Creating new TF2-derived GameTypes

Schmoe

L2: Junior Member
May 18, 2008
60
1
Has anyone had experience creating a new mod based on the TF2 SDK? This isn't specifically mapping-related, but I'm posting here in case there's a workaround for my current situation:

I'm attempting to recreate QPong for TF2. The objective of the game is to move a ball using your weapon towards the opposing team's goal. I've tried using prop_physics and prop_physics_multiplayer, but whenever the ball is in motion the player can get stuck on it until it moves completely through the avatar or the player attacks it. What I want to happen is the player to be pushed away while the ball is in motion. Also, if the ball is moving at high velocity, it should be able to crush the player instantly.

I found this article explaining how to modify the multiplayer physics, but I'm unable to figure out what TF2 files (e.g. trigger_capture_area) to include in the HL2MP code base. Unless there is another workaround using Hammer, I'm unable to make this game type.

There are other game type scenarios that I'd like to build on top of TF2, but if I don't have guidance on compiling the TF2 game source then I'm stuck on these as well.
 
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TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
I'm not aware of TF2's code being released, it was believed at one time to be a different version of the Source engine. (not sure if that's true)

If so, this is a real disappointment because people like you could create new mods for TF2.

As it stands now, you'd have to recode the entire game from scratch.
 

Schmoe

L2: Junior Member
May 18, 2008
60
1
I'm not aware of TF2's code being released, it was believed at one time to be a different version of the Source engine. (not sure if that's true)

If so, this is a real disappointment because people like you could create new mods for TF2.

As it stands now, you'd have to recode the entire game from scratch.

If it's true, then it really is disappointing that they've shackled the game behind their firewall. I don't remember it being this difficult to mod a game before, but I suppose they want to wait awhile until they're done working with it...

Also I've had another idea (and try to beat them to the punch) by making a mobile fortress payload map, but I'm unable to build sentries on the func_trains using the instructions I found on the Valve wiki. I've seen that there have been patches made by others that can enable this, but it has since been broken in the latest patch. I imagine Valve will have to release the new payload map and add more code for this to work. :/

Again, I'd work on it if I could!
 

Schmoe

L2: Junior Member
May 18, 2008
60
1
A response from a guy on the Valve wiki tells me that you're correct. The source code hasn't been posted. The only way to hook into the game code would be through a server-side plugin (like BeetlesMod).

I don't know what the limitations are with this approach, but I'll let you know when I find out.

EDIT: It appears these add-ons only passively listen to events, then update the game state... So it's a good reason why most of these are admin mods that only affect pre-existing CONVARs and TF2 features (e.g. enabling 100% crits). I don't think this avenue will allow the type of game modes that I'm looking for.
 
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