• Team Fortress 2 Classic V3
    5,020 replies, posted
-snip- (Official OS X builds are a no-go) [QUOTE=Ce_Rire;49610261][IMG]http://i.imgur.com/B6WkIQI.png[/IMG] Got this working under Linux. Yes, it is what you think it is. TF2Classic for Linux servers. EDIT: I'll tell you guys how to get it working after I continue to test it. And hopefully a DEV gets in touch with me so that we can start getting this stuff included with the TF2C builds.[/QUOTE] This might be the final piece missing from multi-platform support, as I regret to inform people not yet familiar that an OS X dedicated server for Source 2013 Multiplayer [beta_test] does not exist. I have tried to download the tool in Steam before as a test, as SteamCMD would. It is "not available for your platform." And Valve's update notes and docs don't ever mention one existing so far. Fellow open source enthusiasts [URL="https://github.com/TheDS/srcds_osx"]got awfully close[/URL] with some hacky workarounds, though. Oh, and I was talking to Rire while he worked on this. I joined his Linux server as a Mac client, and we tested different gamemodes and spawned 50 bots using the example AI plugin. They're about as intelligent as one of those DIY robot kits you build that turns around whenever it smacks into a wall.
[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] tell you the truth, your first version was better, had more on it, this new gun is two simple, even for tf2. why not go back to it roots and base it directly off of the tfc rail gun? edit: after looking at it for a bit the design has grown on me, and why not if added base the stats directly of the ff version of the railgun?
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vroom vroom
[QUOTE=WhyNott;49618549]vroom vroom[/QUOTE] Damn, I wish I was smart enough to decode such a complex piece of work.
[QUOTE=Ce_Rire;49614042]Tested the Linux server binaries in actual gameplay. No crashes, hiccups, etc. We're good to go. Just waiting on a developer so that I can explain how I reproduced this and hopefully get the changes pushed upstream. And then I'll release a BaSH script that should hopefully automate what I did along with some instructions.[/QUOTE] Apologies, but I don't see what's so special about this. We've been shipping Linux binaries with the game for the past 3 beta releases now. Not only that, but the Official Haven TF2C servers were hosted on Linux (while they were still up). [editline]27th January 2016[/editline] In fact [thumb]http://i.imgur.com/mlKnsn4.png[/thumb]
[QUOTE=WhyNott;49618549]vroom vroom[/QUOTE] TF2C vehicles DLC CONFIRMED
As for OSX support, when we start compiling Mac builds, which we will do if there is demand for it, we will make the changes appropriate for the compiler we choose to use, which may or may not be the Apple reference compiler. It doesn't matter anyways; these are changes that can be applied within a matter of seconds of checking the compile log, and they will differ from compiler to compiler.
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[QUOTE=Ce_Rire;49619599][IMG]http://i.imgur.com/9eNiJQL.png[/IMG] I'm aware they are shipped. But there's an issue with SRCDS itself that prevents it from running. Now maybe there's documentation that I'm not aware of for getting SDK 2013 SRCDS under Linux to work. But you seem to imply that it works out of the box. Which it does not.[/QUOTE] Yeah, you have to rename soundemittersystem_srv.so to soundemittersystem.so. This is something you need to do for every S2013 mod that you intend to host on Linux. Pretty much every single Linux hosting guide contains that bit of info. For example [url]https://github.com/ZPSNMRiHIssues/nmrihissues/issues/354#issuecomment-22745125[/url]
[QUOTE=Ce_Rire;49619599][IMG]http://i.imgur.com/9eNiJQL.png[/IMG] I'm aware they are shipped. But there's an issue with SRCDS itself that prevents it from running. Now maybe there's documentation that I'm not aware of for getting SDK 2013 SRCDS under Linux to work. But you seem to imply that it works out of the box. Which it does not.[/QUOTE] Its a pretty well known solution and most mods and if I remember correctly even GMod needed at one point: Run this while your in the folder containing srcds_run and srcds_linux [code]cd bin/ ln -s soundemittersystem_srv.so soundemittersystem.so ln -s scenefilecache_srv.so scenefilecache.so[/code] Edit: Darn, Beaten to it.
