Hes the only one here with a fully working 24/7 server on tf2c that hasn't been down for months, hes a small but large reason people even play tf2c anymore, I think alpha should be in charge of servers PUT HIM ON THE TEAM DAMMIT
[QUOTE=G=4//\/\3!2;51009713]Hes the only one here with a fully working 24/7 server on tf2c that hasn't been down for months, hes a small but large reason people even play tf2c anymore, I think alpha should be in charge of servers PUT HIM ON THE TEAM DAMMIT[/QUOTE]
Not that I don't agree, but your argument isn't exactly convincing. Instead of needlessly swearing you should provide reasons and evidence to suggest that I can help the project.
Plus it wouldn't be a good thing to have one person with a monopoly on servers. I like the way I run mine but they shouldn't all have to match mine, that'd just be unfair.
I also don't know C++, I only know Visual Basic and a minimal amount of LUA and html (I haven't used either of them in [I]years.[/I]) so I'm completely useless for code. For graphics I just recolor stuff, which can be useful to convert a bunch of RED and BLU objects to GRN and YLW but super time consuming.
anyone knows what causes this no hands bug here?
[IMG]http://i.imgur.com/02X58l6.png[/IMG]
[QUOTE=LuizFilipeRN;51010943]anyone knows what causes this no hands bug here?
[IMG]http://i.imgur.com/02X58l6.png[/IMG][/QUOTE]
When TF2Classic got items_game.txt support it broke randomizer viewmodels by loading hard-coded weapons instead of the ones that can be edited with a text file. My guess would be that since it does that instead of the new ones it's probably trying to load the old TF2 viewmodel hands that the game came with instead of the new L4D ones that can copy any weapon's animations as any class.
I'm bad at explaining it but basically randomizer was broken by the items_game.txt support. It's also why the Heavy Artillery appears in randomizer instead of the Tommy Gun.
[QUOTE=alphablaster2;51010973]When TF2Classic got items_game.txt support it broke randomizer viewmodels by loading hard-coded weapons instead of the ones that can be edited with a text file. My guess would be that since it does that instead of the new ones it's probably trying to load the old TF2 viewmodel hands that the game came with instead of the new L4D ones that can copy any weapon's animations as any class.
I'm bad at explaining it but basically randomizer was broken by the items_game.txt support. It's also why the Heavy Artillery appears in randomizer instead of the Tommy Gun.[/QUOTE]
so to fix this is needed to modfiy items_game.txt so it loads the l4d ones?
[QUOTE=LuizFilipeRN;51011097]so to fix this is needed to modfiy items_game.txt so it loads the l4d ones?[/QUOTE]
What..
No, like alphablaster said, randomizer doesn't add arms, because it selects the hardcoded weapons instead of the one in the items_game.txt.
editing the txt won't do anything in randomizer.
[QUOTE=MarioDox;51011562]What..
No, like alphablaster said, randomizer doesn't add arms, because it selects the hardcoded weapons instead of the one in the items_game.txt.
editing the txt won't do anything in randomizer.[/QUOTE]
ok so to fix this is needed to edit randomizer so it selects the ones in the item_game.txt?
[QUOTE=LuizFilipeRN;51011726]ok so to fix this is needed to edit randomizer so it selects the ones in the item_game.txt?[/QUOTE]
It's a bit more complicated than that, and randomizer isn't exactly at all near the priority list the developers have right now.
Hi everyone,
I thought it'd make sense to give the community a bit of an update as to the happenings of the mod, and to answer some questions.
First of all, I'd like to address some questions, so I'm just gonna fire off some answers real quick now.
[B]Q: When is the next update coming out?[/B]
A: We had actually planned for it to come out this month, but we've had a few set backs, so the release date of version 2 has been pushed back indefinitely. The big update will be released when we're satisfied that the content we want to include is finished and well polished. Needless to say, it will be worth the wait.
