With the clandestine nature of his work, wouldn't full-gloves make more sense? He might leave fingerprints
[QUOTE=msalinas2877;49685658]it`s work you only have to edit gameinfo.txt[/QUOTE]
No it doesn't, have you tried it? They won't do it because it doesn't work. It doesn't work for anything outside of the game folder (you can use stuff if it's in the tf2c folder but not if it's in a different one)
[QUOTE=Kaymon;49687405]With the clandestine nature of his work, wouldn't full-gloves make more sense? He might leave fingerprints[/QUOTE]
that's what I talking about. Is assassin hire to kill this special types of civilians.
[QUOTE=blaholtzen;49685831]Hatless variety
[IMG]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/agent4G.jpg[/IMG][/QUOTE]
Tight pants work since tight pants can't make a ruffling sound if your walking, but depending on their material they might make an audible rubbing sound (Stealth mechanics.). So either he walks like he's taking a dump to not make sound or those pants are made of a wonder material.
Stealth mechanics? [I]Stealth mechanics.[/I]
[T]http://i.imgur.com/gx596Lx.png[/T]
Yay, an early WIP of a future map.
Also, I have no idea what's causing that odd lighting glitch on the porch. It seems to update it's lighting based on the location of the player, and leads to an odd and ugly looking thing as a result. It's a func_detail, and I have other ones in the map which don't do that.
[QUOTE=blaholtzen;49685831]Hatless variety
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/agent4G.jpg[/img][/QUOTE]
Getting major Evil Genius vibes from this man, man..
[QUOTE=blaholtzen;49685312]Progress on the Agent
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/agent4D.jpg[/img][/QUOTE]
I'm lovin' this! I think you just changed my mind over having him look different from the Spy.
Just a question though, and this one is a little more gameplay-based: When reading through the Espionage document, someone decided to replace the revolver with a Silenced Pistol, just like you did on this concept art. And while it does make sense, (Better suited for stealth, Different from the Spy) it seems kind of weird, considering that one of the drawbacks of using the pistol is the fact that it's supposed to be [I]loud[/I]. That is why the player is supposed to go for the garotte (instakill, silent, takes a few seconds) or the knife (instakill, loud, instant attack) before going for the pistol as a last resort. (ranged, loud, non-instakill)
I guess the devs [I]could[/I] make it sound like a real-life suppressed firearm, but that seems kind of a weird place to inject realism into a game like TF2, especially considering even most "realistic" games don't do it.
[QUOTE=blaholtzen;49685312]Progress on the Agent
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/agent4D.jpg[/img][/QUOTE]
im not really a gun person but to me that gun looks like 70% silencer
you see, ivan
[QUOTE=SlickMedici;49689601]im not really a gun person but to me that gun looks like 70% silencer
you see, ivan[/QUOTE]
It's a silenced luger, the silencer goes over the barrel.
[editline]7th February 2016[/editline]
[t]http://36.media.tumblr.com/99adca9edb1664507272a9efb97d10fe/tumblr_ndpbihltIu1qc0pn9o1_1280.jpg[/t]
Actually started doing proper concepts for his gun last night as well
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Lugber3.jpg[/img]
Its a luger nambu mix
slight update to the Agent himself too
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/Agent5.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/Agent5B.jpg[/t]
[QUOTE=Moonrat;49688054][T]http://i.imgur.com/gx596Lx.png[/T]
Yay, an early WIP of a future map.
Also, I have no idea what's causing that odd lighting glitch on the porch. It seems to update it's lighting based on the location of the player, and leads to an odd and ugly looking thing as a result. It's a func_detail, and I have other ones in the map which don't do that.[/QUOTE]
Set as a func_brush and give it an info light
I have some ideas regarding deathmatch weapons.
I have a theory that, in deathmatch, a lot of the secondary weapons conform to a certain primary weapon, that they have a similar theme each other. Almost as if the secondary weapons were "mini-versions" of some primary weapons. Examples:
? = Pistol
Super Shotgun = Shotgun
Sten Gun = SMG
Rocket Launcher = Revolver (This one is a bit of a stretch, but both weapons are powerful and precise, and operate well at medium range)
Grenade Launcher = Handheld Grenade (Not yet implemented)
Flamethrower = Flare gun
Sniper Rifle = ?
