[QUOTE=OneFourth;49503070]if we're all posting heavily WIP maps, I started making one based off the Sterling Cooper offices. Don't know how I am going to fit it for DM yet (tons of breakable props perhaps), but here is the basic layout work so far. lots of brush based temp models and textures here
[t]http://i.imgur.com/tKZRUbk.jpg[/t]
[t]http://i.imgur.com/W0tNyzp.jpg[/t]
[t]http://i.imgur.com/qKMmCkN.jpg[/t]
[editline]11th January 2016[/editline]
maybe wont be for dm at all. maybe wont see the light of day[/QUOTE]
there's some pretty blatant nepotism going on here
[QUOTE=iiboharz;49502865]Instead of that rockwall texture use one of the ones with a smooth gradient and fit the scale to the height of the wall, use that scale for the x-axis scaling too. Looks pretty nice though but the cliff top also looks a bit too weird with all the bumps.
Use this guide to help you with your cliff (and general displacement) construction [url]http://tf2maps.net/threads/guide-displacements-basic-construction-part-1.24966/[/url][/QUOTE]
I'll see if I can find a better cliff texture. As for the general construction of the cliffs, I did follow that guide, otherwise they'd been worse.
Honestly, probably gonna drop the cliff for an open expanse that matches the other side more.
please somebody tell me the bot commands to add bots in tf2classic and also make them move in four team maps or any other. Or please add them in the next update. :)
[QUOTE=bluetoad555;49504693]please somebody tell me the bot commands to add bots in tf2classic and also make them move in four team maps or any other. Or please add them in the next update. :)[/QUOTE]
Currently the "bot" command just spawns the default Source "dumb" bots. We added our own code to make them move around a bit on their own but they have no AI.
Live TF2 uses Valve's homegrown "Nextbot" which we don't have access to. We've looked into an AI implementation but for now it's not something we can promise.
[QUOTE=iiboharz;49505260]Currently the "bot" command just spawns the default Source "dumb" bots. We added our own code to make them move around a bit on their own but they have no AI.
Live TF2 uses Valve's homegrown "Nextbot" which we don't have access to. We've looked into an AI implementation but for now it's not something we can promise.[/QUOTE]
whatever happened to that one bot solution that came out 2 years before valve's bots did?
Just did some googling, there's RCBots for TF2 in case no one has looked into it and is curious at all.
Also, someone said Linux client support is out now? How do I get in on that?
And another thing. Since the item schema is in the game now, does that mean we can add our own weapons?
[QUOTE=SOKMAN;49505329]whatever happened to that one bot solution that came out 2 years before valve's bots did?
Just did some googling, there's RCBots for TF2 in case no one has looked into it and is curious at all.
Also, someone said Linux client support is out now? How do I get in on that?
And another thing. Since the item schema is in the game now, does that mean we can add our own weapons?[/QUOTE]
Well there is a work around the Insecure mode by adding -steam to launch options
Here is what I posted earlier in the thread.
[QUOTE=chowder908;49479141]Good news fellow linux players there is a way you can play on the linux build now.
[t]http://i.imgur.com/8zDskCS.png[/t]
If you add -steam to your launch properties. It will allow you to join Vac secure games.
Have fun. :smile:
[t]http://i.imgur.com/pImGwig.png[/t][/QUOTE]
[t]http://i.imgur.com/XuHrwDc.jpg[/t]
Decided to remove the TV's until I get some new props, and decided to give each desk telephones (probably will change).
Plus added some props to the tables.
I removed the wooden parts because it made the desks a bit small for props to sit on.
[QUOTE=SOKMAN;49505329]whatever happened to that one bot solution that came out 2 years before valve's bots did?
Just did some googling, there's RCBots for TF2 in case no one has looked into it and is curious at all.
[/QUOTE]
It has been brought up in some developer conversations before and I'm not entirely sure where that went. It may be a solution but again we're still looking into things.
[QUOTE=iiboharz;49505260]Currently the "bot" command just spawns the default Source "dumb" bots. We added our own code to make them move around a bit on their own but they have no AI.
Live TF2 uses Valve's homegrown "Nextbot" which we don't have access to. We've looked into an AI implementation but for now it's not something we can promise.[/QUOTE]
but is there a command or not. if there is not tell me if there is tell me.
[QUOTE=bluetoad555;49506599]but is there a command or not. if there is not tell me if there is tell me.[/QUOTE]
The command to spawn bots is literally just "bot"
[QUOTE=iiboharz;49505260]Currently the "bot" command just spawns the default Source "dumb" bots. We added our own code to make them move around a bit on their own but they have no AI.
