What if pyros had a natascha-style flamethrower, but it reduced their max health by, like, 50, had no compression blast, and half as much ammo?
Any pyro without the ability to air blast is a dead pyro. The air blast should be a default ability for the flame thrower and the backburner. The flamethrower air blast should get the added ability to be used for a rocket jump type effect. The backburner would get its crit effect and no extra health. I believe this would fix pyro.
Fuck yes, I have long felt that the air blast should give the pyro a FAN type boost
I just loaded my map to see how long it takes a scout to run from red spawn to blu spawn (about 12 seconds btw)
And the props I had set up outside blu base are all errors >:|
I r needz halp
Sometimes props only work when they're a certain kind of prop.. like prop_static versus prop_dynamic, or any of the other prop_ entities. Try making sure they're all prop_static.. I think that's the 'safe default'.
Also check the console. If the game has problems locating the model, it will print the error in red text.
What if pyros had a natascha-style flamethrower, but it reduced their max health by, like, 50, had no compression blast, and half as much ammo?
Any pyro without the ability to air blast is a dead pyro. The air blast should be a default ability for the flame thrower and the backburner. The flamethrower air blast should get the added ability to be used for a rocket jump type effect. The backburner would get its crit effect and no extra health. I believe this would fix pyro.
Fuck yes, I have long felt that the air blast should give the pyro a FAN type boost
Yes please.
I'm not sure I'd give a rocket jump ability to both weapons, I think I'd be content if the backburner got compression jump and nothing else, and leave the leaf blower like it is.
But I guess decisions like that could be saved until after some play testing.
Would someone mind hosting their TF/materials/ folder somewhere? I accidentally deleted it and didn't notice until after I emptied my trash bin. The other option is downloading TF2 again (I tried verifying, didn't do anything)
I just loaded my map to see how long it takes a scout to run from red spawn to blu spawn (about 12 seconds btw)
And the props I had set up outside blu base are all errors >:|
I r needz halp
Sometimes props only work when they're a certain kind of prop.. like prop_static versus prop_dynamic, or any of the other prop_ entities. Try making sure they're all prop_static.. I think that's the 'safe default'.
Also check the console. If the game has problems locating the model, it will print the error in red text.
No, this is for all of my props, the supply lockers work, the model just doesn't show up, it's one of those big ERROR models
Just happened mid-round as blu was about to capture the point, 4 humans, 2 on each team.
Fffffffffffffffffffffffff, thanks guys. So it happened right as you took the point? Or right when the timer hit zero? I'm hearing different stories.
Edit: Huh? The server is still up? What kind of crash are we talking about here? I need detailszzz, usually the server crashes so bad I need to restart it.
Would someone mind hosting their TF/materials/ folder somewhere? I accidentally deleted it and didn't notice until after I emptied my trash bin. The other option is downloading TF2 again (I tried verifying, didn't do anything)
I can't atm, but when you open TF2 up (as in just go in the game) it'll pull any files it needs from the GCF. You don't have to redownload. All steam games are like this. I'm pretty sure at least, and I'm confident TF2 is.
What if pyros had a natascha-style flamethrower, but it reduced their max health by, like, 50, had no compression blast, and half as much ammo?
Any pyro without the ability to air blast is a dead pyro. The air blast should be a default ability for the flame thrower and the backburner. The flamethrower air blast should get the added ability to be used for a rocket jump type effect. The backburner would get its crit effect and no extra health. I believe this would fix pyro.
Fuck yes, I have long felt that the air blast should give the pyro a FAN type boost
Yes please.
I'm not sure I'd give a rocket jump ability to both weapons, I think I'd be content if the backburner got compression jump and nothing else, and leave the leaf blower like it is.
But I guess decisions like that could be saved until after some play testing.
An explosive flame-jump would fit the "back"-burner so well it isn't funny. Fund it.
Kupi on
My favorite musical instrument is the air-raid siren.
Would someone mind hosting their TF/materials/ folder somewhere? I accidentally deleted it and didn't notice until after I emptied my trash bin. The other option is downloading TF2 again (I tried verifying, didn't do anything)
I can't atm, but when you open TF2 up (as in just go in the game) it'll pull any files it needs from the GCF. You don't have to redownload. All steam games are like this. I'm pretty sure at least, and I'm confident TF2 is.
