• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=bluetoad555;48741557]when is tf2 classic beta test gonna be released[/QUOTE] we are currently waiting on valve to fix an issue with source sdk 2013 multiplayer servers not updating when they are on the beta_test branch/not registering with the master server list bc of this
[QUOTE=Agameofscones;48741840][B]EDIT:[/B] If you want a nam/60s era weapon you could try the [URL="https://en.wikipedia.org/wiki/Stoner_63"]Stoner 63[/URL][/QUOTE] Oh buddy oh buddy, the Stoner. Beautiful and versatile. One of the things Black Ops did well was adding that gun. If that isn't added as an assault rifle, then mesh the LMG variant with the M60 for the Heavy.
[QUOTE=_charon;48741190]The Sten we've got in the mod isn't really a Sten, it looks like a Sten gun with elements from a Sterling SMG and a bit of imagination.[/QUOTE] It's this one, right? [t]http://images.akamai.steamusercontent.com/ugc/539648840559839589/F0182719E8B6BBF02E38306EC434377A6EE6C06B/[/t] because that's literally just a Lanchester [t]http://vignette3.wikia.nocookie.net/military/images/c/cc/Lanchester-1-.jpg/revision/latest?cb=20100419010648[/t]
ima go on a small tangent, i had the idea for grenades to be gamemode specific, say all classes given a stock of 2 frags for DM and for normal play maby kind of like a stun grenade (decreses movement speed by 5%) in dm mode the grenades are active in "last resort/sudden death", or just have non leathar "distraction grenades" say like the smoke grenade, im open to ideas :P as usual. [editline]23rd September 2015[/editline] [QUOTE=Mr. Jelly;48742824]It's this one, right? [t]http://images.akamai.steamusercontent.com/ugc/539648840559839589/F0182719E8B6BBF02E38306EC434377A6EE6C06B/[/t] because that's literally just a Lanchester [t]http://vignette3.wikia.nocookie.net/military/images/c/cc/Lanchester-1-.jpg/revision/latest?cb=20100419010648[/t][/QUOTE] ive been thinking of a sten alt for sniper, since his asutralian, lets give him a AUSTEN (owen gun) [url]https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/CompletedOwenGun1942.png/300px-CompletedOwenGun1942.png[/url]
[QUOTE=darkspire17;48742861]ima go on a small tangent, i had the idea for grenades to be gamemode specific, say all classes given a stock of 2 frags for DM and for normal play maby kind of like a stun grenade (decreses movement speed by 5%) in dm mode the grenades are active in "last resort/sudden death", or just have non leathar "distraction grenades" say like the smoke grenade, im open to ideas :P as usual. [editline]23rd September 2015[/editline] ive been thinking of a sten alt for sniper, since his asutralian, lets give him a AUSTEN (owen gun) [url]https://upload.wikimedia.org/wikipedia/commons/thumb/d/d2/CompletedOwenGun1942.png/300px-CompletedOwenGun1942.png[/url][/QUOTE]The Sten SMG's for the SCOUT for now, not the Sniper.
On the subject of assault rifles, We've gotten permission to use this old beauty: [img]https://dl.dropboxusercontent.com/u/39556064/3f4463209754.jpg[/img] While the model and texture might need some touching up, the design is fantastic And I've offered this design as well once it's been modeled [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle6.jpg[/t] so you might see them in DM some time in the future I've also been planning on doing my own take on an M16
[QUOTE=Nicknine;48739695]12 Winner votes, I guess Lambda Fortress it is. Although Team Fortress: A RED Letter Day sounds really nice but it's less informative.[/QUOTE] Unfortunately, I'm no artist, so I'm looking for anybody willing to draw a logo for Lambda Fortress and help me with OP for the new thread.
Double strike looks real good and shows why the Gl can't be used, but the second one looks more TF2 like, yet will have others wanting the GL to be functional
[QUOTE=Trittyburd;48744280]Double strike looks real good and shows why the Gl can't be used, but the second one looks more TF2 like, yet will have others wanting the GL to be functional[/QUOTE] pretty sure the idea is the GLs can be used, otherwise they'd have no reason being there
For the Assault rifles with Grenade Launchers, I propose the following. You have two types of ammunition, for the Rifle and for the launcher. Lets say that the Rifle has about the same total mag ammount of the shotgun in magazines of 20 to 30 rounds(whichever is alright for the rifle) per mag total ammunition, while the Launcher has max 3 grenades. Mouse 1 for the bullets, Mouse 2 for the launcher. Launcher has big reload time, so make it count.The grenades for this rifle explode on contact. Is that alright?. When you pick up ammo, the priority is to the bullets, and then grenades. That is also my idea for the Grenades as their own slot, small and medium ammo packs prioritize the guns and then grenades; big ammo pack gives ammo for all naturally. Also Mod Devs, thank you for making this. And good luck in your endeavors.