Live TF2 uses Valve's homegrown "Nextbot" which we don't have access to. We've looked into an AI implementation but for now it's not something we can promise.[/QUOTE]
I actually sent Daniel some code from SURVIVOR which are fully working bots as they navigate a nav path to find a target. They're based on some Fistful of Frags code released here:
[url]http://www.moddb.com/mods/fistful-of-frags/downloads/multiplayer-bots-source-code[/url]
I don't know if my method will be implemented or not though.
[QUOTE=La Boite;49498804]For the computer, here are a few brands of the 70s & 80s if I'm right:
[t]http://062d3943d52752284f55-250c061318aedd629e64a503cb52758e.r6.cf1.rackcdn.com/images/2a67EUlMLZ37.840x0.Vdef9Kkm.jpg[/t]
[t]http://www.pophistorydig.com/wp-content/uploads/2010/05/1970s-xerox-alto-280.jpg[/t]
[t]http://eandt.theiet.org/magazine/2012/07/images/640_1970s.jpg[/t]
[t]http://www.journaldugeek.com/files/2012/06/minitel_378.jpg[/t][/QUOTE]
The game is set in the late 1960s, not the 70s or 80s.
Computers in the 60s were huge and would not fit on a desk
[QUOTE=Tobin;49507342]The game is set in the late 1960s, not the 70s or 80s.
Computers in the 60s were huge and would not fit on a desk[/QUOTE]
You can mess up the tech a teensy bit, the game is also set in a world where invsibility cloaks and teleporters are just kinda a thing. I think so long as it looks 60s Spytech, and you don't do anything silly like a non-brick cellphone, it's fine.
Ahhh, Team Fortress 2 Classic, The only thread i know where people will discuss if stuff found on a virtual desk fits the artstyle or not for nearly two pages.
[QUOTE=Moonrat;49502748][T]http://i.imgur.com/3uQenHG.png[/T]
Gonna probably redo that ugly ass cliff. Though the ugly water has already been replaced.[/QUOTE]
Anyone else getting a green hill vibe from this?
[QUOTE=iiboharz;49505260]Currently the "bot" command just spawns the default Source "dumb" bots. We added our own code to make them move around a bit on their own but they have no AI.
Live TF2 uses Valve's homegrown "Nextbot" which we don't have access to. We've looked into an AI implementation but for now it's not something we can promise.[/QUOTE]
I hope bots are added some time in the future, if there added and there smarter then live tf2 bots, it could extend the life span of the game.
[QUOTE=cha0s;49507911]Ahhh, Team Fortress 2 Classic, The only thread i know where people will discuss if stuff found on a virtual desk fits the artstyle or not for nearly two pages.
Anyone else getting a green hill vibe from this?[/QUOTE]
[QUOTE=SirWorldTruck;49508016]Yeah[/QUOTE]
We have ratings for a reason, so instead of wasting post space, just rate it so it saves space for the forums,
[sp]i fucking swear to god if this post gets all the ratings, i am going to burn down an orphanage[/sp]
I actually wanted to know how to install TF2C on linux, because apparently putting it into the Sourcemods folder isn't enough to make it show up on Steam.
[QUOTE=SOKMAN;49508123]I actually wanted to know how to install TF2C on linux, because apparently putting it into the Sourcemods folder isn't enough to make it show up on Steam.[/QUOTE]Try restarting Steam.
[QUOTE=Doctor_Lazlo;49508145]Try restarting Steam.[/QUOTE]
Did that already.
I went into offline mode, came back online, didn't work.
So I closed Steam and reopened it and still didn't work.
I have the Source SDK 2013 MP Base installed, too.
[QUOTE=Druidlyclean;49508027]We have ratings for a reason, so instead of wasting post space, just rate it so it saves space for the forums,[/QUOTE]
He has only 1 post, he can't rate stuff.
Admittedly, it does seem kind of a waste of a first post...
[QUOTE=SOKMAN;49508195] I have the Source SDK 2013 MP Base installed, too.[/QUOTE]
Beta_test?
[QUOTE=cha0s;49508371]Beta_test?[/QUOTE]
Yep, it's all on the right everything. Beta_test, restarted 5 more times just now.Though, I did make a steamapps library on a different hard drive apart from my main Steam install and put it on that. Maybe that's why it isn't working?
[QUOTE=SOKMAN;49508414]Yep, it's all on the right everything. Beta_test, restarted 5 more times just now.Though, I did make a steamapps library on a different hard drive apart from my main Steam install and put it on that. Maybe that's why it isn't working?[/QUOTE]
A friend of mine put his sourcemods folder in a different drive and it wouldn't show in his library.
[QUOTE=SOKMAN;49508414]Yep, it's all on the right everything. Beta_test, restarted 5 more times just now.Though, I did make a steamapps library on a different hard drive apart from my main Steam install and put it on that. Maybe that's why it isn't working?[/QUOTE]
The sourcemods folder has to be in the steamapps folder on the drive you installed Steam to
I found this out the hard way, and I wish it was different.
