Last edited by Akasazh on Sun Aug 14, 2011 3:08 pm, edited 1 time in total.
Thu Aug 11, 2011 3:32 pm
Swampthing
HH Member
Joined: Sun Jun 08, 2008 5:33 pm Posts: 1835 Location: High Wycombe, Bucks, Uk
STEAM_0:0:467781 MCID: swampthing BattleTag: Swampthing#1138
Re: Tf2 tower defense mod
Looks cool, i wanna play it
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the hat dont make the power.
Thu Aug 11, 2011 3:45 pm
Sam
HH Donor
Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
STEAM_0:0:15279954
Re: Tf2 tower defense mod
I like the way they've adapted normal TF2 mechanics for a completely different type of game. Engineer metal being currency, undefeated waves capping the point and so on.
Just had a quick look at this. How it is being distributed is appalling. It's not just the mod files, but a complete SM install too. So it is hard to work out what is what. (it's the equivalent of including a complete Windows install in the distribution of a little Windows app.) There also seems to be some Windows only binaries in there that aren't directly related to SM. The official site for it says it's a private plugin with no public release, so this adds to the dodginess of the reddit post. That's as much as I can make out. Only have my phone atm. (back Monday)
I remember reading the wip thread for this and the creator commented that it's a private mod untill he's polished it up, that was last year though.
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Fri Aug 12, 2011 3:48 pm
Sam
HH Donor
Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
STEAM_0:0:15279954
Re: Tf2 tower defense mod
Have sent him a message asking nicely for clarification on the stuff frog mentioned. I'll look at the files myself and see if I can make sense of it.
Fri Aug 12, 2011 4:34 pm
Sam
HH Donor
Joined: Sun Mar 23, 2008 11:44 pm Posts: 3761 Location: Leicester, UK
STEAM_0:0:15279954
Re: Tf2 tower defense mod
Quote:
Hi, I'm glad you enjoy the mod. Your admin is right, I fucked up my pack. I fixed it and it should only include TD related files (there are multiples since it's a heavy modification). You can get it by downloading again the pack. I hope it suits, tell me if it works.
Visiteur
The new pack can be downloaded here: (removed)
The map: (removed)
The readme (steamid.txt) says it's a dead project, some code seems to be included in /scripts/ .
In /scripts there are two .exe files. CTX_HACK_TF2.exe says its a 'CTX encoder and decoder for Team Fortress 2 and lists all the ctx files. It seems to pass commands to vice.exe, which is a command prompt thingy that encodes/decodes the files. I decoded all the files and it dumped a lot of txt files in the folder, looks like you can very easily parts edit this mod. Below is part of the tf_weapon_flamethrower.txt file.
// Attributes TF. "Damage" "1700" // per second "Range" "0" "BulletsPerShot" "5" "Spread" "0.0064" "TimeFireDelay" "0.04" "UseRapidFireCrits" "1" "HasTeamSkins_Viewmodel" "1"
// Ammo & Clip. "primary_ammo" "TF_AMMO_PRIMARY" "secondary_ammo" "None" clip_size 9999999
So yeah, looks like we could customize the mod ourselves.
In /cfg there's two blank files and a server.cfg, the only relevant commands seem to be
Code:
sm_player_enabled 1 //limit the number of human player, 0 to disable sm_player_limit 4 //4 human players max sm_player_pass setonetoo //this pass is set if the number of player reach the max sm_player_allowpass 1 //still allow joining if you know the pass, 0 will refuse the connection
sm_cvar sm_buildrestrict_blu_sentries 1 //default value, do not touch or the balance will be broken sm_cvar sm_buildrestrict_blu_dispensers 0 sm_cvar sm_buildrestrict_blu_teleporters 2 sm_cvar tf_boost_drain_time 3600 //overheal stay sm_cvar tf_sentrygun_metal_per_shell 0.7 sm_unlock_block "Wrangler" sm_unlock_block "Frontier Justice" sm_unlock_block "Gunslinger" //blocking the unlocks, because they are pointless in this mod and //boring to play with (aiming with the wrangler...)
In addons/sourcemod/configs there's just some cheat enable cfgs that allow a couple of commands, firstperson and thirdperson.
In addons/sourcemod/plugins there's 13 .smx files. Some of them don't seem to relate directly to this mod, like classrestrict.smx and playercommands.smx, though I'd imagine they're still important as there's less than in the previous package.
In /maps/ there's the default map he made. Have asked him for the .vmf so I can open it in Hammer and find out what entities the map needs to be compatible with this mod, then we can convert any map we have the .vmf for.
edit: he replied to my message about the source code and vmf:
Quote:
The sourcecode isn't available, I didn't made the plugins, I probably never will able to get it. For the maps, here you go : (removed) Please look at td_snow for the layout, it's more easy to edit as I learned from the making of the first map.
Last edited by Sam on Sat Aug 13, 2011 5:02 pm, edited 2 times in total.
Under the terms of the GPL3 licence, of which Sourcemod is released, all plugins that are distributed in public are required to include the source. The above post and the archive file is in breach of this licence.
Quote:
The sourcecode isn't available, I didn't made the plugins, I probably never will able to get it.
I find it highly dubious when someone offers a WIP plugin, that is stated to be private, without the source, and then says that they might not be able to get their hands on the source. Permission? Respect of the author? Respect of the GPL3 licence and the SM team? Doesn't this seem very suspect to anyone?
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