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− | == "All custom maps get half the effect" ==
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− | ...What is that supposed to mean? —[[User:BobMathrotus|BobMathrotus]] 08:31, 28 June 2012 (PDT)
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− | I THINK its because non-official maps don't get the textures for the level, but all the sounds still play and the health is cake, etc. I could be wrong though [[User:Redjarman|Redjarman]] 12:03, 28 June 2012 (PDT)
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− | :You're right. Confetti and death laughter are observable. [[User:Foxontherails|foxontherails]] 04:20, 11 July 2012 (PDT)
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− | == Floating animals == | |
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− | I would just like to point out that the animals in the gallery, who all currently seems to be called "Kitteh", are not all kittens. One of them seems to be a kitten, one of them a puppy, and one of them a hamster
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− | Kitteh, puppeh, and hamstah are not words. I am changing them to cuddly dog, cuddly cat and cuddly hamster respectively. The animals depicted are quite large, so the terms puppy and kitten might not apply. Unless Valve refers to them with such slang, we will use English on this page. [[User:K-Raider NL|K-Raider NL]] 01:17, 30 June 2012 (PDT)
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− | : By the way, if you think of even better names, go right ahead. [[User:K-Raider NL|K-Raider NL]] 01:19, 30 June 2012 (PDT)
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− | :: Kitteh is the filename for the cat (which is where it came from). The Hamster and Puppy don't have file names. [[User:Balladofwindfishes|Balladofwindfishes]] 08:02, 4 July 2012 (PDT)
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− | == Mechanics behind the view filter ==
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− | I'm interested in knowing the method in which the Pyrovision modifies the view of the world. As far as I know so far, the filters use pixel shaders (I'm guessing, since a post on the Steam forums by a Valve employee made reference to starting TF2 with -dxlevel 100 to try and fix issues with Pyrovision, and this was apparently related to "Pixel Shader 3.0") and are enabled on a whitelist (thanks to this page). Does anyone else have any more info? No world texture replacements are involved in the filtering, but it would be cool to be able to find which files are utilised by the shader to recolour the terrain so that new textures with the colours baked in could potentially be made. These could be used by custom maps if a map maker wanted to create a level around the concept of Pyroland. --[[User:X6herbius|X6herbius]] 15:43, 28 June 2012 (PDT)
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− | : For some of the props it looks like they used the same method used for paint. [[User:Balladofwindfishes|Balladofwindfishes]] 15:45, 28 June 2012 (PDT)
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− | :: I have also found out that the shader textures applied can be found in the materials/rj folder (thanks TF2Maps). --[[User:X6herbius|X6herbius]] 07:41, 30 June 2012 (PDT)
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− | == Bugs? ==
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− | Equipping pyrovision seems to make the steel sheets (or whatever they are) invisible when looked at from the bridge things in koth_viaduct. In other words, they are only visible when looking at them from the center-of-the-map side of them. If you look at them from the spawn side of them, they do not show up. This is very annoying when you're sniper and using this bridge as your hiding spot. Is this just me? Can anyone confirm this bug? —[[User:BobMathrotus|BobMathrotus]] 17:47, 28 June 2012 (PDT)
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− | : I saw a youtube video hat demonstrates the same problem on 2fort. The same kind of metal sheets on a framework can be found on the balcony. Here, you an look trough them when standing on the balcony, but not from the opposing balcony. The video compared it to a wallhack. [[User:K-Raider NL|K-Raider NL]] 02:08, 1 July 2012 (PDT)
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− | :: According to the June 28 patch, the sheets on 2Fort were fixed. If Viaduct uses the same sheets, those should be fixed as well. [[User:Tabs|Tabs]] 14:38, 1 July 2012 (PDT)
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− | ::: I checked, and the sheets in Viaduct are still not fixed. —[[User:BobMathrotus|BobMathrotus]] 12:14, 3 July 2012 (PDT)
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− | == Pyroland item table == | |
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− | Should we list items those can visit in Pyroland as table? [[File:Hinaomi-sig.png]] [[User:Hinaomi|Hinaomi]] 09:28, 2 July 2012 (PDT)
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− | :I don't think we need to. The weapons available are already easy to find in the article. [[User:Foxontherails|foxontherails]] 04:23, 11 July 2012 (PDT)
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− | == Assist-giving cosmetics detailed ==
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− | I've added all known items that replace kills with self-assists to the Features list. This should put to rest a lot of arguments surrounding the subject amongst the community. [[User:HirotheFox|HirotheFox]] 17:30, 2 July 2012 (PDT)
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− | : Are you sure those only work with Pyrovision equipped? I figure the Balloonicorn obviously does, but what about the items that don't require Pyrovision? For example, Teddy Roosebelt? Can his "assists" be seen outside of Pyroland? —[[BobMathrotus]] ([[User talk:BobMathrotus|talk]]) 08:11, 4 July 2012 (PDT)
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− | :: Tested and confirmed. Only those in Pyroland can see these special assists. Even the wearer will not see them if he is not presently under the effect of a Pyroland item. [[User:HirotheFox|HirotheFox]] 14:15, 4 July 2012 (PDT)
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− | == Assists with multiple items? ==
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− | What happens if you have 2 (or three) cosmetic items that give assists? Who gets the assists, is there a hierarchy, or is just random? [[User:Balladofwindfishes|Balladofwindfishes]] 08:02, 4 July 2012 (PDT)
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− | :[http://wiki.teamfortress.com/wiki/Talk:Balloonicorn#A_question_for_science Where have I seen this question before?] Alas, still no answer. [[User:Sven|~Sven~]] 13:55, 4 July 2012 (PDT)
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− | :: I've tested this with a Pyro wearing the Balloonicorn, Cremator's Conscience, and Alien Swarm Parasite. Each time I get a kill it seems to pick one of the items at random to use in the assist, and it does not appear to prioritize any of them. Could someone else confirm? [[User:HirotheFox|HirotheFox]] 14:18, 4 July 2012 (PDT)
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