[B]Q: What are the current plans for version 2/what is coming in the big update?[/B]
A: As we launched the initial version 2 beta last year we had much smaller ambitions for the update than we have now. Our main focus for the update is finishing Deathmatch (as the update is literally called "The Deathmatch Update"), but beyond that we've been cleaning things up, rebalancing weapons and finding ways to sharpen the visuals of the game.
We are fully aware that many people are excitedly looking forward to alternative gamemodes such as VIP and expansion on the seemingly neglected 4-team modes, and although full force 4-team development is quite a while off, we plan to try and have an early working version of VIP within the update.
At the end of the day, we just want to provide as complete and polished of a game experience as possible.
[B]Q: What happened to Overpowered?[/B]
A: It's still planned, but actual development has not begun.
[B]Q: What's up with the website? It hasn't been updated in ages/is out of date.[/B]
A: We're currently working on overhauling our website, the new one will run on Wordpress and be a lot easier for us to manage. Though, as we've been working on this new site, the old one has been somewhat neglected.
We're hoping to launch the new website within the next month or so.
[B]Q: Linux?[/B]
A: Yes.
Hopefully that answers many of the questions that you may have had about TF2Classic. Thanks, and have fun.
However...
Regarding the development team, we have room for expansion! We are currently seeking passionate & dedicated programmers, animators and level designers. Keep in mind, however, that these positions are [I]not[/I] paid, as TF2Classic is purely a passion project.
If you are interested in joining the development team, please send an email to [email]tf2cteam@gmail.com[/email] with relevant information and examples of prior work. Alternatively, contact me directly and we can chat.
[B]Serious applications only, please![/B]
-iiboharz, TF2Classic Project Lead
[QUOTE=alphablaster2;51011900]It's a bit more complicated than that, and randomizer isn't exactly at all near the priority list the developers have right now.[/QUOTE]
In fact, randomizer is not on any list at all.
[T]http://i.imgur.com/xNji3hk.png[/T]
First run around this place. Gonna need to do a bit of optimization work, because there is a lot of points where it renders a lotta shit.
[QUOTE=alphablaster2;51011900]It's a bit more complicated than that, and randomizer isn't exactly at all near the priority list the developers have right now.[/QUOTE]
The way TF2C randomizer was originally written is pretty bullshit and I'm not exactly keen on re-writing that.
As for viewmodel issues, TF2C supports all 3 existing viewmodel types but it originally detected viewmodel type in a really wacky way that was really expensive and may have even caused a memory leak. When I was moving weapons to Econ Item System I changed the code to set VM type from "attach_to_hands" parameter in schema item entry but I never updated randomizer to use Econ Item System. So randomizer ends up giving out weapons the old way and since they don't have an Econ Item assigned to them the game can't detect VM type so it defaults to old-style VM type without hands attached.
Was anything changed with how ent_fire works on servers recently?
When attempting to run ent _fire the server console spews out "UTIL_GetListenServerHost() called from a dedicated server or single-player game." unless sv_cheats is set to 1, but I'd rather not have sv_cheats on for security reasons.
I tried setting sv_allow_ent_fire to 1 with SourceMod's sm_cvar command but ent_fire still refuses to work.
[QUOTE=MattTheSpy;51015844]Was anything changed with how ent_fire works on servers recently?
When attempting to run ent _fire the server console spews out "UTIL_GetListenServerHost() called from a dedicated server or single-player game." unless sv_cheats is set to 1, but I'd rather not have sv_cheats on for security reasons.
I tried setting sv_allow_ent_fire to 1 with SourceMod's sm_cvar command but ent_fire still refuses to work.[/QUOTE]
ent_fire never worked without sv_cheats enabled and there's a good reason for that.
