• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=DrPyspy;49002859]One of the biggest offenders is that he just uses the other classes' viewmodel animations, causing weird model warping due to the different bone structures of the different classes.[/QUOTE] Which C model system does TF2C use exactly? The Left 4 Dead version of it is known for twisting issues.
[QUOTE=Th13teen;49003865]I've had a few talks with Daniel about this (or atleast making our own). I know it's not hard to make (as I've made my own stuff like this before). Last we spoke about it we haven't found a way to manually set the master server which I think was possible in earlier engines (if memory serves). I've been checking my emails pretty much every hour waiting for a response from our contact in Valve. All news Valve related seems pretty thin this week. :frown:[/QUOTE] All you need to do is create a file called MasterServers.vdf in <mod>\platform\cfg\ like this : [url]http://pastebin.com/6ndsR1Qt[/url]
[QUOTE=taz0;48999315]Can't the mod be ported to alien swarm code ??[/QUOTE] There's numerous reasons why we refuse to port the code to the Alien Swarm codebase. 1: The engine is very buggy and un-maintained. Not only that, but Valve has also shown that they have no intentions to ever update anything regarding the ASW engine. 2: The file exploit ( which was fixed in Source 2013 back at the beginning of September ) is working on the Alien Swarm engine and all Alien Swarm mods. And since Valve won't update the engine this is a major issue. 3: No Linux or OS X engine support whatsoever. We have no incentive or plans to try and do an ASW engine port. The engine ( and its' tools ) are too problematic for anything, really.
Wait for Source 2.
I'd love it if the Mercenary animations didn't re-use animations like the Shotgun and Revolver. I can understand weapons like the Minigun and RL, but other weapons have serious twisting issues. You can either give him helper bones to stop this problem or just stop re-using some animations and make custom ones. The only classes with more than 1 helper bone are the Heavy and Scout ( I think they have 5.), which causes the twisting that we see on various classes, especially ones with gloves.
[QUOTE=Gsilverleaf;49003933]Which C model system does TF2C use exactly? The Left 4 Dead version of it is known for twisting issues.[/QUOTE] L4D system, although TF2 system is supported as well. IMO, TF2 system sucks, I don't see why Valve chose to use a different system in the first place.
[QUOTE=Vincentor;49002867]hi [video=youtube;lEvcfbAI84s]https://www.youtube.com/watch?v=lEvcfbAI84s[/video] harpoon gun needs work on transitions between draw > idle and reload > idle but i think it's ok[/QUOTE] It looks like that the hand isn't locked to the harpoon gun while in the idle position. The weapon seems to be weightless. This is a damn harpoon gun, it's a chunk of metal in a chunk of wood with a chunk of winding mechanism. It's gonna be heavy.
[QUOTE=Nicknine;49006113]L4D system, although TF2 system is supported as well. IMO, TF2 system sucks, I don't see why Valve chose to use a different system in the first place.[/QUOTE] I like the TF2 system a lot better. Although the Left 4 Dead system has a lot of cool feature, such as hands being very easily rigged and custom animations on every gun, it doesn't help the space it would take up. When you have one weapon model being used as the World model and View model, it saves space of having both, but the Left 4 Dead system gives you low quality world models and guns are still unmeshed on viewmodels. I realize game zombie already has the HQ World models in the game, but I personally think it's a waste to have the L4D system.
[QUOTE=Vincentor;49002867]hi [video=youtube;lEvcfbAI84s]https://www.youtube.com/watch?v=lEvcfbAI84s[/video] harpoon gun needs work on transitions between draw > idle and reload > idle but i think it's ok[/QUOTE] wow i think it looks pretty good, nice job also Modez please release this amazing song
Yeah looks a bit too weightless and jumpy, but it's getting there, the animation is really cool! Once you're done with it I'll rework the harpoon a bit and complete the texture
[QUOTE=cha0s;49000753]the gole of the mod is to bring back the artstyle that valve abandoned not long after launch(the 1960 spytech style)[/QUOTE]So when are the devs gonna clamp down on the possible colours that the mercs can choose, and disable the rainbow cycling stuff? Because 99% of mercs in any given server are Not Artstyle Kosher.
[QUOTE=The Kins;49007065]So when are the devs gonna clamp down on the possible colours that the mercs can choose, and disable the rainbow cycling stuff? Because 99% of mercs in any given server are Not Artstyle Kosher.[/QUOTE] Best way to limit this without making it too boring i think is putting a cap on saturation, around 90% perhaps, and probably cap brightness too so you can't be full black or full white. Easiest way to achieve this is probably by simply editing the texture so the paint isn't applied at full strength, effectively capping any extreme all at once I could probably do that real quick if provided wiht the source files, if nothign else id love to go over the textures just to see if i can make them looks spiffier in general
[QUOTE=DrMedicVG;49006877]Modez please release this amazing song[/QUOTE] I made this song as the demo for my Dynamic Soundtrack System (aka CueBuilder™). I was developing it at the beginning of september for deathmatch gamemode. Not sure if that song will end up in the patch (if the patch will ever be released :c), but yeah I think could upload the song on my youtube channel.
are we going to make LODS for textures basically this is how it would work anything that's far away (256 or 512 hammer units or something) would have their texture quality lowered to increase performance just for when this game has too much content and performance is lowered
I Dabble in modeling a good amount and was wondering. Would you guys be willing to do some sort've revolver weapon. Because i've got some ideas floating around on a revolver like syringe gun. Think it be cool for TF2C? Edit: Id be the one modelling, not you guys, and might have a friend look into animating it if he'd be up for it. [IMG]http://i.imgur.com/ygxhgwq.png[/IMG]
[QUOTE=Cpt. Cakes;49008773]are we going to make LODS for textures basically this is how it would work anything that's far away (256 or 512 hammer units or something) would have their texture quality lowered to increase performance just for when this game has too much content and performance is lowered[/QUOTE]This is called mipmapping, and it's been a feature in pretty much every game engine, Source included, since the dawn of 3D acceleration.