The Minigun and LMG aren't present because I couldn't think of anything suitable for them, therefore I classify them as "super-heavy weapons" that don't apply to this rule like the others. However, even excluding them there are still a few holes in this list, notably the pistol lacks a primary counterpart and the sniper rifle lacks a secondary counterpart. Because of this, I have rectified this by coming up with two new weapons detailed below (concept art courtesy of blazholten).
[B]Pistol Counterpart - The Assault Rifle[/B]
[QUOTE][IMG]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15d.jpg[/IMG][/QUOTE]
The Assault Rifle was originally rejected in favor of the Sten Gun, but I believe I've made it different enough to justify adding it. Essentially, the Assault Rifle is to the Sten Gun as the Pistol is to the SMG. It features a sixteen shot clip with a base damage-per-shot of 18-20. It fires at relatively the same rate as the pistol (maybe a little faster). And like the pistol is for secondaries, the Assault Rifle is a balanced and well-rounded primary that can perform many tasks. The merc could possibly come with it by default, or pick it up off the ground like any other weapon.
[B]Sniper Rifle Counterpart - The Lever-Action Rifle[/B]
[QUOTE][IMG]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/IMG][/QUOTE]
The definite precision-based secondary, the lever-action rifle features a six-shot clip and a base damage of 30-35, and has very good accuracy. It has a longer firing speed than the revolver, and features a shotgun-style reload rather than a clip reload, but it makes up for this by mini-critting on headshots, making it sort of an Ambassador for the mercenary. It is a very precise weapon that rewards good aim with additional damage, and functions as the only designated long-range secondary.
[B]Regarding the LMG[/B]
Most people refer to this weapon as the Heavy Artillery, after its workshop name, but given TF2C's naming style (everything so far has more-or-less been named Grenade Launcher, Revolver, ETC. with the exception of the Poacher's Pride) I've elected to call it the LMG. It currently doesn't feature any unique animations but reuses the minigun animations. I do hope this is temporary because it doesn't look very good, instead I think he should hold the weapon rather like this:
[QUOTE][IMG]http://media.moddb.com/images/mods/1/19/18387/screen326.png[/IMG][/QUOTE]
To do this it would require a modified model with a removed handle, relocated trigger, reload capabilities and maybe a moving belt when it fires, not to mention new animations. In addition to a new look would come new functionality, the current one feels a bit confusing and unyielding, while the recoil mechanic is certainly inventive and unique it just doesn't feel right and makes the weapon sort of lackluster. What I suggest is a new rework.
The new LMG has a clip size of 100 and backup ammo of 100, giving it two full clips. It fires at a very rapid rate, and deals high damage although with less DPS than the minigun. It's about as accurate as the minigun, but when firing it slows the shooter down to about 20% faster than a revved up Heavy, although he can start and stop shooting at any time.
Indeed, something like the weapon below in functionality, but with more damage, as a primary, and speed loss when shooting.
[video]https://youtu.be/1BlKFvnsJIs[/video]
[QUOTE=Cpt. Cakes;49687535]No it doesn't, have you tried it? They won't do it because it doesn't work. It doesn't work for anything outside of the game folder (you can use stuff if it's in the tf2c folder but not if it's in a different one)[/QUOTE]
Yes i tested it!!!
[QUOTE=blaholtzen;49689740][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/Agent5B.jpg[/t][/QUOTE]
Can you do a ref pose so we can see what the front of his coat looks like?
[CODE]
game_lv "|all_source_engine_paths|../Team Fortress 2/tf/tf2_lv.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_textures.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_vo_english.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_misc.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_misc.vpk"
[/CODE]
Adding all of those to the gameinfo would be how you would mount live TF2's content. Not that you'd need or want to do that, but just saying that is can be done.
