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Posts

  • davinciedavincie Registered User regular
    edited June 2010
    We need more whalerace, i also still need to play wackyraces because it sounds wacky!

    davincie on
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  • NerdgasmicNerdgasmic __BANNED USERS regular
    edited June 2010
    I wish we had more balloon race.

    Nerdgasmic on
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited June 2010
    Nerdgasmic wrote: »
    I wish we had more balloon race.

    nealcm on
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  • Hey YouHey You Registered User regular
    edited June 2010
    Hey You wrote: »
    Hey You wrote: »
    I'm throwing together a quick test on the Zissou server to check out these maps below. Going to test at like 5 PM eastern today or something around then. Looking for 1 more map to add to this list.

    pl_goldrock_gulch

    pl_mesa_b1

    CP Blazewalk

    The server is set up for this now.

    Jump on the Zissou and check out these maps with me.

    Messed up the first upload. Changed the map and reuploaded, should be working now.

    Hey You on
  • BedlamBedlam Registered User regular
    edited June 2010
    Hey you it says I cant connect because I dont have the map in question.

    Why am I not downloading it from the server like in most tf2 cases?

    Bedlam on
  • ButtcleftButtcleft Registered User regular
    edited June 2010
    because bedlam is badlam, obviously.

    Buttcleft on
  • BedlamBedlam Registered User regular
    edited June 2010
    frowning over here buttcleft

    Bedlam on
  • WeX MajorsWeX Majors 8th Floor, MegashipRegistered User regular
    edited June 2010
    Testing out my new headphones before work, so I couldn't play that long.

    But I did manage to get a picture of Loki managing to telefrag me!
    lokiamisislookinggood.jpg


    It's okay, it was for SCIENCE!

    WeX Majors on
  • Pablo the PenguinPablo the Penguin Registered User regular
    edited June 2010
    Sandvich telefrag is the best kind.

    Pablo the Penguin on
  • MolybdenumMolybdenum Registered User regular
    edited June 2010
    Zissou is telling me that I am missing map maps/ "a bunch of maps I already have"

    Molybdenum on
    Steam: Cilantr0
    3DS: 0447-9966-6178
  • psyck0psyck0 Registered User regular
    edited June 2010
    The whole server seems to be really screwed up. When it tried to change maps, it failed.

    psyck0 on
    Play Smash Bros 3DS with me! 4399-1034-5444
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  • BedlamBedlam Registered User regular
    edited June 2010
    Bedlam wrote: »
    Hey you it says I cant connect because I dont have the map in question.

    Why am I not downloading it from the server like in most tf2 cases?
    Ok it seems to just be that blazewalk map.

    Maybe there is something wrong with that one.

    Bedlam on
  • DysDys how am I even using this gun Registered User regular
    edited June 2010
    So when does the drop system reset? It seems to personally be Thursday for me, but I've heard talk of it happening Tuesday as well?

    Dys on
  • EndaroEndaro Registered User regular
    edited June 2010
    Once again the PA server fails to learn the age old lesson that people playing in really obnoxious ways combined with an already unpopular map ends with a dead server.

    Endaro on
  • Squirrel RancherSquirrel Rancher Registered User regular
    edited June 2010
    Endaro wrote: »
    Once again the PA server fails to learn the age old lesson that people playing in really obnoxious ways combined with an already unpopular map ends with a dead server.

    Says the guy building spawn-camping sentries in a 3v3 or whatever it was?

    Squirrel Rancher on
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited June 2010
    Dys wrote: »
    So when does the drop system reset? It seems to personally be Thursday for me, but I've heard talk of it happening Tuesday as well?

    i was under the impression that it would be like

    if you got so many items on X day

    you can't get that many items again til next X day

    it would be a personal drop system for everybody

    nealcm on
    19ZUtIw.png
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    You know what. I can't even add Zissou. I can't even see the server.

    TrippyJing on
    b1ehrMM.gif
  • Hey YouHey You Registered User regular
    edited June 2010
    TrippyJing wrote: »
    You know what. I can't even add Zissou. I can't even see the server.

    You have to be drunk, then it will show up.
    208.167.242.188:27015 - just incase the ip you are using differs

    Hey You on
  • BedlamBedlam Registered User regular
    edited June 2010
    Dang, no one is playing? That is crazy.

