• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Tobin;49254811]This is why 4 Team mode was a bad idea in the first place[/QUOTE] cp doesn't really work well, but I think koth or payload race would be a good fit.
[QUOTE=Druidlyclean;49254446]Hello, I've gotten to a point to where I want to release whats finished so far of esp_office, even though Espionage isn't out yet. What I need is honest feedback and what I can fix and change around in the map to make it good for gameplay in order for it to be fun to use in Espionage. -snip- Note: that this is not the final version of the map and I'm going to try to add some offices to the map, hence the name of the map. ALSO: There will be errors around the mess hall because I haven't properly compiled the vending machines into the map. -snip-[/QUOTE] Haven't played this map yet, I will try it soon. But so I can say, there should be a empty cargo-crate-or-whatever in that room to camp in, and the vending machines should regen health (In my opinion and mind, of course)
Why can't I build teleporters?
[QUOTE=Ott;49255761]Why can't I build teleporters?[/QUOTE] They were temporarily removed due to a bug
Welp, as many people have wanted, I have made a DM version of esp_office, some things were removed in order for players to move around easily, because of bunnyhopping. And by requested name, it will be called "dm_facility" Download: [url]https://www.dropbox.com/s/30hix8wdb6n6z12/dm_facility.bsp?dl=0[/url]
Just an idea but what about a 4 team arena?
[QUOTE=cha0s;49256066]Just an idea but what about a 4 team arena?[/QUOTE] That sounds like a lot of fun, kinda like team DM, but... with classes and no respawn. I like it.
How far along in development is espionage anyway, will we see a playable version anytime soon?
[QUOTE=goatking732;49245262]If we ever did get a survival mode, I think it be more better if it was like "Left for Dead" style survival than a mvm thing. Note just a suggestion if this mode was being looked into.[/QUOTE] I really want to do this... Maybe if we take the combine AI(for now) and give them a reskin(as a evil mercs), maybe we can do a merc campaign mode where the players must go, assault a fort or something... Like a Payday or killing floor too. I relly want to ask to developers if they at least can add the combines to test this.
[QUOTE=The_Rad;49256906]I really want to do this... Maybe if we take the combine AI(for now) and give them a reskin(as a evil mercs), maybe we can do a merc campaign mode where the players must go, assault a fort or something... Like a Payday or killing floor too. I relly want to ask to developers if they at least can add the combines to test this.[/QUOTE] that existing combine ai doesn't have prediction in multiplayer, it would be glitchy
So, I've been following this mod for a while now, and finally decided to give my two cents: I think we can all agree that 4 team CP doesn't work in it's current state. One solution that has been stated a few times is to move the control points away from the spawn rooms. But another thing I've been thinking about is that maybe the devs could take some inspiration from Pirates, Vikings and Knights II's territory mode. In essence, territories in PVKII work similar to control points. However, in order to accomodate the three teams, territories have to be made neutral before they can be captured. This also means that two teams can work together to push the third off the territory, only to start fighting amongst themselves when it comes to the question of who gets to keep it. But the biggest difference is the win condition: In PVKII, each team has a ticket counter that starts at a certain number. Owning territories causes the tickets to count down; the more territories the faster. The first team to reach zero tickets wins. Alternatively, if a team manages to capture every territory and hold them for 30 seconds, they win immediately. So basically, it's like a combination of KotH and CP. I really hope that they can make the 4-team gamemodes work, because they can be really fun at times.
[QUOTE=OneFourth;49256927]that existing combine ai doesn't have prediction in multiplayer, it would be glitchy[/QUOTE] ok
[QUOTE=Sergeant Stacker;49254575]It's hilarious how stalemate-prone 4 team CP mode is, there was an hours-long stalemate on cp_cragg and it only ended when BLU, GRN, and YLW joined forces against RED and allowed 1 of the 3 to capture all of the points [I]You don't know stalemate hell 'till you've fought in the battle of cragg[/I][/QUOTE] You killed my sentry!
I'm probably asking in wrong place, but since you're working with latest SDK 2013 MP code, I've got a question: How did you fix tier1 these library syntax errors? [code]void KeyValues::CopyKeyValuesFromRecursive( const KeyValues& rootSrc ) { struct CopyStruct { KeyValues* dst; const KeyValues* src; }; char tmp[256]; KeyValues* localDst = NULL; CUtlQueue<CopyStruct> nodeQ; nodeQ.Insert({ this, &rootSrc }); while ( nodeQ.Count() > 0 ) { CopyStruct cs = nodeQ.RemoveAtHead(); while (cs.src) { Assert( (cs.src != NULL) == (cs.dst != NULL) ); cs.dst->CopyKeyValue( *cs.src, sizeof(tmp), tmp ); if (cs.src->m_pSub) { cs.dst->m_pSub = localDst = new KeyValues( NULL ); nodeQ.Insert({ localDst, cs.src->m_pSub }); } if (cs.src->m_pPeer) { cs.dst->m_pPeer = new KeyValues( NULL ); } else { cs.dst->m_pPeer = NULL; } cs.src = cs.src->m_pPeer; cs.dst = cs.dst->m_pPeer; } } }[/code] Lines with nodeQ.Insert give syntax error for VS2010 and VS2012.
[QUOTE=Druidlyclean;49256048]Welp, as many people have wanted, I have made a DM version of esp_office, some things were removed in order for players to move around easily, because of bunnyhopping. And by requested name, it will be called "dm_facility" Download: [url]https://www.dropbox.com/s/30hix8wdb6n6z12/dm_facility.bsp?dl=0[/url][/QUOTE] Can I host a server on the map?
