Team Fortress 2 Classic V2 - Deathmatch mode when?
5,014 replies, posted
[QUOTE=~Kiwi~v2;47722307]Smarters admins know how to do everything included here with out these plugins.
No.[/QUOTE]
Sorry but I gotta say you sounded dumb here. If SourceMod does work properly with TF2C, then admins should use those plugins.
By default, granting god mode to yourself if you run a server involves toggling sv_cheats 1, toggling god, then toggling sv_cheats 0. In that window of time, someone could run malicious commands.
Switching teams (like an admin forcing you onto a team) is useful and can't be done via the console. I'd love to hear how you would go about accomplishing those things without plugins.
[QUOTE=CoolStanley;47725814]Krunkidile used the DM merc in his video! [video=youtube;a_hNvNGonXM]http://www.youtube.com/watch?v=a_hNvNGonXM[/video][/QUOTE]
Yes, people use a model from our project in their videos. We know. It's been stated multiple times already to stop posting these videos whenever someone uses the Mercenary.
[QUOTE=~Kiwi~v2;47726935]1. Don't ever turn on cheats.
2. I have a way with words. I actually like talking through to the players on why they should join X team in a very nice way.
I'm traditional. Fight me.[/QUOTE]
I'm gonna boop you in the nose so hard! :v:
1. Then how would you give yourself godmode without a plugin?
2. They could tell you to fuck yourself. Then what?
[QUOTE=~Kiwi~v2;47727031]1. Why would I ever need to?
2. Ban.[/QUOTE]
No.
[QUOTE=~Kiwi~v2;47727031]1. Why would I ever need to?
2. [B]Ban.[/B][/QUOTE]
Kiwi confirmed for mod. Move over OvB, we got a new mod in town.
vip_mineside_a1 released for testing.
Should be free from bugs. (If not then tell me.)
[url]http://www.unfgaming.net/tf2c/forum/viewtopic.php?f=30&t=227&p=859#p859[/url]
Random music everyone
[VID]https://dl.dropbox.com/s/ntfwdtdc87b4ygc/stream%20%2819%29.mp4[/VID]
[QUOTE=MrModez;47729695]Random music everyone
[VID]https://dl.dropbox.com/s/ntfwdtdc87b4ygc/stream%20%2819%29.mp4[/VID][/QUOTE]
I love little features like these.
Well gee, thanks snowshoe.
[QUOTE=MrModez;47729695]Random music everyone
Nice Vid
How did you get the alien swarm animated background to work in TF2C ?
[QUOTE=taz0;47729910]Nice Vid
How did you get the alien swarm animated background to work in TF2C ?[/QUOTE]
The new main menu is an EditablePanel, so I just added VideoPanel (goes with source sdk 2013) at the background and made it to read bik files from the media folder.
[QUOTE=MrModez;47730101]The new main menu is an EditablePanel, so I just added VideoPanel (goes with source sdk 2013) at the background and made it to read bik files from the media folder.[/QUOTE]
can you paste how you did it plz :)
code is on github/will be soon
[QUOTE=OneFourth;47730406]code is on github/will be soon[/QUOTE]
ok cool :)
Anyone up to play?
[QUOTE=Suomimies55;47731260]Anyone up to play?[/QUOTE]
Sure, I'm late to the party, but why not? You still doin' it?
[QUOTE=ElderLolz;47735850]As sweet as these animated backgrounds look, they don't fit TF2C or TF2 at all.[/QUOTE]
That's because they're literally from Alien Swarm. No-one's done a TF2/C animated background thingy yet.
-ninjad-
[QUOTE=Jetamo;47735854]That's because they're literally from Alien Swarm. No-one's done a TF2/C animated background thingy yet.[/QUOTE]
on this subject, if anyone would like to make a video bg for the game, feel free.
needs to:
be quiet (not silent! just ambient looping noise!)
loop
show off more of the world, less of the merc
come in two resolutions (4:3 and 16:9)
if you have a video that fits these requirements then pm me the video file, ill convert to a bik
[QUOTE=OneFourth;47735892]on this subject, if anyone would like to make a video bg for the game, feel free.
needs to:
be quiet
loop
show off more of the world, less of the merc
come in two resolutions (4:3 and 16:9)
if you have a video that fits these requirements then pm me the video file, ill convert to a bik[/QUOTE]
I'm into it
[QUOTE=LightFlock;47707513]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]
Ya know, I actually agree with you on this one, and did a quick mock up in hammer:
[t]http://puu.sh/hPzxO/fa9493201e.jpg[/t]
Ingame:
[t]http://images.akamai.steamusercontent.com/ugc/32993882489338535/3760735BAF24DE1A2AD1FACF5548954ECF2C1C00/[/t]
Going to swap out those fences.
I'm not really sure about the look of them. They look too visually noisy I think.
Maybe change from arches to straight bridges? And for the platforms, remove the metal beam and reduce the amount of spaces maybe?
[QUOTE=gt118;47738419]I'm not really sure about the look of them. They look too visually noisy I think.
Maybe change from arches to straight bridges? And for the platforms, remove the metal beam and reduce the amount of spaces maybe?[/QUOTE]
Already making a less detailed version.
[editline]16th May 2015[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/32993882490112234/B809423C5A56782F4B4A25D2F5E2819C5BC244C1/[/t]
Removed the internal pillar supports along with the bridge supports, removed the lights behind panels. Stuff.
[QUOTE=Agameofscones;47738490]Already making a less detailed version.
