• Team Fortress 2 Classic V3
    5,020 replies, posted
Team Fortress 2 Classic 2.0.0b3 [url]http://tf2classic.com/forums/discussion/317[/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] [editline]12th January 2016[/editline] [QUOTE=FUTURE10S;49510660]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.[/QUOTE] Download the new version of Vapor from the site. If it looks like it's stuck, it's not. When you run it for the first time it generates a hash of all of the files in your directory, which is why it looks like it's stuck.
[QUOTE=Th13teen;49510306]"Simple Screen Recorder" Why didn't you use ffmpeg?[/QUOTE] I was lazy :v
Also, we'll upload a standalone 2.0.0b2 -> 2.0.0b3 patch tomorrow, for people who don't want to use Vapor.
How much does the update weights?
[QUOTE=The_Rad;49510821]How much does the update weights?[/QUOTE] about 2.5 lbs
Running vapor doesn't do anything. Is it as simple as running it, or is it a command-line tool? [editline]woops[/editline] Wow I am not good at critical reading
[QUOTE=Cufflux;49511331]Running vapor doesn't do anything. Is it as simple as running it, or is it a command-line tool?[/QUOTE] [QUOTE=danielmm8888;49510665] Download the new version of Vapor from the site. If it looks like it's stuck, it's not. When you run it for the first time it generates a hash of all of the files in your directory, which is why it looks like it's stuck.[/QUOTE] Solution was mentioned. Vapor takes a while to do its thing.
AAAAAARGH I sent the dev team an update for dm_grain but I accidentally some important files so they couldn't include it in the update. asfgdasjfghsdfgsdhjfsgdhfjksdhfjskdgfhjsd oh well hope y'all still like dark as shit rooms EDIT: Also that's a kind of unflattering picture of dm_grain used in the update header, but that's a minor complaint
Quick question, will there be a HTML5 support for MOTD or other ad-related motd?
[QUOTE=KenjiKusanagi;49513344]Quick question, will there be a HTML5 support for MOTD or other ad-related motd?[/QUOTE] Afaik the MOTD uses steam's webkit therefore if it does on other games / steam overlay then it'll work. That said users may have cl_disablehtmlmotd set to 1 meaning it wont always work.
The latest version of Vapor (0.1.0.2) should not hang without having a work status assigned nor should it crash on startup. Each file being hashed in the beginning of each startup session will be labeled. If you are running the latest version and are having issues: If your mod directory is in a protected location, Vapor may need to be run as an administrator in order to for it to have write access. Als ensure that Vapor has access to the internet and is not blocked by a firewall or similar. EDIT: If you do encounter any issues or have any suggestions, you can note them over at [url]https://github.com/PistonMiner/Vapor/issues[/url] .
[QUOTE=Th13teen;49513540]Afaik the MOTD uses steam's webkit therefore if it does on other games / steam overlay then it'll work. That said users may have cl_disablehtmlmotd set to 1 meaning it wont always work.[/QUOTE] Steam webkit uses Chromium doesn't it? Should have HTML5 support already..?
Gunboats for the demo is a realy nice idea. And vapor works perfect! [T]http://images.akamai.steamusercontent.com/ugc/543048643774476675/EE15AADABB1129E5BA1905E5C5261B94A451E31F/[/T]
My vapor keeps crashing when it gets to the libcurl.dll part. :/ Also hooray- we finally have Demoboats!
So after 19 hours I have my results: [B]The three rooms that will receive better props are: [/B] Science lab Mess hall Boss's office [B] The two rooms that will receive better lighting are the: [/B] Long hall Bathrooms [B]And the three rooms that will receive a new artpass are:[/B] Boss's office Science lab Long hall For props in rooms I will need suggestions, for lighting I can fix that and show it off later, and with the artpass I will need texture suggestions and maybe someone can make a concept edit of the rooms so I know what to change them to, (can do it on my own, but will need help on how they could look good) Hope to hear feedback on what I could do to make this map good looking enough to be for Espionage, I require criticism in order for the map to look great. If someone wanted to help me I'm always open for someone to help me in anyway. If you honestly want to help with the map, as in actual help towards the map rather than giving ideas, contact me either through facepunch or steam.
decided to expand my map into a test for environment destructibility for dm. this is still pre art pass [video=youtube;cpFOnqNNAyo]https://www.youtube.com/watch?v=cpFOnqNNAyo[/video]
[QUOTE=OneFourth;49515836]decided to expand my map into a test for environment destructibility for dm. this is still pre art pass [video=youtube;cpFOnqNNAyo]https://www.youtube.com/watch?v=cpFOnqNNAyo[/video][/QUOTE] once it's finished will you give us a version form sfm?
