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@  Fastlain : (21 April 2026 - 02:38 PM) Butcher can only play if he sponser hitman fragnet server
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@  kansta : (19 April 2026 - 06:02 PM) 8pm cest we play
@  Butcher : (18 April 2026 - 08:05 PM) I'm gona play sometime in tea, when is it going?
@  Stark.420 : (09 April 2026 - 07:42 AM) for sure its fun
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@  Stark.420 : (08 April 2026 - 08:04 PM) /connect 85.144.232.228:20100 8 pm cest
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@  shift : (06 April 2026 - 04:23 AM) dont have the time to maintain it unfortunately
@  kansta : (05 April 2026 - 09:23 AM) yo, can you put fairplay back? :D
@  Fastlain : (15 March 2026 - 01:37 PM) connect 85.144.232.228:20100
@  kansta : (06 March 2026 - 06:38 PM) tea time
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@  Fastlain : (19 February 2026 - 07:02 PM) where my TeA games at
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@  XILLAX : (12 January 2026 - 11:44 AM) dAN-G_ is gay
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@  TRUE : (20 December 2025 - 06:48 PM) candyman
@  dAN-G_ : (09 December 2025 - 06:48 AM) stfu xillax
@  Fastlain : (04 December 2025 - 01:45 PM) btw fuck full
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@  XILLAX : (02 December 2025 - 11:37 PM) Also, f*ck code :-)
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@  XILLAX : (02 December 2025 - 08:34 PM) IS
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New gameplay / Classes Mod


102 replies to this topic

#41 Brighty

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Posted 25 May 2010 - 07:43 AM

make RD like in mw2 hardcore TDM, so u dont need 100 clips to kill some1
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#42 fkh

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Posted 25 May 2010 - 10:05 AM

nice idea, gonna fail anyways.

much kudos if u make it and it works , and GET USED..

3 months ago ive been in a server where a guy was making his mod, shootable nades (in the air yes!), if there was a weapon on the ground and u shoot on it, it moved away, ingame map maker, CS score menu and go on... it was very nice, but none uses it now.

gl
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#43 Mr. Postman

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Posted 25 May 2010 - 10:20 AM

Maybe his advertising wasn't enough. I've been active in SoF2 for the past three months and I'm sure I haven't heard of this. Or seen it.

Besides you have to give the server a chance. It's not up anymore which is a shame.

But we'll see how it works out. We're busy creating a basic Alpha at the moment, if this fails horribly we atleast know how we stand. :)


Footage soon!

#44 Luigiz

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Posted 25 May 2010 - 10:27 AM

3 months ago ive been in a server where a guy was making his mod, shootable nades (in the air yes!), if there was a weapon on the ground and u shoot on it, it moved away, ingame map maker, CS score menu and go on... it was very nice, but none uses it now.



Maybe his advertising wasn't enough. I've been active in SoF2 for the past three months and I'm sure I haven't heard of this. Or seen it


I haven't seen it or heard of it either.. So guess it was about the advertising like you said Mr.Postman.

#45 Guest_niclas seven_*

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Posted 25 May 2010 - 12:10 PM

Maybe his advertising wasn't enough. I've been active in SoF2 for the past three months and I'm sure I haven't heard of this. Or seen it.


Dont mind what he said, unnamed come here and talk his crap go on working on your mod

#46 Foxdie

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Posted 25 May 2010 - 01:34 PM

i dunno how i feel about the ability to shoot nades away and potentially stoping them in mid air could be very good or very lame at the same time buuuuuttt...... this is full so it doesnt matter :)
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#47 Mr. Postman

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Posted 26 May 2010 - 10:57 AM

Haha that idea probably won't get in anyways. ;)

#48 Luigiz

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Posted 26 May 2010 - 07:56 PM

Haha that idea probably won't get in anyways. ;)


Good. That sounds too weird. :( And way too realistic for a game like Sof

#49 Brighty

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Posted 27 May 2010 - 07:16 AM

Good. That sounds too weird. :( And way too realistic for a game like Sof


ah the sky is the limit ;)
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#50 Foxdie

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Posted 27 May 2010 - 02:24 PM

1 question would this also work on demo unedited?
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#51 Mr. Postman

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Posted 27 May 2010 - 02:40 PM

We tried 'downgrading' the 1.00 SDK for Demo, however this failed as the structures for both games are completely different. We got far though, but then got some stuff about incompatible pointers for the spawnpoints, and decided to quit. ;)

Edited by Mr. Postman, 27 May 2010 - 02:40 PM.


