[QUOTE=jimbobjoe1234;49755391]I would love to see a stapler melee weapon.[/QUOTE]
I see this post and all I can think of is Manhunt 2.
[QUOTE=Angemon300;49755726]I see this post and all I can think of is Manhunt 2.[/QUOTE]
I see the post and all I think is "How many times have people talked about a stapler weapon on this thread."
I like to think of the Office Fortress SFM as something they could base some of the Espionage weapons off of.
[QUOTE=Gsilverleaf;49756181]I like to think of the Office Fortress SFM as something they could base some of the Espionage weapons off of.[/QUOTE]
Or you know, we can just keep normally made weapons rather than a bunch of workers with pencil-guns, stapler melees, or rocket launchers made out of mugs. Seriously, I don't see the appeal towards handmade weapons; it just seems dumb to fight an Agent, who has a [B]REAL[/B] gun that shoots [B]BULLETS[/B], with some makeshift weapon that shoot office supplies.
[QUOTE=Moonrat;49756384]I don't feel that many office workers would carry around dangerous combat items. The Guard feels like the only one that would have access to guns besides the Agent.[/QUOTE]
I never said they should start with guns, really the only people who should have guns when they spawn are the Agent and Guard. Classes can search around the maps for weapons that have been hidden around or inside a room holding a load of weapons, rather than there just being weapons that are makeshift. The whole "Workers make their own weapons out of stuff from their work-space" just sounds bad. Plus, Espionage will not always take place inside an office. What if your on a military boat, I don't see a reason for there to be a makeshift stapler on there.
[QUOTE=Druidlyclean;49756204]Or you know, we can just keep normally made weapons rather than a bunch of workers with pencil-guns, stapler melees, or rocket launchers made out of mugs. Seriously, I don't see the appeal towards handmade weapons; it just seems dumb to fight an Agent, who has a [B]REAL[/B] gun that shoots [B]BULLETS[/B], with some makeshift weapon that shoot office supplies.[/QUOTE]
I don't feel that many office workers would carry around dangerous combat items. The Guard feels like the only one that would have access to guns besides the Agent.
[QUOTE=Moonrat;49756384]I don't feel that many office workers would carry around dangerous combat items. The Guard feels like the only one that would have access to guns besides the Agent.[/QUOTE]
Wait, Janitor can open the door of the armory, right?
It's weird how on a forum for a game, of all things one can talk about, staplers are what comes to mind... That's not a bad thing!
[QUOTE=GoldenBalls;49751633]This room is darker than the rest of your rooms (and with good reason as a slideshow is running), yet the ceiling is still very bright.
[t]https://i.imgur.com/VSykzee.jpg[/t][/QUOTE]
[t]http://i.imgur.com/xRAg8iX.jpg[/t]
This should be the final fix for what GoldenBalls has requested I fix for lighting; looks better than what it did before.
Here's a late bonus for Butthurter, as an apology for not responding to him sooner on lighting:
[t]http://i.imgur.com/kTsp0i4.jpg[/t]
I sugggeted a makeshift stapler weapon, because I wanted a unique weapon for all the Espionage classes under the reasoning that this is a James Bond film type of company, so of course every class needs a gun type thing. Of course every gun has varying level of reliability.
Agent has either the Luger or a Revolver(which should be a Nagant Revolver Pattern, because that 7 shot Revolver example of Russian awesomeness can actually be silenced. Not suppressed, silenced.), which is good.
Guards have a service pistol, again good because that is in their job description.
Scientists could use the Tranquilizer, because that really screams SCIENCE! related activities when you use a tranq gun for finding more "test subjects".
Office Workers, I suggested a stapler pistol, because I wanted something unique for all the classes, and then a diy pistol, which has lower damage then the service pistol, but now i realize that Office workers would use a pocket pistol, lower damage then the supposedly 9mm caliber Agent and Guard pistols, but it can still serve as a sidearm.
The Janitor is the Espionage class that is one of the more difficult to get a good sidearm for them. Any ideas?
Also, let's say that the Agent and the Guard start with their issued sidearms, what if teh other classes keep theirs in a filecabinet/desk drawer/locker/somewhere near their workstation instead of spawning with them?
From the Espionage document, I kind of got the feeling that it would work like this: Every class can pick up any weapon from the world and use it. If, say, a guard died and an Office Worker found the body, that Worker would now have a Service Pistol. This gives him some capability to defend himself while also drawing some suspicion. ("why the hell do you have that gun? LYNCH HIM!") In addition, there is an armory which can somehow be opened (Janitor's master key? Some sort of map objective?) which will give everyone access to a multitude of weapons.