[editline]16th May 2015[/editline]
[t]http://images.akamai.steamusercontent.com/ugc/32993882490112234/B809423C5A56782F4B4A25D2F5E2819C5BC244C1/[/t]
Removed the internal pillar supports along with the bridge supports, removed the lights behind panels. Stuff.[/QUOTE]
TF2 usually does a good job of having the map elements make sense, as though all the building and spaces on a map where actually inhabited and used and not just a facade for fighting.
With these structures though, they may be necessary for gameplay, but they don't make a lot of sense to me. The structures seems overly elaborate for something with such little purpose.
Perhaps instead, make the base of the structure boxes or a vertical storage tank and use wood boards or sheet metal as the bridges.
Just try to give those things some sort of explanation outside of gameplay or make them so inconspicuous that it doesn't mater.
[t]http://images.akamai.steamusercontent.com/ugc/32993882490372639/AAF1EF8986873103A87834586A9C385870E6F8F9/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993882490373911/19013F11C9086B7368AAC1F9B37FDB6B613DDD2B/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993882490371975/108A221F88784309F507A9BB3DF94764367C90B8/[/t]
Done and done. Well, not only does that [I]hopefully[/I] justify the bridges it also finally gives the map a definitive theme, some sort of alpine pumping station.
[B]Edit:[/B] To further justify the bridges I'm putting piping beneath them.
[t]http://images.akamai.steamusercontent.com/ugc/32993882490399423/C038EDA38E397F8382C4BE464D8F1EE91E33BC5A/[/t]
24.142.137.45
join?
[QUOTE=Agameofscones;47739196][t]http://images.akamai.steamusercontent.com/ugc/32993882490372639/AAF1EF8986873103A87834586A9C385870E6F8F9/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993882490373911/19013F11C9086B7368AAC1F9B37FDB6B613DDD2B/[/t][t]http://images.akamai.steamusercontent.com/ugc/32993882490371975/108A221F88784309F507A9BB3DF94764367C90B8/[/t]
Done and done. Well, not only does that [I]hopefully[/I] justify the bridges it also finally gives the map a definitive theme, some sort of alpine pumping station.
[B]Edit:[/B] To further justify the bridges I'm putting piping beneath them.
[t]http://images.akamai.steamusercontent.com/ugc/32993882490399423/C038EDA38E397F8382C4BE464D8F1EE91E33BC5A/[/t][/QUOTE]
Those signs on top look really out of place, and I really don't feel like those light props fit in. Don't be afraid to use phantom lights subtly (where there's no prop, and the lighting more or less stays flat despite being shaded); however there's literally nothing covered up under there so maybe you don't need lights in the first place?
If you absolutely must have lights though, maybe use the little lantern prop? Those lights are more for indoors use.
[QUOTE=LightFlock;47739355]Those signs on top look really out of place, and I really don't feel like those light props fit in. Don't be afraid to use phantom lights subtly (where there's no prop, and the lighting more or less stays flat despite being shaded); however there's literally nothing covered up under there so maybe you don't need lights in the first place?
If you absolutely must have lights though, maybe use the little lantern prop? Those lights are more for indoors use.[/QUOTE]
[t]http://images.akamai.steamusercontent.com/ugc/32993882490543413/3E00312B37FF102DAF1C8A27A5C242035706ABBF/[/t]
Lights removed, going to move the sign elsewhere.
[QUOTE=VernoGuy;47738865]TF2 usually does a good job of having the map elements make sense, as though all the building and spaces on a map where actually inhabited and used and not just a facade for fighting.
With these structures though, they may be necessary for gameplay, but they don't make a lot of sense to me. The structures seems overly elaborate for something with such little purpose.
Perhaps instead, make the base of the structure boxes or a vertical storage tank and use wood boards or sheet metal as the bridges.
Just try to give those things some sort of explanation outside of gameplay or make them so inconspicuous that it doesn't mater.[/QUOTE]
2Fort bases don't make sense at all...
[QUOTE=Agameofscones;47739196][t]http://images.akamai.steamusercontent.com/ugc/32993882490543413/3E00312B37FF102DAF1C8A27A5C242035706ABBF/[/t][/QUOTE]
It's better, but I would still get rid of the sign, even if it does help explain the structure. Signs in TF2 (that aren't helpful to gameplay) usually aren't so prominent.
I would also get rid of all the wood elements and just use the tank and have the pipes be the bridges (maybe use bigger pipes if needed). You could also have wood planks or metal sheets over the pipes.
You have a good explanation now, but you'll need to simplify the structure to make it fit better within TF2.
Also, if you haven't already, you should post this to TF2maps.net to get feedback from other mappers.
[QUOTE=TLOVER;47739479]2Fort bases don't make sense at all...[/QUOTE]
TF2 logic works on a "small picture" basis, a.k.a. when you're looking at the small picture. Individual rooms all make sense, piping for rooms that'd have water, light switches for a large amount of rooms with lights, chimneys when there's furnaces.. etc.
But how it still fulfills the whackiness is the bigger picture. 2fort "makes sense" when you look at the individual areas (the barn is a barn, the spytech intelligence is full of computers, out of the way and the important rooms are kept enclosed to prevent damage), however when you're looking at the bigger picture of two rivals having near-replicas of each others' forts literally 50 metres from the other you get the cartoonistic, over-exaggerated feeling TF2 goes for.
[QUOTE=Agameofscones;47739472][t]http://images.akamai.steamusercontent.com/ugc/32993882490543413/3E00312B37FF102DAF1C8A27A5C242035706ABBF/[/t]
Lights removed, going to move the sign elsewhere.[/QUOTE]
Your wood is far too thick, it should only be 16 for solid places where it needs to feel solid, 8 for walls and things that want to be thinner but still "feel like something", and 4 or 2 for things like individual planks.
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