To give a bit of context to the video, we had just lost our medic and they were pushing through choke with Uber, Glop holds off their Demo as he's going through choke and then when the demo backs up he loops through house to finish the cap on mid one of our scouts started.
Account Details | |
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SteamID64 | 76561198040399924 |
SteamID3 | [U:1:80134196] |
SteamID32 | STEAM_0:0:40067098 |
Country | United States |
Signed Up | January 29, 2013 |
Last Posted | June 23, 2023 at 12:09 AM |
Posts | 1213 (0.3 per day) |
Game Settings | |
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In-game Sensitivity | 1.1 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Logitech G610 |
Mousepad | Steelseries Qck Heavy |
Headphones | Sennheiser 569 |
Monitor | ASUS VG259QM |
HerganBLoodSireSome of the new materials on 2fort are beautiful though. I'd like to sde some of those/the color scheme in customs. Adds a cool sci-fi feel.
Pretty sure you can't use those in Hammer because they're packed into the .bsp. And that .bsp can't be opened with GCFScape or something similar for unknown reasons.
Typically when Valve purchases a custom map they purchase all assets that come with it so that they may be used by basically anybody, however with the recent set of maps (Gun Mettle and these) they don't seem to have actually purchased the map and thus the assets that come with them. If they do end up purchasing it I could see the assets being made available for use like other groups of assets in the past. I do think that some of the assets in this update are quite nice and very well made but I am not sure if they will fit in with most maps bar the Halloween maps.
I figured out how to do this but it does require sv_cheats to be set to 1 (Shouldn't be a problem since you're recording). I decompiled the map to see how the HUD works and after flipping through of the logic_auto entities I found where stuff was getting called and used ent_fire to disable it.
ent_fire hud* stopoverlays
Putting this in should work but there's a chance that some other stuff could get broken if you manage to trigger any of the entities that set up the HUD.
ShooshI enabled tf_hud_showservertimeleft 1 but its basically in the middle of the screen. Where would I find the values to move it?
In the file resource/ui/hudobjectivetimepanel.res and you are going to want to look for the "ServerTimeLimitLabel" value and play around with that, you might need to move stuff around in hudlayout to get it exactly where you want.
Hooky made a "pro" version based off the artpass version release ages ago.
http://www.teamfortress.tv/10130/cp-highlands
It never really played out well in 6s when we tested it before but I would like to take a look around the new version that is being worked on.
Updated to a7
Mostly changes this time to the upper level, a few props added to make stuff a bit more interested and also quite a few changes to the lighting in the main area. This lighting is by no means permanent I just wanted to play around with "night" lighting and it's proven to be a bit more difficult than I anticipated. Hopefully the play area is bright enough and if not I will work on it for the next version where hopefully baring any gameplay issues there will be a bit more detail. Per usual the complete changelog is in the first post, screenshots should be updated sometime later today.
Final bump just in case anybody is trying to do last minute stuff
http://puu.sh/jG6hQ/e450d91f02.jpg
Prop sticking through the ceiling.
http://puu.sh/jG6pR/161e33ad79.jpg
Since this area is inaccessible during normal play you should probably nodraw a lot of these surfaces and remove some of the extra triggers from this area.
http://puu.sh/jG6BZ/1d69fdd111.jpg
Not a big fan of how you changed this point, but if you do decide to keep it this way I would make sure you add a bulletblock or playerclip ramp around it so it would function similarly to Process/Metalworks last.
http://puu.sh/jGae9/a7aecc6621.jpg
I feel like this medium ammo should probably be split into 2 small ammopacks and kind of one on each side maybe one near the concrete block and one near the small wooden stair thing farther to the right?
http://puu.sh/jG85b/b0a5e6257b.jpg
Shadows around this area are pretty messed up. Also you should probably change the roof texture on the extended brick block to one that matches the area better than the current one.
http://puu.sh/jG6M4/79abb50684.jpg
Strange ugly shadow, not sure where it is coming from
http://puu.sh/jG7TA/de1401157c.jpg
Same thing here
http://puu.sh/jG81v/feb46603a5.jpg
You can get caught on all of these ceiling beams, this does not happen on the blue side. Should either make them nonsolid or clip over them.
http://puu.sh/jG6UL/dcf3d3b660.jpg
I would suggest that you make all of the railing props nonsolid and then create a corresponding clip brush around them like most maps designed for competitive have been doing recently. This would allow rockets and other projectiles to consistently go through while still acting mostly the same.
http://puu.sh/jG75Q/ece96f3b2a.jpg
Missing clip brush here in dropdown.
http://puu.sh/jG7Iv/73fa4d5cb8.jpg
Another thing a lot of maps for competitive have been doing recently is making the actual roof brush nonsolid and then clipping off the actual roof area, this allows for smoother rocket/sticky jumping and is generally a nice addition.
http://puu.sh/jG7a3/33ccba1866.jpg
If you are not going to have a forward spawn here I see no reason to have this be in here, however I would suggest that you move the forward spawn back to its original spot and adjust the spawn times slightly for the team attacking last. This would remove the problem of teams doing 3-4 man sacks and then when the attacking team is fighting the respawnes would come in mid fight. I think this would be a better solution than moving the spawn back to mid but I have not played the map in scrims enough to properly judge this change I think.
