Author Topic: Team Fortress 128  (Read 180945 times)

lumber_of_the_beast

Re: Team Fortress 128
« Reply #240 on: June 30, 2012, 04:29:16 PM »
Weird question time.

Is there an easy way to set up a temporary small private server? I have a friend who's bad at FPSes, and just wants to goof around with me a little.

Gpop

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Re: Team Fortress 128
« Reply #241 on: June 30, 2012, 04:42:18 PM »
Weird question time.

Is there an easy way to set up a temporary small private server? I have a friend who's bad at FPSes, and just wants to goof around with me a little.
If EP is not fixing it up, you're more than welcome to use our MotK server for whatever you want.

lumber_of_the_beast

Re: Team Fortress 128
« Reply #242 on: June 30, 2012, 04:46:21 PM »
If EP is not fixing it up, you're more than welcome to use our MotK server for whatever you want.
That might work. Does it have bots enabled?

Iryan

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Re: Team Fortress 128
« Reply #243 on: June 30, 2012, 04:53:45 PM »
if you still don't have autoexec (which i think it's impossible), you can copy a cfg of anyone and rename that to autoexec, then paste the script in, and follow the instructions written in the cfg.
Doing the impossible is my business. *ahem* :fail:

*installs the high-fps config*

...

 :* :* :* :* :*

OH MY GOD YES! The game runs at about 40+ fps constantly, never dropping below 20 even in intense battles with lots of people! Instead of missing 19 out of 20 shots with the scattergun and constantly running into things, I am able top scoreboards as Scout again! :]

Thank you guys so much!

And I don't find the game that ugly this way, actually. Still looks several times better than say, CS 1.6 or Unreal Tournament.  :V
The only problems are that water gets checkerboarded and that I can't seem to see pyroland textures on the ground (though I still see the weapons and effects). But that is a minor price to pay for, well, you know, playability.

I heard there may be a get-together later on? If it's not too late (lol timezones), I think I'll join. I need to prove that I can do things besides placing mini-sentries. :V
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Re: Team Fortress 128
« Reply #244 on: June 30, 2012, 05:06:30 PM »
That might work. Does it have bots enabled?
2 bots are on by default to keep the map rotating. But if you have 2 or more players on they will be removed automatically.
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Freyband

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Re: Team Fortress 128
« Reply #245 on: June 30, 2012, 08:34:44 PM »
I heard there may be a get-together later on? If it's not too late (lol timezones), I think I'll join. I need to prove that I can do things besides placing mini-sentries. :V
That was yesterday I think. If we we're having another one today I must've missed that info :V
Also if anyone wants a scorch shot I'm trying to sell it off for 8 small ash piles or 2 of the bigger ones.
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Re: Team Fortress 128
« Reply #246 on: June 30, 2012, 09:19:12 PM »
I'll totally buy that off of you.
Sorry, sold already. :V

That was yesterday I think. If we we're having another one today I must've missed that info :V
Also if anyone wants a scorch shot I'm trying to sell it off for 8 small ash piles or 2 of the bigger ones.
You may be undervaluing ash piles; I've had people trying to buy mine for 2 scrap.

Re: Team Fortress 128
« Reply #247 on: June 30, 2012, 10:35:23 PM »
Is there going to be a meet up today

If so will we actually play doomsday

Gpop

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Re: Team Fortress 128
« Reply #248 on: June 30, 2012, 10:40:58 PM »
Is there going to be a meet up today

If so will we actually play doomsday
Yeah

I'll be perfectly honest, I know it's nice to meet, but I kinda want to, y'know, actually play :V

DX7.EP

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Re: Team Fortress 128
« Reply #249 on: June 30, 2012, 11:03:38 PM »
Do we actually play in the meets? Almost always no - instead we practice :V-logic, test upcoming bosses for FF2, and spam commands in console.
Does it really matter? To me it doesn't, since so long as we get together and enjoy ourselves everything goes well. :D

Probably won't come to this one, or if I do it'll be to watch over the server status.
« Last Edit: June 30, 2012, 11:07:06 PM by ロリ陽蜂 Vocal Absurdity »
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Kyo Tanaka

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Re: Team Fortress 128
« Reply #250 on: June 30, 2012, 11:24:54 PM »
Only time when we're serious is when there's serious stuff going on.

Like burning the donation box. We got our asses kicked, and we were pretty serious.

Agent of the BSoD

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Re: Team Fortress 128
« Reply #251 on: July 01, 2012, 12:18:20 AM »
I am happy. Unboxed a S. Rainblower last night. (thanks shady for the help and the sign :V)
I figured out how to play midi in games with a different device on Win7 ^^
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theshirn

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Re: Team Fortress 128
« Reply #252 on: July 01, 2012, 02:03:57 AM »
OH MY GOD YES! The game runs at about 40+ fps constantly, never dropping below 20 even in intense battles with lots of people! Instead of missing 19 out of 20 shots with the scattergun and constantly running into things, I am able top scoreboards as Scout again! :]
Oh god damn it not this again. >:(

[09:46] <theshim|work> there is nothing like working for a real estate company to make one contemplate arson

Freyband

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Re: Team Fortress 128
« Reply #254 on: July 01, 2012, 02:28:59 AM »
Thank you guys so much!

And I don't find the game that ugly this way, actually. Still looks several times better than say, CS 1.6 or Unreal Tournament.  :V
The only problems are that water gets checkerboarded and that I can't seem to see pyroland textures on the ground (though I still see the weapons and effects). But that is a minor price to pay for, well, you know, playability.

You are welcome!

Pyroland gets disabled because you're technically running the game at Direct X 8. Pyroland needs a minimum of DirectX9 for it to show.

Not that it matters. I seem to have gotten a hatred of pyroland. Just me though.

