faz*
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« Répondre #1290 le: 18 Mars 2010, 22:44:26 » |
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Yay :3
Et si je comprend bien, on ne peux pas savoir les hat qui ont été ajoutés. Hum, je le sens bien en tous cas.
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Pranger
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« Répondre #1291 le: 18 Mars 2010, 22:51:43 » |
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{ "name" "Medic Mask" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_MedicMask" "item_slot" "misc" "item_quality" "unique" "image_inventory" "backpack/player/items/medic/medic_mask" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/medic/medic_mask.mdl" "drop_type" "none" "used_by_classes" { "medic" "1" } } "145" { "name" "Heavy Hair" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_HeavyHair" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/heavy/hounddog" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/heavy/hounddog.mdl" "drop_type" "none" "propername" "1" "used_by_classes" { "heavy" "1" } } "146" { "name" "Demoman Hallmark" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_DemomanHallmark" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/demo/hallmark" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/demo/hallmark.mdl" "drop_type" "drop" "used_by_classes" { "demoman" "1" } "visuals" { "hide_player_bodygroup_name" "hat" } } "147" { "name" "Spy Noble Hair" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_SpyNobleHair" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/spy/noblehair" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/spy/noblehair.mdl" "drop_type" "none" "used_by_classes" { "spy" "1" } "visuals" { "hide_player_bodygroup_name" "hat" } } "148" { "name" "Engineer Welding Mask" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_EngineerWeldingMask" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/engineer/weldingmask" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/engineer/weldingmask.mdl" "drop_type" "drop" "used_by_classes" { "engineer" "1" } "visuals" { "hide_player_bodygroup_name" "hat" "animation" { "activity" "ACT_IDLE" "playback" "on_spawn" } "animation" { "activity" "ACT_RUN" "playback" "start_building" } "animation" { "activity" "ACT_IDLE" "playback" "stop_building" } } } "150" { "name" "Scout Beanie" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_ScoutBeanie" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/scout/beanie" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/scout/beanie.mdl" "drop_type" "drop" "used_by_classes" { "scout" "1" } "visuals" { "hide_player_bodygroup_name" "hat" "hide_player_bodygroup_name" "headphones" } } "151" { "name" "Pyro Brain Sucker" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_PyroBrainSucker" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/pyro/pyro_brainsucker" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/pyro/pyro_brainsucker.mdl" "drop_type" "none" "used_by_classes" { "pyro" "1" } } "152" { "name" "Soldier Samurai Hat" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_SoldierSamurai" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/soldier/soldier_samurai" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/soldier/soldier_samurai.mdl" "drop_type" "drop" "used_by_classes" { "soldier" "1" } "visuals" { "hide_player_bodygroup_name" "hat" } } "153" { "name" "Unique Sledgehammer" "item_class" "tf_weapon_fireaxe" "craft_class" "weapon" "item_logname" "sledgehammer" "item_iconname" "sledgehammer" "item_type_name" "#TF_Weapon_SledgeHammer" "item_name" "#TF_Unique_SledgeHammer" "item_slot" "melee" "image_inventory" "backpack/weapons/c_models/c_sledgehammer/c_sledgehammer" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/c_models/c_sledgehammer/c_sledgehammer.mdl" "attach_to_hands" "1" "item_quality" "unique" "propername" "1" "min_ilevel" "5" "max_ilevel" "5" "used_by_classes" { "pyro" "1" } "attributes" { "dmg bonus vs buildings" { "attribute_class" "mult_dmg_vs_buildings" "value" "2.0" } "dmg penalty vs players" { "attribute_class" "mult_dmg_vs_players" "value" "0.75" } } } "154" { "name" "Unique Makeshift Club" "item_class" "tf_weapon_shovel" "craft_class" "weapon" "item_logname" "paintrain" "item_iconname" "paintrain" "item_type_name" "#TF_Weapon_MakeshiftClub" "item_name" "#TF_Unique_Makeshiftclub" "item_slot" "melee" "image_inventory" "backpack/weapons/c_models/c_paintrain/c_paintrain" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/c_models/c_paintrain/c_paintrain.mdl" "attach_to_hands" "1" "item_quality" "unique" "propername" "1" "min_ilevel" "5" "max_ilevel" "5" "used_by_classes" { "demoman" "1" "soldier" "1" } "attributes" { "increase