918601BB14174020C/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324717/CD2E08EC6E03D60334EFE4C1EE3EB331F850AA7B/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324866/955D9E4F70BF5256F63E908BA33BFDE46B09C96E/[/T] I mocked up a version of the model for TF2C a really short while ago (because a friend asked me but that's another story). [I][B]Not submitting[/B][/I], since we need Sexy Robot's permission, and since I'm sure one of you can port it better, but I think it looks quite nice, although possibly with a tweak to the white painted parts. What do you guys think of Sexy Robot's syringe model in particular again? Sorry if I missed the spiel about it, I don't have the good fortune of being able to check on the thread all the time or the patience to tab back through 28 pages just to find the response. Moreover, what are our thoughts on adding a syringe weapon at all for now? On the backburner until it gets actual stats?
[QUOTE=kida23;47699717]Hey, what are our thoughts on adding Sexy Robot's model stuff again? Has anybody asked him / her about them? Specifically the Syringe. [T]http://images.akamai.steamusercontent.com/ugc/32993531159324385/B8160F4FD71D0A675838F17E5781AB745360A7DA/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324573/C17B8F3EE36909A6704EE0B918601BB14174020C/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324717/CD2E08EC6E03D60334EFE4C1EE3EB331F850AA7B/[/T] [T]http://images.akamai.steamusercontent.com/ugc/32993531159324866/955D9E4F70BF5256F63E908BA33BFDE46B09C96E/[/T] I mocked up a version of the model for TF2C a really short while ago (because a friend asked me but that's another story). [I][B]Not submitting[/B][/I], since we need Sexy Robot's permission, and since I'm sure one of you can port it better, but I think it looks quite nice, although possibly with a tweak to the white painted parts. What do you guys think of this one again? Sorry if I missed the spiel about it, I don't have the good fortune of being able to check on the thread all the time or the patience to tab back through 28 pages just to find the response. Moreover, what are our thoughts on adding a syringe for now? On the backburner until it gets actual stats?[/QUOTE] [del]The thing is, both her syringe and tranq gun both follow the rules of getting an item into game. She's done the most optimal thing for getting it into tf2, which is making a completely original item inspired by the concept art. Both those items are "from" the concept art, meaning their names and general functions come from the concept art but their designs are different. We're trying to directly use the concept art to make and fix up models to use in TF2C. Not changing colors or slight silhouette changes or anything, drawing directly from the concepts. I'm not denying her skill in design in the slightest, but the goal of those items isn't the goal of ours.[/del] Edit: Well shit. Nevermind.
On the backburner while DM is being worked on. I've already contacted Sexy Robot in the past about using her Tranq and Syringe models in TF2C. She said she'd think about it once she had finished them. Pretty sure if she gives us permission, we're gonna use them. I haven't gotten in touch with her again as of late due to working 50+ hours a week, but apparently Dutchman had gotten in touch with her fairly recently about the same thing, so maybe prod him to find out if she's letting us use the models. In response to Cufflux, obviously we may have to do some retexturing if things don't fit our art style (kinda like what we did to the Poacher's Pride and removed all the carvings off of it)
Quick question about mapping. Is the skybox "sky_nightfall_01" in-game? I want to use in my map, and not the toolsblack texture.
[QUOTE=Jboby1;47699795]Quick question about mapping. Is the skybox "sky_nightfall_01" in-game? I want to use in my map, and not the toolsblack texture.[/QUOTE] Wouldn't be to hard to just extract it from the live TF2 files and then pack it into your map.
[QUOTE=The Yiffy Fox;47699976]Wouldn't be to hard to just extract it from the live TF2 files and then pack it into your map.[/QUOTE] I guess it wouldn't, but i but in the values for the map, and they worked, so it might be in there. I just wanted someone to confirm if it was or not.
dm_roadside_a2 is now released. Download the bz2 file: [URL="http://www.mediafire.com/download/8brs1mz32n2eyxg/dm_roadside_a2.bsp.bz2"]http://www.mediafire.com/download/8brs1mz32n2eyxg/dm_roadside_a2.bsp.bz2[/URL] [t]http://i.imgur.com/j8i4GOg.jpg[/t] - Fixed random spawns not working - Removed sliding doors - RPG removed, regular RL is now in the center of the map (20 second respawn time) - Minigun moved, now inside the two large buildings (20 second respawn time) - Shotgun moved to where RPG used to be - SMG moved to where Shotgun used to be None of the weapons are final. It needs feedback. I made a forum thread so you can easily find the map: [URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=32&t=223"]here[/URL] and by the way we're on patch 1.9.0. You should get that if you see class table errors. (look on the steam group for the link)
[QUOTE=UserNotFound;47699605]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.[/QUOTE] You shouldn't cave in just because of one person without a sense of humor.