[QUOTE=DrMedicVG;48999256]I dont think it would get trashed just postponed, maybe ported to source 2 when its out thats if this doesnt get fixed[/QUOTE] Trust my immense experience: forget Source 2 until it's out. :excited: [I]Congrats to those who got the allusion.[/I]
[QUOTE=MrModez;49008651]I made this song as the demo for my Dynamic Soundtrack System (aka CueBuilder™). I was developing it at the beginning of september for deathmatch gamemode. Not sure if that song will end up in the patch (if the patch will ever be released :c), but yeah I think could upload the song on my youtube channel.[/QUOTE] You know, you could remake E1M1 in tf2 style and have that song as the theme of the map!
It's both good and bad, but the Saxxy's are nearing their end and so is my animated short, but hey, that means I'll get back to finishing up dm_venice.
hello fellow peoples of the interwebs! this team fortress 2 classic thing looks interesting so i want in! i just wanted to show you all some screenshots of some of a thing i did in source sdk and i want you guys to tell me if i could be of any use. i have done more but these are pretty much the only real screenshot that i can take of something that looks complete [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00002_zpsxje3tf8o.jpg?t=1446172815[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00006_zpsmk7kmup1.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00005_zpsdukyzybl.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00004_zps1gxhqgcg.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00003_zpsmmhoptaw.jpg[/IMG] please give me some feedback.
feels like there is too much white try some darker colors
Make the lighting a subtle fluorescent blue, and keep all the white textures. It give s your map a cool (hehehe) color scheme to follow.
[QUOTE=MrModez;49008651]I made this song as the demo for my Dynamic Soundtrack System (aka CueBuilder™). I was developing it at the beginning of september for deathmatch gamemode. Not sure if that song will end up in the patch (if the patch will ever be released :c), but yeah I think could upload the song on my youtube channel.[/QUOTE] Thanks, thatd be great! hit us up with a link when its up! i really love your music
[QUOTE=Pretz;49018732]hello fellow peoples of the interwebs! this team fortress 2 classic thing looks interesting so i want in! i just wanted to show you all some screenshots of some of a thing i did in source sdk and i want you guys to tell me if i could be of any use. i have done more but these are pretty much the only real screenshot that i can take of something that looks complete [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00002_zpsxje3tf8o.jpg?t=1446172815[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00006_zpsmk7kmup1.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00005_zpsdukyzybl.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00004_zps1gxhqgcg.jpg[/IMG] [IMG]http://i666.photobucket.com/albums/vv28/lukeachristie/2015-10-31_00003_zpsmmhoptaw.jpg[/IMG] please give me some feedback.[/QUOTE] is that a meant to look like vault?
The Pirates, Vikings, and Knights team just put out an update in which they've claimed to fix the exploit. Maybe you devs could contact their devs and see if, first off, the exploit is truly fixed by them, and if so, then maybe you guys can work on a fix yourself with their help.
[QUOTE=Sugnod;49023149]The Pirates, Vikings, and Knights team just put out an update in which they've claimed to fix the exploit. Maybe you devs could contact their devs and see if, first off, the exploit is truly fixed by them, and if so, then maybe you guys can work on a fix yourself with their help.[/QUOTE] First off, as mentioned before, that exploit has been fixed 2 months ago by Valve on the beta-test branch. That isn't the problem that's stopping us from releasing an update. Second of all, PVK II is a mod that's on Steam. They're not running the exact same version of the S2013 MP base, which means they don't have the master server problem.
[QUOTE=Sugnod;49023149]The Pirates, Vikings, and Knights team just put out an update in which they've claimed to fix the exploit. Maybe you devs could contact their devs and see if, first off, the exploit is truly fixed by them, and if so, then maybe you guys can work on a fix yourself with their help.[/QUOTE] If I remember correctly, the issue isn't the exploit anymore. It's that the mod can't connect to Valve's master servers, meaning the server browser is broken. EDIT: Ninja'd. Maybe I should refresh next time...
[QUOTE=danielmm8888;49026380]First off, as mentioned before, that exploit has been fixed 2 months ago by Valve on the beta-test branch. That isn't the problem that's stopping us from releasing an update. Second of all, PVK II is a mod that's on Steam. They're not running the exact same version of the S2013 MP base, which means they don't have the master server problem.[/QUOTE] Fair enough.
so i tried playing tf2c on a server just to see what the problem was, and i connected to "vaultF4.com-TF2Classic Offical(DM Maps)" and i was able to connect, i thought the current bug prevented players from connecting. edit: i connected through my favorites, the two ip i have are: 24.142.137.45:27017 and 24.142.137.45:27019, so if you want to play theres the ips
That's not the problem. The problem is that the server list won't work.
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