player capture value" { "attribute_class" "add_player_capturevalue" "value" "1" } "dmg taken from bullets increased" { "attribute_class" "mult_dmgtaken_from_bullets" "value" "1.1" } } } "158" { "name" "Sniper Pith Helmet" "hidden" "0" "item_class" "tf_wearable_item" "item_type_name" "#TF_Wearable_Hat" "item_name" "#TF_SniperPithHelmet" "item_slot" "head" "item_quality" "unique" "image_inventory" "backpack/player/items/sniper/pith_helmet" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/player/items/sniper/pith_helmet.mdl" "drop_type" "drop" "used_by_classes" { "sniper" "1" } "visuals" { "hide_player_bodygroup_name" "hat" } } "159" { "name" "Unique Lunchbox Chocolate" "item_class" "tf_weapon_lunchbox" "craft_class" "weapon" "item_type_name" "#TF_Weapon_LunchBox" "item_name" "#TF_Unique_Lunchbox_Chocolate" "item_slot" "secondary" "anim_slot" "ITEM1" "image_inventory" "backpack/weapons/c_models/c_chocolate/c_chocolate" "image_inventory_size_w" "128" "image_inventory_size_h" "82" "model_player" "models/weapons/c_models/c_chocolate/c_chocolate.mdl" "attach_to_hands" "1" "item_quality" "unique" "propername" "1" "min_ilevel" "1" "max_ilevel" "1" "used_by_classes" { "heavy" "1" } "attributes" { "lunchbox adds maxhealth bonus" { "attribute_class" "set_weapon_mode" "value" "1" } } 3 armes de plus
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220V
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« Répondre #1292 le: 18 Mars 2010, 23:22:47 » |
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J'ai quand même du mal à saisir l'utilité des nouvelles armes :/
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Eter
La machine
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Classe: Soldier
Stats: Mes Stats
Dans l'impasse sociale
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« Répondre #1293 le: 18 Mars 2010, 23:33:22 » |
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J'ai quand même du mal à saisir l'utilité des nouvelles armes :/
 Bon sinon les hats de contributions sont en téléchargements sur votre Steam.
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de Zoruninho
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Slade
Nostalgique de merde
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Classe: Demoman
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« Répondre #1294 le: 18 Mars 2010, 23:43:09 » |
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De plus, la page des jeux Steam ressemble à un écran tactile.
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Doff*
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Classe: Demoman
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"When all else fails, crowbar the fucker."
Hors ligne*doff
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« Répondre #1295 le: 18 Mars 2010, 23:55:31 » |
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Et pour les curieux (bon pour tout le monde en fait  ), il y a un aperçu des nouvelles armes et chapeaux ici !
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oBi*
5
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Team: Anti Sadr Corporation
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PROUT MDR
Hors ligne*Obiwank63
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« Répondre #1296 le: 19 Mars 2010, 00:02:39 » |
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le headshot est le truc le plus plaisant a faire dans un jeu. lillustration dit tout
Pire cauchemar de Vercetti.
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Slade
Nostalgique de merde
Modo
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Classe: Demoman
Stats: Mes Stats
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« Répondre #1297 le: 19 Mars 2010, 00:03:31 » |
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Je croyais que les codes donnés par Pranger étaient une blague (pour fausser les pistes sur leur mise à jour, par exemple), mais les nouvelles armes, c'est la porte ouverte vers le grand cafouillage. Mon opinion peut changer plus tard, mais il suffit de penser au débat des armes du Scout (Force-A-Nature, Sandman), qui ont mis près d'un an à être rééquilibrées, pour me dire que Valve fait peut-être une erreur en permettant des armes custom de la communauté. Il n'y a plus le côté uniquement esthétique en jeu.