[QUOTE=Sevin;47699496]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] Oh, yes, I once encountered this nasty bug. Basically, a single brush entity is causing this. You have to find it and re-create it.
[QUOTE=UserNotFound;47699605]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.[/QUOTE] This one though is a lot more subtle than the fish whacker thrust taunt. I say it'd make for a good fit [editline]11th May 2015[/editline] [QUOTE=Nicknine;47701097]Oh, yes, I once encountered this nasty bug. Basically, a single brush entity is causing this. You have to find it and re-create it.[/QUOTE] Way back then I made a CTF conversion of arena_lumberyard. Not once I had encountered this issue
:nws:Team Fortress 2 Classic Secret Weapons :nws: [video=youtube;ZLqjuqAUjmA]https://www.youtube.com/watch?v=ZLqjuqAUjmA[/video]
[QUOTE=NitronikALT;47701954]This one though is a lot more subtle than the fish whacker thrust taunt. I say it'd make for a good fit [editline]11th May 2015[/editline] Way back then I made a CTF conversion of arena_lumberyard. Not once I had encountered this issue[/QUOTE] Afaik it's a bspsrc bug. You probably used a different decompiler.
Berry said that TF2C needed some ports from TF2 for the deathmatch mode and Lumberyard is my favorite arena map, so I figured I'd start with that. Aside from the necessary entity work to get the map ready for deathmatch, I may also slightly alter some visual things that need fixing, such as the stretched displacements composing the cliff face. I've also set up the central doors to the cap room to open and stay open the first time someone triggers them. Previously they opened only when the control point became active 60 seconds into the round, but DM will not use the control point. We'll see how that plays out. No download yet as I have to figure out how soundscapes will work as some sounds are missing from TF2C that Lumberyard uses. [b]CHANGELOG[/b] [quote]- Added deathmatch logic and removed arena logic - 32 spawn points - 16 weapon spawners at 10 second reset - 3 shotgun - 3 minigun - 2 rocket launcher - 2 flamethrower - 2 pistol - 2 sniper rifle (20 second reset) - 1 grenade launcher - 1 smg - Added trigger_once volumes for central building doors - Removed spawn doors - Matched some point_spotlight's to their prop sources better - Lightmap optimization pass (dm_lumberyard's filesize is now 10% smaller than arena_lumberyard!) - Gave a few barrels outside central building lightmaps - Nodraw'd 390 developer textured faces and a few others (tsk tsk valve)[/quote] [b]SCREENSHOTS[/b] [t]http://i.imgur.com/wPbidAi.jpg[/t] [t]http://i.imgur.com/bUqX6OL.jpg[/t] [t]http://i.imgur.com/aRJh4Og.jpg[/t] [t]http://i.imgur.com/6vCgU4g.jpg[/t] [t]http://i.imgur.com/DfMxf91.jpg[/t]
[QUOTE=Sevin;47702633]Berry said that TF2C needed some ports from TF2 for the deathmatch mode and Lumberyard is my favorite arena map, so I figured I'd start with that. Aside from the necessary entity work to get the map ready for deathmatch, I may also slightly alter some visual things that need fixing, such as the stretched displacements composing the cliff face. I've also set up the central doors to the cap room to open and stay open the first time someone triggers them. Previously they opened only when the control point became active 60 seconds into the round, but DM will not use the control point. We'll see how that plays out. No download yet as I have to figure out how soundscapes will work as some sounds are missing from TF2C that Lumberyard uses. [b]CHANGELOG[/b] [b]SCREENSHOTS[/b] [img]http://i.imgur.com/wPbidAi.jpg[/img] [img]http://i.imgur.com/bUqX6OL.jpg[/img] [img]http://i.imgur.com/aRJh4Og.jpg[/img] [img]http://i.imgur.com/6vCgU4g.jpg[/img] [img]http://i.imgur.com/DfMxf91.jpg[/img][/QUOTE] Someone else was too going to turn this into dm map.
When you die in DM, do you drop your gun for other people to pick up, or does it just become ammo like the normal game?
[QUOTE=Suomimies55;47702678]Someone else was too going to turn this into dm map.[/QUOTE] That's been taken care of.
