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Messages - duppy

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1
General Discussion / Re: Bungee Jump Game
« on: September 06, 2013, 04:38:41 AM »
Ah, had my hopes for a TF2 mod :)  Now I'm starting to imagine something like Spiderman...web slinging from building to building, which would be a lot of fun...especially with some kind of trick jumping elements tied in.  Heh, anyway...how long before we can see something?

Spoiler (click to show/hide)

2
General Discussion / Re: Bungee Jump Game
« on: September 05, 2013, 04:49:44 PM »
Back in the day, I used to play a game called Weapons Factory (mod for Quake2 engine), which is essentially like Team Fortress capture the flag, but half the classes also had grappling hooks.  If your game (tf2 mod?) brought anything like that to TF2 I'd be in heaven :P

With grappling hook you could build up some pretty amazing speed...and if you hit a ramp (like a 45 degree slope) with that speed you'd do a ramp slide and fly real far.  Also, we had bunny hopping (hold W+A or D, and jump) that allowed you to move quicker than normal, so combined with the grappling hook you could get insane speeds....made the game really fast paced.

Here's a video of game play in Weapons Factory as the Marine class (like a tf2 soldier with grappling hook):

Spoiler (click to show/hide)

The video is pretty dark, and the guy playing isn't that great with the grapple, but you can at least see it in use.  There's no fancy physics, it just attaches to a surface and pulls you in a straight line...but still fun to use.

So anyway, what's the demo gonna be like?  Are you just gonna run a server, have us download the map and try it out?  Or can we try it out locally somehow?

3
Sourcemod Information / Re: jumpassist ?
« on: August 13, 2013, 02:08:45 PM »
What's the point of keeping Jump Assist so private anyway?  Is there some reason Rush doesn't want to see more jump servers out there?  If he's making money off it or something I can maybe understand that, but otherwise I don't see why it shouldn't be more easily available.

4
Jump Help / Re: Emergency Help D:
« on: August 10, 2013, 06:16:22 PM »
Using !reset should only teleport you to the beginning and not change your save point.  Maybe you did !restart instead which clears your save point and teleports you to the start.  You can try !undo to restore your last saved location, but I'm not sure if it'll work in this case.

5
New Maps / Re: Water turns blu sometimes
« on: August 03, 2013, 03:11:08 AM »
If I'm not mistaken, you can have water at different heights so long as it's all within the same visleaf.  Once the player enters another leaf you'll notice the water changes.  You can see all the leaves with the console command mat_leafvis 3, btw.  I'm betting you'll see a red line right through the middle of that screen shot if mat_leafvis was turned on.

An easy fix is to use what they call "cheap" water instead, which is the one that of course doesn't look as nice.  You can have "expensive" water brushes with multiple heights, but they have to be within the same visleaf.  And I believe visleaves have a max size of 1024 units (volume), so you have to fit all the water brushes into that, and everything within that volume would have to be a func_detail so you don't get extra BSP splits.  So, kinda complicated for the nice "expensive" water brushes, but I believe it's do-able if your water doesn't cover a volume larger than a 1024 unit cube (has to be aligned on a 1024 unit boundary too).

6
General Discussion / Re: What Separates TF2 from Other Shooters?
« on: July 12, 2013, 01:58:13 AM »
I think the fact that it's free and has the ability for people to make money from it is what helps draw a lot of people to it.  Also, there's the customization, frequent updates, support of the community, fairly good balance of weapons/classes, doesn't take itself too seriously, low computer specs required to play....etc. etc....it has a lot of good things going for it, and not many bad things.

For me personally, free + customization + trick jumping is what keeps me playing :P

7
Jump Help / Re: Helpful links to stuff
« on: July 11, 2013, 11:45:53 PM »
Small notice about regen scripts; I believe neither of the regen scripts are necessary anymore because impulse 101 now automatically reloads for you. Bind mouse1 "+attack; impulse 101" should work.

Nice.  Only problem for soldiers is pogos, I think.  Instead of holding down mouse1, you have to click every hop. 

For demoman sticky jumps it works really well if you also bind mouse2 "+attack2; impulse 101"...your health never goes down.  [EDIT]: 4 stickies can kill you though, but you should never have to use 4 stickies anyway, and rarely 3.

8
Jump Videos / Re: Jump of the week
« on: July 08, 2013, 10:15:45 PM »
https://www.youtube.com/watch?v=Rj-HPisaseY


Just fixing it so it's embedded in the forum (converted from https to http):

JOTW #34 - Lambda on cp_process_rc2



9
Jump Videos / Re: Run of the week
« on: July 08, 2013, 10:13:14 PM »
https://www.youtube.com/watch?v=Wq_2Q3afuoM


Looks like you have to change it from https to http to get in the embed the video in the forum.

