• Team Fortress 2 Classic V3
    5,020 replies, posted
Is it due to the SDK branch shift to beta_test why this error pops up? [QUOTE]Model models/Gibs/Glass_shard01.mdl not found and models/error.mdl couldn't be loaded[/QUOTE] This also expands to the TF2C Hammer [URL="http://i.imgur.com/kJuiADF.png?1"]which is just a glitchy hailstorm of black wireframes and missing textures (read: nothing) now[/URL] even though it was working just fine earlier.
shouldn't scientist have a crow bar, for self defense?
[QUOTE=bulka96;48674371]Can you show the Scientist's height, compared to other classes? Like in this picture: [t]https://wiki.teamfortress.com/w/images/d/db/Heightchart.jpg?t=20110324011247[/t][/QUOTE] The scientist is the same height as sniper, the janitor the same as medic, the guard the same as pyro and the office worker the same as engy i put this together, but its not 100% accurate [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/EspionageLineupColor.jpg[/t]
[QUOTE=butilka4;48672376]I don't know why, but - it makes me want to see a "Science & Industry" - Type gamemode, with the Merc class, Civilian being the "Administrator", and the Scientist - well, be scientists. ([url]http://scienceandindustrygame.com/index.html[/url])[/QUOTE] [QUOTE=Hogie bear;48671401]I wonder how a scientist and industry gamemode would work in tf2.[/QUOTE] ?
[QUOTE=blaholtzen;48674780]The scientist is the same height as sniper, the janitor the same as medic, the guard the same as pyro and the office worker the same as engy i put this together, but its not 100% accurate [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/EspionageLineupColor.jpg[/t][/QUOTE] Did you guys also figure out how tall the Henchman will be in comparison to the other mercs?
[QUOTE=Skerion;48675016]Did you guys also figure out how tall the Henchman will be in comparison to the other mercs?[/QUOTE] same as hale in this example, basically using an upscaled soldier rig [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/HaleSillhouettescale.jpg[/t]
please let the scientist have HL1 scientist lines "do you know who ate all the jelly donuts?"
[QUOTE=blaholtzen;48674780]The scientist is the same height as sniper, the janitor the same as medic, the guard the same as pyro and the office worker the same as engy i put this together, but its not 100% accurate [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Characters/EspionageLineupColor.jpg[/t][/QUOTE] I'm now realizing that the best way to make an updated lineup is completely without the default TF2 characters. The TF2C characters need a lineup of their own.
[QUOTE=Tacosmell;48671321][t]http://i.imgur.com/l9okPng.jpg[/t] Testing out the Scientist model. Model concept by Blaholtzen, modeled and textured by Sexy robot, rig and new head modeled by Maxxy.[/QUOTE] Holy shit, that looks great. Much better than the quick mockup I threw together using that Mountain Lab accident set on Medic...which I didn't even model :v: [t]http://orig09.deviantart.net/f211/f/2015/126/5/3/tf2c__meet_the_scientist_by_okamitakahashi-d8sdt7b.jpg[/t] Though I'm not quite sure about the bowtie. But other than that, wow.
[QUOTE=PimpinDemopan;48675409]Holy shit, that looks great. Much better than the quick mockup I threw together using that Mountain Lab accident set on Medic...which I didn't even model :v: [t]http://orig09.deviantart.net/f211/f/2015/126/5/3/tf2c__meet_the_scientist_by_okamitakahashi-d8sdt7b.jpg[/t] Though I'm not quite sure about the bowtie. But other than that, wow.[/QUOTE] [T]http://pre10.deviantart.net/cd75/th/pre/f/2015/120/4/1/tf2c__meet_the_new_classes__take_2__by_okamitakahashi-d8rnimt.jpg[/T]
Oh God, that one. That was before I even realized HWM models don't work with misc flexes. I even actually forgot I used the face for my avatar. :downs: I actually completely redid it with a lower flex model- though I should have used the actual in-game one and not the improved bodygroups one- the hands are clipping through the misc hands. [t]http://orig13.deviantart.net/fd0d/f/2015/126/9/a/tf2c__meet_the_new_classes__take_3__by_okamitakahashi-d8sdu47.jpg[/t]
I want to ask something about the "overpowered" gamemode. I'm all in for new gamemodes and awsome models, but why are you just re-making a gamemode that basicly already exsits in live TF2 (abit with server mods?) But like some-one else said, you are devs, you do what you want.