[QUOTE=taz0;47695836]mines like yours but black in colour [t]http://i.imgur.com/sv8efqK.png[/t][/QUOTE] Go to SteamApps\common\Team Fortress 2\platform\resource. Open sourceschemebase.res with notepad, and find 'Panel.BgColor'. It should say "Blank" right next to it, change it into "AchievementsDarkGrey"
[QUOTE=Sevin;47702736]That's been taken care of.[/QUOTE] why are there two pistol spawns?its the default weapon
Probably reported, but in DM, you can't really use the Pistol until you switch weapons. Also we probably need a custom fire for it, as it seem it doesn't take well fire slowly. P.D: On spanish language, the SMG is subbed as Handcannon ("Pistolón") lol :V
Just a quick mapping question. For those who have created deathmatch maps already, how did you get players to spawn at a random spawnpoint? I seem to spawn at the same point every time I die on my map.
[QUOTE=gamez7;47704243]Just a quick mapping question. For those who have created deathmatch maps already, how did you get players to spawn at a random spawnpoint? I seem to spawn at the same point every time I die on my map.[/QUOTE] Well DM right now puts u on the red team when spawning. When I was making a DM map I just placed random red spawn points around the map.
[QUOTE=Sir.JJ;47702453]:nws:Team Fortress 2 Classic Secret Weapons :nws: [video=youtube;ZLqjuqAUjmA]https://www.youtube.com/watch?v=ZLqjuqAUjmA[/video][/QUOTE] Not secret weapons, just grenades that are coded in for the "randomizer" convar. They all are missing textures right now (which all can be found on [url]www.unfgaming.net/archives[/url] under materials/models/weapons/w_models) and some don't function properly like the Nail Grenade (the spinning one) just blowing up. We were gonna get those all in working order until things got all fucked up and the focus switched to Deathmatch mode. Now we've got half-assed grenades included in the randomizer thing that are missing textures and particles (because the code calls for non-existent scrapped particles from 2006).
i think the only actually functioning grenade is the Heal Grenade, the one with the Holy Hand Grenade model.
[t]http://images.akamai.steamusercontent.com/ugc/32993531162968624/C56C627A073B7DB4D94DB50FA122D9DD7A8B3D91/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162969012/080F19229AD0D6F7B222C5466DBB841414E2A94E/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162968829/E451C633A5782AC83D9F81AB2C01285B454221B1/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162968456/C12BC0EA8BBF7D2814EB80A41EB4B7B75C1312C6/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162968246/7D2B38D0B50F75C90350DDDB78E7D0BB52DB5B3B/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162967599/A904031B850B7EB9B714612D3CCA932AAC00AF31/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162966012/1FC4FEF9FC24304D43777819D1F9F17023874798/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162965690/8AE474E6FF336B8766B143CEF189C5873D1CD568/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162965475/B7C54E4E8CD7D5737E277DE32039F85EBE3762ED/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162965236/F9AE32B857ABA7682B5BDA8D638DA2F41B4B7725/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993531162961088/84469E7D8A5B332EA3280F01D6F157BDEABF1357/[/t] So about that update I owed ya.... (Updated to 4ort_v37_WrSPc) For the download go [URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=30&t=126&p=832#p832"]here[/URL]
[QUOTE=OneFourth;47703758]why are there two pistol spawns?its the default weapon[/QUOTE] I suppose you're right, I'll replace them with SMG's.
[QUOTE=Agameofscones;47706385]So about that update I owed ya.... (Updated to 4ort_v37_WrSPc) For the download go [URL="http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=30&t=126&p=832#p832"]here[/URL][/QUOTE] Seems like your sunlight settings are strange, the map looks really dark. Try a sky from[URL="https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List"] here [/URL]and use the ideal settings. I've been following a series of tutorials recently, about mapping: [video=youtube;sMoYpKPBZpU]http://www.youtube.com/watch?v=sMoYpKPBZpU[/video] Go to 4:57. Your map looks a lot like that, with kind of dark light and ambience. After the applied settings, at 6:25, the map looks a lot better. Maybe you should do that.
[QUOTE=Cufflux;47707057]Seems like your sunlight settings are strange, the map looks really dark. Try a sky from[URL="https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List"] here [/URL]and use the ideal settings.[/QUOTE] Will do, thanks for the reference sheet of the wiki, never seen that before. [editline]11th May 2015[/editline] [t]http://images.akamai.steamusercontent.com/ugc/32993531163482981/5C2BC510CA6A85781D3E8A8BC0E87CEA8B2F4FDF/[/t] :U [B]Many thanks[/B]
be sure to only use TF2 skyboxes tho
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