regarding the "Heavy Artillery" weapon, I think it'd be more natural looking if it had some sort of spinup time, similar to the original Tomislav before the nerfs.
also, when will the unnecessary files stop being packed with tf2c? I want to get the new version, but I'm also not too keen on longer download times, especially when the downloads can't be paused and resumed
[QUOTE=LondierX;49410277]regarding the "Heavy Artillery" weapon, I think it'd be more natural looking if it had some sort of spinup time, similar to the original Tomislav before the nerfs.[/QUOTE]
Alternatively, if the Heavy Artillery will continue to have a non-existant spin-up time, it might just be better to have its first person animations permanently stay in the "spun up" position.
And about the cosmetics debate up there: Even [B]if[/B] there will be cosmetics at some point, what's the point of adding cosmetics to a game while its gameplay and animations are nowhere near finished yet?
[QUOTE=Barbarossa;49410878]Alternatively, if the Heavy Artillery will continue to have a non-existant spin-up time, it might just be better to have its first person animations permanently stay in the "spun up" position.
And about the cosmetics debate up there: Even [B]if[/B] there will be cosmetics at some point, what's the point of adding cosmetics to a game while its gameplay and animations are nowhere near finished yet?[/QUOTE]
Maybe all hats could be available to everyone for free?
[QUOTE=DrMedicVG;49410905]Maybe all hast could be available to everyone fo free?[/QUOTE]
Or servers could run independent add-ons that allow players to equip hats or cosmetics separately from the main TF2C content
[QUOTE=DrMedicVG;49410905]Maybe all hats could be available to everyone for free?[/QUOTE]
they can't make money from tf2classic so they will never sell hats. They will always be free.
[QUOTE=DrMedicVG;49410905]Maybe all hats could be available to everyone for free?[/QUOTE]
You didn't even read what i said. Availabe for everyone or not, hats should not be a main concern before the game itself is in a somewhat finished state. There is no point in adding cosmetic items so long as the gameplay hasn't had its kinks ironed out. All the customization in the world does not make an unbalanced, unfinished game better.
[QUOTE=Barbarossa;49411179]You didn't even read what i said. Availabe for everyone or not, hats should not be a main concern before the game itself is in a somewhat finished state. There is no point in adding cosmetic items so long as the gameplay hasn't had its kinks ironed out. All the customization in the world does not make an unbalanced, unfinished game better.[/QUOTE]
Of course, but we are thinking ahead
I have a question why is there only one vaultf4 server in the server browser and 3 on the oficial servers list?
[t]http://i.imgur.com/Yow5Nag.png[/t]
Before and After some proportion tweaks
I'm gonna drop my own argument about Cosmetics.
Players love to customize things, that's the big reason everybody wants them in this game, That's why they were added to TF2. People love to look different, have options, stand out from the crowd. There currently aren't any options for thing in TF2C, and being based off of something with [B]over a 1000 different things to wear[/B], people are gonna want to have some options.
Now, I play Live TF2 and TF2C regularly, so I don't really care what direction cosmetics go here. But there are some people who really want them, and some who really don't. Of course, if cosmetics are added, they need to avoid the big problems that plague some of the cosmetics in TF2.
- Fit the 1960/70s artstyle of TF2 and TF2C. I honestly never had a problem with MOST hats and cosmetics, but I do see where people are coming from.
- Hitboxes don't change with hats and such, so any cosmetics need to be kinda low profile. A big BIG [B]BIG[/B] offender of this is the ugly ass [URL="https://wiki.teamfortress.com/wiki/Potassium_Bonnett"]Potassium Bonnett[/URL], being a huge eyesore that hides the actual heads of the classes at a ludicrous degree.
- Fit class personalities. The Scout isn't going to wear something like the [URL="https://wiki.teamfortress.com/wiki/Flak_Jack"]Flak Jack[/URL], nor is he gonna grow facial hair. Meanwhile the Soldier probably would grow some hair on his face.
- Be varied. Look at some of TF2's items, and how stupidly similar they are to each other. The [URL="https://wiki.teamfortress.com/wiki/Winter_Woodsman"]Winter Woodsman[/URL] and the [URL="https://wiki.teamfortress.com/wiki/Brown_Bomber"]Brown Bomber[/URL] are the worst offender of this in my opinion. If there is more than one hat it needs to be different. I don't think that'd be hard if the cosmetics were implemented in a limited number.
I don't care if cosmetics are implemented or not, I'm fine with none. And it doesn't matter, because this decision ultimately falls to the TF2C team to decide, and I'm pretty sure most of them don't care much for cosmetics.
I have a suggestion:
how about we don't have cosmetics and hats?
Hats will be added after the development team finish implementing DarkRP.
Since cosmetic items MIGHT be implemented at the end of the main development of TF2C and the weapons will be in too, how about cosmetics that change according to weapons? Say, if the scout has the Soda popper, Flying Guillotine and the Sandman, he will have a BONK! cooler instead of his bag, a (idk) bloody apron for the guillotine, and a baseball cap that isn't stock grey. If a class has a "sub-class" set, like Demoknight, their items will be of midievil times. This is a suggestion, and can turn ugly easily, but it is just a thought.
Also, will they be adding the Railgun for Engie? Would love to see that weapon.
