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Topics - CrancK

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1
General Discussion / So, steampipe update etc (i know.. bit late)
« on: September 20, 2013, 12:39:25 PM »
Hey people,

recently people more have shown amazement at the fact that on my local tf2 install my materials, maps and other custom files.. are like.. in their "normal" folders

So i was wondering.. does like everyone else have their materials, models, maps, whatever custom stuff in like... some other folder then tf/models/ and tf/materials/ and tf/maps/ ?

Like... was i really the only one that only got a half steam pipe update?
cos it did move tf2 from steam/steamapps/username/team fortress 2/ to steam/steamapps/common/team fortress 2/

2
CrancK's plugins / Fovmod update
« on: September 07, 2013, 04:54:53 AM »
Hey peepz,

cos the fovmod got broken by valve a bit (resetting fov on each death/round)
And cos Scorp asked me to update it.


i fixed that, so ye...


https://www.dropbox.com/s/egdye5fq29mjm98/fov.smx



EDIT: updated it so it doesnt spam server console log

3
New Maps / conc_aggregate
« on: August 30, 2013, 05:24:21 PM »
Hey there everyones,

Nother map,

Made by me and Weaszle, i made the base layout and he did detailing and adapting it, so solly & demo can also do the jumps

so while it says conc_, thats mostly because that was my original plan, but its 100% doable with solly and demo, and isnt even all that hard, needs a lot of doubles though (not supereasy either though, it's no beef)





https://www.dropbox.com/s/tqs5w2wk32cmule/conc_aggregate.rar



ofc with massive thanks to Weaszle! (and anyone who helped test aswell)

4
Mapping Tutorials / Brush limit and how to fix
« on: August 18, 2013, 05:48:18 AM »
Hey peepz,

I'm still making jump_rvr and i'm running into the problem of having too many brushes MAX_MAP_BRUSHES.
(was kinda hoping it would act the same as ldr lighting, as in i can go over 100%)

Now, i already found out that if i make walls into displacements they dont count as brushes, so at the moment i can keep on going with just that....

However... im only halfway done so far, and i doubt that trick will work till i finish completely,
so what else can i do to reduce brushcount?

I read on some other forum about "propper" or something? a tool that creates models out of brushes? anyone have any info on that or other things i could do to reduce my brushcount, pls tell me... I NEEEEEDS it






Spoiler (click to show/hide)



5
New Maps / Jump_RvR
« on: June 27, 2013, 11:22:25 AM »
Hey everyone,


Risk versus Reward LINKEY:


https://www.dropbox.com/s/8m9bht056dpcttm/jump_rvr_b1.rar


Map is for Demoman, has 60 jumps total, 2 courses + 5 bonus + 2 secret + small freestyle room for soldiers


Ofcourse it's pretty strafe heavy. (ghehe)
the walls are nearly all useable so anything could be slowpogod by demos (not sollys cos of holes in roof/floor to go through)
Most jumps do have fairly specific intentions, though because i like 3style jumps, i don't limit much on this map, so go crazy in how you do 'm :D


i thought i made the start jumps relatively easy, but i've heard from people that tested it that it's still quite hard even there, so ye.... guess i failed at easy jumps again :S



Bug reports are welcome, as is any feedback/suggestions

6
Whatever / WTF moment
« on: June 17, 2013, 12:30:26 PM »
Just a moment ago, i was flabberghasted....


I went to my usual coffeeshop to buy weed and it was hot and since i have to wear shoes at work, i was like YAY... no shoes!

But guess what..... apparently theres people that sell weed.... THAT DO NOT SELL TO SHOE-LESS PEOPLE!
they actually rejected me and my money from even going in to the place  :o o.0

Now in the end no problem for me, cos i just went to another one and when i told this story there, the whole shop including other customers there were literally Laughing Out Loud.

but still.... DAMN.... unexpected retardism.....


So to make this an actual thread topic.. anyone else have WTF moments?

7
New Maps / conc_AandO
« on: October 26, 2012, 10:02:19 AM »
hello everyone,

i made another conc map (Alpha and Omega), although fribe assures me its also fun for demomen, so at least it might have some reason to be on normal jumpservers then, which is why i'm putting it up here.

has 45 jumps on the course, and 2 secret jumps

has mapmade skillsrank triggers, so shouldnt need to add them manually ( !!!!!!! so dont !!!!!! )

is only b1, cos i kinda wanna add some text messages and such, but can't be bothered to right now, but since it is kinda fully functional, i figured lets just release

if you find any bugs, pls do tell me (oh i already know that i didnt do the ehh.... cubemap thingys yet... theres nothing reflective anyway i think)

ohw also, youll need to use !ammo if you use soldier or demo, ill prolly make that better/fix in next version

http://www63.zippyshare.com/v/87849287/file.html


ps: remember ppl, use !norun to make the timer not trigger everytime you pass it if you dont want it to.

psps: also.. i think its completely impossible for soldiers.... but fuck.. ive seen people do insane things before.. so try if you wanna die of frustration i guess ^^

8
ChiLL0uT Z0nE / maybe good song?
« on: August 26, 2012, 05:28:41 AM »
so ye, maybe this is an appropriate song for jump server?

or, otherwise, possibly just take out the 10% luck 20% skill etc, part out as a very long soundbyte?