#52 Foxdie

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Posted 27 May 2010 - 02:53 PM

well if you wanna take up that cause again i know all of demo and shifty would appreciate it there are some things shifty wants 2 add 2 demo that he cant currently do
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#53 Mr. Postman

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Posted 27 May 2010 - 02:55 PM

I'm not entirely sure it's possible after all. But I'll look into it when I get more spare time on my hands.

#54 Foxdie

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Posted 27 May 2010 - 02:59 PM

haha well thx for any effort you put into it at all
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#55 executor

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Posted 27 May 2010 - 04:22 PM

:(

i dunno how i feel about the ability to shoot nades away and potentially stoping them in mid air could be very good or very lame at the same time buuuuuttt...... this is full so it doesnt matter ;)


i do this allllllll the time haha even tho i know it doesnt work

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#56 Luigiz

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Posted 31 May 2010 - 06:48 PM

Any news from this?

#57 Mr. Postman

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Posted 01 June 2010 - 05:56 AM

We're currently busy designing the UI, among with deciding which class gets what.. Vega, from Demobase, has decided to help us with UI samples.

You can also judge with idea you like best, and, if none, you can always make your own creations.

My idea was to bring a hud more a like the army colours.

Like the camouflage as a frame around the progress bars.

Heres another example (again a 5m draw..)

Posted Image

XP would be set by filling the circles with a green gradient, until you reach another level.

Health bar above with green colour when full, yellow on the middle and red when low.

Armor bar is currently with the attention stripe, but i'm still looking for a steel nice looking feel.

And below is the info on which level you are...

It's basically a all-in-one picture, to keep your viewing range more clear without many things to cut down your sight.

And of course i can make these things look transparent, maybe with a glassy look.


Like i said...this is only some raw examples i'm making.

It's never the final product, cause i need the current size of the default hud images to start working on my final project.


I've made another example, this time taking some more time of another type of hud, based on the transparent camouflage.

So here it is:

Health & Armor + XP [ALL EMPTY]
Posted Image

Health & Armor Full + XP Level 1
Posted Image

Health & Armor Full + Half XP
Posted Image

Health & Armor + Full XP
Posted Image


I divided XP in 5 stages, in which each stage shows the player how much XP is required to pass to another level.


I didn't find yet a good looking feel for the steel...so i added the stripes again. All images have a transparent background...

This is the way it looks over a black background:
Posted Image

Please comment :)


Well you have some different opinions.

All of those i made with GIMP, which idk well to work with.

Here's a sample on photoshop.

If you like the model, i'll continue to develop the bars, etc.

Posted Image

It will look transparent on the game.


We both (Vega and me) had ideas for weapons, I'll post that as well:

Already had this worked out so I'll post it again. Do note these are VERY basic guidelines, we can change everything later. Suggestions please!

------------------------------

Scout:
Primary weapon: SIG551 (being the scope an upgrade, I think we can disable it on default).
Secondary weapon: Micro UZI (being the second Micro UZI an upgrade, I think we can get the dual weapon code from the SP SDK).
Pistol: US SOCOM (Dual on upgrade)
Gadget: Default is flashbang.
Armor rating: 75%
Speed: 125%


Soldier:
Primary weapon: AK47 (the 'knife' thing on the end being an upgrade, along with extra ammo. Fuck the scope on this thing, makes it unrealistic).
Secondary weapon: M590.
Pistol: US SOCOM (Dual on upgrade)
Gadget: Default is SMOH.
Armor rating: 100%
Speed: 100%

