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Old 01-06-2007, 06:36 PM   #201
o_humanrage
 
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Hi guyz !

Long time fan of TFC, i used to play a lot before valve created steam...
i recently played TFC after ceasing for 4 years, damn i lost all my skill ^^


i just saw this gameplay video ... first, thank you for the work, the wait was long but the result is nice
however, why did you make any changes in the gameplay ?
- the tech is now almost useless if his SG can be turned against him in less than 3 seconds ... please augment this delay at least !
- wtf is this sniper "target tagging" ???
- wtf is this "spy cloaking predator mode" ??
- wtf is this scout double jump ? i can't imagine that if you use a hand grenade coupled with that ... flash gordon ??


of course i will still play it, i bought a C2D just for this mod but please at least explain these weird changes

have a long life, people !
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Old 01-06-2007, 06:42 PM   #202
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read the last two posts in faq
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Old 01-06-2007, 06:51 PM   #203
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man i wish this game would come out soon!
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Old 01-06-2007, 06:59 PM   #204
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Quote:
Originally Posted by nodnarb
read the last two posts in faq
thx

ok i'm comfortable about this, i only have one worry left : the "spy cloak", i would like to see it in action, from the other players pov

to see if it's really "predator like", how the speed impact your visibility, ...


good work for balancing the new features !!!
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Old 01-06-2007, 07:25 PM   #205
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watch the vid and you should see it theres also pics in the media section showing the spy
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Old 01-06-2007, 07:32 PM   #206
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Quote:
Originally Posted by SWAMPTHING360
watch the vid and you should see it theres also pics in the media section showing the spy
timecode of the video ? i only see first person spy view

i'm checking the pics, but there is a difference between still pictures and real time move
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Old 01-06-2007, 08:08 PM   #207
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Quote:
Originally Posted by HumanRage
timecode of the video ? i only see first person spy view

i'm checking the pics, but there is a difference between still pictures and real time move

http://www.fortress-forever.com/?a=m..._shutdown20060

have you ever played hidden : source too? it looks like exactly the same shader effect as they use, so you can use that as a referance for how it looks from a different POV
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Old 01-06-2007, 08:44 PM   #208
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Quote:
Originally Posted by luminous
http://www.fortress-forever.com/?a=m..._shutdown20060

have you ever played hidden : source too? it looks like exactly the same shader effect as they use, so you can use that as a referance for how it looks from a different POV
never heard about "hidden : source" sorry

thanks for the pic ! it'll be hard to see them O_o
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Old 01-06-2007, 09:04 PM   #209
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Arr, that video was pretty bitchin... now one thing. Is the Medic's disease transferable via contact with other team members?

I loved that... even though I don't play medic, but still.
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Old 01-06-2007, 09:14 PM   #210
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Quote:
Originally Posted by Guy Incognito
Arr, that video was pretty bitchin... now one thing. Is the Medic's disease transferable via contact with other team members?

I loved that... even though I don't play medic, but still.
yes, so people will continue coming to the respawn
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Old 01-06-2007, 09:24 PM   #211
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Quote:
Originally Posted by HumanRage
thx
no problem
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Old 01-06-2007, 09:31 PM   #212
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I quote some guy who posted earlier. No fov?
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Old 01-06-2007, 09:57 PM   #213
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Quote:
Originally Posted by mirvin_monkey
(though it used to give you a blood spurt about the size of the 2fort yard at one point).
Cvar to re-enable uberblood please?
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Old 01-06-2007, 10:11 PM   #214
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Quote:
Originally Posted by Guy Incognito
Arr, that video was pretty bitchin... now one thing. Is the Medic's disease transferable via contact with other team members?

I loved that... even though I don't play medic, but still.
Yeah, it is still transferrable. But, one feature I didn't show in the video was "immunity" -- if you are infected and get healed by a friendly medic, you are "immune" to re-infection for a set time.

Quote:
Originally Posted by grg
I quote some guy who posted earlier. No fov?
As far as I know, FOV is still changeable (within a certain range)


Quote:
Originally Posted by A Boojum Snark
Cvar to re-enable uberblood please?
We had a head/limb decap system partially in place before, but subsequent changes in the models and other things means it will have to be redone. Each bloody stump spit out a good amount of blood
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Old 01-06-2007, 10:30 PM   #215
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Quote:
Originally Posted by rizzo
Only thing i have to complain about is that you cant really notice any difference between the models until they come close (on the video)

Although, I've heard some beta testers saying the same thing (burn them)

So, will that get fixed somehow?

This is an interesting point. The models don't have that instant recognition you associate with the tfc models You don't need colour or even good lighting to be able to distinguish a soldier from a medic from across the redgiant yard.
This was one of the reasons I disliked the newer tfc models as I felt they were too similar to each other, and in the fast paced clan match situation I'd rather not mistake one class for another.

The other reason was just as important of course, and it was just that the old models were just plain funnier than the new ones - had more character if you will.

Many players did adapt to, and actually prefer tfc_newmodels 1 even for upper level play so I suppose this isn't a huge criticism.
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Old 01-06-2007, 11:26 PM   #216
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Quote:
Originally Posted by Jiggles
Yes, though we will be giving mappers the ability to disable them for map types that won't suit tracers (Sniper vs Sniper, etc)

Tracers expire, they're removed when the tracered player dies, and they're not visible outside a certain distance, so we haven't seen any significant balance issues (so far) during playtesting.
I still think snipers should not be able to see other snipers through walls, just because it takes away from the stealth effect you need to take out other snipers.
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Old 01-06-2007, 11:57 PM   #217
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I just noticed something in the video. At about 4:20, when the spy does his feign-cloak thing, he drops a knife. Is that intentional to make the cloaking obvious or is that something that needs to be fixed?
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Old 01-07-2007, 12:19 AM   #218
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Quote:
Originally Posted by PHISH
like the 5th post in the thread, but yeah i agree
My complaint is the modelling, not the animation.

He looks, from all the four angles I've seen, like he's got a completely straight body and a really long neck. His arms feel too close... he really seems like he should be more triangular, with wider shoulders. Really I doubt I'll care when it comes time to shoot the bastard (WHEN WILL THAT BE?) but for the vanity of it I'd say it needs fixin' (or we need better angled screenshots).

Quote:
Originally Posted by tfcOG
I still think snipers should not be able to see other snipers through walls, just because it takes away from the stealth effect you need to take out other snipers.
The box was barely visible from 20 feet through a wall, what makes you think you'll be able to see across the yard?
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Old 01-07-2007, 01:06 AM   #219
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but the animation controls the pose and position of the joints and such- the mesh just sits around the skeleton. Right now the current pose makes every model look that stiff and distorted and their chest sucked in a bit. When just viewing in hlmv with the davinci position they look a lot better and more natural.
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Old 01-07-2007, 01:07 AM   #220
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Oh.

...

In that case fix the damn animation.

(Also, that was a good burn day before yesterday.)
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