• Team Fortress 2 Classic V3
    5,020 replies, posted
[QUOTE=DrMedicVG;49520117]This might be important for this mod to know about [video=youtube;QillHSGjdoE]https://www.youtube.com/watch?v=QillHSGjdoE[/video][/QUOTE] We can still play on Vault F4 servers right? If Vault F4 tries to hack our accounts with the exploit, this mod is probably gonna be dead in a week so I think we can trust them edit: "The connection isn't encrypted, AFAIK. Such a vulnerability could also be exploited by a third party hijacking the connection, pushing malware onto your box even if you connect to a Valve server. Practical upshot: do not play any Source games online, ever, unless you feel like getting owned." -argv_minus_one, on Reddit [url]https://www.reddit.com/r/Steam/comments/40r0us/psa_source_engine_dll_exploit_found/cywmcnx[/url] I think we shouldn't play on any multiplayer online Source games (you could still play with bots in live tf2 if you turn off your internet connection i guess, or single player games)
[QUOTE=Cpt. Cakes;49521813]We can still play on Vault F4 servers right? If Vault F4 tries to hack our accounts with the exploit, this mod is probably gonna be dead in a week so I think we can trust them edit: "The connection isn't encrypted, AFAIK. Such a vulnerability could also be exploited by a third party hijacking the connection, pushing malware onto your box even if you connect to a Valve server. Practical upshot: do not play any Source games online, ever, unless you feel like getting owned." -argv_minus_one, on Reddit [url]https://www.reddit.com/r/Steam/comments/40r0us/psa_source_engine_dll_exploit_found/cywmcnx[/url] I think we shouldn't play on any multiplayer online Source games (you could still play with bots in live tf2 if you turn off your internet connection i guess, or single player games)[/QUOTE] The VaultF4 servers are safe, and will not harm your client.
[QUOTE=blaholtzen;49521443][t]https://dl.dropboxusercontent.com/u/39556064/concepts/Weapons/SoldierAssaultRifle15.jpg[/t][/QUOTE] i'm not sure what the dev team is thinking but imo an assault rifle with a grenade launcher would be really fun (if ammo was in moderation) and would give off some hl2 deathmatch vibes as well having to scout around for secondary ammo while otherwise using a just-ok primary would be a good way to force players to have to weigh the benefits compared to primaries with more instant gratification (e.g. rocket launcher) now that i think about it having some disposable mines/traps to place around the arena would be fun imo
Beyond HL2, this gun concept takes me back to Marathon's assault rifle in deathmatch. I imagine adding in two types of reload animations would be a pain however.
[QUOTE=Su_Bu;49525248]Beyond HL2, this gun concept takes me back to Marathon's assault rifle in deathmatch. I imagine adding in two types of reload animations would be a pain however.[/QUOTE] It could just magically auto-reload with a cooldown. Sure, that implies there's like 20 grenades shoved down that barrel, but Scout has about a thousand rounds in his scattergun already. edit: it could also just lock you to reloading it after every shot, preventing you from firing or switching weapons, which would really just be an animation playing during a cooldown time
[QUOTE=_charon;49525256]It could just magically auto-reload with a cooldown. Sure, that implies there's like 20 grenades shoved down that barrel, but Scout has about a thousand rounds in his scattergun already.[/QUOTE] And infinite bombs in Demo's sticky launcher, too. You could also have two separate reload animations, with the rifle's bullets taking priority over the grenade launcher. I'm reminded of Blaholtzen's wip sticky launcher which was a WW1 rifle and an under-the-barrel grenade launcher.
[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] I like it. Could be fun to basically use two weapons at once without having to switch. Maybe have it take up primary and secondary when picked up?
I was thinking, how about 2 varients of the rifle's launcher? One for typical explosive combat, another thats akin to the Rocket/Sticky Jumper for movement and *possibly* heavy knockback to make it useful vs player.
I was testing and experimenting with team fortress classic and prop_vehicle_jeep and this happens. What do you think?. [video=youtube;9v2MUmSzfls]https://www.youtube.com/watch?v=9v2MUmSzfls&feature=youtu.be[/video] edit:also sorry for the frames the recorder that I use isnt well at all.