http://puu.sh/jG7mB/5085c08130.jpg
You should go around the map and add a small bulletblock ramp where all the displacements meet a normal brush as to prevent the splash bug.
http://puu.sh/jG7uG/3ac7b7eefd.jpg
Even in the normal Granary this area has always felt like super awkward and never really had a significant purpose. I think if you took the small ammopack from behind the tanker and moved it here it would kind of create a decision for people who needed to rotate for ammo. Do you go to yard/point to get the large pack or go to this little inlet to grab the small ammo pack. Once again would probably like to test the change a bit more before deciding but it's an idea.
http://puu.sh/jG8Kl/7f075d81fc.jpg
You can get caught on a lot of stuff in this spawn and you should probably make it so all the beams are a consistent width and then clip over them.
http://puu.sh/jG8op/8e577fe433.jpg
I feel like the sides on mid are just way too wide with the changes, you could probably pull them in a decent amount to make the mid feel less huge in this area.
http://puu.sh/jGaJP/9dfb3baef2.jpg
Should probably make it so this door doesn't have the "no entry" shown on both sides of it.
Wanted to get this in before the season started so you could potentially release a new version before S20 in the hopes that it would get used over normal Granary. One final but still quite important suggestion I have is that you revert the lighting to what it was before. Right now the map feels far too bright and I don't think anybody ever really had visibility issues on the old version of Granary anyways. Worst case you should probably be touching up specific areas by adding assorted lights instead of changing how the overall lighting for the map looks through light_enviroment. Hopefully we do see this get some playtime in scrims and hopefully in ESEA this season.
Able to play tonight, most likely booked most days this week though.
radsBonafideChange the spy cloak sound to a loud sound file and you got yourself a nice cheat, too bad stuff like this is so easily abused because it's great in general
edit;
same goes for medic being fully charged
And for the spy, you could change the sound to a voice screaming "Spy!"
can already do all this + footsteps etc in soundmixers.txt
Based on this I assume it would not work in sv_pure 1/2. From this thread: http://www.teamfortress.tv/24229/changing-weapon-sounds
yttriumWhen I started using it, I noticed that my airshots were way worse than usual, and I was under-predicting the speed of my rocketsYou're aware the Original fires a rocket directly down the center of your screen, while every other launcher fires from the side, right? And THAT'S probably the reason for you missing airshots?
Also this doesn't work on sv_pure 1 using Valve's whitelist.
]sv_pure
-------------------------------------------------------
sv_pure: Only allow client to use certain files.
-1 - Do not apply any rules or restrict which files the client may load.
0 - Apply rules in cfg/pure_server_minimal.txt only.
1 - Apply rules in cfg/pure_server_full .txt and then cfg/pure_server_thitelist.txt.
2 - Apply rules in cfg/pure_server_full.txt.
See cfg/pure_server_whitelist_example.txt for more details.
The server is using sv_pure 1. (Custom pure server rules.)
sound\... trusted_source
models\... trusted_source
materials\... trusted_source
particles\... trusted_source
scripts\game_sounds.txt trusted_source
scripts\game_sounds_manifest.txt trusted_source
scripts\game_sounds_player.txt trusted_source
scripts\game_sounds_vo.txt trusted_source
scripts\game_sounds_vo_handmade.txt trusted_source
scripts\game_sounds_weapons.txt trusted_source
scripts\soundmixers.txt trusted_source
materials\temp\... any
materials\vgui\logos\ui\... any
sound\ui\hitsound.wav any
--------------------------------------------------------
BonafideChange the spy cloak sound to a loud sound file and you got yourself a nice cheat, too bad stuff like this is so easily abused because it's great in general
edit;
same goes for medic being fully charged
And for the spy, you could change the sound to a voice screaming "Spy!"
I'm like 95% sure that both of these things are impossible since there are no calls for sounds in the tf_weapon_invis.ctx file and in the medigun file there are only calls for healing and no heal target available.
This works on same concept as the particle scripts do, you can replace one particle with another one from TF2. At best you will probably be able to replace some reloading/shooting sounds with other ones from TF2. I can't see why anybody would ever do this as so many of the sounds are unique for a reason and none of them are distracting anyway.
Sailshttp://i.imgur.com/j95i3vU.jpg
Still haven't seen anything on how to fix this
I think you need to add the mouseoveritempanel added in this commit:
https://github.com/fblue/broeselhud_blue/commit/b985d81884181f0360ac8d958d278bc0f0f99a93
You should be able to use it on any main menu as I used the old yA HUD main menu with broeselhud and everything works fine for me:
This thread has gotten pretty dumb but I'm still pretty mad that shadow never uploaded the logo I asked my friend to make like at the start of season 18.
While I do not think there is actually a way to "disable" the vote menu, what you can do is just move it off screen if you do not want to see it. Note that it will still make the noises and I am fairly sure there is no way to get rid of this unless you replaced the sound files themselves.
What you would do is just the x or y value for "CHudVote" in scripts/hudlayout.res to 9999. This should move it off screen, if that does not work (Too tired to test it right now) you can always go into the actual .res file for the voting panel. This should be in resource/ui/votehud.res. The process would be similar to the one above as you would just set all the values to 9999 to move them off the screen.