• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=MaartenS11;50370906]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][/QUOTE] I've already removed the bug months ago in the dev version that I maintain. It just hasn't been pushed to servers for other reasons and issues.
[QUOTE=iiboharz;50387395]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). [/QUOTE] [QUOTE]>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[/QUOTE] The original pistol reload animation has this issue as well. This was fixed in live TF2 at some point which also made pistol reload shorter. [QUOTE]>The civilian is referred to as [unknown] by the HUD when the player disguises as civilian[/QUOTE] Why would you disguise as Civilian at this point? [QUOTE]>The Civilian appears as an ERROR on the loadout screen[/QUOTE] The Civilian is not even [I]supposed[/I] to appear on loadout screen.
[QUOTE=Nicknine;50389159]Why would you disguise as Civilian at this point? The Civilian is not even [I]supposed[/I] to appear on loadout screen.[/QUOTE] If you read a little closer, he also mentioned frag grenades. We're not even supposed to have frag grenades! This is an internal list, all the bugs include their work in progress civilian gamemode and other things being tested like grenades.
[QUOTE=Cufflux;50389329]If you read a little closer, he also mentioned frag grenades. We're not even supposed to have frag grenades! This is an internal list, all the bugs include their work in progress civilian gamemode and other things being tested like grenades.[/QUOTE] I know this is an internal list and even taking VIP into account the point about loadout screen is still standing - Civilian is not supposed to be there.
Wait, aren't we nearing the new thread?
[QUOTE=cha0s;50394975]Wait, aren't we nearing the new thread?[/QUOTE]764's not exactly "near", but close to the end, yeah.
nevermind, bad fps
[QUOTE=iiboharz;50387395]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.[/QUOTE] So is VIP on a hiatus or is the next update going to be bug-fixes?
[QUOTE=MrDrToaster;50399698]So is VIP on a hiatus or is the next update going to be bug-fixes?[/QUOTE] Next update is going to be primarily bug fixes + some general clean up. VIP is still in the planning stages and is kinda low priority right now as we're still working on Deathmatch.
[QUOTE=danielmm8888;48578116][IMG]http://i.imgur.com/TY7xSL1.png[/IMG] [URL="http://tf2classic.com/download.php"][IMG]http://i.imgur.com/2UurEWF.png[/IMG][/URL] [IMG]http://i.imgur.com/XMsDJDO.png[/IMG] [t]http://i.imgur.com/5aYoIfZ.jpg[/t][t]http://i.imgur.com/IZa0RpJ.jpg[/t] [t]http://i.imgur.com/HDKkOrt.png[/t][t]http://i.imgur.com/jN4py3w.jpg[/t] [t]http://i.imgur.com/9bsgpBP.jpg[/t][t]http://i.imgur.com/9gBqycU.jpg[/t] [IMG]http://i.imgur.com/mae1jFh.png[/IMG] [URL="http://tf2classic.com/theteam.php"][IMG]http://i.imgur.com/KWZa3yE.png[/IMG][/URL] [URL="https://trello.com/b/t5V7dM9W/team-fortress-2-classic"][IMG]http://i.imgur.com/7ed6wZm.png[/IMG][/URL] [URL="https://github.com/danielmm8888/TF2Classic"][IMG]http://i.imgur.com/DfISxRC.png[/IMG][/URL][URL="https://github.com/danielmm8888/TF2Classic/issues"][IMG]http://i.imgur.com/BcNnJ1N.png[/IMG][/URL] [URL="http://steamcommunity.com/groups/TeamFortress2ClassicTF2C"][IMG]http://i.imgur.com/PMJ4KgB.png[/IMG][/URL] [URL="http://tf2classic.com"][IMG]http://i.imgur.com/5RalVGx.png[/IMG][/URL][/QUOTE] and then after a few days.. the game is deserted again. [highlight](User was banned for this post ("Don't quote the entire OP for no reason...." - postal))[/highlight]
[QUOTE=Doggo;50422955]and then after a few days.. the game is deserted again.[/QUOTE] "few days"? are you posting from october 2015 or what
-wrong thread-
I know its early to ask this question, but any ideas what the Henchman will look like? Or what Overpowered is about?
[QUOTE=MELT-UP;50435262]I know its early to ask this question, but any ideas what the Henchman will look like? Or what Overpowered is about?[/QUOTE] Overpowered is basically VS Saxton Hale, but without Saxton Hale. I'm pretty sure they have some concept art for the Henchman somewhere in the thread or on Trello. Either way, it's not really worth discussing, considering the gamemode is still far, [I]far[/I] in the future. Edit: Yup, found the concept art: [T]https://trello-attachments.s3.amazonaws.com/557620c8a59b93140cde2a69/1453x1000/03b5bda7ad05f5f606f57eb45db40164/HenchManFull1.jpg[/T]
Clark Kent took úber drugs.
Ok, about vip/escort mode, I think I realized a problem. Civilian could get rekt by Snipers and spies in an escort mission, so I propose the following 1- disable all classes except mercenaries, but it would make the game boring 2-remove sniper rifle and all classes except Mercenary 3- let civilian have a high health pool, like bosses 4- remove sniper and spy from escort/vip, and keep all other classes
Or maybe instead of removing classes or weapons we could actually balance the gamemode? Flat out removing shit cuz it's "problematic" doesn't solve anything. This is where mapping theory comes in, clearly if Snipers have a huge advantage against the attackers/escorting team the whole way through something is wrong with the map, not the mode.
