• Team Fortress 2 Classic V3
    5,020 replies, posted
after playing a bit i realized that the rocket jumping seems smoother, was it changed in some way? if so, how?
[QUOTE=MaartenS11;49593369]Are we still getting this?[video]https://youtu.be/0tgw2PPhBsg[/video][/QUOTE] Well, it's too late for that, we already have the stengun
I was browsing through the first thread, and saw the old concept for the Engineer and his welder, and I know someone said earlier that the welder is in the files, but I don't know if the model has been made or not, But I remember going through the old beta SFM models and finding a Welder (I think it was from the one Engineer Update Teaser if I recall correctly), which has the Weapon_bone for the Engineer to hold it correctly: [t]https://wiki.teamfortress.com/w/images/f/f3/Engineer_concept_r.jpg?t=20110621032358[/t][t]http://i.imgur.com/gwNSLBO.jpg[/t] The default melee_stand for the Engineer doesn't really position the Welder correctly, so I used the Melee_allclass animation for it to position better, but hey, why's that gonna matter if he gets a new animation for the weapon.
[QUOTE=Cufflux;49593496]started a paintover, don't know what else to do on it [t]http://i.imgur.com/HWmhwtc.jpg[/t] original for comparison: [t]http://i.imgur.com/37GpAvY.jpg[/t][/QUOTE] Looks good mate.
[QUOTE=MaartenS11;49593369]Are we still getting this?[video]https://youtu.be/0tgw2PPhBsg[/video][/QUOTE] those were my [B]first ever[/B] viewmodel anims, but we are not planning to add that weapon.
No Assault Rifle? Shame, I liked that concept art a few pages back. I remember there was an idea somewhere for the AR to be to the pistol as the Sten Gun was to the SMG. Oh well.
Working on Beta 2fort [T]http://images.akamai.steamusercontent.com/ugc/543049370340789447/532C486C96BE974681BF7F35A8EFBAC48B63C4A4/[/T]
Another one. [t]http://i.imgur.com/MqCxjXG.jpg[/t] just tweaking his face, removing triangulation on the chair also brighter eyes
[QUOTE=MaartenS11;49596870]Working on Beta 2fort [T]http://images.akamai.steamusercontent.com/ugc/543049370340789447/532C486C96BE974681BF7F35A8EFBAC48B63C4A4/[/T][/QUOTE] What exactly is the difference between beta 2fort and the version that's in the game? I heard somewhere that the original beta version was closer to its Team Fortress Classic counterpart, but as someone who never played TFC, could anybody explain some of the major differences?
[QUOTE=MaartenS11;49596870]Working on Beta 2fort [T]http://images.akamai.steamusercontent.com/ugc/543049370340789447/532C486C96BE974681BF7F35A8EFBAC48B63C4A4/[/T][/QUOTE] Wouldn't it make more sense to make a beta 2Fort out of the live TF2 2Fort? The changes aren't very big so building a new 2Fort from what looks like the devtest map doesn't make much sense to me.
[QUOTE=Barbarossa;49597464]What exactly is the difference between beta 2fort and the version that's in the game? I heard somewhere that the original beta version was closer to its Team Fortress Classic counterpart, but as someone who never played TFC, could anybody explain some of the major differences?[/QUOTE] Think of a 2fort more balanced for TFC, and as a result plays even worse than the current 2fort. A lot of the old TFC 2fort is balanced around grenades and other things that don't appear or were changed in TF2. Like the massive underwater route which has an even smaller chokepoint at it's exit than the current 2fort. That path also has you start drowning because the change in how long you can hold your breath between GoldSRC and Source. Also the one way elevator thing, and some other things. Basically, it'd be better to instead change 2fort with brand new things, rather than just remaking an old version which is even more unbalanced. And no, the new version didn't fix any of the persistent problems that 2fort has had since TFC. It just adjusted it to change some of the elements in TFC that aren't in TF2.