Either that did it or I don't need a materials folder, thanks. I am getting weird sound bugs but that went away when I joined a server
What if pyros had a natascha-style flamethrower, but it reduced their max health by, like, 50, had no compression blast, and half as much ammo?
Any pyro without the ability to air blast is a dead pyro. The air blast should be a default ability for the flame thrower and the backburner. The flamethrower air blast should get the added ability to be used for a rocket jump type effect. The backburner would get its crit effect and no extra health. I believe this would fix pyro.
Fuck yes, I have long felt that the air blast should give the pyro a FAN type boost
Yes please.
I'm not sure I'd give a rocket jump ability to both weapons, I think I'd be content if the backburner got compression jump and nothing else, and leave the leaf blower like it is.
But I guess decisions like that could be saved until after some play testing.
An explosive flame-jump would fit the "back"-burner so well it isn't funny. Fund it.
actually, I do kind of like it better on the backburner pyro. even though that kind of jump would be beneficial for ALL pyros to close the gap, flame jumping off walls to get closer, the backburner jump would also let them get to places they normally shouldn't normally and get behind people.
./srcds_run: line 335: 11785 Segmentation fault $HL_CMD
A segmentation fault means the program was trying to read or modify memory it didn't have permission to. It's technically a program error, but given how sourcemod works I guess you can't blame it on the server too much.
Hmm, it was always line 335. How am I supposed to add -debug to the execution line when I'm not executing it?
Well, a bunch of duders were awesome enough to test the server out, and found out it still crashes with segmentation faults, but at least it's not crashing so bad that it doesn't restart on it's own. You guys can test my server out some more if you like, I tried reinstalling sourcemod and metamod, but I haven't made any changes to the plugin. Doing a fresh restart, and hoping this might address issues.
Any pyro without the ability to air blast is a dead pyro.
Hahaha, really?
I mean I know I haven't played for awhile so you might not have reliable data.
Air blasting is just too useful to switch for the still not working properly(?) backburner. Putting people out from fire and reflecting shots is pretty nice.
Any pyro without the ability to air blast is a dead pyro.
Hahaha, really?
I mean I know I haven't played for awhile so you might not have reliable data.
Air blasting is just too useful to switch for the still not working properly(?) backburner. Putting people out from fire and reflecting shots is pretty nice.
Fucking with Uber's is also pretty handy. There's just SO MUCH utility in the damn thing that it makes the Backburner look terrible without it.
Quaz and Wally, I think I am having difficulty connecting to your server. The game is eternally stuck at the "parsing info" phase.
Yeah, I think it just crashed again.
Man, this is a pretty simple plugin, I don't know what the deal is.
Edit: HMMM, I'm reading something that says the bots crash the server when they change classes. I'm going to work on this plugin more later, as I may have to manage bot classes after all, until they fix this. I guess we can't expect too much from these bots since they're supposedly in beta still.
Quaz and Wally, I think I am having difficulty connecting to your server. The game is eternally stuck at the "parsing info" phase.
Yeah, I think it just crashed again.
Man, this is a pretty simple plugin, I don't know what the deal is.
Maybe the game is hanging up on switching the # of bots during the initial level load while there's a bunch of people in limbo/spectating before they join a team. Maybe set it up to not add the bots until the round starts.
Quaz and Wally, I think I am having difficulty connecting to your server. The game is eternally stuck at the "parsing info" phase.
Yeah, I think it just crashed again.
Man, this is a pretty simple plugin, I don't know what the deal is.
Maybe the game is hanging up on switching the # of bots during the initial level load while there's a bunch of people in limbo/spectating before they join a team. Maybe set it up to not add the bots until the round starts.
Quaz and Wally, I think I am having difficulty connecting to your server. The game is eternally stuck at the "parsing info" phase.
Yeah, I think it just crashed again.
Man, this is a pretty simple plugin, I don't know what the deal is.
Maybe the game is hanging up on switching the # of bots during the initial level load while there's a bunch of people in limbo/spectating before they join a team. Maybe set it up to not add the bots until the round starts.
The bots don't add until you've picked a team.
Then I must go to the default answer. A wizard did it.
I can't explain why the server crashed when nerd tried to simply join it... Maybe I moved too many things around. But I have restarted it, and I added a command to stop the bots from changing classes. If people would like to test that much, and see if that stops the crashing, then please do. I have to run now. But thank you so much everyone who has been playing on Mandy's server. I still owe mandy a big fat sloppy medic blowjob for letting me use his server.