Wait, there's a meet. WHEN


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DX7.EP

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Re: Team Fortress 128
« Reply #255 on: July 01, 2012, 02:42:10 AM »
There was a Doomsday part 2 meet planned today but only Frey showed up briefly.

Next meet'll be announced in the server thread, probably mid-late next month.

What do you mean the new rocket launcher is more inaccurate? I can't seem to miss
What is this I don't even ~ :getdown:
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Agent of the BSoD

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Re: Team Fortress 128
« Reply #256 on: July 01, 2012, 03:29:43 AM »
What do you mean the new rocket launcher is more inaccurate? I can't seem to miss
What the... How does that even work?

And yeah, I noticed the no pyroland since I run in DirectX 8. Kinda disappointing.
I figured out how to play midi in games with a different device on Win7 ^^
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Embodiment of Scarlet Hair English Patch is almost completed.
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Re: Team Fortress 128
« Reply #257 on: July 01, 2012, 03:54:40 AM »
And yeah, I noticed the no pyroland since I run in DirectX 8. Kinda disappointing.
Yeah.

DX9 users can actually disable the Pyroland shaders or even force them for maps where it isn't supported.  Inside the GCF there's a file (tf/cfg/mtp.cfg) that looks like this:

Code: [Select]
"VisionFilterShadersMapWhitelist"
{
"arena_badlands.bsp" "1"
"ctf_2fort.bsp" "1"
"cp_badlands.bsp" "1"
"cp_dustbowl.bsp" "1"
"cp_gravelpit.bsp" "1"
"koth_badlands.bsp" "1"
"koth_viaduct.bsp" "1"
"plr_hightower.bsp" "1"
"pl_badwater.bsp" "1"
"pl_goldrush.bsp" "1"
"sd_doomsday.bsp" "1"
}

Setting them to 0 should disable the shader, or you can add a new map to the list to force it on.  For instance...
Cheating? I cannot even wrap my head around the point of it. Wouldn't you know you had cheated? How on Earth could you maintain crisp certainty of your superiority to all others? And if you're unable to do that, what's the point of anything?

Re: Team Fortress 128
« Reply #258 on: July 01, 2012, 04:47:45 AM »
What do you mean the new rocket launcher is more inaccurate? I can't seem to miss
I want to try that now...

What the... How does that even work?
It's pretty simple. Overloading the rocket launcher causes a backfire, which can be used to rocket jump. All you have to do is keep holding it and you'll continually overload, resulting in continuous rocket jumping.

Re: Team Fortress 128
« Reply #259 on: July 01, 2012, 05:09:49 AM »
It's pretty simple. Overloading the rocket launcher causes a backfire, which can be used to rocket jump. All you have to do is keep holding it and you'll continually overload, resulting in continuous rocket jumping.
That's the obvious part.

The part you may have missed is the kill feed.
Spoiler:
Basically your backfires also get projected onto random people.  Could be loads of fun to get 4~5 soldiers with this in one server and just repeatedly backfire against the supply cabinet. のヮの  If nothing else it'll encourage Valve to fix it faster.

In other news, randomly replaced the Detonator model with the Crossbow.  I might just stick with this, it fits on the Pyro perfectly. Still need to fix the viewmodel though...
« Last Edit: July 01, 2012, 05:34:15 AM by Esoterica »

Iryan

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Re: Team Fortress 128
« Reply #260 on: July 01, 2012, 06:07:34 AM »
...well, if anything happened, I fell asleep before it did. The plan was to get a bit of sleep at around 12 so that I would be slightly refreshed at 2 am (i.e. 8pm for you guys), but didn't hear the alarm, apparently. Welp-

Oh god damn it not this again. >:(
*gives theshim a biiiiig huuuug* ^-^


Edit: I just noticed that your unassisted kills will be shown to be assisted by your brainslug. Dammit, now I need a nametag. And a good name.
« Last Edit: July 01, 2012, 04:16:42 PM by Iryan »
Old Danmakufu stuff can be found here!

"As the size of an explosion increases, the numbers of social situations it is incapable of solving approaches zero."

Gc

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Re: Team Fortress 128
« Reply #261 on: July 01, 2012, 05:18:12 PM »
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11

Freyband

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Re: Team Fortress 128
« Reply #262 on: July 01, 2012, 07:50:57 PM »
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lumber_of_the_beast

Re: Team Fortress 128
« Reply #263 on: July 01, 2012, 07:52:03 PM »
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11
Cool. Tell me when something Highlander happens. :V

DX7.EP

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Re: Team Fortress 128
« Reply #264 on: July 01, 2012, 07:58:09 PM »
Worth it?
Now you'll attract the attention of Yuyuko Heavies. :P
C:DOS> ayayaya.mid
Bad command or file name

C:>_

Re: Team Fortress 128
« Reply #265 on: July 01, 2012, 07:59:05 PM »
Leviathan Gaming (AKA Quantic Legacy pre-lan) just won ESEA-I Season 11
clockworkxb4nny otp

Messiah

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Re: Team Fortress 128
« Reply #266 on: July 01, 2012, 08:07:16 PM »
Dang, I need one of those birdies for my pirate demo.
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Gc

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Re: Team Fortress 128
« Reply #267 on: July 01, 2012, 11:11:03 PM »
clockworkxb4nny otp
I'm pretty sure b4nny remembered last season's finale defeat and decided to look at his keyboard this time.


Re: Team Fortress 128
« Reply #269 on: July 01, 2012, 11:42:35 PM »
I'm pretty sure b4nny remembered last season's finale defeat and decided to look at his keyboard this time.
BV

Finally got a Villain's Veil for my steampunk sniper outfit. Should I leave it gray or restore it to brown?
Gray imo.  Matches the hat/other misc and is a better color overall.