ROTW #34 - EXC0 on jump_lite_a0

10
Jump Help / Re: Mouse Settings
« on: July 08, 2013, 10:02:00 PM »
I set my mouse pointer speed in the Windows control panel to be exactly in the middle so there's a 1:1 ratio between mouse movement and the pointer...all acceleration disabled too.  Also I set my DPI to the max, which is 1800 dpi, and then in-game I tweak the sensitivity.  For TF2 I set the in-game sensitivity to 4.5 which ends up being about 2.5 inches (~64mm) of movement to spin 360 degrees.

Here's my CFG settings to disable acceleration, filtering, etc. :

Code: [Select]
m_rawinput 1

m_customaccel_exponent "0"     // Mouse move is raised to this power before being scaled by scale factor.
m_customaccel_max "0"          // Max mouse move scale factor, 0 for no limit
m_customaccel_scale "0"        // Custom mouse acceleration value.
m_filter "0"                   // Mouse filtering smooths input averaged over last two frames. In other words, it smooths mouse movement at the cost of accuracy.
m_mouseaccel1 "0"              // Windows mouse acceleration initial threshold (2x movement).
m_mouseaccel2 "0"              // Windows mouse acceleration secondary threshold (4x movement).
m_mousespeed "0"               // Windows mouse acceleration (0 = disable)
m_forward "1"                  // Mouse forward factor.
m_pitch "0.022"                // Mouse pitch factor.
m_side "0.8"                   // Mouse side factor.
m_yaw "0.022"                  // Mouse yaw factor.
m_customaccel "0"              // Custom mouse acceleration

Vertical Sync is turned off too because it can lag your input.

Besides that, I start TF2 with this (last 3 arguments affect the mouse):

Code: [Select]
"C:\Program Files (x86)\Steam\Steam.exe" -applaunch 440 -fullscreen -w 1920 -h 1080 -novid -noforcemaccel -noforcemparms -noforcemsp
Anyway, there's a lot of conflicting info out there on how best to setup your mouse settings, but really in the end, I think it just comes down to sticking with one setting you're comfortable with and getting used to it so that it becomes part of your muscle memory.  Just don't tweak your settings too often or you'll become less accurate.

11
New Maps / Re: Jump_früh
« on: July 07, 2013, 12:55:01 AM »
Hmm, 5th jump on the right-most entry door (red) makes my game consistently crash.  The 4th jump before that one also has a teleport that takes you to the 4th jump on the blue (cyan) difficulty jumps.  Also, when someone "captures" the points the sound is really loud like it's playing the same sound 10 times at the same exact moment.  There's probably more bugs, but I gave up after it crashed tf2 3 times (normally tf2 is very very stable for me).

Really horribly constructed map, but there were some jumps that were kinda interesting to do, so hopefully you can fix it.

12
Jump Help / Re: Nodraw not working?
« on: June 13, 2013, 03:57:12 PM »
As Fletcher Dunn (a developer at Valve) said:

"There’s no need to opt into the sdk beta branch anymore.  The tools are just shipping with the game.  Opt out of all betas, sync the latest, and run the hammer.bat.  Does it work."

Note: hammer.bat is in Steam\steamapps\common\Team Fortress 2\bin\

If you see tool textures like nodraw, then you're most likely using broken beta.  Opt out of it, and you don't need to download the source sdk either...all tools are part of TF2 itself now.

13
Jump Help / Re: demonstration man wall pogo?
« on: June 12, 2013, 12:48:39 PM »
For a wall that's to the right, I typically will keep the 'd' key held down nearly the whole time, and then I use 'w' and 's' key based on whether I need to move forward  or slow down...sorta keeping my balance.  Of course the duck key is held down too.  The rest is just learning to predict where your stickies will go while you're camera angle is pretty much parallel to the wall.

14
New Maps / Re: jump_flow_alpha
« on: June 02, 2013, 03:35:46 PM »
Surrounding your entire map in a 30217x19204x15872 brush with the NoDraw texture isn't a good idea.  Sure it prevents leaks and allows VRAD to light your map, but now pretty much every part of your map is being rendered no matter where you are, putting unnecessary strain on the video card.




15
Jump Help / Re: Helpful links to stuff
« on: May 29, 2013, 02:55:38 PM »
But that's not Choco's regen script, right? I don't know i'm couldn't manage to install if before steampipe, and now im completely lost :S


Oh, oops, I thought you were asking how to disable the regen sounds.  As far as I known SteamPipe didn't change anything for CFG script files.  They're still in "tf/cfg/" folder, which on the Mac I'm guessing would be "~/Library/Application Support/Steam/SteamApps/common/Team Fortress 2/tf/cfg/".  The instructions are already on that thread, but I'll try to make it a little more clear and adapted for Mac:

  • Copy/Paste the script into a new text file, and save it as regen.cfg
  • Place regen.cfg into ~/Library/Application Support/Steam/SteamApps/common/Team Fortress 2/tf/cfg/
  • Open a map in TF2
  • Open the console and type in: exec regen
  • Jump.


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