[QUOTE=Trittyburd;49412025]Since cosmetic items MIGHT be implemented at the end of the main development of TF2C and the weapons will be in too, how about cosmetics that change according to weapons? Say, if the scout has the Soda popper, Flying Guillotine and the Sandman, he will have a BONK! cooler instead of his bag, a (idk) bloody apron for the guillotine, and a baseball cap that isn't stock grey. If a class has a "sub-class" set, like Demoknight, their items will be of midievil times. This is a suggestion, and can turn ugly easily, but it is just a thought.
Also, will they be adding the Railgun for Engie? Would love to see that weapon.[/QUOTE]
Not a horrible idea, it's like how they give the MVM bots different hats so it's clear what their loadout is.
Since everyone is putting their thoughts on it.
I would only want to see cosmetics in this mod ONLY if you cannot actually choose your cosmetics. Yes, people like customization and I see the appeal but at the same time I really dislike the whole "status symbol" aspect of it all.
I rather like the idea of randomized appearances to the classes while staying truly faithful to the classes' role and the time period. Maybe a scout will spawn with no hat and will have different backpack.
It is all to break up some visual repetition, you have no control over what your class looks like outside of your weapon loadout.
[QUOTE=Su_Bu;49412193]Since everyone is putting their thoughts on it.
I would only want to see cosmetics in this mod ONLY if you cannot actually choose your cosmetics. Yes, people like customization and I see the appeal but at the same time I really dislike the whole "status symbol" aspect of it all.
I rather like the idea of randomized appearances to the classes while staying truly faithful to the classes' role and the time period. Maybe a scout will spawn with no hat and will have different backpack.
It is all to break up some visual repetition, you have no control over what your class looks like outside of your weapon loadout.[/QUOTE]
I agree just like in espionage where the bowties and ties get selected random
[img]https://dl.dropboxusercontent.com/u/39556064/Civ4colors.jpg[/img]
hows the green and yellow lookin?
[QUOTE=blaholtzen;49412234][img]https://dl.dropboxusercontent.com/u/39556064/Civ4colors.jpg[/img]
hows the green and yellow lookin?[/QUOTE]
Lookin' very nice indeed.
How far along is the Civilian by the way? The model is done, but how's the animations? I recall seeing a humiliation walk some time ago.
And while we're on that topic, how exactly is the VIP mode going to work? I never got a chance to play it, but I heard the original mode in TFC was flawed in the fact that the entire thing hinged on the skill of the Civvie player.
[QUOTE=Tinker;49412029]Not a horrible idea, it's like how they give the MVM bots different hats so it's clear what their loadout is.[/QUOTE]
sort of like what titanfall did where different weapons changed the player model.
Will there be UI support for people who use 4:3 resolution monitors?
I'm using a 1600x1200 monitor and some of the UI elements in the main menu and probably in other areas overlap each other or are incorrectly placed.
I created a blog for Hammer map design back in August, but stopped updating it.
[url]http://cordonationhammer.blogspot.com/[/url]
Why am I telling you this? Mainly because I'm interested in writing a few articles aimed at TF2C. If you got any suggestions, tell me them and I'll see if I can turn them into an article...
Silly request, I haven't played for a while so I'm not sure if this is already a feature.
Could syringes from the syringe gun be made to remain in an enemy for a little while after hitting them, rather than simply disappearing on hit?
So I was busy making a map (Not gonna show as its ugly af) and I wanted the map to be in Russia, so I want to add some decals, props and others that create some feel of Mother Russia. I noticed that in dm_wiseau, it has its own weapons like the screen tearing minigun.
Is there a way, a tutorial, to show on how I can add my own specific weapons in my map? Maybe just reskins or even modified weapons?
[QUOTE=savva60;49412631]So I was busy making a map (Not gonna show as its ugly af) and I wanted the map to be in Russia, so I want to add some decals, props and others that create some feel of Mother Russia. I noticed that in dm_wiseau, it has its own weapons like the screen tearing minigun.
Is there a way, a tutorial, to show on how I can add my own specific weapons in my map? Maybe just reskins or even modified weapons?[/QUOTE]
we've been known to listen when community map makers request weapons for their map. We have been working on a harpoon gun for Venice
[QUOTE=OneFourth;49412678]we've been known to listen when community map makers request weapons for their map. We have been working on a harpoon gun for Venice[/QUOTE]
Well I already found a model in TF2 that I wanna use, I just want to know how to implement them in a map like mine.
Guys can you please tell me what just happend in this video:
[video=youtube;CX_RoLPJdQE]https://www.youtube.com/watch?v=CX_RoLPJdQE&ab_channel=jamasan99[/video]
So,is that 10th class only for DM ?
[QUOTE=m8 to m8;49412878]Guys can you please tell me what just happend in this video:
[video=youtube;CX_RoLPJdQE]https://www.youtube.com/watch?v=CX_RoLPJdQE&ab_channel=jamasan99[/video][/QUOTE]
this is one of the worst fake russian accents I've ever heard
[QUOTE=OneFourth;49412678]we've been known to listen when community map makers request weapons for their map. We have been working on a harpoon gun for Venice[/QUOTE]
I do have a plan to make a mood base style map, any chance you could add these?
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=517886642&searchtext=[/url]
this [url]http://steamcommunity.com/sharedfiles/filedetails/?id=311025350[/url]
and this [url]http://steamcommunity.com/sharedfiles/filedetails/?id=310424187&searchtext=[/url]?
btw i heard the RPG and Cyclops were being removed, any chance this is true, and if so will there files stay so they can be used in DM?
[T]http://i.imgur.com/HWm5vxE.png[/T]
Turns out, having a slight yellow within a mostly white scene gets the perfect Deus Ex look!
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