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[hr][/hr][p]Hello, and happy end of November! We're in the final stretches of development, and we'll be entering another lightning fast period so that we can make sure our launch is as polished as possible before you all get impatient and sack us. Last month we detailed the remaining tasks to complete, and this month we'll be sharing how far we have gotten on all of them.[/p][p][/p][h2]UI REVAMP[/h2][hr][/hr][p]Last month we discussed our plans to revamp the user interface. Since then, we've completed about half of the revamp. Here's a writeup on the progress so far. Keep in mind, everything here is subject to change.
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[/p][h3]Achievements[/h3][p]Our achievements menu has been revamped to be more comfortable to navigate. The new version is now fullscreen, which lets you see more achievements at once and gives them a more uniform presence on the menu. We also intend to sort them by class and gamemode, rather than by update, so it's easier to find the achievements you're looking for.
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[/p][p]I should also take this time to mention something gameplay-related: TF2C will launch with only a selection of about 30 achievements. Many of our previous achievements felt like filler, and took longer to implement and test than one would expect. We want to focus on achievements that are fun to design and earn, rather than feeling like they're 'meeting a quota'.[/p][p][/p][h3]Settings[/h3][p]The options menu in the original mod is a total mess. When redesigning it, we wanted to make sure it was easier to find the options you need as soon as possible. In the image below, you can see new categories at the top of the menu. Clicking them will immediately take you to that section of the menu. Not only that, but we've also implemented a search bar, which can take you straight to any option you want.
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[/carousel][h3]Server Browser[/h3][p]You may have noticed that the main menu server browser from the original mod is gone. This system is being reworked entirely! The old system heavily favors vanilla servers and servers with a high player count, which didn't really accomplish what we wanted. Our plan is to work with server hosters to create a menu that is fair to all, clear to players, and boosts a wider variety of communities. We'll have more to show next month.[/p][p][/p][h2]REMAINING FEATURES[/h2][hr][/hr][p]Last month we described the "Bug Whack-a-Mole" where bugs would continuously pop up each test in a manner that led to increasingly smaller nitpicks. This process has, for the most part, petered out. There are still a few very noticeable issues, but stamping them out no longer takes up a significant portion of our programmers' time. This means we are more free to focus on the remaining features that need implementation.[/p][p][/p][p]The largest feature remaining, aside from UI, is support for custom weapon attributes. We are currently in the process of porting as many custom weapon attributes as we can. We have been coordinating with custom weapon server server hosts to prioritize which ones get in, as well as figure out which can be more-or-less replaced with VScript or plugins. In the past two weeks, over 100 attributes have been reimplemented with more to come over the course of December.[/p][p][/p][p]There are only a few other features remaining. The chicken is giving us a bit of trouble, and the Flame Thrower is once again making our collective sanities dwindle, but the rest of our checklist is now complete. Anything else is just bug hunting and detailing.[/p][p][/p][h2]NEW PLAYER GIBS[/h2][hr][/hr][p]Blood and gore are a key part of the Team Fortress 2 experience, and one of our artists has taken the time to do a revamp. All 10 classes have had their gib models rebased on our current player models, and given improved physics. Below is a comparison of live TF2 gibs, old TF2C, new TF2C, where applicable. Once again, keep in mind that textures are subject to change.
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[/carousel][p][/p][h2]REGARDING THE
█████[/h2][hr][/hr][p]See you soon.
~ Nito & the EMINOMA Team[/p]