• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=kida23;49148874]Weapon Sway is a native feature in TF2C. Access it with the console command "viewmodel_offset_" Revolver Sniper is a custom mod I made a while back but (unfortunately) can't release because model permissions. Same applies for Engi revolver.[/QUOTE] Actually you access it with cl_wpn_sway make sure to always use cl_wpn_sway_interp 0.1
Hey guys, it's been a while. Here's a write-up of a few things that have happened since the last time I made a post. Recently, we released a fix that allows players to connect to servers. If you don't have the file, [URL="http://www.mediafire.com/download/7kz8o6mogy4w1uu/steam.inf"]here it is.[/URL] Place this file in your tf2classic folder, and set Source SDK 2013 Multiplayer Base to "[B]beta_test[/B]". You will not be at risk for the same attack, so don't worry. [IMG]http://i.imgur.com/3ZjgIV4.png[/IMG] We are currently running three official servers on Deathmatch, Randomizer, and Stock. If you don't see them in the server browser, ensure that you updated your game correctly (read my post). We haven't been complacent (for the most part) in our downtime, and you guys haven't either. [URL="https://facepunch.com/member.php?u=581561"]Agameofscones[/URL] released a new version of [I]Venice[/I], and with his permission we will include Venice in the next update. You can download his map [URL="https://www.mediafire.com/?i5r96lcx2c25z91"]here.[/URL] [t]http://i.imgur.com/BsAdeza.jpg[/t][t]http://i.imgur.com/vTuZCdw.jpg[/t][t]http://i.imgur.com/39ngnBu.jpg[/t] Our mapping lead, [URL="https://facepunch.com/member.php?u=678819"]iiboharz[/URL], has been hard at work along with the several other members of the mapping and art team chipping away at the new version of [I]Wiseau[/I]. [t]http://i.imgur.com/efnbUyJ.jpg[/t][t]http://i.imgur.com/apeJ4TS.jpg[/t][t]http://i.imgur.com/7myWhPf.jpg[/t] Recently, [URL="https://facepunch.com/showthread.php?t=1485244"]the second Arms Race contest[/URL] came to an end. Since then, we've been playing around with several of the entries to see if they fit. We haven't finalized which weapons will be included, so we can't show you all of them. Or even really talk about what they do. We're not sure yet. [URL="https://facepunch.com/showthread.php?t=1485244"]Go through the entries[/URL], pick which ones you like, and [B]tell us how to put them in deathmatch. We'll take a look at implementing the most popular suggestions.[/B] [t]http://i.imgur.com/kWcEFDu.jpg[/t] Not all our new weapons are coming off the workshop or Arms Race. We've recently been joined by [URL="https://facepunch.com/member.php?u=265104"]Batandy[/URL]. He's making a harpoon gun to go alone with a certain maritime Deathmatch map. I'm sure you've seen the harpoon gun already, but a note for the community mappers: if your map requires specific logic or weapons,[B] talk to us and we will discuss implementing it[/B] with you. For those of you who aren't mappers, [B]continue to suggest weapons for DM[/B]. Some things to keep in mind: weapons in DM are regular military grade weapons. Something that's not regular and military-grade in DM are the powerups. [t]http://i.imgur.com/JZn9hsc.jpg[/t] At the moment, we currently have three powerups. Two of them have passed enough testing to be solidified: temporary critical hit and ubercharge. This is an area we need some help in. If you have a [B]suggestion for a powerup idea, by all means let us hear it[/B]. They don't have to all be status effects, they could be temporary extreme weapons, spy jetpacks, anything you can think of that could be justified from a gameplay perspective. (its unlikely that will will be adding jetpacks to the game) The next major update to Team Fortress 2 Classic will have deathmatch finished and ready for a final ship. This includes maps, weapons, powerups, voicelines, animations, you name it. Done. We will need a lot of help to get this finished, so if you can map, model, texture, animate, or program, let us know!
Google Chrome is telling me the file is malicious, any reason for this?
[QUOTE=Giveaway412;49149813]Google Chrome is telling me the file is malicious, any reason for this?[/QUOTE] Just a false positive. It's safe.
[QUOTE=Cpt. Cakes;49146944]also can we port cp_dustbowl_pro to this game? it's way better than just cp_dustbowl[/QUOTE] Last I remember pro dustbowl is just the third stage removed. I don't know any other advantages it has.