[QUOTE=iiboharz;50442866]Or maybe instead of removing classes or weapons we could actually balance the gamemode? Flat out removing shit cuz it's "problematic" doesn't solve anything. This is where mapping theory comes in, clearly if Snipers have a huge advantage against the attackers/escorting team the whole way through something is wrong with the map, not the mode.[/QUOTE] So I'm guessing that means the map will be tight, but what about spies? And is the civilian an NPC or is someone chosen as civilian?
[QUOTE=MELT-UP;50442881]So I'm guessing that means the map will be tight, but what about spies? And is the civilian an NPC or is someone chosen as civilian?[/QUOTE] In Team Fortress Classic, the Civilian is a player, so I would think no different for TF2C.
[QUOTE=iiboharz;50442866]Or maybe instead of removing classes or weapons we could actually balance the gamemode? Flat out removing shit cuz it's "problematic" doesn't solve anything. This is where mapping theory comes in, clearly if Snipers have a huge advantage against the attackers/escorting team the whole way through something is wrong with the* map, not the mode.[/QUOTE] *Cough *cough "medic's shoutgun" *cough *cough :v: Its a joke calm down.
[QUOTE=MrDrToaster;50456857]*Cough *cough "medic's shoutgun" *cough *cough :v:[/QUOTE] Didn't I explain, like two pages ago, why the medic does NOT need a shotgun? Because I went into detail of why stuff is removed. Stuff isn't removed for "eh it doesn't fit," its more of "We've tested it for long enough and from gameplay facts alone, this item does not work, or ruins gameplay for a character, and should be removed." Don't even get me started on grenades, there is no way to balance that out and make it good, it is best to never add grenades to normal gameplay. [QUOTE][video]https://youtu.be/SI840bR3HYc[/video][/QUOTE] and here's the reason why we will never add grenades to normal gameplay.
[QUOTE=Druidlyclean;50457132] Don't even get me started on grenades, there is no way to balance that out and make it good, it is best to never add grenades to normal gameplay. [/QUOTE] Does that mean Mad Milk and Jarate will hopefully not be featured in TF2C?
[QUOTE=MrDrToaster;50457632]Does that mean Mad Milk and Jarate will hopefully not be featured in TF2C?[/QUOTE] Jarate would make since to be added though, 1) it fits the snipers charcter. 2) if your a guy that has to wait perched in some look out or something natures bound come knocking. But mad milk dosent fit the scout, why does a guy that loves baseball (and has melees that all involve baseball) doing carrying a glass of mil.. Oh thats not milk...
[QUOTE=cha0s;50457948]Jarate would make since to be added though, 1) it fits the snipers charcter. 2) if your a guy that has to wait perched in some look out or something natures bound come knocking. But mad milk dosent fit the scout, why does a guy that loves baseball (and has melees that all involve baseball) doing carrying a glass of mil.. Oh thats not milk...[/QUOTE] How does throwing a jar of urine fit the Sniper in the first place? The comic only existed just to introduce Jarate as a weapon. The people here aren't going to follow the comics or lore of the live game, they're going to make it ambiguous like it had been before.
[QUOTE=Gentleman Cat;50460503]How does throwing a jar of urine fit the Sniper in the first place? The comic only existed just to introduce Jarate as a weapon. The people here aren't going to follow the comics or lore of the live game, they're going to make it ambiguous like it had been before.[/QUOTE] It fits the sniper because he's going to be camping in one area for a very long time. But that doesn't mean it's going to be added.
In TFC the grenades are throwable version of Rocket Launchers and Sticky bomb Launchers in function. And as I said it before, copy pasting the TFC grenade mechanics is a bad idea. And then I went and made a list on how the Grenade slot could work as well as putting the utility items in there. Because in TFC you have 4 grenades of both primary and secondary type. And four, 4 each in the slots for them. Of course the TFC way of handling grenades is unbalanced. Edit, shouldn't the fact I say that "yes TFC way of doing grenades is dumb" , earn me positive marks, instead of the dumb one?
In the next update you should add bot AI's just in case no one is playing add: mercenary AI's, four team AI's, and normal AI's. thanks again this is one my favorite mods.
[QUOTE=bluetoad555;50465658]In the next update you should add bot AI's just in case no one is playing add: mercenary AI's, four team AI's, and normal AI's.[/QUOTE] Easier said than done.
[QUOTE=Nicknine;50465985]Easier said than done.[/QUOTE] What
[QUOTE=John N. Workovi;50464795]In TFC the grenades are throwable version of Rocket Launchers and Sticky bomb Launchers in function. And as I said it before, copy pasting the TFC grenade mechanics is a bad idea. And then I went and made a list on how the Grenade slot could work as well as putting the utility items in there. Because in TFC you have 4 grenades of both primary and secondary type. And four, 4 each in the slots for them. Of course the TFC way of handling grenades is unbalanced. Edit, shouldn't the fact I say that "yes TFC way of doing grenades is dumb" , earn me positive marks, instead of the dumb one?[/QUOTE] What the fuck are you even talking about anymore?
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