[QUOTE=The Yiffy Fox;49690679][CODE]
game_lv "|all_source_engine_paths|../Team Fortress 2/tf/tf2_lv.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_textures.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_vo_english.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_sound_misc.vpk"
game "|all_source_engine_paths|../Team Fortress 2/tf/tf2_misc.vpk"
[/CODE]
Adding all of those to the gameinfo would be how you would mount live TF2's content. Not that you'd need or want to do that, but just saying that is can be done.[/QUOTE]
Finally someone who believe me it's works
[QUOTE=Giveaway412;49690337][B]Regarding the LMG[/B]
Most people refer to this weapon as the Heavy Artillery, after its workshop name, but given TF2C's naming style (everything so far has more-or-less been named Grenade Launcher, Revolver, ETC. with the exception of the Poacher's Pride) I've elected to call it the LMG. It currently doesn't feature any unique animations but reuses the minigun animations. I do hope this is temporary because it doesn't look very good, instead I think he should hold the weapon rather like this:
[img]http://media.moddb.com/images/mods/1/19/18387/screen326.png[/img]
[/QUOTE]
or like this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=92044426[/url]
[QUOTE=Cufflux;49690670]Can you do a ref pose so we can see what the front of his coat looks like?[/QUOTE]
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/AgentFull1.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/EspionageLineupPosed.jpg[/img]
[QUOTE=mat500;49690723]or like this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=92044426[/url][/QUOTE]
Yes, rather like that.
[QUOTE=mat500;49690723]or like this: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=92044426[/url][/QUOTE]
the proportions on that gun are a bit to realistic for my liking.
[QUOTE=cha0s;49690839]the proportions on that gun are a bit to realistic for my liking.[/QUOTE]
they really aren't. real m60:
[t]https://i.imgur.com/vlTdmjp.png[/t]
the gun in question:
[t]http://i.imgur.com/UpFBbVp.png[/t]
in any case, there are a number of things wrong with it for it to be considered for use. it's just kind of weird and undetailed, and could be better.
It was also like the second thing the author in question made, and has improved since.
It should be a bit smaller on the screen, as not to impede aiming. Something like the Negev from CS:GO.
[t]https://i.ytimg.com/vi/yEkBSLNucvM/maxresdefault.jpg[/t]
Its still recognizable as a big gun, but it doesn't take up most of the screen.
[QUOTE=Cufflux;49691069]they really aren't. real m60:
[t]https://i.imgur.com/vlTdmjp.png[/t]
the gun in question:
[t]http://i.imgur.com/UpFBbVp.png[/t]
in any case, there are a number of things wrong with it for it to be considered for use. it's just kind of weird and undetailed, and could be better.
It was also like the second thing the author in question made, and has improved since.[/QUOTE]
I didn't mean for that model to be used, I meant that, if possible, the current Heavy Artillery model should be modified, assuming we get the owner's permission. No sense throwing away all that quality.
Wouldn't a viewmodel fix for the Heavy Artillery be as simple as permanently keeping it in the spun-up position?
[QUOTE=Barbarossa;49691252]Wouldn't a viewmodel fix for the Heavy Artillery be as simple as permanently keeping it in the spun-up position?[/QUOTE]
Would be boring as hell, all you'd see is Heavy's fists.
imo if it's gonna keep its current stats, the Heavy Artillery's model needs to be reworked completely so that it isn't a minigun, it needs to be something like an actual LMG that can be seen in first person
When I think of a heavy weapon, I think of the M249 from Opposing Force. It had high damage and high rate of fire with a considerable magazine size, 60 bullet, and fairly good accuracy with burst shots. The draw backs is the amount of recoil that can accumulate from continuous fire, pushing you back with each shot, and the long reload time.
[QUOTE=blaholtzen;49690802] -snip- [/QUOTE]
what was the inspirations for him it feels like the female assassin From HL1 and soldier got mixed together
[QUOTE=blaholtzen;49689740]Actually started doing proper concepts for his gun last night as well
[IMG]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Lugber3.jpg[/IMG]
Its a luger nambu mix
slight update to the Agent himself too
-snip-[/QUOTE]
You have combined the Nambu type 15 and the Luger. You sir, are a god.
[I]Red Orchestra: 2 would be proud.[/I]
So, is that silent pistol supposed to be for that silenced kills wildcard, or is it the Agent's primary?
[QUOTE=LondierX;49692607]So, is that silent pistol supposed to be for that silenced shots wildcard, or is it the Agent's primary?[/QUOTE]
why not make it removable cs style?
Sorry, you need to Log In to post a reply to this thread.