[QUOTE=rolfum;50345822]guys, what if we had [I]four team payload race[/I][/QUOTE]
oh sure, i love never ending games of stale mates and deathmatch
[QUOTE=rolfum;50345822]guys, what if we had [I]four team payload race[/I][/QUOTE]
As far as I know, Koth looks the only game mode that works well with 4 teams
Which branch should I use after this SDK update? previous or prerelease?
I think prerelease, because it's the same as beta_test [sp]i think[/sp]
Honestly thinking about it, I don't think that four team would really work. The only viable idea I see it working for is trolly game modes like a balloon race I have played in regular TF2 (cant remember the map name.)
Four-team can probably work in very specific circumstances on specific game modes. I don't think it should be a development priority, though.
Hey what happened to the TF2 HL2 Campaign mod? I was looking forward to playing that campaign with TF2 classes.
[video=youtube;2N2H2Njwhj8]https://www.youtube.com/watch?v=2N2H2Njwhj8[/video]
Hey so I thought I might as well make a short update.
Our project lead, Daniel, is going through some shit right now and is unable to work on the project for the time being. As such, he has appointed me as interim project lead to tide things over until his situation improves.
As such I'm going to start by first clearing up TF2Classic's identity and overall goals, and then set out a plan for the next update.
If you have any questions please address them here in an orderly fashion.
[QUOTE=ErichGrooms1;50354018]Hey what happened to the TF2 HL2 Campaign mod? I was looking forward to playing that campaign with TF2 classes.
[video=youtube;2N2H2Njwhj8]https://www.youtube.com/watch?v=2N2H2Njwhj8[/video][/QUOTE]
Actually, I expected a PvE tf2(Maybe not be official at least leave the assets if people want to make a map or something)
[QUOTE=ErichGrooms1;50354018]Hey what happened to the TF2 HL2 Campaign mod? I was looking forward to playing that campaign with TF2 classes.
[video=youtube;2N2H2Njwhj8]https://www.youtube.com/watch?v=2N2H2Njwhj8[/video][/QUOTE]
This makes me realize how much HL2 needs a minigun.
edit: sorry, thought this was nicknine's video with heavy footage, my point's still valid.
[QUOTE=ErichGrooms1;50354018]Hey what happened to the TF2 HL2 Campaign mod? I was looking forward to playing that campaign with TF2 classes.
[video=youtube;2N2H2Njwhj8]https://www.youtube.com/watch?v=2N2H2Njwhj8[/video][/QUOTE]
Hey, it's a recent video even though the gameplay is old. And no, the mod's not dead.
[QUOTE=Nicknine;50356144]Hey, it's a recent video even though the gameplay is old. And no, the mod's not dead.[/QUOTE]
So I assume this is using the old 2007 TF2 code, same as TF2C?
I know Kilburn did this same sort of thing before, but he must've taken a different approach because he had unlocks in it.
[media]https://www.youtube.com/watch?v=LyJKmu0ciL8[/media]
[QUOTE=Drury;50357817]So I assume this is using the old 2007 TF2 code, same as TF2C?
I know Kilburn did this same sort of thing before, but he must've taken a different approach because he had unlocks in it.
[media]https://www.youtube.com/watch?v=LyJKmu0ciL8[/media][/QUOTE]
That actually was a gamemode for GMOD, all coded in LUA.
[QUOTE=Drury;50357817]So I assume this is using the old 2007 TF2 code, same as TF2C?[/QUOTE]
Yes, in fact it was originally based off TF2C but then I removed almost all code and content that was not my work; right now there's nothing left from TF2C except for a few cvars and some UI textures.
[QUOTE=butilka4;50358112]That actually was a gamemode for GMOD, all coded in LUA.[/QUOTE]
And he did a damn good job at remaking TF2 from scratch in LUA. It's not entirely accurate but it's still impressive.
Meanwhile, [URL="https://www.youtube.com/watch?v=ei_VsQHlLy0"]the first public video of Lambda Fortress[/URL] has over 20k views now! I wasn't quite expecting that.
[QUOTE=Nicknine;50358831]Yes, in fact it was originally based off TF2C but then I removed almost all code and content that was not my work; right now there's nothing left from TF2C except for a few cvars and some UI textures.
And he did a damn good job at remaking TF2 from scratch in LUA. It's not entirely accurate but it's still impressive.
Meanwhile, [URL="https://www.youtube.com/watch?v=ei_VsQHlLy0"]the first public video of Lambda Fortress[/URL] has over 20k views now! I wasn't quite expecting that.[/QUOTE]
Nicknine, Consider add at least the ability of add combine npcs in the tf2c, maybe people can play or test with that. But only if it is posible.
[QUOTE=The_Rad;50359553]Nicknine, Consider add at least the ability of add combine npcs in the tf2c, maybe people can play or test with that. But only if it is posible.[/QUOTE]
It outside of the scope, please stop suggesting we add HL2 stuff.
