You guys don't know? There was a Medic vs Demo WAR and Medic won the shotgun.
[T]http://i.imgur.com/bGUcWf2.png[/T]
[T]http://i.imgur.com/qqdv5xo.png[/T]
Those renders are awesome.
game zombie how the fuck do you make the "tint" and "cloak" versions of the hud icons
it just looks like the icon with transparent white over it
im not even joking
[IMG]http://i.imgur.com/K8UTelg.png?1[/IMG]
[IMG]http://i.imgur.com/xXRCVNz.png?1[/IMG]
do they use the T.I.P textures?
also how did you get them to look so high def, pretty sure you can only use 256x256
Linux binaries have been added to the download, You can now host Linux servers!
The Linux servers binaries are perfectly stable and I've had no issue with them on my community's servers (the Haven servers in the server list).
I am however having issues with VAC on my client install (as I said a while back). I was secretly hoping the master server problem was related to the VAC issue. If anyone is willing to test please do try and report back your experiences. You may need to do cl_software_cursor 0 if it starts at 1 due to it being buggy on Linux.
So whats the next gamemode to be made after Deathmatch?
I'd like to think that VIP would be made after since its near completion, well atleast it felt like it from the old patch of the game.
[sp]and just because i want the civilians fat ass model already[/sp]
[QUOTE=Druidlyclean;49155843]So whats the next gamemode to be made after Deathmatch?
I'd like to think that VIP would be made after since its near completion, well atleast it felt like it from the old patch of the game.
[sp]and just because i want the civilians fat ass model already[/sp][/QUOTE]
I'd much rather have the next major update focus on making 4 Team gameplay and just the main game more fun. About 70% of all the people who downloaded this mod did it to play with the 4 Team gamemode. While about 80% of those people end up enjoying Deathmatch more, that's not what they downloaded this mod for. I personally love DM, but I still think 4 Team needs some love. It'd be easier to jump into as well then balancing a new game mode. Cragg is already a great base to go off of, as it's fun and balanced. VIP was kinda shit in 1.9, and would definitely need major changes to work well.
After playing 4CP for a bit, I came to some conclusions and some possible solutions to fix the issues. First off, let's start with the issues;
[B]1.[/B] It's stalematey. This can be addressed.
[B]2.[/B] It's based off the already existing CP without enough changes in mind to actually accommodate for the major gameplay changes.
[B]3.[/B] Time goes up every time a point is captured. With four teams going for a capture, the timer will almost always be at 9:00+ minutes. This means that a SINGLE 4CP match can very well last the entire map time.
[B]4.[/B] And this one, although not the fault of the gamemode, is still stupid; the [I]default servers[/I], VaultF4, don't have autobalance turned on. Why?
So these issues are mainly what makes 4CP less enjoyable than it should be. I'd say we should brainstorm about what we should do about it. I'll start off with some suggestions to fix it;
[B]1.[/B] Make it so that time isn't added on cap; start at 10:00. Alternatively, make it so that the timer can only go up X amount of times. This makes it so that matches are restricted to a certain amount of time.
[B]2.[/B] Don't make capturing all the points the only win condition, at least for maps with 3+ capture points. Following up on the previous suggestion, map time will be restricted a lot more. If multiple teams have a similar amount of capture points, then they should be put into a sudden death Arena-style situation. Basically [url=https://wiki.teamfortress.com/wiki/Sudden_Death]this[/url].
[B]3.[/B] Increase respawn times for teams with the majority capture points(?). Not sure if this one is a good idea, but I'm throwing it out there.
On that note, I think adding HUD elements for Block Fortress should be a high priority if it's not fixed in the next update. Block Fortress was the first 4CP map I played, and I was confused as to what the win conditions were, since there was no HUD elements to describe that. As far as I could tell at the start, there was only one capture point (I know now that there's two, but capturing both doesn't win the round, so I assume there's more). The lack of HUD elements on a default map makes it insanely hard for new players to understand it.
