Nexuiz Team Fortress - Concept Pics

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Wed May 20, 2009 8:12 am

  • Flying Steel wrote:Later he said this:

    Now that my IB Exams are over, I'm hoping that I'll find some time to do so (since regents exams are a joke compared to IB).


    But when people are working on a project on their free time, you can expect alot of stop-and-go, as well as curve balls. Just the nature of the beast, IME.


    Of course.

    I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.
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Wed May 20, 2009 2:13 pm

  • Clueless Newbie wrote:I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.


    Actually, it might be possible for just about anyone with a little motivation to make their own character classes, once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)
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Thu May 21, 2009 5:56 am

  • Flying Steel wrote:
    Clueless Newbie wrote:I think we should put the discussion wrt content on hold until somebody actually starts coding. After all, he/she is the one who will be the final arbiter of what the classes will be like — or if anything happens at all.


    Actually, it might be possible for just about anyone with a little motivation to make their own character classes, once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


    Psychpf's mutator code allready does some of this, he should have it svnized.
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Sat May 23, 2009 1:07 am

  • tundramagi wrote:
    . . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


    Psychpf's mutator code allready does some of this, he should have it svnized.


    BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)
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Sat May 23, 2009 6:45 pm

  • I pissed in my pants when I saw this thread.ILOVETF!!!!!!!!!!!
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Sun May 24, 2009 4:27 am

  • KillaGrunt wrote:I pissed in my pants when I saw this thread.ILOVETF!!!!!!!!!!!


    How do think i feel I just Bought "Orange Box" a week ago. Just for "Team Fortress 2".
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    NightRage
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Sun May 24, 2009 9:32 am

  • I think you can buy TF2 without the other games... but Portal is also very nice :D
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Sun May 24, 2009 12:19 pm

  • you can buy it without other game like portal.

    for nexuiz it would be best to look at the quake:tf mod because there are many similarities
    Aneurysm 4 the win !!!!! :D
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Sun May 24, 2009 10:39 pm

  • Flying Steel wrote:
    tundramagi wrote:
    . . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


    Psychpf's mutator code allready does some of this, he should have it svnized.


    BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)


    ATM it doesn't work, but I just had the basic class selector working. With that, I put in some extra code that forces playermodels for each class, and gives each class their specific weapons on spawn. I also prevented all the pickup items from spawning, since those would be provided by the field ops/medic.
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Mon May 25, 2009 2:13 am

  • Psychcf wrote:
    Flying Steel wrote:
    tundramagi wrote:
    . . .once completed the heavy lifting that is the code for handling different character classes and their basic stats (armor/health levels/regeneration, run and jump accelerations, air speed, friction, GH and JP equipment, etc.)


    Psychpf's mutator code allready does some of this, he should have it svnized.


    BTW, what things does it do so far, specifically? (I ask since I wasn't able to get it to run in its current form on my system.)


    ATM it doesn't work, but I just had the basic class selector working. With that, I put in some extra code that forces playermodels for each class, and gives each class their specific weapons on spawn. I also prevented all the pickup items from spawning, since those would be provided by the field ops/medic.


    That's pretty cool (I tried it out btw). Could you keep working on it. You have _working code_ don't let it die on the vine!
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Wed May 27, 2009 6:22 pm

  • CrazyClone wrote:
    NightRage wrote:Actually "Clueless Newbie" was the one who had the whole Idea. He's no noob, thats just his screen name.

    We should make this happen.

    Lets Say a Sign up Sheet on a new "Post".

    Lets say a team of 12, or so:

    3 Concept Artist/2D Artist
    2 3D Artist
    2 Sound Folley
    3 Coders
    2 Animators

    But Some of the "Capture The Flag Maps" allready on Nexuiz should work fine for this "MOD" so we might not need mappers.


    I can make icons, logos and stuff. contact me


    I can help with concept/2D art for weapons or equipment.
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Thu Aug 13, 2009 12:49 am

  • You guys get this rolling, I will do what I can to promote it through my TF2 community. If you have any questions about TF2, let me know, I've been playing it since it came out. I think a class based game using the nexuiz as a platform would be excellent. I've been dragging a few of my TF2 server admins over to Nexuiz, just to beat the crap out of them :twisted: so far all but one has like it.
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Fri Oct 02, 2009 7:02 pm

  • I'm ready to start hosting servers in our datacenters!


    -Brian
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Sun Nov 08, 2009 11:41 pm

  • Clueless Newbie wrote:
    ai wrote:Yes, bounding boxed can be different but as you said. Then different advantages and disadvantages has to be taking into account in gameplay. Like the HWG is slow and tough with lots of HP, thus bigger hit area. While a spy or engineer has smaller box but they are much faster and stuff like that.

    I just didn't know how you guys would plan it, so I just threw it out there for now. So until some plan is formed on what classes what they should do, how much hp, how slow/fast they are and so on, the bounding box has to stay pretty much the same for now. Having this info would of course greatly help the modeler.


    Hmm.. ok.. how's this:

    Assume we stick with a human team for now, the average model would be the size of an average human. However, most of these guys would be carrying around a lot of gear and armor, and would be a bit wider than an average human. The Heavy Weapons Guy is huge, and would be maybe 5& taller than an average human and 10% wider (bulk + gear). The runner, assassin, hacker, and sniper are lightly equipped and would be completely average WRT hight and width. I don't know what kind of units one uses for speeds and so on.

    Also, I made some more tweaks on the classes (including armor and hp):

    Class Info


    Please, please, please add a class such as the soldier in TF/TF2.

    I currently play TF2 competitively, but everyone knows TF2 is definitely not the best competitive game. Most would instantly switch over for a more modern version of QWTF/TFC, and I can see you guys (If implemented correctly) getting a huge player base from the competitive scene of games. By implemented correctly I mean no TF2 pyro class that is essentially a no skill required class (Which I can foresee the suicide bomber class being), the pyro in TFC was just fine. It was a combo type of class, only time it would do a substantial amount of damage is if you hit all three of his guns in a specific order. Every game that is alive for several years is solely because of the competitive scene, and not to mention if it works competitively it would work in a public server. The TF2 developers learned this, and made drastic changes to cater a little bit more to competition. One example of that is that they made an entire separate version of the game that is invite only for the top TF2 teams/players. It was like a demo of all the soon-to-be weapons and they wanted the opinions of us to balance the weapons.

    TL;DR
    Don't noob this mod down. Make it fast paced. Make it CTF. Make it require aim. Don't make it like this, http://www.youtube.com/watch?v=B170dwf7Z7I
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Mon Nov 09, 2009 11:59 pm

  • turtLe_ wrote:Don't noob this mod down. Make it fast paced. Make it CTF. Make it require aim. Don't make it like this, http://www.youtube.com/watch?v=B170dwf7Z7I



    *Jaw drops to floor* That's one of the most disturbing things I've ever seen in gaming.
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