Heavy:
Primary weapon: M60 with increased accuracy (otherwise this would be useless. Upgrades include bigger clips, more ammo and increased accuracy).
Secondary weapon: USAS12 with increased accuary, making this one very deadly.
Pistol: Silver Talon with increased accuracy, no option for dual on this one (upgrades include bigger clips and more ammo)
Gadget: MDN11 (a SMOH with more damage and bigger range, again, very deadly).
Armor rating: 150%
Speed: 50%

Demoman:
Primary weapon: RPG7 (one direct bullet hit is certainly not a kill, maybe a few HP left). Upgrades are more ammo.
Secondary weapon: MM1 (ideal for spraying, again, a direct hit is not a kill. Just a pretty big hit). Upgrades are wider range and more ammo.
Pistol: Silver Talon with increased accuracy, no option for dual. (upgrades include bigger clips and more ammo)
Gadget: F1 Nade with detonater (aka, C4/sticky nade). Upgrades are more damage/wider blast range.
Armor rating: 125%
Speed: 75%

Sniper:
Primary weapon: MSG90A1. (more damage/more ammo/softer sound being the upgrade)
Secondary weapon: M3A1 with increased accuracy (more ammo is the upgrade)
Pistol: US SOCOM with Silencer (more ammo/increased accuracy being the upgrade).
Gadget: Mine (L2A2)
Armor rating: 110%
Speed: 90%
(Maybe rip proune from SP SDK? So you can totally lay on the ground with sniper).

Medic:
Primary weapon: MP5 (Silencer being upgrade/more ammo/increased accuracy as well).
Secondary weapon: Health bag (the ones you also find on the ground, 10 HP per second, upgrade being faster healing).
Gadget: Paddles (to resurrect fallen members, this takes 5 seconds, upgrade being faster resurrect).
Armor rating: 90%
Speed: 110%

Each class should have more weapon options...

Having the default sof2 weapons seems too basic.

Like for an example:

Scout
Alternative Primary: M4 (M203 is an upgrade, and launches smoke nades)
Alternative Secondary: MAC-10 (More ammo, less accuraccy, silencer upgrades, etc)
Alternative gadget: Smoke nade

Soldier
AP: M16A4 (with scope or laser upgrade (scope x3))
AS: M1014 (more accuracy, more kickback, less ammo)
AG: Fire nade

Heavy
In this class, there should be an option to mount (to make the aim more steady at the ground level).
AP: M240 (less accuracy more ammo)
AS: AA-12 (less accuracy, more ammo)
AG: M67

Demoman
AP: OG-7V (or AT4-HS)
AS: XM25 (less ammo, more accuracy)
AG: Semtex (with detonator)

Sniper
AP: Barret M99 (less accuracy with 25x scope ans silencer as an upgrade)
AS: MP9 (silencer upgrade)
AG: ALSG101 (Sting grenade, like the one we find in swat 4 game)

Medic
AP: XM8 (with silencer)
AG: Pack of 3 syringes to resurrect teammates (upgradable to 5, 8 and 10 units)


I just throwed some ideas...

At least not to make this mod like all others...iin which this seems promissing :D

I took some of the weapons ideas from this web: http://world.guns.ru/main-e.htm


Comments are welcome!

Edited by Mr. Postman, 01 June 2010 - 05:59 AM.


#58 Brighty

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Posted 01 June 2010 - 08:02 AM

i liked teh last bar its totally new to sof and its cool.

OHYEA SILVER TALON GOLD STYLE FTW :D:D

yea guns look cool overall.

nice job
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#59 Luigiz

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Posted 01 June 2010 - 08:48 AM

I prefer the normal health- and armorbars to these. And can't see a reason to change it. I would just add somewhere XP progress , which could be in % too.

#60 Mr. Postman

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Posted 01 June 2010 - 09:00 AM

I think I'm adding switches to toggle normal armor/heath bars, XP in image or text, shown in scoreboard yes or no, etc. Also I'm planning on getting an ingame HUD editor, so you can 'move around' the stuff to your preferences.



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