Personally, I think giving all classes a ranged weapon from the start (or leaving any near their spawns) wouldn't work as well. If everyone had to work for better equipment, it would slowly turn the tide in favor of RED, making the early game more tense and giving the Agents more incentive to eliminate them quickly while they're still unarmed.
But again, I don't feel there's much point in discussing the finer details of Espionage while it's still nowhere near playable.
[t]http://i.imgur.com/xRAg8iX.jpg[/t]
Another sort of less necessary suggestion;
I'd perhaps reduce the spotlight cone for the projected image. Normally a projector's slide meets the edges of the frame (or an additional frame blocks the rest of the light) making whatever is being projected normally the only source of light.
There are three ways you could probably try and tackle this;
1) Just reduce the cone size and hope it's less noticeable
2) Block the excess lighting with some clever use of light blocking brushes/textures in the tool textures (e.g. make a brush frame around the light source).
or
3) Replace the projector's spotlight with either a point_spotlight or beam_spotlight (creating a visual beam/halo, but without casting actual light) and replace the texture for the projected image with a self-illum texture.
The first two are probably the easier option, but it's not super important either way really.
[QUOTE=Barbarossa;49758175]From the Espionage document, I kind of got the feeling that it would work like this: Every class can pick up any weapon from the world and use it. If, say, a guard died and an Office Worker found the body, that Worker would now have a Service Pistol. This gives him some capability to defend himself while also drawing some suspicion. ("why the hell do you have that gun? LYNCH HIM!") In addition, there is an armory which can somehow be opened (Janitor's master key? Some sort of map objective?) which will give everyone access to a multitude of weapons.
Personally, I think giving all classes a ranged weapon from the start (or leaving any near their spawns) wouldn't work as well. If everyone had to work for better equipment, it would slowly turn the tide in favor of RED, making the early game more tense and giving the Agents more incentive to eliminate them quickly while they're still unarmed.
But again, I don't feel there's much point in discussing the finer details of Espionage while it's still nowhere near playable.[/QUOTE]
Lets say that while near their workstations, it is locked(or as an "in case of emergency use this") so the other members would need to find the keys to it in order to use it. Would that make it more balanced? I think that this way the other classes of the Espionage game mode still have to work for their weapons, but at least it is not a "handed over on a platter" type of deal anymore.
Also any idea on Janitor's sidearm?
[QUOTE=John N. Workovi;49758983]Lets say that while near their workstations, it is locked(or as an "in case of emergency use this") so the other members would need to find the keys to it in order to use it. Would that make it more balanced? I think that this way the other classes of the Espionage game mode still have to work for their weapons, but at least it is not a "handed over on a platter" type of deal anymore.
Also any idea on Janitor's sidearm?[/QUOTE]
Personally, with the idea of being able to pick up any weapon, I don't really think class specific weapons are necessary. Maybe I'm just a boring guy, but I think an armory with Pistols, SMGs and Shotguns might work better.
Hey, are all of the officials servers down ? I can only join 2 non-officials severs.
[QUOTE=VIPig;49759305]Hey, are all of the officials servers down ? I can only join 2 non-officials severs.[/QUOTE]
yes, go to vaultf4.com and you will see this
Unfortunately it appears that the physical machine hosting our game servers is offline. Chances are that the appropriate people have already been notified and action is being taken. If this notice is up for extended periods, there is probably a wait-and-see situation such as a power or link outage. Thanks for your patience. (18:05:50 UTC)
[IMG]http://images.akamai.steamusercontent.com/ugc/322375531637021579/A645536E641C45C1A777E37454E5B021D2F8C9A8/[/IMG]
NPC of the Deathmatch Mercenary with weapons by item index and working animations but not AI for now
[QUOTE=Butthurter;49758034]id recommend going a lot more darker, to a point where the ceiling is barely visible
you only need the floorspace and the walls to be brightly lit, it really helps out with gameplay and adds a nice noir effect
maybe swap out all regular light ents in the room with light_spots instead[/QUOTE]
[t]http://i.imgur.com/kFlLCc0.jpg[/t]
Everything light in the room is light_spot, so this is the most I'm going to get.
[t]http://i.imgur.com/EmQlog3.jpg[/t]
And here's that stairwell to those Terminal rooms, going to add more, just wanted to get started with making this room alot less bland when you walk up/down the stairs.
Hello, guys, I'm Bringing some feedback about the Deathmatch game mode, Weapon and suggestion
[B]DM feedback[/B]
Map: DM_LUMBERYARD
Something that I notice is about that nobody brings the super shotgun because it is very hidden.
[t]http://i.imgur.com/IlW2iss.jpg[/t]
maybe adding a side door, the people can notice more.