Fort Minor - Remember The Name (OFFICIAL Video) HD

9
General Discussion / extv community of the week, maybe idea?
« on: February 28, 2012, 02:53:44 AM »
ye as title says, extv is gonna have like.. a segment promoting certain communities

Small | Large
!
(somewhere at the end he says that shiz)

maybe idea to like... get tf2jump in that? more ppl more funtimes?

(we already have vids and stuff to show off with, dunno what kind of "spotlight" he means though, or if its more like a shoutout)

10
New Maps / jump_silly
« on: February 09, 2012, 08:19:08 AM »
lo....

i'mma making a map, somewhat based off of most of the other maps i have lying round which are all non-finished

and... ehh ye...

its alpha still, so dont care about how it looks + not all jumps are in yet, but people asked me to release it already so here it is

http://www63.zippyshare.com/v/30800926/file.html

it is heavily, and i really mean heavily focused around strafing, and has some easy jumps, some jurfs, some syncs and some wacky shit, and ehhh.... have fun  :P


ps: ideas for theme of texturing/detailing would be cool.. cos im still not sure.... since theres flying platforms and all... most nature themes are out... heavy industry stuff might be cool.... but i'd like to keep most of them with skybox on top.. so that might be strange.... maybe just high-tech in nature again like jump_around... but with less displacements... hmm i dunno... suggestions might be nice

11
CrancK's plugins / Chocolate mod
« on: September 01, 2011, 05:35:32 AM »
Yoyo,

as some people already know, i'm making a mod which gives people 8 guns (atm) and has the ability to spread powerups/ammo/medkits/spawnpositions in a map, according to .cfg files

so ye, i figured i'd make a thread for it, in case of suggestions or... i dunno, whatever


more complete list of features (not all in yet, definitly not all final yet, still needs balance and fixes)

-configurable spawns
-configurable ammo/powerup/medkit locations
-8 weapons, (might make them configurable later on, and might expand it to 10 or something)
-no fall damage + gunboats for easy movement
-tf_damageforcescale_other 10.0 (normal = 6.0, normal to self = 10.0, meaning, i simply made damage push others the same amount as they would push yourself, instead of standard which is to give others a reduction in said power)
-tf_boost_drain_time 120.0, this is for the health overheal, to not go away so quickly, because otherwise the megahealth and boosters just drain way too quick to be usefull
-option to lock objectives and make the map tdm mode (not in yet)

Small explanation of the 8guns
You either start with flamethrower and minigun, or with all weapons (depends on a cvar)
if you start with just basic weaponry the idea is to pick up new guns which are scattered around the map (they also provide the ammo for them)
if you start with all guns... just go crazy i guess :P

the 8 guns are atm: (not sure if the centerfire attribute works for all guns tho)
flamethrower, -40%damage, -50% airblast cost, centerfire
minigun, -65% damage, firerate 40% slower (still seems quick tho), aiming movespeed +175% meaning solly speed -20, spinuptime -50%,  spread -50%, centerfire
scattergun, +20% damage, centerfire
blutsauger, +75% damage, 5hp per hit, projectile range boost +150%, centerfire
ambassador, +10% damage, headshot possible, centerfire
grenade launcher,  -10% damage, +150% slower firerate (but i kinda think its not working), centerfire
rocketlauncher, centerfire
sniperrifle, no headshot, 100damage, centerfire, display tracer (dont think the tracer works atm)

powerups are atm:
speed gives the solly whip speed buff, boots model
kritz gives kritz, sword model
uber gives uber, saxxy award model
mega gives 200hp, cake model
booster gives 10hp, cupcake model
bigboost gives 75hp, sandvich model
red gives 100armor, no model yet
yellow gives 50armor, helmet model
shard gives 5armor, shield model
regen gives regen, health sign model

i plan to also have invis, regen, minicrit, and maybe some more


Commands to bind: (since for some stupid reason i can't hook valves normal command for switching guns)
switchnext (switches to next gun)
switchprev (switches to previous gun)
switchgun # (where # is a number from 1-8, basically a bind to individual gun)

ive myself got 2 configs files to switch between normal and chocolate binds, in case anyone wants:
http://www64.zippyshare.com/v/44013943/file.html
http://www64.zippyshare.com/v/81221547/file.html

copy them to /tf/cfg/
exec vanilla once, and afterward switch between vanilla and chocolate with l (or whatever you changed it to)
and check with your config.cfg if my normal binds arent different, although hey, checking both to see wether the binds would be to your liking would be even better, ahwell do what you want


ok.. i think i mostly covered everything... so ye.. questions + suggestions + bugreports or whatever, pls here

