• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=Cufflux;49373551]How much effort would it take to update it? It seems like an incredible organization tool, don't know why you'd abandon it.[/QUOTE] i'll update it throughout the next few days, sit tight [editline]23rd December 2015[/editline] there. instead of reflecting things we've done its now actually being used to track progress
[QUOTE=Cufflux;49373551]How much effort would it take to update it? It seems like an incredible organization tool, don't know why you'd abandon it.[/QUOTE] You can watch the progress on github:[url]https://github.com/danielmm8888/TF2Classic/commits/master[/url]
[img]http://i.imgur.com/YDSVxUV.png[/img] ratatatatatatat *bullet ricochet*
According to trello the Release for the civilian player model will release for SFM / GMOD ( DATE: 2015.12.26 ): only 3 days from now
Can we please fix the "Rainbow Wheel" player colors in DM ?
[QUOTE=NassimO PotatO;49374938]Can we please fix the "Rainbow Wheel" player colors in DM ?[/QUOTE] I took care of it already: [url]https://github.com/danielmm8888/TF2Classic/pull/217[/url]
I'm trying to make a TF2C dedicated server, I can make the server work on TF2 and in the server creation menu, I am able to choose TF2C, but it will not show up on my lan browser. Do I need the master server detection file for it or something else?
[QUOTE=blaholtzen;49368500]So far ive only thrown together a simple, ambiguous, spy-spin-off with some 70's suits for reference. might make sense as he's more of a sneaky assassin than anything else in the context of espionage[/QUOTE] One of our guys made this as an agent concept, mainly because that one looks a bit too similar to Spy and would further help differentiate between the two. [t]http://i.imgur.com/GqD0Gsv.png[/t]
[QUOTE=Batandy;49374090][img]http://i.imgur.com/YDSVxUV.png[/img] ratatatatatatat *bullet ricochet*[/QUOTE] the stock and handle look like cut out foam pieces i'd suggest looking at other weapons as a reference, or load one in while you model the stock
[QUOTE=Nicknine;49375309]I took care of it already: [url]https://github.com/danielmm8888/TF2Classic/pull/217[/url][/QUOTE] I love you
[QUOTE=Spork-Juct;49375592]One of our guys made this as an agent concept, mainly because that one looks a bit too similar to Spy and would further help differentiate between the two. [t]http://i.imgur.com/GqD0Gsv.png[/t][/QUOTE] I don't think that's necessary: the "black-spy" look is already fitting the agent playstyle, it doesn't need to be changed. To confirm my thoughts: -I'd like to remind that the weapons should be the main thing to get changed. -The black suit + balaclava fits the hired killer perfectly. (-The agent can disguise like the spy, so we could "assume" that they both come from the same "agency")
[QUOTE=Cufflux;49369444]Hey, I remember this if you want to make a Spy-rigged model look hunched over. I wasn't able to find it in HLMV though.[/QUOTE] It is actually a ragdoll spawn system tf2 used to (or still uses). Spy is weird because it is the early secondary pose, IIRC the others have the current poses. Find the animation "ragdollspawn" in sfm.
[QUOTE=Cufflux;49369444]Hey, I remember this if you want to make a Spy-rigged model look hunched over. I wasn't able to find it in HLMV though.[/QUOTE] If I recall correctly, Valve's official source files that come in the Source SDK include all the files needed for the tranq animations to be used (walking animations, jumping animations, etc.).
[QUOTE=Spork-Juct;49375592]One of our guys made this as an agent concept, mainly because that one looks a bit too similar to Spy and would further help differentiate between the two. [t]http://i.imgur.com/GqD0Gsv.png[/t][/QUOTE] He looks like that guy from Psychonauts
[QUOTE=Spork-Juct;49375592]One of our guys made this as an agent concept, mainly because that one looks a bit too similar to Spy and would further help differentiate between the two. [t]http://i.imgur.com/GqD0Gsv.png[/t][/QUOTE] I honestly can't see this man murdering workers and dressing as them.
Beta 2 is launching at 10:20 PM EST
[QUOTE=danielmm8888;49377807]Beta 2 is launching at 10:20 PM EST[/QUOTE] I am so happy right now does this contain evrything that is on github: weapon atributes...