    Bedlam on
  • psyck0psyck0 Registered User regular
    edited June 2010
    There was a stretch of really crappy maps.

    psyck0 on
    Play Smash Bros 3DS with me! 4399-1034-5444
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  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    The more I play this game, that more I believe there should be engineer limits.

    Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.

    TrippyJing on
    b1ehrMM.gif
  • ButtcleftButtcleft Registered User regular
    edited June 2010
    TrippyJing wrote: »
    The more I play this game, that more I believe there should be engineer limits.

    Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.

    You know if you get trapped in your spawn its your own fault.

    One for letting them push you that far back and hold long enough to get sentries up.

    Two for not taking 10 seconds to build a uber with a medic and a heavy/soldier/demo and just kill everything.

    Buttcleft on
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    Buttcleft wrote: »
    TrippyJing wrote: »
    The more I play this game, that more I believe there should be engineer limits.

    Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.

    You know if you get trapped in your spawn its your own fault.

    One for letting them push you that far back and hold long enough to get sentries up.

    Two for not taking 10 seconds to build a uber with a medic and a heavy/soldier/demo and just kill everything.

    It was turbine. Not really that far to push. And I joined the server while they were trapped. So technically speaking, not my fault.

    TrippyJing on
    b1ehrMM.gif
  • ButtcleftButtcleft Registered User regular
    edited June 2010
    TrippyJing wrote: »
    Buttcleft wrote: »
    TrippyJing wrote: »
    The more I play this game, that more I believe there should be engineer limits.

    Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.

    You know if you get trapped in your spawn its your own fault.

    One for letting them push you that far back and hold long enough to get sentries up.

    Two for not taking 10 seconds to build a uber with a medic and a heavy/soldier/demo and just kill everything.

    It was turbine. Not really that far to push. And I joined the server while they were trapped. So technically speaking, not my fault.

    Its always your fault.

    Because I'm blaming you.

    Buttcleft on
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    Buttcleft wrote: »
    TrippyJing wrote: »
    Buttcleft wrote: »
    TrippyJing wrote: »
    The more I play this game, that more I believe there should be engineer limits.

    Also, fuck CTF games on small maps. The instant one team builds outside of the other's spawn, they'll never make it out.

    You know if you get trapped in your spawn its your own fault.

    One for letting them push you that far back and hold long enough to get sentries up.

    Two for not taking 10 seconds to build a uber with a medic and a heavy/soldier/demo and just kill everything.

    It was turbine. Not really that far to push. And I joined the server while they were trapped. So technically speaking, not my fault.

    Its always your fault.

    Because I'm blaming you.

    do you really want more shafts in your face

    TrippyJing on
    b1ehrMM.gif
  • UEAKCrashUEAKCrash heh Registered User regular
    edited June 2010
    Were you offering or something, Trippy?

    UEAKCrash on
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    Plenty to go around.

    TrippyJing on
    b1ehrMM.gif
  • UEAKCrashUEAKCrash heh Registered User regular
    edited June 2010
    Nice.

    Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.

    The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.

    UEAKCrash on
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    My Huntsman brings all the boys to the yard

    TrippyJing on
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  • KronusKronus Registered User regular
    edited June 2010
    TrippyJing wrote: »
    My cheap rates brings all the boys to the yard. Guys what I'm getting at is that I am free of charge. I have no standards here. Really.


    EDIT: I am looking forward to your map, Crash, we had better play the crap out of it because I haven't played prophunt in days now. I find myself sitting at work thinking "I could totally fit in that closet, I wouldn't clip outside of it at all. I could hide in there all day long and nobody would find me because pyros would probably set off the smoke alarm".

    Kronus on
  • SithDrummerSithDrummer Registered User regular
    edited June 2010
    The counterargument is that if their team is so bad that they let you spawn camp them, then you don't need to spawn camp them to win, and are breaking the first rule of the drama chamber.

    (old argument!)

    SithDrummer on
  • ButtcleftButtcleft Registered User regular
    edited June 2010
    UEAKCrash wrote: »
    Nice.

    Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.

