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Old 02-13-2010, 08:56 PM   #21
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Originally Posted by moosh View Post
2.5 should feature the teleport.
Seriously guys...
c'mon...
Or just give the engie a buildable helicopter.

If this happens one of the Devs will be getting a home visit from me and getting shanked.
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Old 02-18-2010, 07:33 PM   #22
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Quote:
Originally Posted by moosh View Post
2.5 should feature the teleport.
Seriously guys...
c'mon...
Or just give the engie a buildable helicopter.
Buildable Helicopter? ohhhh this is a cool idea.

Also...make it where you can build 2 SG's inside the Helicopter.

Now the engie's can fly/hover over the enemy and blast away while
the Demoman sets off DETs from the helicopter.

Now, if the other team kills the helicopter, they get huge points
for killing everybody in the heli, SG's and the helicopter.

If a helicopter has 16 peeps in it and you shoot it down. You get 17 kills.
hahahahaha....good times.
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Old 02-23-2010, 04:36 AM   #23
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Old 06-08-2010, 06:50 PM   #24
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re

Bully had not said that the 2.5 coming out soon? pyroman apparently disappears, no teleporter for engineers, even classes medic and scout who benefit ... : /

"Bully avait pas dit que la 2.5 sortait bientôt ? apparemment le pyroman disparait, pas de teleporteur pour l'ingenieur, encore les classes medic et scout qui profitent ... :/"
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Old 06-08-2010, 06:56 PM   #25
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I'm not following you. What are you saying/asking? Anyone know french?
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Old 06-08-2010, 07:17 PM   #26
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WTF did i say now ! was it me ?
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Old 06-08-2010, 08:45 PM   #27
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Quote:
Originally Posted by nomad View Post
Bully had not said that the 2.5 coming out soon?
We're not sure when 2.5 will be finished.
Quote:
pyroman apparently disappears
Pyro will still be in the game.
Quote:
no teleporter for engineers
There will not be a teleporter for the engineer.
Quote:
even classes medic and scout who benefit ... : /
Not really, no.
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Old 06-09-2010, 01:42 AM   #28
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I suspect revamp of sniper and pyro tbh, probably new weapons with less frag capacity, and maybe remove grenades from some classes.
I suspect this new patch will revive or kill FF but im a bit afraid i have to say.
If was in charge of ff would be tfc source and keeping some nice ff aditions such as ng railgun, trimp and spy cloack : )

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Old 06-09-2010, 03:02 AM   #29
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Quote:
Originally Posted by zE View Post
I suspect revamp of sniper and pyro tbh, probably new weapons with less frag capacity, and maybe remove grenades from some classes.
I suspect this new patch will revive or kill FF but im a bit afraid i have to say.
If was in charge of ff would be tfc source and keeping some nice ff aditions such as ng railgun, trimp and spy cloack : )
QFT
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Old 06-09-2010, 12:10 PM   #30
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QFT
Yeah I think that's how a lot of people feel. Even more if you count people who have left.
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Old 06-09-2010, 01:08 PM   #31
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Quote:
Originally Posted by zE View Post
I suspect revamp of sniper and pyro tbh, probably new weapons with less frag capacity, and maybe remove grenades from some classes.
I suspect this new patch will revive or kill FF but im a bit afraid i have to say.
If was in charge of ff would be tfc source and keeping some nice ff aditions such as ng railgun, trimp and spy cloack : )
You and I rarely agree, much less close to 100%, but FF as TFC Source/OB this has been my case all along. If there was an OB version of TFC it would compete well with TF2, have a large enough player base to have a competative community, etc.

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Old 06-09-2010, 01:32 PM   #32
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Quote:
Originally Posted by zE View Post
I suspect revamp of sniper and pyro tbh, probably new weapons with less frag capacity, and maybe remove grenades from some classes.
I suspect this new patch will revive or kill FF but im a bit afraid i have to say.
If was in charge of ff would be tfc source and keeping some nice ff aditions such as ng railgun, trimp and spy cloack : )
+100
ze has been using rosetta stone
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Old 06-09-2010, 02:14 PM   #33
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The orangebox argument gets old fast. The game isn't popular because it appeals to niche gamers not because it's on an specific engine. What changes when you port the same niche game to another engine? Nothing relevant to real success, that's for sure. It's still the same game that people don't like or can't integrate into just on a different engine.

Besides, the differences between engines seems more tailored toward the developers and not the player. Sure, stats would be cool, but who cares about stats in a game with no real fanbase? It's a waste of people's time and effort porting to orangebox as well as a massive delusion for anyone who thinks simply moving the same unappealing game to a slightly different engine will end up being the saving grace. This is especially true if you think it would compete with TF2. /rofl

Just let it go and move on. Seriously.
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Old 06-10-2010, 03:26 AM   #34
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Originally Posted by Bridget View Post
The orangebox argument gets old fast. The game isn't popular because it appeals to niche gamers not because it's on an specific engine. What changes when you port the same niche game to another engine? Nothing relevant to real success, that's for sure. It's still the same game that people don't like or can't integrate into just on a different engine.

Besides, the differences between engines seems more tailored toward the developers and not the player. Sure, stats would be cool, but who cares about stats in a game with no real fanbase? It's a waste of people's time and effort porting to orangebox as well as a massive delusion for anyone who thinks simply moving the same unappealing game to a slightly different engine will end up being the saving grace. This is especially true if you think it would compete with TF2. /rofl

Just let it go and move on. Seriously.