[QUOTE=Yoshiatom;48675861]I want to ask something about the "overpowered" gamemode. I'm all in for new gamemodes and awsome models, but why are you just re-making a gamemode that basicly already exsits in live TF2 (abit with server mods?) But like some-one else said, you are devs, you do what you want.[/QUOTE] The same reason why tf2c is a game in the first place and not a server mod Having your own client and build just allows you to do anything and change anything rather than try to work around an existing platform
[QUOTE=Hogie bear;48674883]?[/QUOTE] Going to try to give my own interpretation right now - just as a fair warning, it may be shitty. [Quote] [B]Research & Destruction[/B] Funds race - score-based gamemode Classes: Administrator - Civilian Cleaner/Janitor - Janitor Security (Defender) - Guard Hired guns/Mercs (Attackers) - Mercrenary Scientists - Scientists Objective (1st round/Main round) - Achieve higher budget than the other team (Highest budget if more than 2 teams) During the main game, two research companies are fighting for acquiring a higher budget than the opposition, so they can be chosen by Military production companies to produce their products & be distributed to the mercenaries across the world. During the game, each second, the company gains # money - the starting multiplier is x1.0. The multiplier can vary from x0.1 to x3.0 - Factors that affect this scale are quantity (Of scientists), quality (Of work & workplace), and Motivation (Of the crew) Quantity - there'll be 3 starting scientists, along with 2 neutral ones wandering around the map (The reason wandering is that they're on a "vacation"). If you have all 8 scientists, your default multiplier will be x2.0, if none - x.0.1 (1 Scientist ≈x.25) Quality - later on, you'd be able to offer some comfort (Researches) to the scientists, such as better equipment to work with, better atmosphere (Janitor also affects this) and some stuff no one can work normally without them - such as a basic coffee, or basic radios to listen to to not get bored and keep working! Oh yeah, keep them safer for longer does help! (X0.5) Motivation - Verbal motivation isn't one of the most helpful things, but - some newly-developed devices, such as Mind-rays, will surely improve the conditions of the place! (X0.5) Roles: Administrator - His main role is simple - recruit new scientists and motivate the crew! During the main round, he can't be killed, but he may be knocked out. He can't escape the facility either, so better just keep motivating - unless you're really willing to fight the enemy with an umbrella. Scientists (Option to choose between actual players, bots or NPC) - these men are the main thing you're fighting for, as they work & develop your tech, also gaining you money! If players/Bots - they get to vote what tech to be developed. If NPCs - the whole team has to vote for the decision. Note: They can't exit the research facility of the base, yet they can hide (they may get some of the merc-tech) - and have umbrellas to fight with. However, don't use weapons against them, or you'll kill them! (This will force them to respawn after some time, but your mercs will cause the rating of your company to go down, reducing the multiplier for quite a while) Janitor - his role isn't exactly helpful in battle, but in support - he's the one that motivates the crew in the start, as his verbal skills are good - his job is basically cleaning the remnants of the merc's battles, increasing the higyine of the workplace (Quality) and repair the equipment faster. He can't leave the base, and packs only a wrench. Can be killed. Security - Unlike he hired guns, they can't exit the base, but develop themselves into defending - for each 2-3 mercs, there's one of these to cover you - they also have the knowledge to build defences, such as gates, barricades and turrets, but are weaker in direct combat, getting inferior weapons. Starts with pistol & crowbar. Can be killed. Hired guns/Mercs - these ones are doing the main