Just happened mid-round as blu was about to capture the point, 4 humans, 2 on each team.
Fffffffffffffffffffffffff, thanks guys. So it happened right as you took the point? Or right when the timer hit zero? I'm hearing different stories.
Edit: Huh? The server is still up? What kind of crash are we talking about here? I need detailszzz, usually the server crashes so bad I need to restart it.
Map change was the most common crash. "Crash" in this sense meant we all had a connection error timer that reached zero. However I noticed in my server list that the map change goes through immediately, so it's just disconnecting the users when that happens. Soft crash? Anyways the mid-round one was a fluke, never saw it replicated.
However I did see the bots change class. A lot. Never seemed to cause any hassle. We also did a fair bit of team switching throughout and they kept joining and getting booted properly.
Hmm, that doesn't sound like it has to do with bots changnig classes, but I am finding that there is a chance for a crash when they do. Probably explains that one fluke.
Quaz and Wally on
0
That_GuyI don't wanna be that guyRegistered Userregular
edited February 2010
I am amused the bots don't know how to handle a spy disguised as a team member. I danced around in front of a heavy for almost a minute and he didn't open up on me.
man all this mapping talk and testing Crash's map yesterday has convinced me to install the sdk
I have no idea what I'm doing but its still really interesting!
I made a box, hollowed it out, and made some spawnpoints (not rooms, mind you just those little gordons) and a point.
tried to play it when I realized "whoops no textures" and spent the next ten minutes trying to texture this thing to no avail
help?
I don't mean to be harsh
I really don't
But if you can't figure this out yourself then mapping is not going to be your sort of thing.
point taken!
its weird, I made a fully functioning(two spawns/buy zones some lights and a couple ladders going to an upstairs comprized of nothing) CS:S map about two or three years ago without any tutorials or anything but now I just can't figure it out
man all this mapping talk and testing Crash's map yesterday has convinced me to install the sdk
I have no idea what I'm doing but its still really interesting!
I made a box, hollowed it out, and made some spawnpoints (not rooms, mind you just those little gordons) and a point.
tried to play it when I realized "whoops no textures" and spent the next ten minutes trying to texture this thing to no avail
help?
I don't mean to be harsh
I really don't
But if you can't figure this out yourself then mapping is not going to be your sort of thing.
point taken!
its weird, I made a fully functioning(two spawns/buy zones some lights and a couple ladders going to an upstairs comprized of nothing) CS:S map about two or three years ago without any tutorials or anything but now I just can't figure it out
man all this mapping talk and testing Crash's map yesterday has convinced me to install the sdk
I have no idea what I'm doing but its still really interesting!
I made a box, hollowed it out, and made some spawnpoints (not rooms, mind you just those little gordons) and a point.
tried to play it when I realized "whoops no textures" and spent the next ten minutes trying to texture this thing to no avail
help?
I don't mean to be harsh
I really don't
But if you can't figure this out yourself then mapping is not going to be your sort of thing.
point taken!
its weird, I made a fully functioning(two spawns/buy zones some lights and a couple ladders going to an upstairs comprized of nothing) CS:S map about two or three years ago without any tutorials or anything but now I just can't figure it out
man all this mapping talk and testing Crash's map yesterday has convinced me to install the sdk
I have no idea what I'm doing but its still really interesting!
I made a box, hollowed it out, and made some spawnpoints (not rooms, mind you just those little gordons) and a point.
tried to play it when I realized "whoops no textures" and spent the next ten minutes trying to texture this thing to no avail
help?
I don't mean to be harsh
I really don't
But if you can't figure this out yourself then mapping is not going to be your sort of thing.
point taken!
its weird, I made a fully functioning(two spawns/buy zones some lights and a couple ladders going to an upstairs comprized of nothing) CS:S map about two or three years ago without any tutorials or anything but now I just can't figure it out
Posts
However, we're enjoying the bots a ton, it really helps pass the time at low populations!
personally I like them
Fuck yes, I have long felt that the air blast should give the pyro a FAN type boost
Sometimes props only work when they're a certain kind of prop.. like prop_static versus prop_dynamic, or any of the other prop_ entities. Try making sure they're all prop_static.. I think that's the 'safe default'.