[QUOTE=OneFourth;48742137]we are currently waiting on valve to fix an issue with source sdk 2013 multiplayer servers not updating when they are on the beta_test branch/not registering with the master server list bc of this[/QUOTE] thanks! i will wait
What if the grenade launchers shot something, other than grenades? A more realistic way would be 40mm shotgun, where you could have rifle and shotgun, but at an extreme cost. But what about smokes? LVG nades, similar to the Loose Cannon? Confetti? Nails? Baseball that bonks? Shoots out a mini-sentry? Ammo replenish version of the Crusader's Crossbow? Jars of Jarate? Actual bees? I'm just throwing out things.
How about an explode on surface grenade thats like the rocket jumper, no damage, and you can use it to travel or knock people off of a high place? If you think of it, a single rocket typically takes someone out in one shot on DM, so having a good rifle with an explosive at the same time sounds really strong, but having a RJ affect will make it an interesting weapon, maybe does extra damage against people in the air? or increase damage while flying through the air as a skill shot? Be sure to think out of the box.
= snip =
[QUOTE=G=4//\/\3!2;48748104]G='s Idea [B]The Mercenary Pistol[/B] [t]https://photos-4.dropbox.com/t/2/AACn-dHNyOUYM_oZGFdZf48Dp7nLc5nHShPu1tqwfwZUrg/12/439406106/png/32x32/1/_/1/2/Team%20Colored.png/EK7lp8UDGJUBIAcoBw/z5HQKXfVM7UqPxz8duSdvGaK6c3JYgbX4Khm4CBiOCc?size=1024x768&size_mode=2[/t] [t]https://photos-2.dropbox.com/t/2/AAAW5J70UzUtOBaaBN_E4NgTrJAPRftys7Pi3_dP256ZRQ/12/439406106/png/32x32/1/_/1/2/MP%20Render.png/EK7lp8UDGJUBIAcoBw/8n-oq5WdgUQVxEKc6SBOH8tlwzJZEjIYlQ1NncvMKP0%2C99bZIKL9qOU3lYtRjn8dAo2KaqXKXLdKz2168XS9_no?size=1024x768&size_mode=2[/t] [t]https://photos-6.dropbox.com/t/2/AAAWjqLWWdks2vI3Udgxoy02NNzKoRe3iiIRl5t5hSCNkA/12/439406106/png/32x32/1/_/1/2/Paintable.png/EK7lp8UDGJUBIAcoBw/kfwmsF7dCSb9ulD4PCG37bpgAOMXK8Op1Y8H-XSDwIs?size=1024x768&size_mode=2[/t][/QUOTE] These images are not working. Try uploading to Imgur or somewhere else. Edit: You seem to be linking to a private page on dropbox which is making them error.
G, need to fix your pic. Go to where you got your pictures and keep clicking the image until the web page is white except for the picture then copy and paste the address
= Sorry about the errors = [B]Mercenery Pistol[/B] [t]http://i.imgur.com/5TGhltT.png[/t] [t]http://i.imgur.com/6woHdgq.jpg[/t] [t]http://i.imgur.com/gX3NNng.png[/t]
looks neat, would be cool to replace the starting pistol on DM would there be stat changes or just a reskin? Also a thought; will they be implementing guns from standard TF2? or will it all be custom?
We already did. Ubersaw and Kritzkrieg. If you're talking about DM, we have most of the other classes weapons in already. I don't know about porting existing live tf2 weapons just for DM.