[QUOTE=OneFourth;49149676]Hey guys, it's been a while. Here's a write-up of a few things that have happened since the last time I made a post. Recently, we released a fix that allows players to connect to servers. If you don't have the file, [URL="http://www.mediafire.com/download/7kz8o6mogy4w1uu/steam.inf"]here it is.[/URL] Place this file in your tf2classic folder, and set Source SDK 2013 Multiplayer Base to "[B]beta_test[/B]". You will not be at risk for the same attack, so don't worry. [IMG]http://i.imgur.com/3ZjgIV4.png[/IMG] We are currently running three official servers on Deathmatch, Randomizer, and Stock. If you don't see them in the server browser, ensure that you updated your game correctly (read my post). We haven't been complacent (for the most part) in our downtime, and you guys haven't either. [URL="https://facepunch.com/member.php?u=581561"]Agameofscones[/URL] released a new version of [I]Venice[/I], and with his permission we will include Venice in the next update. You can download his map [URL="https://www.mediafire.com/?i5r96lcx2c25z91"]here.[/URL] [t]http://i.imgur.com/BsAdeza.jpg[/t][t]http://i.imgur.com/vTuZCdw.jpg[/t][t]http://i.imgur.com/39ngnBu.jpg[/t] Our mapping lead, [URL="https://facepunch.com/member.php?u=678819"]iiboharz[/URL], has been hard at work along with the several other members of the mapping and art team chipping away at the new version of [I]Wiseau[/I]. [t]http://i.imgur.com/efnbUyJ.jpg[/t][t]http://i.imgur.com/apeJ4TS.jpg[/t][t]http://i.imgur.com/7myWhPf.jpg[/t] Recently, [URL="https://facepunch.com/showthread.php?t=1485244"]the second Arms Race contest[/URL] came to an end. Since then, we've been playing around with several of the entries to see if they fit. We haven't finalized which weapons will be included, so we can't show you all of them. Or even really talk about what they do. We're not sure yet. [URL="https://facepunch.com/showthread.php?t=1485244"]Go through the entries[/URL], pick which ones you like, and [B]tell us how to put them in deathmatch. We'll take a look at implementing the most popular suggestions.[/B] [t]http://i.imgur.com/kWcEFDu.jpg[/t] Not all our new weapons are coming off the workshop or Arms Race. We've recently been joined by [URL="https://facepunch.com/member.php?u=265104"]Batandy[/URL]. He's making a harpoon gun to go alone with a certain maritime Deathmatch map. I'm sure you've seen the harpoon gun already, but a note for the community mappers: if your map requires specific logic or weapons,[B] talk to us and we will discuss implementing it[/B] with you. For those of you who aren't mappers, [B]continue to suggest weapons for DM[/B]. Some things to keep in mind: weapons in DM are regular military grade weapons. Something that's not regular and military-grade in DM are the powerups. [t]http://i.imgur.com/JZn9hsc.jpg[/t] At the moment, we currently have three powerups. Two of them have passed enough testing to be solidified: temporary critical hit and ubercharge. This is an area we need some help in. If you have a [B]suggestion for a powerup idea, by all means let us hear it[/B]. They don't have to all be status effects, they could be temporary extreme weapons, spy jetpacks, anything you can think of that could be justified from a gameplay perspective. (its unlikely that will will be adding jetpacks to the game) The next major update to Team Fortress 2 Classic will have deathmatch finished and ready for a final ship. This includes maps, weapons, powerups, voicelines, animations, you name it. Done. We will need a lot of help to get this finished, so if you can map, model, texture, animate, or program, let us know![/QUOTE] Can you post this on the official website because not evryone has facepunch
Wanted to make promotional art for Deathmatch, so I took 2 hours out of my way and came up with this: [t]http://i.imgur.com/49esXLT.jpg[/t]
How about a mega health powerup. It would overheal you more than it should be.
Temporary invisibility powerup? When you move you are slightly visible and in standstill completely see-through. Other way to do it could be like the spell in live TF2.
[QUOTE=Snowshoe;49150267]Last I remember pro dustbowl is just the third stage removed. I don't know any other advantages it has.[/QUOTE] [url]http://www.teamfortress.tv/26110/cp-dustbowl-pro[/url] its a little bit more than just the third stage removed
Hey, I was wondering. Do you guys use IK rigs for any animations or no?
On a completely different note... I was playing this for a few hours last night and even ended up getting some people on since they saw me playing. Had some fun with CP and Deathmatch. Thanks to all that were playing, and especially one of the players who went out of his way to explain to one of my friends how DM works! Can't wait till this gets more active again.