[QUOTE=PistonMiner;49619501]As for OSX support, when we start compiling Mac builds, which we will do if there is demand for it, we will make the changes appropriate for the compiler we choose to use, which may or may not be the Apple reference compiler. It doesn't matter anyways; these are changes that can be applied within a matter of seconds of checking the compile log, and they will differ from compiler to compiler.[/QUOTE] Alright then. I guess if you guys don't need them, I can get rid of my source files for OS X then? I didn't think you could change the compiler to anything other than Clang in the generated .xcodeproj, but Source modding for OS X isn't very documented, after all. Anyhow, I'll get rid of my repo, sorry for the trouble, cheers.
I was reading the Espionage plan, then a couple weeks later. I was at work then it came to me, I yell out loud "Oh shit! Its TTT"! I almost got fired.
What we can expect on the next update(I hope a bug fixing and new things):)
I remember a while back blaholtzen saying he was working on a script for Meet the Civilian and about how the Civilian meets the mercs and how he employs them. And speaking of trailers, whats the progress on the DeathMatch trailer? [sp]ive had my popcorn for like a year now and i dont think it can wait much longer to be honest[/sp]
[QUOTE=Druidlyclean;49605867]Go at it and play around with it, (or use it for other purposes i guess if you can find a way to):[/QUOTE]Just confirming it works in SFM if you copy the necessary assets over from TF2 and TF2C.
Everyone I had an Eureka moment concerning the Grenades. We have the Grenade Laucher as a weapon from which we can base the stats of the throwable grenades, but also the Ullapool Caber, that while it is a melee is actually a Grenade used as a melee. Also if the Caber is used as a throwable, I think that it is an alright middle to high damage grenade class. 75 base damage in a aoe? Link to the GL and Caber [url]https://wiki.teamfortress.com/wiki/Grenade_Launcher[/url] [url]https://wiki.teamfortress.com/wiki/Ullapool_Caber[/url] Your thoughts on this?
[QUOTE=The Kins;49623448]Just confirming it works in SFM if you copy the necessary assets over from TF2 and TF2C.[/QUOTE] For people who use my map for the purpose of a Source filmmaker movie, you have my full permission to remove the props, brushes, and lights in order for you to be able to place your own, inside sfm. Edit: There is a whole lot of nothing happening recently, nothing has happened on github for a while, and I haven't seen anything updated on trello, can we have something to keep the forum going and to hype us up?
[QUOTE=John N. Workovi;49623797]Everyone I had an Eureka moment concerning the Grenades. We have the Grenade Laucher as a weapon from which we can base the stats of the throwable grenades, but also the Ullapool Caber, that while it is a melee is actually a Grenade used as a melee. Also if the Caber is used as a throwable, I think that it is an alright middle to high damage grenade class. 75 base damage in a aoe? Link to the GL and Caber [url]https://wiki.teamfortress.com/wiki/Grenade_Launcher[/url] [url]https://wiki.teamfortress.com/wiki/Ullapool_Caber[/url] Your thoughts on this?[/QUOTE] I really think grenades don't belong at all in the main game, in any way. Personally, I've already expressed some distaste for the "just-for-fun" additions of a non-team-based game-mode, in the first place, and the addition of grenades at all to the main game, when there's logs speaking guff all about how they don't work in the game's commentary, itself. It's just a very bad idea, like most of the "beta" additions, which again, were already determined to be bad by Valve themselves during development.
[QUOTE=DohEntertainmen;49628506]I really think grenades don't belong at all in the main game, in any way. Personally, I've already expressed some distaste for the "just-for-fun" additions of a non-team-based game-mode, in the first place, and the addition of grenades at all to the main game, when there's logs speaking guff all about how they don't work in the game's commentary, itself. It's just a very bad idea, like most of the "beta" additions, which again, were already determined to be bad by Valve themselves during development.[/QUOTE] Wasn't the main reason they removed it was because players would spam all their grenades in panic when they were on low health and it made the game not-so-fun? Really glad they made the decision honestly, would make playing gamemodes like KoTH unbearable.
[QUOTE=X marks it;49628538]Wasn't the main reason they removed it was because players would spam all their grenades in panic when they were on low health and it made the game not-so-fun? Really glad they made the decision honestly, would make playing gamemodes like KoTH unbearable.[/QUOTE] Indeed, and it is that reason that a lot of things shouldn't be, in this mod. Whomever is leading this mod's development should treat the commentary as holy transcript, only changing obvious things, like the grenade count in the Demo's lobber, or the Engineer's haul ability.