    The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.

    how hard is it to do that random quadrant thingy doodle stuff

    Buttcleft on
  • TrippyJingTrippyJing Moses supposes his toeses are roses. But Moses supposes erroneously.Registered User regular
    edited June 2010
    Kronus wrote: »
    TrippyJing wrote: »
    My cheap rates brings all the boys to the yard. Guys what I'm getting at is that I am free of charge. I have no standards here. Really.

    Kronus you are my favorite customer

    TrippyJing on
    b1ehrMM.gif
  • UEAKCrashUEAKCrash heh Registered User regular
    edited June 2010
    Buttcleft wrote: »
    UEAKCrash wrote: »
    Nice.

    Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.

    The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.

    how hard is it to do that random quadrant thingy doodle stuff

    It's not too rough, just a little confusing right away.

    It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.

    So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.

    UEAKCrash on
  • ButtcleftButtcleft Registered User regular
    edited June 2010
    UEAKCrash wrote: »
    Buttcleft wrote: »
    UEAKCrash wrote: »
    Nice.

    Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.

    The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.

    how hard is it to do that random quadrant thingy doodle stuff

    It's not too rough, just a little confusing right away.

    It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.

    So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.


    you are putting in non-functional control points right? It'd infuriate pyros so much :D

    Buttcleft on
  • TrusTrus Registered User regular
    edited June 2010
    Is the Engineer update out yet?

    Trus on
    qFN53.png
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited June 2010
    Trus wrote: »
    Is the Engineer update out yet?
    [TF2] No the Engineer Update isn't out yet

    Undead Scottsman on
  • MrDelishMrDelish Registered User regular
    edited June 2010
    are we there yet?
    parents wrote:
    [DRIVING] No, we are not there yet
    [/QUOTE]
    I don't get the joke

    MrDelish on
  • Undead ScottsmanUndead Scottsman Registered User regular
    edited June 2010
    MrDelish wrote: »
    are we there yet?
    parents wrote:
    [DRIVING] No, we are not there yet
    I don't get the joke

    It's not a joke if someone doesn't take the bait!

    EDIT: Thanks for the extra quote tag, screwin' up my post ya silly goose.

    Undead Scottsman on
  • GarthorGarthor Registered User regular
    edited June 2010
    UEAKCrash wrote: »
    Buttcleft wrote: »
    UEAKCrash wrote: »
    Nice.

    Also I'm just finally getting close to a point where I can prop up my prophunt map. Most of the blocking is done, and most of the permanent props are in place. It's really just adding in a ho-jillion props (at least 2 different set ups per quadrant) and then detailing.

    The set up for the map is going to be random like warehouse, except apply that same concept to the entirety of the map, rather than a confined building. I'm going to do so many subtle bullshit things that you guys are going to hate me for. It will be gloooorious.

    how hard is it to do that random quadrant thingy doodle stuff

    It's not too rough, just a little confusing right away.

    It's basically setting a big invisible/ non solid barrier to divide up the map into quarters. Then setting up each chunk with it's own name, and stacking each version of props on top of each other with a different name. Then there is a relay that says "on round start, disable <each prop chunk version>" which clears the map of props, then it picks a random version for each quadrant and enables that. Leaving you with 4 quadrants of different props. The more versions you have for each quadrant, the more combinations you can have on your map.

    So 4 quadrants with two versions, 4^2=16 possible map configurations. Or with 3 versions for each quadrant, 64 possible outcomes. I'm shooting for two versions of each quadrant when I am ready to release my alpha. Then I'll go back and add a 3rd. Possibly a 4th later on if the map can handle that much.

    The whole quadrants thing seems kind of silly to me. I'm trying to figure out how you'd do this entirely from the wiki because I'm too lazy to download the Source SDK.

    My guess: each "area" is given a logic_case entity. Name all the logic entities something like rand1, rand2, etc. and the props belonging to each logic group as, say, prop_2_3, which would be a prop in the third group belonging to the second logic_case entity. Each case in each logic group would send a show command to prop_X_*. From there, to reset the map, you would first hide prop_*, then you would fire PickRandom to rand*

    Oh, also: if you don't have a few invisible scout entities hiding inside random props (actually they'd have to be func_details wouldn't they?), you are a bad person.

    Garthor on
This discussion has been closed.