I hope it's alright with the team, as the git page doesn't seem to have any special license, but I just got v2.0.0b3 to compile all the way on OS X, and it plays just fine, after some more testing on the VaultF4 servers. What's here on video is only a short demo, but of course I have all of the code and changes written down. [video=youtube;r892Biu47Uw]https://www.youtube.com/watch?v=r892Biu47Uw[/video] [B]EDIT[/B]: I have discussed the assertion errors in the console with a friend, and as I thought they can be suppressed without gameplay being any different. Proof? [U]These assert errors still happen silently in modern-day TF2[/U]. If the devs would like some examples of the most common assertion errors in the console, I saved all I could find. These are not part of my code, but they can be fixed up easily for every platform if that's okay with everyone. [CODE]Panel.cpp (3541) : Assertion Failed: ( IsX360() || IsConsoleStylePanel() ) || IsKeyBoardInputEnabled() bitbuf.cpp (856) : bitbuf.cpp (856) : Assertion Failed: false tf_gamemovement.cpp (1369) : Assertion Failed: 0 utlbuffer.cpp (618) : Assertion Failed: maxLenInChars != 0 [/CODE] Most of these are fixed by falsifying the bool, [I]m_bAssertOnOverflow[/I].
I know the team has far better priorities, but I will still put this suggestion out anyway... When you guys(or anyone really) have the time, I think it would be nice to edit Heavy's bullet belt so the bullets would look like... actual bullets. I even remember a image here on the forum with this happening, but I cannot find it anywhere now. I think it was on a old "TF2 Texture Improvement Project" topic.
[QUOTE=Mudley;49601348]I know the team has far better priorities, but I will still put this suggestion out anyway... When you guys(or anyone really) have the time, I think it would be nice to edit Heavy's bullet belt so the bullets would look like... actual bullets. I even remember a image here on the forum with this happening, but I cannot find it anywhere now. I think it was on a old "TF2 Texture Improvement Project" topic.[/QUOTE] The bullets are already improved in the in-game HWM models, along with other things. [img]http://i.imgur.com/4xELwRA.png[/img]
[QUOTE=DrPyspy;49601407]The bullets are already improved in the in-game HWM models, along with other things.[/QUOTE] I'm not talking about they having a higher polycount, I remember the ones I saw looking very close like to the ones Sniper carries in his pocket.
[QUOTE=Mudley;49601457]I'm not talking about they having a higher polycount, I remember the ones I saw looking very close like to the ones Sniper carries in his pocket.[/QUOTE] If you're talking about the one SFM model that has his bullets as these: [IMG]http://i.imgur.com/TZQvR0R.jpg[/IMG] I think the cartoony bulletbelt is more pleasing to the eyes.
[QUOTE=Dr. Doughnut;49601609]If you're talking about the one SFM model that has his bullets as these: [I]-snip-[/I] I think the cartoony bulletbelt is more pleasing to the eyes.[/QUOTE] Texture wise, yeah. But I personally think they contrast too much with things that use a more accurate representation, like the bullets in the Sniper model as I mentioned. Hell, one of the reasons I never use any cosmetics that have bullets on Heavy in vanilla TF2 is because they make the belt look like its carrying anything else [B]but[/B] bullets.
[QUOTE=Boctor;49600648]I hope it's alright with the team, as the git page doesn't seem to have any special license, but I just got v2.0.0b3 to compile all the way on OS X, and it plays just fine, after some more testing on the VaultF4 servers. What's here on video is only a short demo, but of course I have all of the code and changes written down. [video=youtube;r892Biu47Uw]https://www.youtube.com/watch?v=r892Biu47Uw[/video] [B]EDIT[/B]: I have discussed the assertion errors in the console with a friend, and as I thought they can be suppressed without gameplay being any different. Proof? [U]These assert errors still happen silently in modern-day TF2[/U]. If the devs would like some examples of the most common assertion errors in the console, I saved all I could find. These are not part of my code, but they can be fixed up easily for every platform if that's okay with everyone. [CODE]Panel.cpp (3541) : Assertion Failed: ( IsX360() || IsConsoleStylePanel() ) || IsKeyBoardInputEnabled() bitbuf.cpp (856) : bitbuf.cpp (856) : Assertion Failed: false tf_gamemovement.cpp (1369) : Assertion Failed: 0 utlbuffer.cpp (618) : Assertion Failed: maxLenInChars != 0 [/CODE] Most of these are fixed by falsifying the bool, [I]m_bAssertOnOverflow[/I].[/QUOTE] This is really cool i've been trying to do this myself but I can't for life of me get hackintosh to work on my old desktop and in virtualbox machine I can never get xcode to install. :v: Hopefully this becomes the official mac build.
