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TF2Classic


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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 05-19-2009 , 14:25   Re: TF2Classic
Reply With Quote #91

bugfix update:

-i was too quick with releasing the new infection, as there were quite a few bugs with it.... should be 100% working now

-added cvar for setting max fov

-added cvar for min handheld boost received from nades

-some minor bugfixes... (which i can't remember atm)



also.... webpage with a better way to sort all the info coming up soon!
Attached Files
File Type: smx TF2Classic.smx (58.7 KB, 254 views)
File Type: sp Get Plugin or Get Source (TF2Classic.sp - 198 views - 171.3 KB)

Last edited by CrancK; 05-19-2009 at 14:35.
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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 06-02-2009 , 08:45   Re: TF2Classic
Reply With Quote #92

UPDATE!!!

-conc's now have a blast effect
-nades have trails

-added q3 (or rather q1 or cpma) movement options,
in the form of doublejump and (sort of) strafejumping

to doublejump, one simply has to jump 2x in a row really quickly (quicker then tf2c_djump_delay_max, and slower then tf2c_djump_delay_min)

to use/utilize the strafejumping is automatic, if you were bunnyhopping before... basically it's simply a different airacceleration, but then dependend on how you move/look (like cpma or q1)

-dispenser explosion now hits ppl

-cvar for making bhop not lose speed, unless if it going over the cap

-scout can q3 doublejump in air, if doublejump is on

-and i think i've added/improved loads of other stuff... but at the moment nothing comes to mind

cvars:

tf2c_bhop_mode 4 & 5, bhopmode 4 has the doublejump set to give you your currentspeed*(1-time between jumps) where max time = tf2c_djump_delay_max, and bhopmode 5 uses a much more sophisticated fomula to calculate it, but it feels less like q3 (more balanced prolly though)

tf2c_djump_delay_min, "0.15", "q3 style doublejump, min delay, before djump can be used, if 0.0 then doublejump is off",

tf2c_djump_delay_max", "0.55", "q3 style doublejump, max delay, until djump can be used"

tf2c_djump_max", "800.0", "q3 style doublejump, limit to height boost"

tf2c_speed_check", "0", "makes sure you don't slow down from bunnyhopping"


check the main post for the updated files!

(also.. website is up... but no info on it yet... so no link yet)
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clad
Senior Member
Join Date: Oct 2006
Old 06-02-2009 , 14:43   Re: TF2Classic
Reply With Quote #93

Is it possible to add all the cvars in 1 place so it's easier to locate them all or how hard would it be to have it write them to a cfg file to create all the cvars?
or maybe add a cfg file to the zip that gets exec'ed.
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Last edited by clad; 06-02-2009 at 14:45.
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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 06-02-2009 , 14:46   Re: TF2Classic
Reply With Quote #94

sure, will do... i'll edit it into this post and the main post once i get it done

edit: uploaded the .cfg file,
just put it in the cfg folder and add the line:

exec TF2Classic

somewhere in your server.cfg, and it should execute this file everytime the server starts up and/or changes map

it contains all the cvars settable for TF2Classic, +shows all the possible commands (i'll work on making the descriptions more descriptive)
Attached Files
File Type: cfg TF2Classic.cfg (9.2 KB, 230 views)

Last edited by CrancK; 06-03-2009 at 04:47.
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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 06-19-2009 , 08:11   Re: TF2Classic
Reply With Quote #95

UPDATE:

-Armor system added:
PHP Code:
    3 different types of armor:
        -
Light, (scoutsniperspy) default: 40damage reduction100 max armor
        
-Medium (pyrodemoengymedic) default: 50damage reduction150 max armor
        
-Heavy (soldierheavy) default: 60damage reduction200 max armor
    Ways of obtaining armor 
(atm):
        -
Spawning
            
-gives armor according to tf2c_armor_startamount and tf2c_armor_****_max (where **** is either lightmedium or heavy)
        -
Ammopacks:
            
small10max armor
            medium
25max armor
            large
50max armor
        
-Ressuply Cabinets
            
-give upto spawn amount of armor
    Other
:
        -
Crits of any kind will ignore armor (i think also mini-crits)
        -
Falldamage ignores armor
        
-Drowning ignores armor
        
-and soon to come infection ignores armor 
-cvar for nade throwphysics
-cvar for falldamage reduction
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clad
Senior Member
Join Date: Oct 2006
Old 08-04-2009 , 13:36   Re: TF2Classic
Reply With Quote #96

is this still working after the latest steam updates ?

When i load it up on my linux, and join the server. the server crashes b4 i even click the motd.
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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 08-05-2009 , 15:13   Re: TF2Classic
Reply With Quote #97

it should still work, theres 4-6 orso servers up with it atm, though you might have to update the gamedata for dukehacks, since that one did get screwed by the updates

also, there's a bit of a delay in the coming of the next update, but i'll get there, eventually
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nossie
New Member
Join Date: Aug 2009
Old 08-06-2009 , 04:11   Re: TF2Classic
Reply With Quote #98

cool so it will be updated soon? coz i really wanna try it out. i sent you a pm about it as well. so we have to change the game info? if so what to?
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CrancK
Senior Member
Join Date: Jan 2009
Location: Netherlands
Old 08-06-2009 , 17:31   Re: TF2Classic
Reply With Quote #99

in the dukehacks thread you can find the right gamedata file, then you simply download that file and override the old dukehacks.txt, with the one you can find in the dukehacks thread, folder it should be in is tf/addons/sourcemod/gamedata
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dragondx11
New Member
Join Date: Dec 2008
Old 10-13-2009 , 00:11   Re: TF2Classic
Reply With Quote #100

I'm not sure if this is happening to everyone but when I switched from Medic to Spy it showed me the Medics arms with the Spy's weapon. Both my clan member and I experienced this. Other than that I must say this is a GREAT plug-in I find it very fun to play.
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