[QUOTE=The_Rad;49526162]I was testing and experimenting with team fortress classic and prop_vehicle_jeep and this happens. What do you think?. [video=youtube;9v2MUmSzfls]https://www.youtube.com/watch?v=9v2MUmSzfls&feature=youtu.be[/video] edit:also sorry for the frames the recorder that I use isnt well at all.[/QUOTE] Reminds me of this: [video=youtube;PPaxWGcwJw8]https://www.youtube.com/watch?v=PPaxWGcwJw8[/video] I wonder how hard it would be to get rid of the choppiness. There was another func_vehicle video floating around, and it also had the problem. Of course if it's worth the dev team's time, and if it's actually something they want to do. [editline] another one [/editline] Found it. [video=youtube;jNozi9W3pns]https://www.youtube.com/watch?v=jNozi9W3pns[/video]
[QUOTE=Cufflux;49526233]Reminds me of this: [video=youtube;PPaxWGcwJw8]https://www.youtube.com/watch?v=PPaxWGcwJw8[/video] I wonder how hard it would be to get rid of the choppiness. There was another func_vehicle video floating around, and it also had the problem. Of course if it's worth the dev team's time, and if it's actually something they want to do. [editline] another one [/editline] Found it. [video=youtube;jNozi9W3pns]https://www.youtube.com/watch?v=jNozi9W3pns[/video][/QUOTE] The last video, is my map dm_repo
Here are the new art-passed rooms for esp_office: [t]http://i.imgur.com/ZWf1Hvl.jpg[/t][t]http://i.imgur.com/ePFvAgz.jpg[/t][t]http://i.imgur.com/GNuLUks.jpg[/t] If you have suggestion on textures, if you don't think these look good for these rooms, then please suggest textures for these rooms.
I'd like to voice my opinion. I think the Gunboats were a terrible addition, as much as the Flare gun. First off, why did you add them in the first place? Sure, I understand the Flare gun, but Gunboats? I thought this mod had originality, rather than just taking something that is not even needed in the first place. Second, you could've at least given both weapons a custom model, rather than reusing existing models. It really is lazy, I mean, even the kritzkreg is more unique than the two. I feel as if this mod is going to the lazy side, like TF2 has been going with most of its years.
[QUOTE=Druidlyclean;49526558]Here are the new art-passed rooms for esp_office: [t]http://i.imgur.com/ZWf1Hvl.jpg[/t] If you have suggestion on textures, if you don't think these look good for these rooms, then please suggest textures for these rooms.[/QUOTE] Why is there a morgue in the headquarters office? Along with radioactive waste barrel, surgery chair, and a bag of flour? What is going on? I havent played the map or followed this thread at all but it surely is still ill fitting.
[QUOTE=Gsilverleaf;49526594]I'd like to voice my opinion. I think the Gunboats were a terrible addition, as much as the Flare gun. First off, why did you add them in the first place? Sure, I understand the Flare gun, but Gunboats? I thought this mod had originality, rather than just taking something that is not even needed in the first place. Second, you could've at least given both weapons a custom model, rather than reusing existing models. It really is lazy, I mean, even the kritzkreg is more unique than the two. I feel as if this mod is going to the lazy side, like TF2 has been going with most of its years.[/QUOTE] Gunboats are pretty widely used, and are a staple soldier secondary. Also, why change the model for the gunboats if it works? The kritzkrieg model was changed due to it just being an attachment over the base model.
[QUOTE=Dr. Doughnut;49526807]Gunboats are pretty widely used, and are a staple soldier secondary. Also, why change the model for the gunboats if it works? The kritzkrieg model was changed due to it just being an attachment over the base model.[/QUOTE] The gunboats are also an attachment model.
[QUOTE=Cufflux;49526841]The gunboats are also an attachment model.[/QUOTE] Yeah but the soldier's legs aren't a weapon. I do believe we have plans to re-make the Kritz model again as well as possibly replace both the Flare Gun and Gunboats models. Sit tight; it's a beta.