Is there plans to adding some kind of medi gun to DM? It would be interesting because it could lead to some impromptu coordination between players
Can anyone give me a vaild link for TF2C 2.0 Beta? The only one listed on the site took 3 hours to download, and it was corrupted when it finished.
[QUOTE=danielmm8888;49143940]In regards to gamemodes, KOTH works 100%. Arena works but is missing some aesthetic details. Payload now properly has a dispenser that heals you while the cart is moving, and we're still working on Payload, although functionally it works. And for that matter even PLR works.
Unrelated, but some time ago we've ported pretty much all live TF2 Engineer changes over to TF2C. We've also added upgradeable teleporters and dispensers, and we've added hauling, which can be disabled by server admins using a console command.[/QUOTE]
Sounds good. I've been out of action lately for various reasons, but hope to be back/in the slack fairly soonish.
Nice to see some positive changes and whatnot.
[B]Edit: [/B]I still need an invite to the admin section of the Steam group though dawg. Mentioned it to a few people a few months ago, but I suppose folks forgot.
[QUOTE=danielmm8888;49143940]We've ported all voice limes...[/QUOTE]
That's all well and good Daniel, but what about the voice [I]lemons[/I].
is there a way to easly find leaks in a map?
[QUOTE=MaartenS11;49158012]is there a way to easly find leaks in a map?[/QUOTE]
Two main giveaways;
1) Your compiled map has weird shadows, lighting issues or the skybox is not rendering properly, etc.
and/or
2) After compiling a map, go back to hammer and click "Load Pointfile". If you're able to load it you have a leak and a red line will be telling you on the brush editing screens where it is/leads.
2.5) Check the compile log.
There's also a wealth of information on the Valve Developer Wiki:
[url]https://developer.valvesoftware.com/wiki/Leak[/url]
And as always, remember; [URL="http://bfy.tw/2uDd"]Google is your friend[/URL].
[url]http://www.interlopers.net/errors/[/url]
put your compile log into there and it'll tell you if you have a leak
doesnt tell you where but it tells you if your map has one
also tells you some other errors
For some reason, My Advanced Settings are reset when i start tf2classic, so i have to re-enable my settings every time i start up TF2c
Help?
[QUOTE=Cpt. Cakes;49155752]game zombie how the fuck do you make the "tint" and "cloak" versions of the hud icons
it just looks like the icon with transparent white over it
im not even joking
[IMG]http://i.imgur.com/K8UTelg.png?1[/IMG]
[IMG]http://i.imgur.com/xXRCVNz.png?1[/IMG]
do they use the T.I.P textures?
also how did you get them to look so high def, pretty sure you can only use 256x256[/QUOTE]
I made the tint and outline textures. Game Zombie just did the renders and stuff.
I mostly used guesswork and whatever GIMP could provide. I don't know exactly how Valve does it.
[QUOTE=GoldenBalls;49158273]Two main giveaways;
1) Your compiled map has weird shadows, lighting issues or the skybox is not rendering properly, etc.
and/or
2) After compiling a map, go back to hammer and click "Load Pointfile". If you're able to load it you have a leak and a red line will be telling you on the brush editing screens where it is/leads.
2.5) Check the compile log.
There's also a wealth of information on the Valve Developer Wiki:
[url]https://developer.valvesoftware.com/wiki/Leak[/url]
And as always, remember; [URL="http://bfy.tw/2uDd"]Google is your friend[/URL].[/QUOTE]
Thanks for some reason one of the textures made a leak
[QUOTE=superbro11;49158353]For some reason, My Advanced Settings are reset when i start tf2classic, so i have to re-enable my settings every time i start up TF2c
Help?[/QUOTE]
is -dxlevel in your launch options or any of your configs
do you have any launch options at all
because if you have dxlevel in your launch optiosn or configs they'll reset
I added a couple of new areas to my map, its still a alpha map.