[QUOTE=Nicknine;51015873]ent_fire never worked without sv_cheats enabled and there's a good reason for that.[/QUOTE]
ent_fire !picker kill
[QUOTE=MarioDox;51015914]ent_fire !picker kill[/QUOTE]
There's far nastier stuff you can do with ent_fire.
ent_fire player kill
[QUOTE=Nicknine;51015873]ent_fire never worked without sv_cheats enabled and there's a good reason for that.[/QUOTE]
I made a plugin that only allows server admins to have access to ent_fire, so I don't have to worry about random people running around spawning point_servercommands or any thing like that.
Sweet, new update coming up.
About the randomizer, the current viewmodels for weapons is perfectly fine with floating guns, better than having demo hold a rocket launcher with his bottle pose. Besides, relieves some nostalgia of mine since I played Timesplitters 2 as a kid.
[QUOTE=Trittyburd;51016268]Sweet, new update coming up.
About the randomizer, the current viewmodels for weapons is perfectly fine with floating guns, better than having demo hold a rocket launcher with his bottle pose. Besides, relieves some nostalgia of mine since I played Timesplitters 2 as a kid.[/QUOTE]
Actually, since we're using L4D-style viewmodels it looks like this:
[T]http://imgur.com/1oD18xb.jpg[/T]
Certain arms don't look as good with certain weapons but it's still better than how it is in live TF2.
[QUOTE=Nicknine;51016482]
[T]http://imgur.com/1oD18xb.jpg[/T]
[/QUOTE]
How'd you get the hands to show?
[QUOTE=G=4//\/\3!2;51016589]How'd you get the hands to show?[/QUOTE]
Probably just used the give_econ command to give himself a rocket launcher.
EDIT: Just tried it, that's exactly what he did.
[QUOTE=Nicknine;51016482]Actually, since we're using L4D-style viewmodels it looks like this:
[T]http://imgur.com/1oD18xb.jpg[/T]
Certain arms don't look as good with certain weapons but it's still better than how it is in live TF2.[/QUOTE]
Everytime I've played randomizer, the guns have been floating for me. I'd upload a screenshot if my steam would see that I am in it with my garbage internet.
[QUOTE=Trittyburd;51017144]Everytime I've played randomizer, the guns have been floating for me. I'd upload a screenshot if my steam would see that I am in it with my garbage internet.[/QUOTE]
We just went over why the guns float. It's not just you. The game's borked since it doesn't load the arm animations for each weapon ever since the switch from hard-coded weapons to economy (items_game.txt) weapons that can be edited with a text file.
Second, Steam doesn't not see you in TF2C because of your internet, it's because Valve broke something with the Source SDK Base 2013 Multiplayer recently, which causes it to not show the steam overlay in its sourcemod games eg. TF2Classic.
why don't you guys add bot ai?
[editline]8th September 2016[/editline]
At least add bots on 4 team maps
[QUOTE=bluetoad555;51018346]why don't you guys add bot ai?
[editline]8th September 2016[/editline]
At least add bots on 4 team maps[/QUOTE]
Creating AI is a ridiculously hard task, especially for a game like this.
That said, we are looking into it.
is there anyone even playing this game? because in the server list no one is playing and there where lots of people playing. and also who made the fix pack for tf2classic?
[QUOTE=bluetoad555;51019214]is there anyone even playing this game? because in the server list no one is playing and there where lots of people playing. and also who made the fix pack for tf2classic?[/QUOTE]
Yeah, this is a problem of mine too. Nobody is playing TF2C, and I don't blame theme. Beta 4 was a bare bones release back in [I]April[/I], nearly half a year ago. There has been little news on the game since. Even after that vote to ask how much transparency that we wanted from the devs, there is little to no news on the game.