[QUOTE=Cufflux;49526841]The gunboats are also an attachment model.[/QUOTE] Yes, but to a player model, not an existing weapon. The custom kritzkreig model gives it more readability, making the gunboats a complete foot replacement doesn't help much since it already does the job.
[QUOTE=Gsilverleaf;49526594]I'd like to voice my opinion. I think the Gunboats were a terrible addition, as much as the Flare gun. First off, why did you add them in the first place? Sure, I understand the Flare gun, but Gunboats? I thought this mod had originality, rather than just taking something that is not even needed in the first place. Second, you could've at least given both weapons a custom model, rather than reusing existing models. It really is lazy, I mean, even the kritzkreg is more unique than the two. I feel as if this mod is going to the lazy side, like TF2 has been going with most of its years.[/QUOTE] It's been said for a while now that this mod isn't going to consist of 100% new and original weapons. The devs agreed to port over some weapons from live TF2, so long as they're balanced and have proven their worth over a long time. (Kritzkrieg, Flare Gun, etc.) Now I'll be the first to admit that I don't ever use the Gunboats, (I feel they're not worth giving up a reliable secondary for) but a lot of players do use them, especially if they frequently rocket jump. And hell, if a weapon works, is balanced, and people like to use it, there's no harm in porting it over as-is. That's not lazy, that's just good game design. And as for the models... I kinda agree. I don't think reusing the models from live TF2 is lazy, but with some weapons I do think they should be changed a little. (Besides, there was a poll just recently about changing the model of the flare gun) I feel that, with cosmetics being non-existant in this mod, the Gunboats' model could be replaced with an entirely different boot, instead of just a metal reinforcement over the default boots. Either way, no point in arguing about the weapon models, considering the mod is still in beta.
[QUOTE=Druidlyclean;49526558]Here are the new art-passed rooms for esp_office: [t]http://i.imgur.com/ZWf1Hvl.jpg[/t][t]http://i.imgur.com/ePFvAgz.jpg[/t][t]http://i.imgur.com/GNuLUks.jpg[/t] If you have suggestion on textures, if you don't think these look good for these rooms, then please suggest textures for these rooms.[/QUOTE] Some of the links are dead but this article is good advice for hallways: [url]http://www.doubleactiongame.com/map-design-principles-4/[/url]
[QUOTE=Druidlyclean;49526558]Here are the new art-passed rooms for esp_office: [t]http://i.imgur.com/ZWf1Hvl.jpg[/t][t]http://i.imgur.com/ePFvAgz.jpg[/t][t]http://i.imgur.com/GNuLUks.jpg[/t] If you have suggestion on textures, if you don't think these look good for these rooms, then please suggest textures for these rooms.[/QUOTE] I wish I could find the video of the Merc/Civilian arguing because the office/room walls that was in the video's screenshot would probably work for this Office. Other than that I'd say it looks pretty good. The Science Lab should use a few more props from Rottenburg, but less stuff like the body wall and more stuff like the syringes, chalkboards, maybe a few of the miscellaneous props from Meet the Medic and Invasion if you really want to make it seem more science-related, though I don't know how far you want to go with it. I think the Sea Side logo should be swapped to something a little more authentic as well. The hallway could use a few objects like the water cooler and maybe some posters but overall it looks fine, it's not like hallways really need that much detail in them other than lights. It's been interesting seeing the progress on this map in general and I'm curious to see the end result
[QUOTE=Doctor Hunt;49528024]I wish I could find the video of the Merc/Civilian arguing because the office/room walls that was in the video's screenshot would probably work for this Office. Other than that I'd say it looks pretty good. The Science Lab should use a few more props from Rottenburg, but less stuff like the body wall and more stuff like the syringes, chalkboards, maybe a few of the miscellaneous props from Meet the Medic and Invasion if you really want to make it seem more science-related, though I don't know how far you want to go with it. I think the Sea Side logo should be swapped to something a little more authentic as well. The hallway could use a few objects like the water cooler and maybe some posters but overall it looks fine, it's not like hallways really need that much detail in them other than lights. It's been interesting seeing the progress on this map in general and I'm curious to see the end result[/QUOTE] For the Science lab, I have the Morgue, or body wall, in the map in order for the workers to deliver the dead bodies so that the Agent cannot disguise off of them. I would add stuff from 2fort_invasion, like the research models in blu's basement, but I have no knowledge on how to rip models out of maps. [QUOTE=TheJukebox;49526600]Why is there a morgue in the headquarters office? Along with radioactive waste barrel, surgery chair, and a bag of flour? What is going on? I havent played the map or followed this thread at all but it surely is still ill fitting.[/QUOTE] The science lab has been voted for new props, and I haven't started with the new props yet. I am starting with the art pass, then the props, then lighting for the voted rooms.