Also check the console. If the game has problems locating the model, it will print the error in red text.
Yes please.
I'm not sure I'd give a rocket jump ability to both weapons, I think I'd be content if the backburner got compression jump and nothing else, and leave the leaf blower like it is.
But I guess decisions like that could be saved until after some play testing.
No, this is for all of my props, the supply lockers work, the model just doesn't show up, it's one of those big ERROR models
Fffffffffffffffffffffffff, thanks guys. So it happened right as you took the point? Or right when the timer hit zero? I'm hearing different stories.
Edit: Huh? The server is still up? What kind of crash are we talking about here? I need detailszzz, usually the server crashes so bad I need to restart it.
I can't atm, but when you open TF2 up (as in just go in the game) it'll pull any files it needs from the GCF. You don't have to redownload. All steam games are like this. I'm pretty sure at least, and I'm confident TF2 is.
An explosive flame-jump would fit the "back"-burner so well it isn't funny. Fund it.
Either that did it or I don't need a materials folder, thanks. I am getting weird sound bugs but that went away when I joined a server
./srcds_run: line 335: 11785 Segmentation fault $HL_CMD
actually, I do kind of like it better on the backburner pyro. even though that kind of jump would be beneficial for ALL pyros to close the gap, flame jumping off walls to get closer, the backburner jump would also let them get to places they normally shouldn't normally and get behind people.
A segmentation fault means the program was trying to read or modify memory it didn't have permission to. It's technically a program error, but given how sourcemod works I guess you can't blame it on the server too much.
Hahaha, really?
I mean I know I haven't played for awhile so you might not have reliable data.
I have no idea what I'm doing but its still really interesting!
I made a box, hollowed it out, and made some spawnpoints (not rooms, mind you just those little gordons) and a point.
tried to play it when I realized "whoops no textures" and spent the next ten minutes trying to texture this thing to no avail
help?
Well, a bunch of duders were awesome enough to test the server out, and found out it still crashes with segmentation faults, but at least it's not crashing so bad that it doesn't restart on it's own. You guys can test my server out some more if you like, I tried reinstalling sourcemod and metamod, but I haven't made any changes to the plugin. Doing a fresh restart, and hoping this might address issues.
Fucking with Uber's is also pretty handy. There's just SO MUCH utility in the damn thing that it makes the Backburner look terrible without it.
Yeah, I think it just crashed again.
Man, this is a pretty simple plugin, I don't know what the deal is.
Edit: HMMM, I'm reading something that says the bots crash the server when they change classes. I'm going to work on this plugin more later, as I may have to manage bot classes after all, until they fix this. I guess we can't expect too much from these bots since they're supposedly in beta still.
Maybe the game is hanging up on switching the # of bots during the initial level load while there's a bunch of people in limbo/spectating before they join a team. Maybe set it up to not add the bots until the round starts.
The bots don't add until you've picked a team.
Then I must go to the default answer. A wizard did it.
I don't mean to be harsh
I really don't
But if you can't figure this out yourself then mapping is not going to be your sort of thing.
Map change was the most common crash. "Crash" in this sense meant we all had a connection error timer that reached zero. However I noticed in my server list that the map change goes through immediately, so it's just disconnecting the users when that happens. Soft crash? Anyways the mid-round one was a fluke, never saw it replicated.
However I did see the bots change class. A lot. Never seemed to cause any hassle. We also did a fair bit of team switching throughout and they kept joining and getting booted properly.
point taken!
its weird, I made a fully functioning(two spawns/buy zones some lights and a couple ladders going to an upstairs comprized of nothing) CS:S map about two or three years ago without any tutorials or anything but now I just can't figure it out
:?
http://developer.valvesoftware.com/wiki/Your_First_Map
Google is your friend. Hit a snag, google it. That's how I learned over the past weekend.
thank tou
Here, Have some more links that have helped me out:
Spawn Room:
http://forums.tf2maps.net/showthread.php?t=198
Control Points:
http://www.youtube.com/watch?v=eODRa3NqCqw
List of sky box textures and settings used with them:
http://developer.valvesoftware.com/wiki/Sky_list
And when you get to cube maps:
http://tf2maps.net/forums/showthread.php?t=4530
http://developer.valvesoftware.com/wiki/Cubemaps