One of the exciting things while waiting for 2.0 was the progress updates we saw. How you guys showed off the new menu and loading screens. It's not much, but it shows us that "yes, this is happening" and we have a reason to be excited for this new update. I can understand wanting to keep some things secret for the sake of surprising us, but I don't see any reason why you guys can't show something off. Even if it's something small like an updated menu screen or a screenshot of Wiseau's detail pass, it'd tell us "yes, this is happening"
What reason does anyone have to believe that this mod is still alive? I don't think I could give a very positive answer on that, especially with 2.0 being put on "Indefinite Hold." The forums and main site have become un-maintained, and while I know the main site is getting a future update, the Forums don't look like it. And you could say the forums weren't the greatest place, because you'd be right, but they gave people an official place to be for the game besides this thread.
Now I'm not gonna say I'm a professional. I have a bit of an idea on advertising and stuff, but not professional experience. But what'd I'd do is take some of that new stuff from The Closed 2.0 Beta. Like a new weapon or two, map updates, and some polish, and put it into a new Beta 5 release for the game, to show people "yes, this is still happening" Then get that Tyler guy from VNN to do a video on it, and get a fuckton of advertising out. Having direct contact to someone with a advertising platform of that size is a great tool for someone attempting to get their game out. Then release those previews and teasers you guys used to on this thread, building hype for the update. If you did it good you could probably ride the Beta 5's hype right into a full 2.0 release without having to worry about the enthusiasm drying up before you reach that point.
Give people a reason to play the game, and they'll play the game. So I doubt anything would be better than a good Beta release with new people jumping on to it. Maybe use the steam group for more events to keep people playing the game. I don't see any reason why that's not done, other than a lack of free time from the devs. As someone who has more or less followed this game for a year and a half, I'd rather not see it die now, so giving TF2C a kick when it needs it is probably not a bad idea
[QUOTE=Moonrat;51019326]Yeah, this is a problem of mine too. Nobody is playing TF2C, and I don't blame theme. Beta 4 was a bare bones release back in [I]April[/I], nearly half a year ago. There has been little news on the game since. Even after that vote to ask how much transparency that we wanted from the devs, there is little to no news on the game.
One of the exciting things while waiting for 2.0 was the progress updates we saw. How you guys showed off the new menu and loading screens. It's not much, but it shows us that "yes, this is happening" and we have a reason to be excited for this new update. I can understand wanting to keep some things secret for the sake of surprising us, but I don't see any reason why you guys can't show something off. Even if it's something small like an updated menu screen or a screenshot of Wiseau's detail pass, it'd tell us "yes, this is happening"
What reason does anyone have to believe that this mod is still alive? I don't think I could give a very positive answer on that, especially with 2.0 being put on "Indefinite Hold." The forums and main site have become un-maintained, and while I know the main site is getting a future update, the Forums don't look like it. And you could say the forums weren't the greatest place, because you'd be right, but they gave people an official place to be for the game besides this thread.
Now I'm not gonna say I'm a professional. I have a bit of an idea on advertising and stuff, but not professional experience. But what'd I'd do is take some of that new stuff from The Closed 2.0 Beta. Like a new weapon or two, map updates, and some polish, and put it into a new Beta 5 release for the game, to show people "yes, this is still happening" Then get that Tyler guy from VNN to do a video on it, and get a fuckton of advertising out. Having direct contact to someone with a advertising platform of that size is a great tool for someone attempting to get their game out. Then release those previews and teasers you guys used to on this thread, building hype for the update. If you did it good you could probably ride the Beta 5's hype right into a full 2.0 release without having to worry about the enthusiasm drying up before you reach that point.
Give people a reason to play the game, and they'll play the game. So I doubt anything would be better than a good Beta release with new people jumping on to it. Maybe use the steam group for more events to keep people playing the game. I don't see any reason why that's not done, other than a lack of free time from the devs. As someone who has more or less followed this game for a year and a half, I'd rather not see it die now, so giving TF2C a kick when it needs it is probably not a bad idea[/QUOTE]
thanks
TF2C is by no means dead. The main reason why we're not constantly sharing the shit we're working on is so that we don't impress everyone and spoil all the surprises we've been working on before hand and end up with a lackluster release because you've all seen everything already.
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