[QUOTE=OneFourth;49515836]decided to expand my map into a test for environment destructibility for dm. this is still pre art pass [video=youtube;cpFOnqNNAyo]https://www.youtube.com/watch?v=cpFOnqNNAyo[/video][/QUOTE] holy shit, is every surface a breakable object?
[QUOTE=Wormy;49516442]Wouldn't this result in a lot of edicts, possibly going over the 2048 limit?[/QUOTE] if only you knew [QUOTE]Object names Objects/Maxobjs Memory / Maxmem Fullness ------------ --------------- --------------- -------- models 1013/1024 48624/49152 (98.9%) VERY FULL! entdata [variable] 532319/393216 (135.4%) VERY FULL![/QUOTE]
So can someone please explain to me how the -steam option works? I couldn't find anywhere else. Did you guys make it? And what exactly does it do? Also why not make it default on Linux. Daz a load of questions damn
Go to your Steam library, right click Team Fortress 2 Classic, click Properties, and click Set launch options... at the bottom of the window that pops up. Put -steam in the text field and hit OK.
[QUOTE=NemomeN;49517952]So can someone please explain to me how the -steam option works? I couldn't find anywhere else. Did you guys make it? And what exactly does it do? Also why not make it default on Linux. Daz a load of questions damn[/QUOTE] Right click tf2c in your steam library, go to Properties tab look for lauch settings add -steam click OK. [QUOTE=chowder908;49479141] [t]http://i.imgur.com/8zDskCS.png[/t] [/QUOTE] Enjoy Tf2c on Linux [QUOTE=chowder908;49509931][video=youtube;nd2Fzq81d24]http://www.youtube.com/watch?v=nd2Fzq81d24[/video] [/QUOTE]
[QUOTE=Druidlyclean;49515165] For props in rooms I will need suggestions, for lighting I can fix that and show it off later, and with the artpass I will need texture suggestions and maybe someone can make a concept edit of the rooms so I know what to change them to, (can do it on my own, but will need help on how they could look good) Hope to hear feedback on what I could do to make this map good looking enough to be for Espionage, I require criticism in order for the map to look great. If someone wanted to help me I'm always open for someone to help me in anyway. If you honestly want to help with the map, as in actual help towards the map rather than giving ideas, contact me either through facepunch or steam.[/QUOTE] Re-posting this half from my post since I posted it right before OneFourth put up his video,
This might be important for this mod to know about [video=youtube;QillHSGjdoE]https://www.youtube.com/watch?v=QillHSGjdoE[/video]
was playing around with my old soldier machine gun and made it into an m16-spinoff, how do you guys like it? [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle13.jpg[/t]
So beyond the feedback survey I'm running a little poll to find out what THE most popular deathmatch map is. [URL="http://strawpoll.me/6524713"]Here it is.[/URL]
[QUOTE=blaholtzen;49520712]was playing around with my old soldier machine gun and made it into an m16-spinoff, how do you guys like it? [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle13.jpg[/t][/QUOTE] Would be good for DM, but I'd remove the grenade launcher. Also I think the original M16A1's black would look better than the faux-wood/metal, but that might make it look a bit too much like the real gun
Vapor has a problem it deletes all maps in the maps folder and redownloads them my maps got deleted
I reckon if we have one with and one without the grenade launcher the weapon dev team can take care of how its going to work, here's some slight updates with a launcher-free version [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15b.jpg[/t] And i want to keep the wooden bits wooden, makes it look more old scool, and fit in with the rest of the guns, full black isn't too interesting to look at. Perhaps a darker shade more along the lines of the sticky launcher though? [t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15c.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15d.jpg[/t]
-im always late-
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