job - going out, testing your equipment, "recruiting" the scientists (Smacking them with their melee to get them unconcious and then bringing them to the Administrator), destroying the enemy tech and so on. They have the full freedom of movement through the whole map and packing quite a punch and skills - however, don't expect a shotgun to defeat a minigun! (They rely on tech also). Starts with shovel/crowbar, pistol & a shotgun. Obviously killable. Here's a note: The company does have a cloning facility, meaning that they have a DNA sample of you that can use to regenerate you (Respawn), but it costs them money - each respawn costs the company $ (you can reach -money, but they won't stop you respawning), and the costs increase with each developed tech - especially Biotechnological ones. There may be alternate objectives (Mappers are able to add any of these to a map) to boost your team or put the enemy on a hold, such as: Disks - stealing it back to your base will secure you one of the enemy's tech that you haven't developed yet (If not - slowers reseach rate & multiplier for enemy team) - CTF Equipment - upon entering the facility, you'll be able to destroy the enemy's equipment by damaging it, causing it to slow development & lower the enemy's multiplier. Map Bonuses (Can be any model) - they are in the center of the map, along with the scientists - grab the bonus from the center of the map and bring it back to your base! These additions require a minute to recharge. Weaponry: Your mercs get all the Biotechnological upgrades that have been developed, but can't carry the whole arsenal of weapons - before spawning, you're allowed to choose your primary, secondary and melee. Round 2 (Possible) - Escape (VIP Escort) Roles: Administrator Mercs Now, you & your company have won the first round, but let's admit it - you still haven't eliminated the opposition - you just stopped it. The only way to do so is to execute the prime target - The Administrator. The team that lost the first round gets a chance to call a draw by escaping with their Administrator from elimination - the winning team must stop them, however. (Round 2 is basically a rematch in the form of VIP escort with the tech developed by your team from last round - if the escort wins - it's a draw, if they lose - the assasin team fully wins the match) [/quote] edit: [IMG]http://puu.sh/kb6Lz/a40951eb3f.png[/IMG] Hopes fully busted [IMG]http://puu.sh/k8wHr/4668b06743.jpg[/IMG]
[QUOTE=Yoshiatom;48675861]I want to ask something about the "overpowered" gamemode. I'm all in for new gamemodes and awsome models, but why are you just re-making a gamemode that basicly already exsits in live TF2 (abit with server mods?) But like some-one else said, you are devs, you do what you want.[/QUOTE] Because an entirely different approach was taken
[QUOTE=EdvardSchnitz;48675247]please let the scientist have HL1 scientist lines "do you know who ate all the jelly donuts?"[/QUOTE] Why do we all have to wear these ridiculous (bow)ties?
[t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Uzi1.jpg[/t] some quick guns
[QUOTE=blaholtzen;48680619][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Uzi1.jpg[/t] some quick guns[/QUOTE] That SMG is majestic! -snip stuff-
[QUOTE=La Boite;48680678]*if it doesn't make it in TF2C*, do you think we could keep it for [b]Fortress Revolution?[/b][/QUOTE] ?
[QUOTE=butilka4;48676288]Going to try to give my own interpretation right now - just as a fair warning, it may be shitty. edit: [IMG]http://puu.sh/kaULr/c8574788da.png[/IMG] Hopes busted [IMG]http://puu.sh/k8wHr/4668b06743.jpg[/IMG][/QUOTE] Pretty similar to the first iteration of espionage
Is there a mirror for tf2c up? I'm interested in fucking around in hammer and maybe converting a map or two for DM.
[QUOTE=blaholtzen;48680619][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Uzi1.jpg[/t] some quick guns[/QUOTE] I like the look of wood and metal instead of polymer. It really gives that oldschool vibe like in Serious Sam.
