• Team Fortress 2 Classic V2 - Deathmatch mode when?
    5,014 replies, posted
[QUOTE=Agameofscones;47707069]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][/QUOTE] Those displacement cliff bits could be much nicer if you had more than one brush making them up. Though, they still look weird because you don't see stuff like that generally, maybe an actual structure for them would look better?
[QUOTE=UserNotFound;47705924]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).[/QUOTE] The grenades are not actually coded in for the randomizer cvar. They're just there because the randomizer gives you, well, completely random weapons. I haven't worked on the randomizer ever since I first included it in the game, (since nobody really showed much interest in it) thus, I haven't coded in an exception for the grenades. The focus didn't really switch to DM, it's just that we have never even properly started working on them because we're not really sure what we're going to do with them (gameplay wise), since a lot of people are opposed to us implementing them.
[QUOTE=danielmm8888;47708511]The grenades are not actually coded in for the randomizer cvar. They're just there because the randomizer gives you, well, completely random weapons. I haven't worked on the randomizer ever since I first included it in the game, (since nobody really showed much interest in it) thus, I haven't coded in an exception for the grenades. The focus didn't really switch to DM, it's just that we have never even properly started working on them because we're not really sure what we're going to do with them (gameplay wise), since a lot of people are opposed to us implementing them.[/QUOTE] After playing a lot of Black Mesa Source DM, I've found that the annoyance that come from being able to die really easily without seeing it coming are negated almost entirely by the fact that you spawn like two seconds later. If DM has fast spawn times, you can take a lot more liberties with weapons that kill really quickly.
I would but up the next version of cp_moonmap, but Hammer isn't working. I'll try again tomarrow.
connect 66.150.188.192:27015 playtest
If you are killed constantly, the fast respawn isn't gonna help you, neither the lag. PD: Only 2 new posts since my last visit? Life is sad.
[QUOTE=TLOVER;47712896]If you are killed constantly, the fast respawn isn't gonna help you, neither the lag. PD: Only 2 new posts since my last visit? Life is sad.[/QUOTE] Pretty sure that it's planned to give the player a like 5 second über on respawning that'll deactivate early if they pick up a weapon or fire.
[QUOTE=Suomimies55;47702678]Someone else was too going to turn this into dm map.[/QUOTE] I was working on it, but i decided to turn it over to Sevin after I was having problems with my decompile of the map. I'm willing to help them out with the map if they ever need help updating it in the future, though.
[QUOTE=TLOVER;47712896]If you are killed constantly, the fast respawn isn't gonna help you, neither the lag. PD: Only 2 new posts since my last visit? Life is sad.[/QUOTE] Finals are going on for a lot of people including myself, I'm sure the thread will explode once it's over. Fast respawns do help but, what we need is, for lack of a better word a 'smart' respawn system that places low scoring places in less populated areas so they have time to grab a weapon before they engage, I've noticed the BM spawn system doing this in TDM and DM, or maybe I'm just bad, but it doesn't seem like that bad of an idea over random spawns. Edit: fixed autocorrects attempts at foiling my plans
Thought i'd bring this topic back up, but what would you guys say if we added custom achievements to tf2c? "Made concept ideas for 2 achievements for nailgun." [t]http://i.imgur.com/dRLHYet.png[/t] "Kill 10 players with the nailgun." [t]http://i.imgur.com/ouKZYJw.png[/t] "Kill 20 players with the nailgun."
[QUOTE=chowder908;47716856]Thought i'd bring this topic back up, but what would you guys say if we added custom achievements to tf2c? "Made concept ideas for 2 achievements for nailgun." -snipped the achievements. They're good, Chowder!-[/QUOTE] I have a thread going on the TF2C forums.
[QUOTE=Jboby1;47716910]I have a thread going on the TF2C forums.[/QUOTE] Ahh, well i'll just leave here for those that don't use the forum that much. Also, if you want you can use the images in the tf2c thread post.
[QUOTE=chowder908;47717013]Ahh, well i'll just leave here for those that don't use the forum that much. Also, if you want you can use the images in the tf2c thread post.[/QUOTE] I haven't really made images for them.