Gunboats were a great addition, and I can see how the TF2 team thought it would work for both classes, since it really does.
[QUOTE=Gsilverleaf;49526594]I'd like to voice my opinion. I think the Gunboats were a terrible addition, as much as the Flare gun. First off, why did you add them in the first place? Sure, I understand the Flare gun, but Gunboats? I thought this mod had originality, rather than just taking something that is not even needed in the first place. [/QUOTE] A clear case of confusing a subjective opinion with the Objective Truth "I dislike the gunboats" =/= "the gunboats are a terrible addition" [QUOTE=Gsilverleaf;49526594]Second, you could've at least given both weapons a custom model, rather than reusing existing models. It really is lazy, I mean, even the kritzkreg is more unique than the two. I feel as if this mod is going to the lazy side, like TF2 has been going with most of its years.[/QUOTE] You realise it's beta right? ie there are gonna be a lot of placeholders. That's how testing works. You get the functionality in first, wait for feedback, [i]then[/i] polish it.
The reason why the Flaregun uses the stock model is mostly because of this post [url]https://facepunch.com/showthread.php?t=1483571&p=49451341&viewfull=1#post49451341[/url] The artists had a new flaregun model ready (it was even in the files already), however after reading that post I decided that we should not do that after all. I also felt that players would get confused when they see a live tf2 weapon with the same stats and the same name, but a different model.
[QUOTE=chowder908;49519085]Right click tf2c in your steam library, go to Properties tab look for lauch settings add -steam click OK. Enjoy Tf2c on Linux[/QUOTE] My question was not how to do it but how it worked. I want to know exactly what the -steam launch option does and why it isn't default on linux
[QUOTE=NemomeN;49529545]My question was not how to do it but how it worked. I want to know exactly what the -steam launch option does and why it isn't default on linux[/QUOTE] Here's an explanation [url]https://github.com/danielmm8888/TF2Classic/issues/197#issuecomment-169698690[/url]
[QUOTE=danielmm8888;49529514]The reason why the Flaregun uses the stock model is mostly because of this post [url]https://facepunch.com/showthread.php?t=1483571&p=49451341&viewfull=1#post49451341[/url] The artists had a new flaregun model ready (it was even in the files already), however after reading that post I decided that we should not do that after all. I also felt that players would get confused when they see a live tf2 weapon with the same stats and the same name, but a different model.[/QUOTE] No offense to you, but this is actually a stupid decision. Why throw away a newly modeled model (and effort too) just for an ironic post? I think the players would love seeing new model instead of the one that we all know since '08 tbh. Even if the stats are pretty much the same, its still something new and [I]fresh[/I].
Trying out some pipe bomb based textures for active grenades [t]https://dl.dropboxusercontent.com/u/39556064/activenades.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/ActivePnade.jpg[/t][t]https://dl.dropboxusercontent.com/u/39556064/NapalmActive.jpg[/t]
The glowing bump things I forget the name of on the frag grenade look weird. It's ok for the others, they can pass for some kind of electric lighting even if there's no reason for a grenade to have that, but a) the bumps don't look like something intended to glow because b) they're not intended to glow, iirc they're designed to fragment as part of the shrapnel thrown around by a frag grenade. Maybe they could just be painted team colours? If they need to glow, it could be made to look like glowing paint, or a different part could be what glows.
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