ill be there if b4nny is done streaming matchmaking by 10 pm est
For weapons for the Heavy Weapons Guy, I was thinking on HW guy original concept minigun like this: [IMG]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/IMG] [url]http://tf2.gamebanana.com/skins/139869[/url]
[QUOTE=The_Rad;49378311]For weapons for the Heavy Weapons Guy, I was thinking on HW guy original concept minigun like this: [IMG]http://files.gamebanana.com/img/ss/srends/554add195bf0a.jpg[/IMG] [url]http://tf2.gamebanana.com/skins/139869[/url][/QUOTE] your not the first person to suggest this
Well, I've got some bad news. We're delaying the beta until the 26th. Initially we've had problems compiling the Linux version ( which we need since half of our official servers run on Linux ), however while playtesting we've found some rather huge bugs, which is why it'd be better for us to delay it so that we can iron those bugs out. Thank you for your patience. Here is the changelog for 2.0.0b2 [quote] Added items_game.txt support Implemented attributes Added tf_use_fixedweaponspreads Added tf2c_disable_new_weapons Added tf2c_allow_special_classes Added Lvl2 and Lvl3 dispensers and teleporters Added Pyro airblast (can be disabled using tf2c_airblast 0, player airblast pushing can be disabled using tf2c_airblast_players 0) Added hauling (can be disabled using tf2c_building_hauling 0) Added the flaregun Added the flamethrower sizzle sound Added KOTH support, 4KOTH support Added Payload support Added Arena support Added highlander mode Added competitive class limit commands Added a list showing official servers on the main menu Added a panel displaying the blog Added the live TF2 weapon selection HUD Added Heavy, Pyro, Spy taunt kill Added loser animations Added melee dare lines Added domination lines Added func_flagdetectionzone Added tf_generic_bomb Added engineer objects to the fgd Added aditional damage sound options (tf_dingaling_volume, tf_dingaling_pitchmindmg, tf_dingaling_pitchmaxdmg) Added tf_hud_target_id_alpha Changed FOV set to 100 Changed weapon switching time to 0.5 from 0.67 Changed Pistol firing interval to 0.15 Switching disguises is now faster if you're already disguised Fixed pipebomb and rocket damage being blocked by players Fixed minmode HUD cutting ammo value off Fixed point doubling for kills and assists in DM Fixed butterfly knife delay Fixed damage count HUD glitches Fixed glitches with the Ubersaw Fixed glitches with the Kritzkrieg Removed the medic shotgun Added pl_goldrush Added pl_badwater Added plr_hightower Added koth_nucleus Added koth_sawmill Removed cp_ashworks Removed ctf_push_a4 Updated dm_wiseau Updated cp_amarath Added dm_grain Removed dm_offblast Added a new experimental updater (Vapor) which is now included with the game. This updater should automatically detect and only download modified files Deathmatch: Merc's colors now only change after the player has respawned Added a colored sniper dot Added the Uber powerup Enabled player collision Added the Berserk powerup (currently not present in any maps) Added outlines to weapon spawners Dead players now drop weapons (outline color of the dropped weapons indicates how much ammo the dropped weapon includes. e.g green is full, red is empty, etc.) Set player overheal decay 25% slower Buffed player overheal cap to 200% Scoreboard now displays killstreaks Fixed crit particles Respawn particles now preview properly Heavy Artillery added to weapon pool Flare Gun added to weapon pool[/quote]
why on earth did you remove dm_offblast?!
[QUOTE=cha0s;49378610]why on earth did you remove dm_offblast?![/QUOTE] Our 3D heatmap data shows that it's an incredibly unbalanced map. It's pretty terrible.
Please, if you want to transcend time and space, ask a TF2C dev about the Big 'Ol Beautiful Baby. He is our savior, and he will be missed. R.I.P. BOBB
[QUOTE=danielmm8888;49378657]Our 3D heatmap data shows that it's an incredibly unbalanced map. It's pretty terrible.[/QUOTE] it was one of my favorite dm maps, wish you could keep it but i guess its for the best... [QUOTE=valvenews;49378677]Please, if you want to transcend time and space, ask a TF2C dev about the Big 'Ol Beautiful Baby. He is our savior, and he will be missed. R.I.P. BOBB[/QUOTE] wat?
[QUOTE=valvenews;49378677]Please, if you want to transcend time and space, ask a TF2C dev about the Big 'Ol Beautiful Baby. He is our savior, and he will be missed. R.I.P. BOBB[/QUOTE] Were those the metal gloves you were using in that video once?
Oh, was the Beta going to come out before then? I didn't know. To me, it's coming out earlier than expected!
[QUOTE=cha0s;49378702]it was one of my favorite dm maps, wish you could keep it but i guess its for the best... wat?[/QUOTE] Next time you are on a server with a dev, or myself, a lowly parishioner of the BOBB, please, feel free to ask any questions you may have.
I have an idea for a class its called dancing horse man who cooks wild mushroom. Video of his move set in the tf2 engine. [url]https://www.youtube.com/watch?v=NHY3kq6uoko&ab_channel=Funny[/url]
[QUOTE=Demetri64;49378849]I have an idea for a class its called dancing horse man who cooks wild mushroom. Video of his move set in the tf2 engine. [url]https://www.youtube.com/watch?v=NHY3kq6uoko&ab_channel=Funny[/url][/QUOTE] This isn't the time for jokes bro.
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