[QUOTE=danielmm8888;47708511]The grenades are not actually coded in for the randomizer cvar. They're just there because the randomizer gives you, well, completely random weapons. I haven't worked on the randomizer ever since I first included it in the game, (since nobody really showed much interest in it) thus, I haven't coded in an exception for the grenades. The focus didn't really switch to DM, it's just that we have never even properly started working on them because we're not really sure what we're going to do with them (gameplay wise), since a lot of people are opposed to us implementing them.[/QUOTE] Regarding grenades, my main gripe with them in TFC was the fact that there was no way to tell whether a player was cooking a grenade. There were no animations for throwing grenades, instead you just held down the grenade button and the moment you let go, a grenade would just appear out of thin air and launch off your chest. More than often a Medic would throw a frag grenade at the last second and blow you up before you could react, all while still pelleting you with his double shotgun. As much I like the idea of grenades, they'd need some serious redesigning. For example, they should have their own weapon slots and animations, to eliminate the problem of not being able to know whether a player is actually about to throw a grenade. They could still have their own hotkeys (eg. F and G) and those would just quickly switch to the grenade, pull the pin and throw them when you let go of the hotkey. Classes should probably have only one frag grenade, except for the Soldier who could have two, and some shouldn't probably have any at all, particularly the Sniper and Spy. I can't come up with any reason as to why would Sniper need frag grenades as he'd mostly just stay out of their range. TFC Spy needed frag grenades for covertly destroying sentries, but that is no longer the case in TF2 as he has the sapper. Medic shouldn't probably have any as well because the class shouldn't really devolve to the travesty it is in TFC, aka a class that most people use for anything except healing. The Medic's shotgun is about as far as it should go, though it could probably use a smaller ammo reserve (12 or 18 shells, if it already hasn't been changed) I could go on and on about things like concussion jumping but I think people get the idea that grenades are flawed as shit in TFC and would need serious redesigning to work in TF2C.
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I love DM mode! The only problem I have with it is that Mercenary moves too damn slow. He moves almost as fast as heavy or soldier, and in a fast paced deathmatch mode, I feel it's just out of place. I feel he should be upped to pyro or demo speed.
[B][I][U]Introducing the newest version of CP_Moonmap![/U][/I][/B] (No images this time) [B][I][U]In the New Version[/U][/I][/B] *Removed the cave entrance near BLU's cap *Added 'spawn blockers' (or whatever they're called) to stop *Added hazard tape under RED's cap. *Made YLW's cap shorter. *Made YLW's cap enclosed, making it harder for snipers to use it as better sightlines *Added an extra wall to BLU's cap, to make it more enclosed *Removed a rock from GRN's point *Added clipping to all of the building's roofs to prevent camping. *Added observer points *Removed the YLW's dispancements untill later in Developement *Reverted many textures to Dev ones. [B][I][U]Stuff To Fix[/U][/I][/B] *Spawnrooms are still too high *Crappy sightlines *The old entrance to YLW's cap doesn't work anymore. *Displacements *3D Skybox? *New Skybox texture [B][I][U]Downloads[/U][/I][/B] [URL="http://www.mediafire.com/download/uvlyv4gddc40n12/cp_moonbase_a3fix.bsp.bz2"]The BZ2[/URL] [URL="http://www.mediafire.com/download/b2n6sj1asjcb7fp/cp_moonbase_a3fix.bsp"]The BSP[/URL]
dm_lumberyard is ready to go. Just waiting on Berry to port the soundscapes and sounds Lumberyard uses in the next patch. Did a few visual tweaks/fixes in addition to the logic entity swaps. Nothing major as I don't want to make the map feel any different than it does. Generated some lightmaps on a couple props players will see often: [t]http://i.imgur.com/WnEbpRU.jpg[/t][t]http://i.imgur.com/wC0KneB.jpg[/t] [t]http://i.imgur.com/E3JgHQL.jpg[/t][t]http://i.imgur.com/dwBNJew.jpg[/t] Learn how to use lightmaps on props if you don't already. Valve added it when they released rd_asteroid and it serves as the last line of defense for getting proper lighting on props if you've already compiled with all the advanced lighting options. Kicks up the filesize though depending on the lightmap size, so be careful! Also fixed the weird blue glow on the crates in blu spawn: [t]http://i.imgur.com/q5wUTuC.jpg[/t] [t]http://i.imgur.com/PObT65X.jpg[/t] I think this is a result of the ambient (shadow) lighting in Lumberyard leaking into the prop somehow. I also did some pretty major lightmap optimization passes so in some areas shadow transitions are smoother/nicer while in others they will be just as smooth but use less luxels. Lowering your lightmap scale also helps fix oddly lit faces like the stair below. All in all I shaved off 20% of arena_lumberyard's filesize doing this despite lowering the scale in some areas and generating some lightmaps on props. Never overlook lightmap optimization! [t]http://i.imgur.com/RIkA5ZD.jpg[/t] [t]http://i.imgur.com/8wfQmaX.jpg[/t] I nodraw'd 390 dev textures + any others that needed it, should help out with performance. I also remade those wonky death triggers in the pit. Download coming soon!