[t]http://i.imgur.com/f70TMPQ.jpg[/t]
Map: DM_Grain
[t]http://i.imgur.com/4yWbjNs.jpg[/t]
The Crit boost on grain spawns very fast, with the correct weapon and some luck you can basically stay on crit boost state the whole time and camp.
WEAPONS:
[IMG]http://tf2classic.com/wiki/images/3/3b/Rocketlauncher.png[/IMG]
The rocket launcher is a powerful weapon on DM and in a normal game modes(But overall DM).
This weapon makes the game less variated, and with the crit boost, you can basically kill 3 or 2 players with one rocket.
In my opinion, the rocket launcher should be nerfed a little bit(like Maybe less damage or less splash damage not more than 10% or less).
[IMG]http://tf2classic.com/wiki/images/6/62/Nailgun.png[/IMG]
The nailgun, well it's a funny weapon and but is the most annoying weapon of all (can only be compared to the mini-sentries of the engie in live TF2), it is very frustrating to see a scout rush in maps like cp_tidal with this weapon, In my opinion this weapon should be nerf or in last case, remove from the game.
Well, that's all, For now
Edit:
The nailgun should only deal 1-4 of damage per nail.
Or maybe just replace the rocket launcher for other weapon on DM(Like the RPG)
So, remember that one room I was having trouble with? Well I've decided to go with something someone thought up a long time ago:
[t]http://i.imgur.com/BGHD00u.jpg[/t]
[t]http://i.imgur.com/Yr6OQ0o.jpg[/t][t]http://i.imgur.com/8xwfZ5j.jpg[/t]
This room has been made into a rec room, and I actually liked doing the design for it. As always, those chairs have no collisions. There are 3 bar-stools in front of that counter, but I forgot to make them a prop_dynamic rather than a prop_static.
Apologies for posting so much, I'll try to post less often
I'm not able to even see the game in my Steam library.
[QUOTE=RichCrentist;49764448]I'm not able to even see the game in my Steam library.[/QUOTE]
Where do you have the tf2classic folder? Make sure you have gameinfo.txt into the folder
also restart steam if you haven't.
[IMG]http://images.akamai.steamusercontent.com/ugc/322375642207623074/93A9B7340B4BCBE16197CB34485E71E182D1CBD9/[/IMG]
[IMG]http://images.akamai.steamusercontent.com/ugc/322375642207623994/673FD38D453E64EB53019522EFC033F69A7150C3/[/IMG]
Re-edited the code to make a more simple fix for the animations on the npc :V
[QUOTE=Barbarossa;49759037]Personally, with the idea of being able to pick up any weapon, I don't really think class specific weapons are necessary. Maybe I'm just a boring guy, but I think an armory with Pistols, SMGs and Shotguns might work better.[/QUOTE]
I think that you would want to have better guns and having Sidearms, while satisfactory for their purpose, would be immediately abandoned for the better stuff as you said. Armory= Good guns, but you have to get in open first. So until then you have to get by with the sidearms.
And I did write that for nonGuard classes the sidearms should be in a locked drawer/filecabinet/so on so for the other guys and gals they still need to get keys for it if they want some range.
[QUOTE=John N. Workovi;49767969]I think that you would want to have better guns and having Sidearms, while satisfactory for their purpose, would be immediately abandoned for the better stuff as you said. Armory= Good guns, but you have to get in open first. So until then you have to get by with the sidearms.[/QUOTE]
if you can already kill the agent with the weapons you have, the red team will have an EXTREMELY easy time winning, because there's like, what, 1 or so agents? there is going to be like, 20 red team members. The red team would have an extremely easy time winning
work continues on office. hopefully will have a test out soon
[t]http://i.imgur.com/YXp4CuJ.jpg[/t]
[T]http://i.imgur.com/AJ9nG7n.png[/T]
Just an ugly hallway. But it may receive some improvements soon....
[QUOTE=OneFourth;49769673]work continues on office. hopefully will have a test out soon
[t]http://i.imgur.com/YXp4CuJ.jpg[/t][/QUOTE]
Is that upper floor somehow playable or is that just supposed to serve as additional eye candy?
[QUOTE=Skerion;49770304]Is that upper floor somehow playable or is that just supposed to serve as additional eye candy?[/QUOTE]
all playable, theres a destructible data center and action office ii style cubicle farm up there. its connected through a staircase and an elevator shaft
[QUOTE=msalinas2877;49765077]Where do you have the tf2classic folder? Make sure you have gameinfo.txt into the folder[/QUOTE]
Right now I have it in steamapps/sourcemods as the website told me.
I've tried it in steamapps/common as well.
I have also restarted Steam and have SDK Base 2013 Multiplayer beta test installed.
EDIT: I got it working! I had it on a different hard drive and not in the Program Files (x86) one. There was 1 person online :(
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