[QUOTE=Gazyi;49257467]I'm probably asking in wrong place, but since you're working with latest SDK 2013 MP code, I've got a question: How did you fix tier1 these library syntax errors? [code]void KeyValues::CopyKeyValuesFromRecursive( const KeyValues& rootSrc ) { struct CopyStruct { KeyValues* dst; const KeyValues* src; }; char tmp[256]; KeyValues* localDst = NULL; CUtlQueue<CopyStruct> nodeQ; nodeQ.Insert({ this, &rootSrc }); while ( nodeQ.Count() > 0 ) { CopyStruct cs = nodeQ.RemoveAtHead(); while (cs.src) { Assert( (cs.src != NULL) == (cs.dst != NULL) ); cs.dst->CopyKeyValue( *cs.src, sizeof(tmp), tmp ); if (cs.src->m_pSub) { cs.dst->m_pSub = localDst = new KeyValues( NULL ); nodeQ.Insert({ localDst, cs.src->m_pSub }); } if (cs.src->m_pPeer) { cs.dst->m_pPeer = new KeyValues( NULL ); } else { cs.dst->m_pPeer = NULL; } cs.src = cs.src->m_pPeer; cs.dst = cs.dst->m_pPeer; } } }[/code] Lines with nodeQ.Insert give syntax error for VS2010 and VS2012.[/QUOTE] A) You are asking in totally the wrong place, the VDC (developer.valvesoftware.com) is a much better place for this. B) Check that it is an actual compiler error and not an IntelliSense error. C) Check your platform toolset.
[QUOTE=OneFourth;49256927]that existing combine ai doesn't have prediction in multiplayer, it would be glitchy[/QUOTE] IIRC there was an open-source coop base made by someone that fixed prediction. Lemme see if I can find it. [editline]6th December 2015[/editline] Found it: [url]https://developer.valvesoftware.com/wiki/Co-Operative_Base_%28Mod%29[/url]
Use VS2013 Update 5.
Would be sweet if someone could hack up a version of FrankenHud 2 for Classic.
[QUOTE=DeadKiller987;49258007]Would be sweet if someone could hack up a version of FrankenHud 2 for Classic.[/QUOTE]Whoever does this has both my permission and deepest sympathies - my VGUI hackery redefines "dog's breakfast".
[QUOTE=DrPyspy;49255218]A major problem with 4-team domination (cragg) is that teams are forced to either spread themselves out in order to do anything, or turtle at their capture point. So, most of the time you have 1-2 people trying to capture a point guarded by the entire team, or the entire team capturing a point guarded by absolutely nobody. Captures do not last long either, as teams have to move to the other capture points to capture them, leaving their newly acquired points helpless to be scooped up by the original owner.[/QUOTE] My first idea was to make a team loose when they have no capture points e.g. when team green has no cappoints they cant spawn anymore, but if anybody of them thats still alife gets one they get their spawn back. If an entire team is dead and cant respawn, they all get put into the other teams.
[QUOTE=Barbarossa;49256936]So, I've been following this mod for a while now, and finally decided to give my two cents: I think we can all agree that 4 team CP doesn't work in it's current state. One solution that has been stated a few times is to move the control points away from the spawn rooms. But another thing I've been thinking about is that maybe the devs could take some inspiration from Pirates, Vikings and Knights II's territory mode. In essence, territories in PVKII work similar to control points. However, in order to accomodate the three teams, territories have to be made neutral before they can be captured. This also means that two teams can work together to push the third off the territory, only to start fighting amongst themselves when it comes to the question of who gets to keep it. But the biggest difference is the win condition: In PVKII, each team has a ticket counter that starts at a certain number. Owning territories causes the tickets to count down; the more territories the faster. The first team to reach zero tickets wins. Alternatively, if a team manages to capture every territory and hold them for 30 seconds, they win immediately. So basically, it's like a combination of KotH and CP. I really hope that they can make the 4-team gamemodes work, because they can be really fun at times.[/QUOTE] I like this idea.
I think the timer in 4-team CP should have a cap. It gets ridiculously high when teams just keep capturing each others points for a long time.
Speaking of which, how would a 4 team version of that balloon race map play out?
[QUOTE=CheezMan;49259287]Speaking of which, how would a 4 team version of that balloon race map play out?[/QUOTE] More work than it's worth, probably.
[QUOTE=DeadKiller987;49259102]I think the timer in 4-team CP should have a cap. It gets ridiculously high when teams just keep capturing each others points for a long time.[/QUOTE] That depends on the map.
[video=youtube;WNOTf0XI9Xo]https://www.youtube.com/watch?v=WNOTf0XI9Xo[/video] /v/ is taking over the game
[QUOTE=EdvardSchnitz;49260276][video=youtube;WNOTf0XI9Xo]https://www.youtube.com/watch?v=WNOTf0XI9Xo[/video] /v/ is taking over the game[/QUOTE] This honestly saddens me, I want to go on a server without the worry of having 20+ people mic spamming, and wasting the time of muting literally everyone.
Micspam is amusing if it's all concentrated on one server.
[QUOTE=SuperEmoBros;49252894]To be fair, while the Lenny face is annoying to me when playing live TF2, I don't think we should censor it in TF2C. Though a clientside word filter of some sort could remedy this problem and others, I think it's unnecessary at this stage.[/QUOTE] Welp, time to stop being Le Hungry Pumkin on Steam then. :v:
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