[QUOTE=blaholtzen;48680619][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Uzi1.jpg[/t] some quick guns[/QUOTE] A level action rifle and a Uzi? YES! Al of my yes! Are you considering putting in assault rifles as a unlock or as a game mode specific weapon? Also For the Heavy and the Scout, I think that magazine fed semi or full auto, shotguns would be good for them. It does not have to be the same shotgun, but you know, get some variety, and all that.
[QUOTE=blaholtzen;48680619][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][/QUOTE] I feel like this should be a secondary for the Scout as some weaker alternative of the Scattergun for those who prefer the Nailgun over it yet don't want two weapons that are essentially SMGs clogging up their loadout. Some of the [URL="https://wiki.teamfortress.com/w/images/1/10/Sawed_off.jpg?t=20110621032709"]Scattergun concepts[/URL] also were single barrel lever-action shotguns and it would be a pretty nice successor to the [URL="https://wiki.teamfortress.com/wiki/Single-Barrel_Shotgun_(Classic)"]Single-Barrel Shotgun.[/URL]
I like butilka4's idea for a gamemode, but I would understand why people would say no because reading through it, it seems rather complicated and confusing for newer players. But you guys aren't Valve making a game for everyone, so do what you want. Also, I think the lever shotgun would be cool to have implemented, but if put on the scout, people might assume it to be the Baby Face's Blaster and I think the shotgun wielding classes are lacking in the shotty variety. Maybe it could be a reference type of item to Fistful of Frags Mare's Leg shotgun, with right hold, like a minigun windup, but to fire faster.
[QUOTE=blaholtzen;48680619][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/Winchester1.jpg[/t][/QUOTE] It would be interesting as a secondary for heavy; you know, because... [T]http://i.imgur.com/PHhHdbb.gif[/T] [T]http://i.imgur.com/M5Pe93m.gif[/T]
[QUOTE=Tacosmell;48671321][t]http://i.imgur.com/l9okPng.jpg[/t] Testing out the Scientist model. Model concept by Blaholtzen, modeled and textured by Sexy robot, rig and new head modeled by Maxxy.[/QUOTE] The scientist's head looks like an older medic with a groucho nose on, i think it needs some reworking to distance that some.
[QUOTE=Su_Bu;48662964]Any thoughts on an Oddball mode for Deathmatch? For those unfamiliar with it, Oddball is a game mode that originated with Marathon and was later tweaked/reused in Halo. It's a sort of a mobile KOTH where a "ball" spawns in the map. Each player or team has a counter and the objective is to hold the ball until your counter runs out. If I recall, it's 2 minutes, but of course that can always be adjusted. When the player holds the ball, the ball replaces their weapon. I think in Halo it was adjusted so that the ball can be used as a strong melee attack to help with the fact that you are so vulnerable without your ranged weaponry. The Oddball was a skull, worth mentioning. Probably fitting for the Merc's personality.[/QUOTE] Believe or not, but I've already saw a custom map on TF2 with this gamemode, but with some changes (the player needs to keep with the "ball" - or in this case, the intelligence briefcase - for about 30 seconds, and there are no teams).
[QUOTE=Trilby Harlow;48683675]The scientist's head looks like an older medic with a groucho nose on, i think it needs some reworking to distance that some.[/QUOTE] I've been poking at the face texture and gotten this far: [img]https://dl.dropboxusercontent.com/u/39556064/ScientistFaceTexture2b.jpg[/img] I'm hoping to have these features amplified, tho not to this exact degree, and also to have some reworked glasses: [t]https://dl.dropboxusercontent.com/u/39556064/ScientistFaceEdit.jpg[/t]
Also, is the file "nail_gun_draw.mp3" infected? I've deleted it a long time ago, since it was pretty suspicious to me having a .mp3 file with a bunch of other .wav files on the /sound/weapons folder, and now the game console keeps bragging about it being missing or deleted.
Sorry, you need to Log In to post a reply to this thread.