I'll ask again. Are you guys reanimating any regular classes weapons for the stock classes?
[QUOTE=Gsilverleaf;50359741]I'll ask again. Are you guys reanimating any regular classes weapons for the stock classes?[/QUOTE]
no plans at the moment past fixing visual glitches
Out of subject post: I would love to play that mod, Nicknine, should make a Facepunch thread for it.
In Subject: Honestly, the only animations the devs should worry about are the Civilians and Mercenary's.
What I don't get is whoever animated the DM shotgun somehow managed to create a really noticeable twisting problem with the left hand.
I have found a bug on dm_venice_b6. There is a spawn inside a player clip so you cant move. pos :304.00 560.00 365.03
[T]http://images.akamai.steamusercontent.com/ugc/448484556142089425/D91C7F65BACE6D2D877D57D37016CE02CD1A046B/[/T]
-snip, just pointing it out ffs-
[QUOTE=Doctor_Lazlo;50370974]...keeping in mind that V6 is FAR from the final version.[/QUOTE]
But does that excuse that bug?
[QUOTE=Doctor_Lazlo;50370974]...keeping in mind that V6 is FAR from the final version.[/QUOTE]
Just because a map is in development doesn't mean that feedback should be silenced.
[QUOTE=Doctor_Lazlo;50370974]...keeping in mind that V6 is FAR from the final version.[/QUOTE]
Shouldn't that mean you want as much feedback as possible?
it seems the REDitchanit server has bots on it, but idk if they work.
[QUOTE=cha0s;50384167]it seems the REDitchanit server has bots on it, but idk if they work.[/QUOTE]
No Nav files, no code to shoot kiddos, no jumps, no anything.
They just look around and walk sometimes. I'm guessing an update will happen to them at some point but I doubt that's gonna be anything soon.
Oh boy, time to play my favorite mod, Team fortress 2 cl-
[IMG]http://i.imgur.com/k5yib0r.jpg[/IMG]
oh
[QUOTE=rolfum;50386734]Oh boy, time to play my favorite mod, Team fortress 2 cl-
[IMG]http://i.imgur.com/k5yib0r.jpg[/IMG]
oh[/QUOTE]
Dude, if you ever need to play with people on TF2C, I... will be open in maybe a week to play a ton. Just talk to me if you need someone.
So we're figuring out some of the bugs and general issues we need to crack for the next patch and currently this is the list I've cobbled together (mostly from AlphaBlaster's list of bugs and inconsistencies, cheers for that). If anyone has any suggestions or other bugs to report I would be very appreciative. Otherwise, for now, these are the changes you can expect in the next update (plus maybe somethin a little extra).
[B]High priority:[/B]
>Payload uses the CP hud and Announcer cues (Our control point is being contested!)
>Overtime in koth and payload is somehow broken and ends early
>Facestabs, hit detection in general
>After playing a 4team ctf map such as blockfortress_a5, taking the BLU flag in a normal CTF map will cause the game to confuse the flag for a GRN one and will freeze the game
[B]Medium priority:[/B]
>The pistol's reload animation is inconsistent with the ammo count. A full second happens after the clip is loaded before the player is actually counted for it on the HUD
>The soldier's secondary/shotgun taunt is missing sound cues. (The fanfare and the BOO-YAH!)
[B]Lower priority:[/B]
>Mercenary is white on all four teams outside of Deathmatch mode. (should it default to team colours outside of Deathmatch and in Deathmatch default colour should be a random colour either from a set of colours or completely random RGB values?)
>The civilian is referred to as [unknown] by the HUD when the player disguises as civilian
>The game does not save spray settings after closing (unless you have your autoexec set to set your spray every time you open the game)
>Civilians and Mercenaries do not appear on the class selection screen in the list of classes teammates are playing. They have icons for this in the game's materials, but they aren't used.
>The Lead Pipe is missing its texture
>The Civilian appears as an ERROR on the loadout screen
>Frag grenades are not team colored
[B]Fixed in dev build (or at least should be):[/B]
>If a civilian carrying the intelligence dies, the intelligence will be stuck in the floor beneath where it was dropped.
>Looking at sentries while the sentry is under fire can still crash clients, even with medium model detail and windowed mode.
>GRN + YLW Mediguns are missing proper world model textures.
>The flare gun's textures are missing on GRN and YLW
[B]Uncertain:[/B]
>disabling randomizer will keep the last randomized loadout for all players and all characters. EG a soldier is given a sniper rifle and an umbrella. If you disable randomizer he will not return to his usual rocket, shotgun and shovel, but will instead keep the sniper rifle and umbrella, and this goes for all players in the server and all classes. Sniper, spy, medic, doesn't matter, they all get that loadout and this can only be fixed by changing map.
>In randomizer, disguise kits, invis watches and other PDA items are useless unless received on their original class.
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