[QUOTE=cha0s;49507911]Ahhh, Team Fortress 2 Classic, The only thread i know where people will discuss if stuff found on a virtual desk fits the artstyle or not for nearly two pages.
Anyone else getting a green hill vibe from this?
I hope bots are added some time in the future, if there added and there smarter then live tf2 bots, it could extend the life span of the game.[/QUOTE]
That Green Hill comment is true for all the wrong reasons. I plan on removing the cliff though, and just replacing it with an open expanse to match the other side. And because my Displacements are borderline illegal to show to the public...
Creating a Straw Poll for esp_office and what should be changed artpass-wise,lighting-wise, and prop-wise.
[URL="http://strawpoll.me/6513598"]Straw Poll for Artpass/Textures[/URL]
[URL="http://strawpoll.me/6513624"]Straw Poll for Lighting[/URL]
[URL="http://strawpoll.me/6513730"]Straw Poll for Props[/URL]
Just so people know what the rooms of the map are currently looking like (the ones I feel need changing that is):
[URL="http://imgur.com/a/XI54b"]Click here to see what rooms are included in the straw polls[/URL]
I will pick the top 2 most voted on each strawpoll so its not just one room I'm working on and keeping the second ugliest room the same.
[video=youtube;nd2Fzq81d24]http://www.youtube.com/watch?v=nd2Fzq81d24[/video]
Recorded some gameplay on Xubuntu to show that tf2c works on linux.
ᴵ ᵏᶰᵒʷ ᵗʰᵉ ᶠʳᵃᵐᵉʳᵃᵗᵉ ᶦˢ ᵇᵃᵈ ᵖᶫᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ʰᵘʳᵗ ᵐᵉ⋅
[QUOTE=chowder908;49509931][video=youtube;nd2Fzq81d24]http://www.youtube.com/watch?v=nd2Fzq81d24[/video]
Recorded some gameplay on Xubuntu to show that tf2c works on linux.
ᴵ ᵏᶰᵒʷ ᵗʰᵉ ᶠʳᵃᵐᵉʳᵃᵗᵉ ᶦˢ ᵇᵃᵈ ᵖᶫᵉᵃˢᵉ ᵈᵒᶰ'ᵗ ʰᵘʳᵗ ᵐᵉ⋅[/QUOTE]
"Simple Screen Recorder"
Why didn't you use ffmpeg?
Update released! Run Vapor to get it! Changelog!
[url]http://tf2classic.com/[/url]
[QUOTE]-Added Gunboats for both the Soldier and the Demoman
-Changed rocket jumping behavior to behave like in live tf2 (less knockback if rocket jumping off the ground)
-Changed explosive self-damage to always use same radius and damage amount regardless of attributes
-Changed explosions to be actually spherical rather than square
-Reduced attenuation of Spy cloak\decloak sounds to match live TF2
-Renamed tf2c_legacy_weapons cvar to tf2c_force_stock_weapons
- Added player map inputs:
- SpeakResponseConcept
- SetForcedTauntCam
- IgnitePlayer
- ExtinguishPlayer
-Servers can now allow players to switch to over-the-shoulder third person mode
- Server cvar tf2c_allow_thirdperson mode controls if third person mode is allowed
- Players can use cl_thirdperson cvar to switch to third person if they're allowed to
-Server owners can now disable individual weapons by simply editing the items_game.txt file
-Updated Double-Barrel Shotgun model
-Updated Poacher's Pride
- Fixed Poacher's Pride doing full damage on headshot
- Updated description
-Removed Scout's SMG
-Temporarily disabled the Overhealer
-Raised DM overheal drain time to 30 seconds (from 20)
-Fixed client crashing if player disconnects while crit boosted
-Fixed a client crash related to chat in Deathmatch
-Fixed Kritzkrieg sound getting stuck on if player respawns while crit boosted
-Fixed damage numbers showing "damage" done to invincible players
-Fixed rockets and flares not being removed on team change
-Fixed players being able to taunt while cloaked
-Fixed CTF HUD
-Fixed sentries targeting payload carts
-Fixed exploit related to hauling allowing players to build multiple buildings of the same type
-Re-added player count to 2 team scoreboard
-Raised FOV limit to 100 for real this time
-Fixed taunt attacks completing even if taunt is interrupted
-Fixed some taunt attacks hitting players through walls
-Fixed a certain facestab case
-Projectiles now fire from the proper side if the viewmodel is flipped
-Added server tags for certain convars[/QUOTE]
New update is live and Vapor doesn't show any signs of working, yay!
EDIT: After two minutes of a flashing cursor, it began to show text that it should add. Then it crashed when requesting models/buildables/sentry1/sentry1.vtf.
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