[QUOTE=chowder908;49602308]This is really cool i've been trying to do this myself but I can't for life of me get hackintosh to work on my old desktop and in virtualbox machine I can never get xcode to install. :v: Hopefully this becomes the official mac build.[/QUOTE] My goal was to raise awareness for an OS X build, and that'd be really cool. I hope the asserts get fixed, too, as it's a simple cure and would keep a lot of warning spam out of the console in-game. Is there a technical/verbose explanation I can read anywhere, explaining why the server binaries can only be used on the Windows version of SRCDS right now? [B]EDIT:[/B] More on these assertion errors, they're usually only seen in DM/4-Team mode, often pertaining to the unique resources like these modes' HUDs/scoreboards (Panels). This is simply because there's nothing to do when the assertion finds the [I]IsX360()[/I] to be true, as the Xbox 360 port of Source is long dead, and this mod obviously doesn't target that platform. In short, they're indeed harmless. Other ones are nagging from lost packets. I'd also like to add that I can run a listen server just fine on OS X, and I tested all I could in Deathmatch with no problems. -snip- Disregard that. Defect in srcds_linux is Valve's fault and isn't part of the mod.
[QUOTE=Boctor;49602421]My goal was to raise awareness for an OS X build, and that'd be really cool. I hope the asserts get fixed, too, as it's a simple cure and would keep a lot of warning spam out of the console in-game. Is there a technical/verbose explanation I can read anywhere, explaining why the server binaries can only be used on the Windows version of SRCDS right now?[/QUOTE] Well it's great, if you work more with it that be great to get a mac build going. :)
[QUOTE=MaartenS11;49596870]Working on Beta 2fort [T]http://images.akamai.steamusercontent.com/ugc/543049370340789447/532C486C96BE974681BF7F35A8EFBAC48B63C4A4/[/T][/QUOTE] damn you beat me to it, oh well, btw if some more people could play on the vaultF4 (specifically the pl server) servers that would be swell.
Remember that time I was working on a Railgun model? Well I ended up completely revamping it. [t]http://i.imgur.com/VRAVqZ8.png[/t]
[QUOTE=SpecialEffect;49605088]Remember that time I was working on a Railgun model? Well I ended up completely revamping it. [t]http://i.imgur.com/VRAVqZ8.png[/t][/QUOTE] Isn't the railgun supposed to be pretty powerful? It looks tiny and sad. Also, the texture is really boring to look at. It's got two colours and very little variety.
[media]http://imgur.com/a/wSyBN[/media] [B]Espionage Office_C1: Release[/B] Well, like after 3 months or so of just me working on this, its about time I release the newest version of it. It includes the BSP, custom props, and VMF (if people want to fuck around with it and see if there are parts that they want to change). The map has no gameplay mechanics, and (for right now) is used for testing purposes by me. Go at it and play around with it, (or use it for other purposes i guess if you can find a way to): [URL="https://www.dropbox.com/s/idy1x9w9r9fzoog/TF2c%20Office%20Release.zip?dl=0"]Espionage Office Release[/URL] Please, if you have problems/suggestions about the map, please tell me, I'm always trying to make this map look better anyway I can.
[QUOTE=SpecialEffect;49605088]Remember that time I was working on a Railgun model? Well I ended up completely revamping it. [t]http://i.imgur.com/VRAVqZ8.png[/t][/QUOTE] When I saw that, I immediately thought of the MIB Noisy Cricket. When it charges (if it will), will the barrel have electricity sparking in it?
[video]https://youtu.be/PVamp_wNcac[/video] This isn't how trains work
[QUOTE=iiboharz;49607565][video]https://youtu.be/PVamp_wNcac[/video] This isn't how trains work[/QUOTE] Say what [media]https://www.youtube.com/watch?v=DWQMOUmb3Ng[/media]
[QUOTE=Druidlyclean;49605867][media]http://imgur.com/a/wSyBN[/media] [B]Espionage Office_C1: Release[/B] Well, like after 3 months or so of just me working on this, its about time I release the newest version of it. It includes the BSP, custom props, and VMF (if people want to fuck around with it and see if there are parts that they want to change). The map has no gameplay mechanics, and (for right now) is used for testing purposes by me. Go at it and play around with it, (or use it for other purposes i guess if you can find a way to): [URL="https://www.dropbox.com/s/idy1x9w9r9fzoog/TF2c%20Office%20Release.zip?dl=0"]Espionage Office Release[/URL] Please, if you have problems/suggestions about the map, please tell me, I'm always trying to make this map look better anyway I can.[/QUOTE] hey if you want some cars to fill up that parking garage i'm down to make some. some old Mercuries, Desotos or other mid range things would be fun
I have a question about the weapons. We will have new weapons based on community stats?
BLANK
Sorry, you need to Log In to post a reply to this thread.