[T]http://images.akamai.steamusercontent.com/ugc/576820758900257451/47D95B21E1EBCA7FE8B4D52B67CADC44FE74D3BA/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/576820758900257766/071CD2F1F702E38E7F301D9CA8E04668B7605CDF/[/T]
[T]http://images.akamai.steamusercontent.com/ugc/576820758900258157/26B30C88EB3B9BAE5678C9DF3C0EC4924E6A8AF2/[/T]
Scones, can you change Venice's name to be simpler and have no caps? It can mess up people who want to play it on Linux.
[QUOTE=The Yiffy Fox;49156879]Can anyone give me a vaild link for TF2C 2.0 Beta? The only one listed on the site took 3 hours to download, and it was corrupted when it finished.[/QUOTE]
[url]https://www.dropbox.com/s/zqbr6lrlw06xey0/tf2c2.0.zip?dl=0[/url], here is a copy I put into dropbox, it just caused my dropbox to say that it can no longer store any files, even though I deleted some right after.
[QUOTE=lolo;49159369]I know I might be late, but I'll try hosting a temporary copy of tf2classic 2.0.0 beta 1 through Dropbox.
I downloaded it yesterday and played with some people on DM and as far as I can see it works fine.[/QUOTE]
More mirrors will be great, Since we put downloads back up people have downloaded 1TB of data from the server so you may have issues with dropbox's "Traffic system"
Anyone who's security conscious, Here are the download hashes to ensure mirrored copies are legit (list includes recent repacks):
MD5: [url]http://samantha.0x13.io/TF2C_MD5.txt[/url]
SHA256: [url]http://samantha.0x13.io/TF2C_SHA256.txt[/url]
Some folks are seeing downloads are marked as malicious. Providing you're downloading it directly from the link on the website you'll be fine, this is a false positive.
[QUOTE=Th13teen;49159473]
Some folks are seeing downloads are marked as malicious. Providing you're downloading it directly from the link on the website you'll be fine, this is a false positive.[/QUOTE]
From my experience with Chrome it marks something like half of downloads as malicious.
I have the download link
[url]http://www.mediafire.com/download/ce8byh7bfhr1cps/TF2C_2_0_0b1.7z[/url]
[QUOTE=Nicknine;49159496]From my experience with Chrome it marks something like half of downloads as malicious.[/QUOTE]
I [U]never[/U] get it
What [I]files[/I] :quotes: are you downloading. :v:
[QUOTE=Th13teen;49159528]I [U]never[/U] get it
What [I]files[/I] :quotes: are you downloading. :v:[/QUOTE]
The files from the original site. Not everyone is you.
[QUOTE=Th13teen;49159528]I [U]never[/U] get it
What [I]files[/I] :quotes: are you downloading. :v:[/QUOTE]
Files like an archive that literally has nothing inside but a simple text file.
[QUOTE=Moonrat;49159270]Scones, can you change Venice's name to be simpler and have no caps? It can mess up people who want to play it on Linux.[/QUOTE]
Didn't realize that would be a problem, thanks for the heads up. I'll switch to a new naming system after v20.
[QUOTE=Cpt. Cakes;49158477]is -dxlevel in your launch options or any of your configs
do you have any launch options at all
because if you have dxlevel in your launch optiosn or configs they'll reset[/QUOTE]
Nope. my launch options are "-32bit -high -noforcemaccel -noforcemparms -full -novid -nocrashdialog -nod3d9ex -nojoy -noipx -nocdaudio +cl_cloud_settings 0 -nosync -dev -d3d +exec autoexec" my autoexec does not have any dxlevel commands in my autoexec ether.
what the hell why do you need those launch commands
also you dont need to do +exec autoexec, that's why it's called autoexec because it automatically does it without launch commands
try removing all of your launch commands except for -high and -novid
How many people are making DM maps right now? Specifically relatively small ones......
It'd be cool to see them... Maybe with even a download link.....
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