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Re: Mod Idea - Team Fortress

PostPosted: 10 Jun 2011, 20:35
by John_III
How would the enemy team be kept out of a team's resupply room? I can just create a one-way door, but then the "home" team wouldn't be able to get back into their own resupply.

Is it possible to make triggers team-specific?

Would it be difficult to create some sort of "team clip?"

Re: Mod Idea - Team Fortress

PostPosted: 10 Jun 2011, 20:40
by Kitsune
I think there is a way to set a team spawnflag on doors, i could be wrong thou. eeto... trigger to check team maybe? i dont think it would be hard to code a team clip.

Re: Mod Idea - Team Fortress

PostPosted: 10 Jun 2011, 21:08
by arand
Would it not be possible to utilise team-based high-damage turrets in the specific location?
In a very DotA-esque fashion..

Re: Mod Idea - Team Fortress

PostPosted: 10 Jun 2011, 21:15
by John_III
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Re: Mod Idea - Team Fortress

PostPosted: 10 Jun 2011, 21:16
by John_III
arand {l Wrote}:Would it not be possible to utilise team-based high-damage turrets in the specific location?
In a very DotA-esque fashion..


I believe the original TF used sentry guns mounted on the resupply ceilings.

Re: Mod Idea - Team Fortress

PostPosted: 11 Jun 2011, 04:49
by Kitsune
I hope so. I've been workiing on two gui's for it, but cant make it do a call for class, maybe class's can be done with an alias. because i would like to try to mimic TFC's menu for spy/engineer.

Re: Mod Idea - Team Fortress

PostPosted: 11 Jun 2011, 05:44
by qreeves
Kitsune {l Wrote}:For selecting stats and such we could work with doing a check for haswep # then do if haswep # give these stats, or something similar

Yeah, that's basically what I am doing already; "if player weapon is this, bestow these stats/abilities". Have the beginning of the class based traits done up in r2645.

Re: Mod Idea - Team Fortress

PostPosted: 11 Jun 2011, 05:51
by qreeves
Kitsune {l Wrote}:I hope so. I've been workiing on two gui's for it, but cant make it do a call for class, maybe class's can be done with an alias. because i would like to try to mimic TFC's menu for spy/engineer.

Yeah, I'll add them as I create the weapons for those classes.

As for scripting, you can check if you're playing league with (& (mutators) 0x1000) and your selected loadout weapon (and thus, your class) with (getloadweap). Check the loadout gui in data/menus.cfg for the current selection gui I use (this menu covers both league and arena).

Re: Mod Idea - Team Fortress

PostPosted: 11 Jun 2011, 07:35
by Kitsune
thats what i've been working with is the load out menu for arena. now that the league mutator only changes the primary it'll be easier for me to mess with instead of trying to set loadwepa and loadwepb in one string.

Re: Mod Idea - Team Fortress

PostPosted: 14 Jun 2011, 02:44
by John_III
Overview. It is close to being completed.

Re: Mod Idea - Team Fortress

PostPosted: 14 Jun 2011, 15:13
by fawstoar
Damn, John. That was fast, and it looks well made... did you make it completely from scratch?

Also, maybe could use some better textures, but I understand the default texture pack is limited...

Re: Mod Idea - Team Fortress

PostPosted: 14 Jun 2011, 20:14
by John_III
fawstoar {l Wrote}:Damn, John. That was fast, and it looks well made... did you make it completely from scratch?

Also, maybe could use some better textures, but I understand the default texture pack is limited...


Yes, I took some screenshots from a TF2 port of TFC's 2fort, and constructed it from there.

I'll see if I can find any textures that fit better.

Re: Mod Idea - Team Fortress

PostPosted: 16 Jun 2011, 00:21
by John_III
An initial release should be ready by tomorrow.

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 04:08
by qreeves
Some of it is looking very blocky still, and I am wondering if you are taking the RE movement into account (one could likely scale the outer walls). Eagerly awaiting the finished product though, as a TF fan :P

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 05:09
by Friedslick6
Could you possibly use textures from TF2 instead of Red Elcipse? The level looks too... Realistic.

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 06:31
by qreeves
Friedslick6 {l Wrote}:Could you possibly use textures from TF2 instead of Red Elcipse? The level looks too... Realistic.

Doing that would stop me from being able to include it in the game. I'm sure there are other textures in the distribution which would fit the task.

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 12:36
by Friedslick6
Is that an issue to do with copyright fears, or with what will fit the distributed textures? If copyright fears is the issue, then my bad.

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 12:40
by qreeves
Friedslick6 {l Wrote}:Is that an issue to do with copyright fears, or with what will fit the distributed textures? If copyright fears is the issue, then my bad.

Yeah, it is just copyright issues. I'd rather this be something we can include in the game itself eventually (and everything in RE is open licensed).

Re: Mod Idea - Team Fortress

PostPosted: 18 Jun 2011, 16:37
by Julius
It's not so difficult to make a more fitting texture pack at some point and quickly re-texture the level.

I agree however that the geometry still looks a bit blocky and uninspired (e.g. almost 1:1 from the original, much lower spec. level); it's a good start though.

Re: Mod Idea - Team Fortress

PostPosted: 20 Jun 2011, 02:16
by John_III
I am working to give the map more character.

Re: Mod Idea - Team Fortress

PostPosted: 23 Jun 2011, 01:05
by John_III
Each base now has a unique look. I have also been adding rooms and other scenery to the underground part of the map.

The boundaries of the playable areas have been clipped.

Re: Mod Idea - Team Fortress

PostPosted: 25 Jun 2011, 06:16
by Friedslick6
I'm really starting to warm to the style of the level, actually. :D

Re: Mod Idea - Team Fortress

PostPosted: 27 Jun 2011, 15:57
by fawstoar
@above

Indeed. I like the gritty wall textures in some of those pics...

The outside looks a little plain, though...

Re: Mod Idea - Team Fortress

PostPosted: 27 Jun 2011, 21:21
by John_III
I have been updating it steadily since those shots were taken. I am continuing to add detail to the interior and exterior to enhance realism.

Re: Mod Idea - Team Fortress

PostPosted: 03 Jul 2011, 18:56
by John_III
More lights and bridge cover in place



Edit: I have added detail objects to the ends of each side wall, and added a stripe indicating team colors for each side of the map.
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