Ambient Occlusion
kiwifarms.net
- Joined
- Feb 9, 2021
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there was tf2 classic mod which got rebranded to "tf2classified" and it doesnt focus on being expanded version of 2007-2010 tf2 anymore, instead it reinvents hat-less modern tf2 with gimmicky custom weapons including health grenade launcher for medic taken straight out of a MOBA shooter.I remember when Josh mentioned an open source or community version of sorts which attempts to rehabilitate the 2007-2010 version. I dont quite remember what it is but could anybody let me know what it is and what its specs are? I want to return to TF2 but its too big and unwieldy for my pc currently, if its like a small (<5-10gb) resource light game like goldeneye source or something, I really would like to try it out for nostalgias sake. I miss TF2![]()
genuine case of having to look for the evenings coz that's when people care enough to playI will be honest. I checked earlier today and there was 13 people in servers. I will check again now just for funsies
View attachment 8402589
Yeah it's over. Prime weekend and 12 people in game.
Three prototypes?sorry fo the doublepost, but out of boredom i've had decided to give a look at old tf2 (and the three available prototypes as well) builds, and things were rather interesting with spy
silly stuff, but cool nonethelessas written, backstabs on release day were very funny since they did not care if you were facing the back of your target, just that the animation was triggered like this
releasedayknifenstab.mp4
this behavior did get partially fixed in a later patch, the game still didn't care for which direction your initial target was facing, but you couldn't share that stab with other targets, in 2008 this behavior did get completely fixed
partialreleasedayfix.mp4and then for things that everyone already knew, you could do the regular stab animation or pre-fire and skip it completely, and you could taunt while invisible as himshounic did a video on this, and as it's stated you could interrupt the animation of your knife and stab people in all situations (which yes, all classes could do it), but what he did not show was that backstabs could be interrupted, by the time of the partial fix of the previous patch it was completely fixed though
releasedayyknifeholdstab.mp4
normaloldstabs.mp4
invisibletaunt.mp4
technically it's two prototypes since the third is the v1000 of tf2, but it was lumped with the september build thus i treat it as a prototypeThree prototypes?
I don't think anyone knows about this but you can still use the catwalk from second pic because the invisible wall is slanted and you can wallbug on ittechnically it's two prototypes since the third is the v1000 of tf2, but it was lumped with the september build thus i treat it as a prototype
View attachment 8416655
but for the previous two, the tldr of them is that the first one is the postal 3 leak non-functional* build, while the september build is the one that was offered to people that pre-ordered the game, which is also necessary for making the the postal 3 leak functional
*it's possible to make it functional but it requires major jury rigging to make it barely playable, all of the maps have error models all over the place and hydro is the only one you can actually spawn in without crashing the game (e: but need be, you can manage with just using cp_cloak, cloak and devtest to test the behavior of classes without crashing the game)
and yes, all of the maps in the postal 3 build have differences to their release day to them, will require another effortpost over it, but have some examples with dustbowl
e: also the respective links for these three versions if interested
second e: devtest + cp_cloak + sfm beta's cloak in here if also wanted
If you want classic tf2
>statements made by the utterly derangedfuck all these useless community servers
to continue on this talk, i did overstate the differences since it's mostly centered towards an absence of invisible walls/ceilingsproto map talk