12
New Maps / ported conc maps
« on: June 05, 2011, 08:56:36 AM »
Hey everyone,

a while ago i got some vmfs from a tfc guy called Renegade, which i could port over to tf2,
which i am doing, and i figured since i've got 1 of them nearly done, i'd make a post for it/them


concmap_eze2:
-link: http://www44.zippyshare.com/v/62133771/file.html
-status: nearly finished
-difficulty:easy conc, easy quad, medium demo, impossible solly(?)
-notes: perfect beginner map

conc_evolution_beta:
-link: http://www44.zippyshare.com/v/37399090/file.html
-status: 1 missing texture, + still need to do all the txt triggers & hurt triggers
-difficulty:insanely hard conc, hard quad, hard demo, definitly impossible solly(?)
-notes: 3 jumps

concmap_eu
-link: http://www44.zippyshare.com/v/62919774/file.html
-status: textures are in, most lights fixed, still a bit darkish, tps should work, still need to do txt & hurt
-difficulty: mediumish
-notes: long map, but nicely expanding on what you learn in eze2

concmap_ezm
-link: http://www44.zippyshare.com/v/50709037/file.html
-status: textures are in +lighting done + glass/grates/water fixed, but this map has a shitload of extras which i might not even know how to get working (guillotine, clock, waterfall)
-difficulty: mediumish
-notes: long map, expanding on what you learn in eze2, but the last couple of jumps might be a bit on the harder side then the later jumps on eu are

precision_concing_final
link: http://www58.zippyshare.com/v/51258004/file.html
-status: textures & tps working, still need to do txts, & trigger hurt
-difficulty: difficult, tho not long jumps
-notes: about 7-8 jumps, lot's of prethrows needed  :o, +damn small holes 0.o = precision :P

(oops, forgot to mention another one)
conc_finale_r
-link: http://www44.zippyshare.com/v/16987072/file.html
-status: textured most of it, done lights & glass/grates & water & trigger hurt, still needs txts
-difficulty: really hardish? dunno yet
-notes: 4 jumps


ohw also, if you notice any bugs/missing textures and stuff, let me know pls, i might already know about it, and i might not, you never know :P



edit1: updated with conc_finale_r, concmap_eu & concmap_ezm links, + updated to b3p for eze2 (possibly last version for eze2?) updated to b1p for evolution_beta

13
CrancK's plugins / yoyoyo, small question
« on: March 05, 2011, 04:08:21 AM »
for the bhop plugin, i'm planning on making all 3 commands (bhop, bhopmore and strafe) into 1

just wondering if anyone has a problem with that, and if so.... why?

edit: also, ehm....
the bhop is going to be manual (but with buffering)
the doublejump mechanic is slightly toned down
strafe = q3 like + valve physics to turn making it more or less like cpma, though the transition from straight to turning is slightly different, strafejumping is exactly like q3 atm, though i'm thinking of making the base air speed 400.0 like cpma.. but ahwell... details :P
also, i'm trying to get rampjumps/slopejumps in.... but so far thats a bitch to actually implement..

any comments/suggestions/whatevers about the info in the edit... also appreciated

14
CrancK's plugins / Conc plugin had some changes to how the blast works
« on: February 03, 2011, 02:09:11 AM »
So ye, as title says

I've changed the concs a bit, so they'd be slightly harder to use overall, but if you can aim the explosion well, you can gain more speed, since the max push is now higher

Also, to make double concs slightly harder, i've also changed the delay between nades from 0.25 to 0.4


any comments/bug/whatevers about this... plz post here

15
Skillsrank / Map positions & courses (starts, finishes and checkpoints)
« on: January 29, 2011, 05:40:50 AM »
I've made most of the maps have courses and positions already, but for the ones missing (or if/when a new one comes out) post here if you want to see positions/courses added and/or altered

(like the post Raiin made, but then nicely gathered in 1 thread + any suggestions for the courses and positions here aswell)

so ye, basically anything related to the map positions and courses, post here


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