Since on the topic of scrapped weapons. I wonder if the Heavy Bear Trap has ever crossed the mod maker's mind. It was a cool idea, not sure why it was scrapped honestly. Perhaps just a failure to find fair stats for it.
[QUOTE=X marks it;49628565]Since on the topic of scrapped weapons. I wonder if the Heavy Bear Trap has ever crossed the mod maker's mind. It was a cool idea, not sure why it was scrapped honestly. Perhaps just a failure to find fair stats for it.[/QUOTE] It was effectively the same as the Caltraps, actually, and more likely intended for the Scout, who used the same item in Team Fortress Classic. Like the other grenades, there's a reason they were canned. They took away uniqueness from the Demo, who specialised in "House Cleaning", and for the fact they were all so annoying, which is something they wanted only the Pyro to be.
huh guys,Why is a rainbow particle in the dustbowl rocket? [IMG]http://images.akamai.steamusercontent.com/ugc/361780307225562461/C5269E6A40355369D74D0EDC17D054DFCCBEC59A/[/IMG]
[QUOTE=The_Rad;49629000]huh guys,Why is a rainbow particle in the dustbowl rocket? [/QUOTE] You obviously don't know how rocket engines work.
[QUOTE=Druidlyclean;49625451]For people who use my map for the purpose of a Source filmmaker movie, you have my full permission to remove the props, brushes, and lights in order for you to be able to place your own, inside sfm.[/QUOTE]I figured that permission was there on account of the VMF being included (which is what I used to grab filenames so I knew what I needed to copy over!) but thanks for the confirmation. :)
About the whole grenade mechanic thing, I made a list and some ideas for what weapons goes to which class, and the mechanics of it. Grenades can only be resupllied by the resupllu Lockers and ammo packs, but there is a twist with teh ammo packs, small and medium ammo packs first replenish the guns and then grenades, the large pack replenishes everything. And the most amount of grenades one can carry will be 5, of course they are more situational then aoe damage. And you cannot one shot light classes. For Example Soldier would have 2 Frag Grenades, but they would be one of the more damaging grenades to compensate for the low amount of ammo. I also took in account the damage to weapon count, as in for the Soldiers grenade Bandoleer, his two fragmentation grenades should be the medium to high damage class of grenades, but they are also aoe, which would work the same as our aoe weapons. And I combined the grenade arsenal of TFC and TF2 Beta for the Grenade options, but I also think that the Grenade slot could be the place of utility items(demo shields do not count). Implement the CS:GO line of thinking when it comes to grenades, you do not have a lot of them, but use them wisely. And some the things others mentioned "grenade spam when player is low health", well when you are low Heath, you behave like the Panic Attack shotgun, meaning you FIRE EVERYTHING. I also have an post in the TF2C steam group, feel free to comment there. For the uniqueness of the classes, weeeell, we could make class specific grenades, correct?
we aren't considering grenades for normal class based modes
[QUOTE=OneFourth;49631276]we aren't considering grenades for normal class based modes[/QUOTE] Alright, I can respect that, and it makes sense to put it in a special game mode(kind of sad that the classes do not get Grenades, but oh well). Still though I have an idea of how to use the grenades. It is on the TF2C steam group page, feel free to say your opinion on the matter there. I would also wonder about putting in a Shotgun for the Demoman as a replacement for the Grenade Launcher, even as a test build. I want to try out the Shotgun and Sticky Launcher Demoman dammit. Also, about the Espionage, should the other classes of that mode without a ranged option have a ranged option? Something fitting for them. Scientist would probalby have the Tranquilizer, for example. I am not sure about the Janitor and Worker, though. I mean the Espionage Game Mode is about Corporate Espionage, and the Company is the type where there is loads of top secret stuff, very hush hush type of things. I think it makes sense that type of Company would have a "Gun is Mandatory" policy. Your thoughts? Tell me what you think and no Trolling of Flaming, please and thank you.
[QUOTE=John N. Workovi;49631589]I would also wonder about putting in a Shotgun for the Demoman as a replacement for the Grenade Launcher, even as a test build. I want to try out the Shotgun and Sticky Launcher Demoman dammit.[/QUOTE] Giving the Demoman a shotgun would again, ruin the dynamic the game has already setup, with him being a non-hitscan character that must rely on the advantages and disadvantages of a mostly projectile-based loadout, allowing him to lob grenades over the front trenches, and personally defend himself, with precise, coordinated shots.
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