For anyone running a server, I made a few simple SourceMod plugins. [url]http://www.invalidvertex.tk/tf2c_plugins.html[/url]
About TDM, like i said to MacD11 yesterday, i would love to see the same system as Q3TA : 4 major power-ups for each teams and a 5th one in the middle of the map. (It was Kamikaze in Q3TA, dunno if we can use that here)
[QUOTE=MattTheSpy;47721128]For anyone running a server, I made a few simple SourceMod plugins. [url]http://www.invalidvertex.tk/tf2c_plugins.html[/url][/QUOTE] You mean copied from existing plugins, and just changed the [SM] tag to [Matt]. Weaksauce dude. I'd remove the silly [Matt] tags, if there's one thing a server owner will do (provided they have the knowledge), it's edit the plugin to remove silly self-promotion stuff like "[Matt]" or adverts. Correction: Copied from *some* plugins. The noclip plugin looks suspiciously like one released on AlliedMods but just edited to have [Matt] tags in the command responses. As for the others, I'm getting ready to leave for work and don't have time to figure out if shit's been copied.
[QUOTE=danielmm8888;47708511]The grenades are not actually coded in for the randomizer cvar. They're just there because the randomizer gives you, well, completely random weapons. I haven't worked on the randomizer ever since I first included it in the game, (since nobody really showed much interest in it) thus, I haven't coded in an exception for the grenades. The focus didn't really switch to DM, it's just that we have never even properly started working on them because we're not really sure what we're going to do with them (gameplay wise), since a lot of people are opposed to us implementing them.[/QUOTE] When can we expect server binaries for linux servers? Are there any specifics keeping you from releasing? Regards
[QUOTE=UserNotFound;47722297]-snip-[/QUOTE] The noclipme code may have been copied, I honestly can't remember as I've had the code sitting in my scripting folder for quite a while. But the other plugins were made with common knowledge of how TF2/TF2C work and any resemblance to per-existing code is coincidental. I've removed the tags and recompiled. Sorry about that. [QUOTE=~Kiwi~v2;47722307]-snip-[/QUOTE] Sorry for trying to be helpful.
[QUOTE=Sevin;47720353]Learn how to use lightmaps on props if you don't already. Valve added it when they released rd_asteroid and it serves as the last line of defense for getting proper lighting on props if you've already compiled with all the advanced lighting options. Kicks up the filesize though depending on the lightmap size, so be careful![/QUOTE] Lightmaps on source props suck because you only have 1 uv channel. so if uvs overlap on the diffuse at all it produces bad shadows. AKA it only works on very few props.
vip_mineside (WIP) [url=http://postimage.org/][img]http://s9.postimg.org/qngqfmi27/2015_05_14_00008.jpg[/img][/url] [url=http://postimage.org/][img]http://s9.postimg.org/xcn9vn3e7/2015_05_14_00009.jpg[/img][/url] [url=http://postimage.org/][img]http://s9.postimg.org/sbbagj6jz/2015_05_14_00010.jpg[/img][/url] [url=http://postimage.org/][img]http://s9.postimg.org/j2946exnz/2015_05_14_00011.jpg[/img][/url] [url=http://postimage.org/][img]http://s9.postimg.org/97hz06tpr/2015_05_14_00012.jpg[/img][/url] I have created an different system for vip gamemode. Instead capping an point, you have to carry the intelligence to capture zone and after that the doors will open and civilians can run to their escape truck. You can't win the game by capturing the intelligence only, you can capture intelligence so much as you want until the time runs out and the blue team loses still. I will include the download later when i have worked more on this, but soon yes.
How is DM going to work in terms of loadouts? Do we just pick our guns from a menu, or is it a gun game sort of deal? Also, sorry in advance if this was answered previously, I couldn't find an answer. :v:
[QUOTE=CoolStanley;47723546]How is DM going to work in terms of loadouts? Do we just pick our guns from a menu, or is it a gun game sort of deal? Also, sorry in advance if this was answered previously, I couldn't find an answer. :v:[/QUOTE] Weapons are picked up from set locations around the map currently.
[QUOTE=_charon;47723564]Weapons are picked up from set locations around the map currently.[/QUOTE] Thanks.
[QUOTE=Stiffy360;47723101]Lightmaps on source props suck because you only have 1 uv channel. so if uvs overlap on the diffuse at all it produces bad shadows. AKA it only works on very few props.[/QUOTE] I used them a lot on my map arena_goldtooth and they did really well. I had them on crates, that concrete block prop, assorted barrels, and corrugated tin models. Never had an issue. Just had to pick which ones were actually worth it to keep the filesize down. Plus, UV's don't overlap that much on a lot of models, I think it's flipped from what you said. It works on most props, but yes on a few it will look weird.
Krunkidile used the DM merc in his video! [video=youtube;a_hNvNGonXM]http://www.youtube.com/watch?v=a_hNvNGonXM[/video]
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