Since you brought up the debate Bridget I'll humor you. I don't believe people here have made the argument that niche gamers are looking for games on a specific engine to play. However, by moving to the OrangeBox engine the following things would increase:
  1. The number of available players. Fresh new players are purchasing games on newer engines, not games that were developed 6-7 years ago. No one is going to go out and get a HL2 game to try our free mod.
  2. Developers and modelers aren't rushing to learn the HL2 engine. They are learning and have a growing community in the OrangeBox community. This development team has had a shortage of both for several years now. Staying on the old outdated engine is not going to increase our resource pool.
  3. The code is superior to that of the HL2 engine, hands down.
  4. The modeling and graphical capabilities, player movement, etc, are all far superior in the Orange Box then HL2, watch a heavy walk in FF and one in TF2 and tell me you don't see the difference.

These are 4 points I consider to be the main arguments for a TFC non TF2 OB game. FF just ported over isn't going to attract players, but it would increase our resource pool to make the game better.
You may not feel that better graphical capability, better movement, more developers, more modelers, and a more streamlined engine isn't relevant to success. I do see those as relevant points. Seriously.

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Old 06-10-2010, 05:28 AM   #35
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Just get it on Steamworks so people don't have to go manually download the damn game anymore.

Make players clippable (The only argument against this is not being able to stack teammates, but I say make the change, and worry about that later. To me, clipping through teammates is much more important than stacking)

I'll leave my trust in the dev team for any player balance changes. I'm sure they know what they're doing.

Getting killed by certain weapons delays respawn still. Sniper rifle is a key example.
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Old 06-10-2010, 05:42 AM   #36
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1. is invalid because you get all versions of Source, no matter what game you buy. You buy TF2, you can play FF. If that changes in the future it will be good to be ready for it. The average player doesn't know or care what version of the game is in use. They just know how it looks and feels.

2. I will give you, though I think that modders will work on whatever game sparks their interest or will get them in the industry. I don't think the engine version is going to be a dealbreaker for someone with the required dedication.

3. I don't really know about, not being a coder. I hear there were some optimizations done in netcode, multithreading, etc.

4. How players look in motion is mostly a factor of the models themselves and the animations. Valve's animations look great because they have skilled professionals on staff who specialize in their field. FF has... me and a few others and we don't really know what we're doing. There are very few skilled animators in the mod community. I do what I can on the graphical front in my spare time, and that includes the player models at some point. There are some features I'd like to have use of from OB, but the engine change by itself is not going to make amateur work look professional.

Anyway, as a member of this mod I want the port to go through, just so I can use a few new SDK features. What we need to make that happen is some skilled coders withthe time to meticulously go through the ported code and iron out all the bugs we had from moving over.
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Old 06-10-2010, 05:55 AM   #37
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Originally Posted by Crazycarl View Post
Anyway, as a member of this mod I want the port to go through, just so I can use a few new SDK features. What we need to make that happen is some skilled coders withthe time to meticulously go through the ported code and iron out all the bugs we had from moving over.
Main reason why I'd love to see FF use Source 2009 is for os x support.
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Old 06-10-2010, 06:17 AM   #38
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Make players clippable (The only argument against this is not being able to stack teammates, but I say make the change, and worry about that later. To me, clipping through teammates is much more important than stacking)
Perhaps only make teammates clippable. This is because, a good tactic is blocking the enemy from bunnyhopping/sliding (ie. HW fatty standing in doorways or on flags). Also if players are clippable, you could walk thru a spy and not notice, that seems silly to me.

To furthur make this better, it would be best to make it so teammates are only clippable in the 'no build' areas. This is would prevent teammates deliberately blocking doorways or spawns. Does that make sense? (this was also a key reason FF was unpopular on release because of noobs blocking spawns and doorways)
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Old 06-10-2010, 07:40 AM   #39
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Quote:
Originally Posted by Crazycarl
4. How players look in motion is mostly a factor of the models themselves and the animations. Valve's animations look great because they have skilled professionals on staff who specialize in their field. FF has... me and a few others and we don't really know what we're doing. There are very few skilled animators in the mod community. I do what I can on the graphical front in my spare time, and that includes the player models at some point. There are some features I'd like to have use of from OB, but the engine change by itself is not going to make amateur work look professional.
As someone who spends a LOT of time animating in Source, I have to agree. The only animation advantage I can think of for Episode 2 is the jiggle bones support. I have seen some errors in Episode 1 engine for extra-long .smd's created for models, but it's rare to even need ones so long. There are actually a few small differences that make animating in Episode 1 less of a pain in the ass than Episode 2. For the most part almost nothing in terms of animation quality.

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Old 06-10-2010, 08:16 AM   #40
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Perhaps only make teammates clippable. This is because, a good tactic is blocking the enemy from bunnyhopping/sliding (ie. HW fatty standing in doorways or on flags). Also if players are clippable, you could walk thru a spy and not notice, that seems silly to me.

To furthur make this better, it would be best to make it so teammates are only clippable in the 'no build' areas. This is would prevent teammates deliberately blocking doorways or spawns. Does that make sense? (this was also a key reason FF was unpopular on release because of noobs blocking spawns and doorways)
Sorry, that's what I meant. Players should still be able to block enemies. Sometimes it's impossible to avoid your teammate, especially if you are a faster class than they are. Making this change across the board would solve both the annoying blockage (Every time I'm carrying the flag back to my base, my teammates literally become magnets, stopping me dead in my tracks), as well as the no build areas.
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