[QUOTE=Trittyburd;48748615]looks neat, would be cool to replace the starting pistol on DM would there be stat changes or just a reskin? Also a thought; will they be implementing guns from standard TF2? or will it all be custom?[/QUOTE] Well this is just an idea, I'm not apart of the team (Althoe I would love the idea), but if it does get "accepted" i'm think that it stays the same, the only difference is the sound, however an animation were it screws on and off would be cool. [B]Extra Idea:[/B] Can you make it so he holds the pistol "properly" I guess, the whole one handed thing, or the way scout hold it, irritates me a little. Just An Example: [t]http://vignette3.wikia.nocookie.net/callofduty/images/2/2d/B23R_CE_Digital_BOII.png/revision/latest?cb=20130615044435[/t]
Engie holds it with one, scout does it like BO2 B23R, even his outside model holds like that
No He Doesn't [t]https://wiki.teamfortress.com/w/images/e/e0/Pistol_Scout_1st_person.png[/t] [t]http://vignette3.wikia.nocookie.net/callofduty/images/2/2d/B23R_CE_Digital_BOII.png/revision/latest?cb=20130615044435[/t] Anyways it was just a suggestion, don't have to add it in
If we used an animation like that, I'd suggest we use it for some kind of super pistol to show it's stronger than the stock one. Also, I have (had, past tense right now, haven't gotten around to changing it again) a custom tf_english that changed the names of some items to ones I thought more in line with the naming style of the stock weapons and TFC's weapons. Figure I'd post them for suggestion's sake. [QUOTE]Cyclops - Grenade Rifle Overhealer -> Double Medigun (will probably change to Helix Medigun if the model gets changed) Kritzkrieg -> Electro Medigun Ubersaw -> Syringe Poacher's Pride -> Elephant Gun (a lot of people like to call it the Hunting Rifle though, might be a better choice) Fishwhacker -> Club DM Sten Gun -> Super SMG Scout Sten Gun -> Light SMG Six Shooter -> Super Revolver[/QUOTE] [sp]please don't let this start another argument about names[/sp]
Weren't you guys using this? [T]http://i.imgur.com/1kXgMGp.jpg?1[/T]
[QUOTE=Snowshoe;48748693]We already did. Ubersaw and Kritzkrieg. If you're talking about DM, we have most of the other classes weapons in already. I don't know about porting existing live tf2 weapons just for DM.[/QUOTE] I don't think there's any harm in adding in weapons from the live game considering that we can balance the weapon on our own terms now based on the existing stats.
[QUOTE=_charon;48749021]If we used an animation like that, I'd suggest we use it for some kind of super pistol to show it's stronger than the stock one.[/QUOTE] Ahem [t]http://i.imgur.com/5TGhltT.png[/t]
"Sorry for bad english" So you already have console command to move viewmodels by [B]x[/B] [B]y[/B] and [B]z[/B]. Here the suggestion. You can model/animate viewmodel's gun barrel to point right at the crosshair, and move them about to previous position, but by the same distance. Like in CSGO so weapons will point at the same spot with the same values of the [B]x[/B] [B]y[/B] and [B]z[/B]. For now with the same values scout's pistol can be from the left side while engineer's shotgun in the middle of the screen and spy's revolver are on the right side. Or just make a personal to class/weapons viewmodels values. Or write how to do personal to class/weapons viewmodels values it if it possible in current build.
[QUOTE=G=4//\/\3!2;48749109]Ahem [t]http://i.imgur.com/5TGhltT.png[/t][/QUOTE] That's the same pistol as stock with a silencer, not a big tough one I like your idea of it being a DM-only version of the pistol that can have a silencer screwed on by pressing alt-fire. Just seems cool to me. edit: actually I just remembered what's making me like that idea so much; I'm 90% sure you can do that in at least one of the original Half Life games' DM modes
[QUOTE=HASL;48749120]"Sorry for bad english" So you already have console command to move viewmodels by [B]x[/B] [B]y[/B] and [B]z[/B]. Here the suggestion. You can model/animate viewmodel's gun barrel to point right at the crosshair, and move them about to previous position, but by the same distance. Like in CSGO so weapons will point at the same spot with the same values of the [B]x[/B] [B]y[/B] and [B]z[/B]. For now with the same values scout's pistol can be from the left side while engineer's shotgun in the middle of the screen and spy's revolver are on the right side. Or just make a personal to class/weapons viewmodels values. Or write how to do personal to class/weapons viewmodels values it if it possible in current build.[/QUOTE] Yeah, having the view models actually point at the cross hair would be grand, especially if you're trying to center them via the offset commands. The notable examples of odd viewmodel offsets is Scout's Scattergun and pistol, the Demoman's Grenade and Sticky Launcher, the Heavy's minigun revved up, the Spy's revolver, etc. They point too much to the left when you're trying to center it closer to the crosshair. The offset command also undesireably affects the melee weapons, too.
I modeled this for Spy. Never used. [img]https://dl.dropboxusercontent.com/u/12892140/pistol.V3%20%28party%20popper%29.png[/img]
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