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dA r0b1N n00b*
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Hors ligne*Greymane
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« Répondre #1298 le: 19 Mars 2010, 00:08:07 » |
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Sinon pour info, il semblerai que les nouvelle armes puissent être débloqué via le craft. C'est parti pour le craft de token et les collections de 4 armes... Les serveur idle vont surchauffer... :3 http://www.tf2items.com/crafting/blueprints.phpPS: The Pain Train for awesome demo's backcap (tu stick le last, tu te fous dessus -> win ) \o/
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« Dernière édition: 19 Mars 2010, 00:14:21 par Greymane »
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faz*
wiki
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Classe: Soldier
Team: Invers ftw
Stats: Mes Stats
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Hors ligne*NoComedian
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« Répondre #1299 le: 19 Mars 2010, 00:09:17 » |
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Pour l'instant je reste sceptique.
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Slade
Nostalgique de merde
Modo
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Classe: Demoman
Stats: Mes Stats
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« Répondre #1300 le: 19 Mars 2010, 00:25:43 » |
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Je relis ce que Valve a prononcé sur les contributions : Game Balance
"Wait," you might be thinking, "won't this ruin the balance of the game with tons of overpowered weapon designs?" Nope. The contribute feature is exclusively for model design. The TF2 team will take your submitted content and incorporate it into the gameplay in a way that makes the most sense for TF2. (You can submit gameplay ideas for new items, just like you've always been able to, by emailing us or posting them on the TF2 forums.) Whatever the end use turns out to be, rest assured we'll give credit where it's due to the item's creators, and give you a unique version to show off in-game. Ici on a uniquement des armes de poing et secondaires, bien qu'elles soient marrantes et limitées ( lol le Pyro qui va faire le kamikaze sur les Sentries), à l'origine il n'y avait que l'aspect graphique en jeu !
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dA r0b1N n00b*
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Hors ligne*Greymane
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« Répondre #1301 le: 19 Mars 2010, 00:42:19 » |
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Ouaip, je partage un peu ton inquiétude slade.
Même a ce niveau : si le pyro qui fait le kamikaze ne change pas grand chose, juste le fait de rendre *2 un solly ou demo, en war ça peut changer la donne (surtout sur du last). Après je pense que le scout ou autre pourra rendre l'handicap convaincant, mais ça rajoute de la pression. :3
J'attends le "débat" dans les différentes league...
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Neinko
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« Répondre #1302 le: 19 Mars 2010, 00:49:55 » |
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Quelque chose me chiffonne, le welding mask semble être directement porté de Fallout 3, alors qu'il y a sur fpsbanana 2-3 welding masks excellent modélisé pour l'occasion. Je suis très triste.
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Dyde*
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Classe: Soldier
Team: Fortress 2
Si l'issue du combat c'est la victoire, alors C...
Hors ligne*babyboum
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« Répondre #1303 le: 19 Mars 2010, 01:21:25 » |
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Aperçu ici aussi =)
Publicité malencontreusement inutile.
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« Dernière édition: 19 Mars 2010, 01:26:23 par Slade »
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DoKtor_Fail*
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*ToMaTo
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« Répondre #1304 le: 19 Mars 2010, 07:21:32 » |
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Résumons tout ça Nouveau hats :  Nouvelles armes :  Chocolate : Donne +50 de vie maximum pendant 30 seconde (comme un overheal) - Heavy Pain Train : Donne 1 point de capture de plus (comme le scout) rend 10% moins résistant aux balles - Soldier / Demo Sledge Hammer : 100% de dégats sur les bâtiments, -25% sur les joueurs - Pyro / Demo (pas sur pour le demo) Source : Vossey
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DoKtor_Fail : 15 Septembre 2007 - 31 Décembre 2010
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