[QUOTE=MaartenS11;49150403]Can you post this on the official website because not evryone has facepunch[/QUOTE] good suggestion, done
Since people are throwing powerup ideas around, how about a "wing" powerup that gives you jumping capability similar to live TF2's soda popper for a short time? (also it's nice to know development is in full swing again)
I had an idea for tf2c (a dumb one), give the demoman a shotgun for his secondary slot, the idea is to make him a combat class instead of a trap/spam class.
[QUOTE=OneFourth;49152436]good suggestion, done[/QUOTE] some of the pictures just show the links only and theres no # in front of the 2 [editline]20th November 2015[/editline] The big mac looks like a military grade smg for dm:[url]http://steamcommunity.com/sharedfiles/filedetails/?id=477162093[/url]
[QUOTE=cha0s;49152768]I had an idea for tf2c (a dumb one), give the demoman a shotgun for his secondary slot, the idea is to make him a combat class instead of a trap/spam class.[/QUOTE] no hitscan for demo [B]ever[/B] except melees
This shotgun from tf2 arms race would be a good shotgun replacement [url]http://steamcommunity.com/sharedfiles/filedetails/?id=513332553[/url]
Currently trying my hand at making new renders for the HUD (health area), how's this Scout so far? [t]http://puu.sh/lsHkK/9b0bab4776.png[/t]
The pose is good, but I think his face should look more cocky than menacing.
[QUOTE=Doctor Hunt;49154122]The pose is good, but I think his face should look more cocky than menacing.[/QUOTE] Yeah I was trying to go for a cocky look. Guess it didn't work as well as I intended
First off, it is great that this awesome mod got revived. Absolutely splendid. About the Demoman suggestions for him getting a shotgun. In my opinion, it would work best if the shotgun slot is the one not affecting the main damage dealer. Which si the StickyBomb Launcher. Or simply use the Jumpers, and the boots and the Parachute as a idea what Demoman can say goodbye to. The Grenade Launcher. Before anyone gets riled up, it is a simple dilemma of arcing projectile aoe damage in 4 pills vs self defense short range shotgun of 6 shells. So any estimate on the Assault rifle for the Soldier or as a DM weapon? I know I asked about making the Scout Nailgun more like the TFC one. The thing is, I do not want a complete copy paste and re-texture, but making the Nailgun look properly menacing, meaning not a retooled construction nailgun, but a Merc grade fancy pants weird gun. I quite like the drum magazine of the TF2Beta Nailgun though, so that can still stay. Is this alright? [editline]20th November 2015[/editline] Speaking of Scout the HUD Scout render is alright in my opinion. It is a look that says "I will mess you UP!". So good work on that.
Ideas for a power-ups: Speed boost: temporary increase in speed Jump Boost: temporary increase in jump height, or perhaps temporary double jumping ability. Damage resistance Power ups would be pretty cool.
[QUOTE=SuperEmoBros;49153952]Currently trying my hand at making new renders for the HUD (health area), how's this Scout so far? [t]http://puu.sh/lsHkK/9b0bab4776.png[/t][/QUOTE] good luck, i tried making them you need the cloak versions, some weird "tint" thing, and you need to make sure it looks good at 256x256
[QUOTE=Cpt. Cakes;49154378]good luck, i tried making them you need the cloak versions, some weird "tint" thing, and you need to make sure it looks good at 256x256[/QUOTE] I'm gonna be doing the required stuff once I do the rest of the classes. I'm also gonna need hexed versions of the TF2C character models/textures, so if anyone could supply me with those that'd be wonderful.
[QUOTE=SuperEmoBros;49153952]Currently trying my hand at making new renders for the HUD (health area), how's this Scout so far?[/QUOTE] Just so you know we've been slowly working on [url=https://facepunch.com/showthread.php?t=1458694&p=48066387&viewfull=1#post48066387]remaking them[/url]. They just need to be set up for use in game.
[QUOTE=Doctor Hunt;49154122]The pose is good, but I think his face should look more cocky than menacing.[/QUOTE] I kind of liked the scout's old expression from his old HUD icon.
[QUOTE=Game Zombie;49154788]Just so you know we've been slowly working on [url=https://facepunch.com/showthread.php?t=1458694&p=48066387&viewfull=1#post48066387]remaking them[/url]. They just need to be set up for use in game.[/QUOTE] Oh well.
So a control point server is populated, why not come on and play? [IMG]http://images.akamai.steamusercontent.com/ugc/643248853412306153/9300387B79AC5DAB61C7698273AB8B580CF37B04/[/IMG]
On the topic of Demoman shotguns, we've been over it in the v2 thread multiple times. The general consensus, is no.
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