New Updates?

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
For mapmakers:

* Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
* Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
* Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
* Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint

sounds fancy, he ?
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Ahhhh, easy teleporters! This could work well in my upcoming project.
 

necro

L3: Member
Mar 24, 2008
106
13
For mapmakers:

* Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
* Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
* Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
* Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint

sounds fancy, he ?

that's it???? so much for the wishlist. maybe the next update in a couple years.
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
Any word on the payload entities being added to hammer?

Anyone heard of goldrush being decompiled so we can use the CORRECT techique to make an escort map?

Like the nifty HUD that's new, and how to make it so people don't get stuck on the cart etc...
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
i just used gcfscape to extract pl_goldrush and then used vmex on it to decompile - havent even had a chance to look at it yet - been too busy playing/working.

Its quite exciting, I've managed to figure out most of how the cart works and I've now got a near-fully opperational first stage to [gman]....well..... I'm really not at liberty to say....[/gman]
 

trainRiderJ

L5: Dapper Member
Mar 14, 2008
203
31
Does anyone find the fact that they aren't really even attempting to tell anyone how to make a payload map a little insulting?
 

Vilepickle

Banned
Oct 25, 2007
372
199
I think it's a little insulting they never make ANY effort to communicate with their custom content creators, especially when custom maps ARE Team Fortress, and always have been. But meh :p
 

l3eeron

L8: Fancy Shmancy Member
Jan 4, 2008
593
88
I think they have bigger fish to fry at the moment...

We don't need 'em anyway. We have vmex :D
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Well I've almost got my head around it, over the next few days I'll make sure I've got everything just right and then write up a tutorial [hints]that is, if no one beats me to it....[/hints]
 

Vilepickle

Banned
Oct 25, 2007
372
199
I think they have bigger fish to fry at the moment...

We don't need 'em anyway. We have vmex :D

Well, according to those photos the other day, they have 10 guys still dedicated to TF2 while the rest of Valve is off doing other things, so yeah, those guys are probably really busy.
 

necro

L3: Member
Mar 24, 2008
106
13
I agree with you Vile. They've obviously got enough time to make all these new bells and whistles like weapon upgrades and a new map with a new play style. Thats all great. But how bout fixing some of the friggin bugs for what they've already done. I spent days, literally, trying to work around all the bugs with Attack/Defend style flags (which is a built in option they already made) and still I havent solved everything. If they just spent some time supporting that stuff, literally dozens of new user maps with unique gameplay will certainly spring up, vs 1 stinking new map.
 

Foreverkul

L4: Comfortable Member
Apr 12, 2008
157
14
Yea, maybe if they fixed up hammer a bit they wouldn't have to worry about making new official maps because users could do it for them.

It would be really awesome if they included a model making mode in Hammer considering it pretty much has all the tools, just need to make them on a smaller scale and allow more points.