07-18-2006, 04:33 PM | #181 | |
Retired FF Staff
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Official model desecrator |
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07-18-2006, 04:37 PM | #182 |
Join Date: Apr 2005
Location: Sweden
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Yeah we northern people should have our own beta test =D
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07-18-2006, 04:46 PM | #183 | |
Join Date: Apr 2006
Location: Newark, NJ
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http://www.fortress-forever.com/?a=m...ff_shutdown2_4 ...which, btw, no one answered my question about. Can the effect only be achieved by Scouts & Medics, or does it happen to anyone that concs? Also, is it tied to the conc itself, or does the after-image effect apply to any high-speed movement (such as a Rocket Jump)? |
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07-18-2006, 04:59 PM | #184 |
Join Date: Mar 2006
Location: Göteborg
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Sweet!!!
Soon can we practice those moves we are doing in irl in ff, b-hopping after the bus, dodging wife " after done her mad ", and that airshot practice on the boss " with that air-rpg ". Not to forget playing dead when the boss comes in for overtime. Nice work mates, you have done a really good work and really had worked hard. I salut you |
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07-18-2006, 05:02 PM | #185 | |
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07-18-2006, 05:05 PM | #186 | |
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Location: Europe, Front Yard
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07-18-2006, 06:02 PM | #187 | |
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07-18-2006, 07:18 PM | #188 | |
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07-18-2006, 07:55 PM | #189 |
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mdoh
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07-18-2006, 08:58 PM | #190 | |
Join Date: Apr 2006
Location: Newark, NJ
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The bubble dealy has been explained but this really has not. |
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07-18-2006, 09:03 PM | #191 |
Join Date: Feb 2005
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I'm pretty sure it relates to the conc itself.
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07-18-2006, 09:15 PM | #192 | |
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Location: Europe, Front Yard
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07-19-2006, 01:19 AM | #193 |
Useless
Retired FF Staff
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Remember how in TFC the conc effect was a big wave? Imagine that wave, instead of being a static texture with transparency, is a big fat ripple in the space-time continuum, and as it passes outward it "traps" the image of whatever was in it - as such, the Scout being pushed away is visible within the ripple even as he's launched away.
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Look at all those dead links. |
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07-19-2006, 05:34 AM | #194 | |
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07-19-2006, 08:34 AM | #195 |
Join Date: Jul 2005
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Love++
with this I just wanted to mention how greatly I appreciate you guys making this mod
TFC was my first love haven't found another game since that I was so passionate about and bringing it to HL2 is such a brilliant idea (and which I always wished for) especially the fact that it's made by TFC players that want to keep the same gameplay without forgetting to think about some nice new innovations and improvements possible thanks to an engine with far more capabilities... that's just PWNAGE it's a dream come true for many of us i love u guys! i used to be atheist but now i know there's a god mvg, [Rasta]ASS-asn |
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07-19-2006, 01:12 PM | #196 |
Join Date: Jun 2005
Location: Brum.
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The only thing negative ill say is that the rockets look MASSIVE.
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07-19-2006, 01:30 PM | #197 |
A Very Sound Guy!
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Join Date: May 2005
Location: UK
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its all about the girth dude. 8 inches AROUND! i wouldn't wanna be shafted any other way!
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07-19-2006, 05:41 PM | #198 |
Join Date: Jul 2006
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Major Bummer
I know, I know. Another post about TFC2 and blah blah blah. I am still going to post it.
I disagree with the idea of not doing a public beta right away. I think the only way this mod has a shot is if it beats TFC2 to the punch and gets a following as quickly as possible. Hopefully it will be a while before TFC2 is released but I would bet on months, not years. I just don't see the community of people playing TFC type games as being large enough to support two mods of good quality. It is obvious to me that FF is going to be a quality mod and I am sad to say that it is likely to be the case with TFC2 as well. I think that FF is going to be a huge underdog trying to compete with a large company with $ to advertise and hype and all that. They may get more new players even if TFC2 does suck. I have to say - I sooooooo hope I am wrong. I hugely admire all the work that has gone into FF and I very much want this mod to be played for a long time to come after its release. Get it out as soon as you can dev team. If you can get it into our hands I am certain this community will spread the word that FF is the best multi-player shooter the world has ever seen. And just one more thing. I know the concern is to not release a buggy/unstable/ugly mod, but.........you understand that this mod is going to be running on boxes running windows right? We are all used to buggy software that does random crap that nobody can explain or fix. Good luck with whatever you decide to do! |
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07-19-2006, 06:20 PM | #199 |
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Although I understand your concerns tans, the fact of the matter is that an open public beta would be bad for FF, especially with the onset of TF2. The problem is that if the team releases a buggy version to the public, a lot of people will get turned off to the mod. Take, for instance, HL2 mods like Empires and The Hidden - both have fun and exceptionally interesting gameplay, but their communities are not that big. I remember when they were released, everyone was so happy - but then there were flood of posts on HL2 news sites about how buggy the games were.
FF wants to pull in new players, and sadly a good number of the potential base out there will only want to try the game once to base their decision on it. If the game is buggy when released, there is a more than likely chance a great number of people will never bother trying the mod out again. The FF devs have understood this since Day 1. Now that TF2 is peeking its head out, it is every moreso important that FF releases a non-bug filled game. If they do, people will be like "screw FF and its crappy game, I'll wait for TF2." This is an attitude that we don't want to see people having, especially if we want a thriving community. And it's pretty unfair to look at this with "well we're used to buggy Windows, why not this?" attitude just because Windows is something you have to live with and the majority of people don't know/understand the other options out there. /PS. If you want to understand this more, go search in the dev journals for Defrag's post about the RERO model and how that just doesn't seem to cut it for HL2 mods like it did back in the HL1 days. |
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07-19-2006, 06:54 PM | #200 |
Join Date: Mar 2006
Location: Pennsylvania
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I know it says you [dev team] don't know the exact answer, but could you atleast give a general amount of time it takes to work the bugs out in the closed beta? Are we talking a few days, a few weeks, or a few months?
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