#Team Fortress 2 Megathread V2 - Badlands
1 messages · Page 2 of 1
insecurity, unfulfillment, etc
i mean what kind of attention seeking depravity does one need where one expands into uncletopia because no one cares about the bots anymore
bet theyre not on european servers
Well unfortunately i don't live in europe
let's see how long that works out for them
especially when you consider only 6 snipers can join in one server
That's more than enough to ruin a game
why???
but why does changing the existing ones matter
its probably a none or all thing
makes sense
oh
such an odd change though
might just be an internal thing
?
like restricting the source engine licensee repos
Yeah, why would that affect the depot names
those are just for steam distribution afaik
i don't know its just a guess
but there's not really much use putting too much thought into it
we'll either find out why or we won't
clearly it means tf2 source 2 update tohugh!!1!!111!
OMG how did you know????
Maybe they're going to delete the depots 
panorama beta time
looking through other valve games, they did the same to dota underlords on dec 4
same with HL:A on the same day
and it looks like Aperture desk job doesn't have them either but it might've never had them
oh wait no nvm, april 7 was when they were removed
a battle amongst gods
The two faces of man
anyway since it seems most of their modern games don't have them and they're removing them from their live service games I assume that its just some weird internal change, either one that steamdb just detects as them removing their depot name or just a change for valve
dota got them removed yesterday
I have some questions for you...
thats on aperture desk lab
HL2 explosions were essentially the explosions from beta so it makes sense
Just retextured
community store tags
context?
on what
the images
what's that
depots are the way that steam manages application downloads
Fun fact
kilburn worked on the binding of isaac repentance and iron bomber bombs are in the game as an easter egg
yo ladders in tf2
I wonder why valve never added ledders to the game
It's too late to do it now
too complex for tf2's movement
it would be nice for zombie escape maps
joshua mentioned that we could use ziplines
honestly i want to try that
like the ziplines from fortnite
it sounds fun
Not really
Works just fine at least in pf2
Just move up or do ladder trick
Ladders are just always awkward in source
he was being ironic
Mfw can’t read emotion in text 
The real reason is that the tf team probably forgot about ladders (or just thought that they weren't good for map design) and they used them solely as props
so the first maps added to the game didn't have functional ladders
its probably by choice that they're not in tf2
probably because they're jank, slow, and stairs just do it better
to keep the tradition going and not to confuse new players ladders were never added into any other official map
The irony is visible when he says that they are too complex
*The irony is
visible when he says that
they are too complex*
TF2 is known for having extremely diverse movement mechanics
Like airstrafing and bhopping and rocket jumping
which are all significantly harder to pull off than holding W at a wall


I would beat the fuck out of this emote if it was real and I met it on the street
I love that little guy
dont like them
i think itd be cooler to have indestructible teleporters instead
easier to implement and you avoid potential gameplay issues
zip lines would just be weird to have imo in a game like tf2
my point is that in a game like tf2 they wouldnt fit in
i agree;
whos joshua
@crude anchor who's joshua
Contractor
that one
oh
well idont think its a good idea joshua
what purpose would a zipline serve joshua
if ur map needs a zipline ur map is shit!!!
rename yourself to "zipline fan"
how would you feel about this balance change:
- removed random critical hits
- increased the base damage of every weapon by 300%
- added random fumbling hits. every player has a 98% random chance of 'fumbling' their shots, dealing 1/3 base damage. chance is reduced the more damage you have dealt in a 20 time window, at minimum 90%.
Test it in comtress 
YES
team comtress perc pack
Percs
People don't owe valve money lord
people still spent thousands on keys and crates, even more than usual on that day
valve doesn't get money from people unboxing unusuals
it doesn't make a fucking difference
2$ is still 2$ per key
unboxing an unusual doesn't mean valve loses 2000$
it's the same shit as saying piracy costs companies millions
when they are not owed money that wasn't going to see them anyway
the economy only exists to make people gamble more
every single unusual from valve's end always gives them 2$
but they never lose money
the fact that people trade them for hundreds is completely irrelevant to valve because they are not seeing that money ever
they don't take a cut from trades
only the community market which is entirely community influenced
God fucking damn this was over 2 years ago this is so low effort even from the clickbait title
Can't make people pay money they don't have. case in point.
You should make num fumbled hits have no fall off
and also make them shiny
to compensate for their rarity
tl;dr
every single time a key gets generated from the mann co store by spending real money THAT'S WHERE THE TRANSACTION WITH VALVE ENDS.
EVERYTHING ELSE IS IRRELEVANT.
people are willingly choosing to give valve 2$ for no reason every single day
if they meant that valve lost some potential profits i could maybe see that pov but like...
no one sells unusuals on the community market anyway
so the money they made off of people buying crates in droves and keys off the shop probably well exceeded the money they potentially "lost" by unusual value on the community market dropping
yeah, all I'm just saying is that potential money does not equal lost money
https://media.discordapp.net/attachments/1001066550335385671/1069024737205944391/MedalTVTeamFortress220230128190333.mp4
https://media.discordapp.net/attachments/1001066550335385671/1069024738065797230/MedalTVTeamFortress220230128190515.mp4
https://media.discordapp.net/attachments/1001066550335385671/1069024740053897257/MedalTVTeamFortress220230128190243.mp4
640x360
how? I thought tf2 crashes at dimensions lower than 480p?
that's just because I use low recording settings
better fps
explaim
weird
using good quality settings for recording
recording doesn't affect my fps
good for you
but then again I record at like 150mbps with minimal encoding
lol
I do auto demos so I don't have to be recording if I get a good play, I can just replay the demo later to record the play
what gpu do you have?
idk
huh
most modern gpus can do gpu encoding which massively improves performance
I don't think obs has it enabled by default
obs is inefficient in general
ya that's because the default settings are bad
u want to enable gpu encoding but even then I think it does realtime color profile adjustments which also decreases fps (but I could be totally wrong about that, but it's also my only explanation to why recording in raw uses so much cpu lol)
I use nvidia shadowplay but I know not every gpu has it
integrated GPU 
I think intel has gpu encoding for integrated gpus but it could just be decoding
It's supports it, but it killed my recording fps when i last tried it

wtf is that thing
cat\
In terms of performance and file size, Insights.gg is significantly better
Medal has almost no customization for selecting things in the encoders
And Insights.gg was the only clipping/capture software that was able to distinguish tf2 properly
And the file size mama mia
With "nvenc (new)" 20 seconds, 720p 60fps 4k bitrate and the size being only 10-15 mbyte???
And there is virtually no performance loss
I would like to say that it's on par with Nvidia shadowplay
Plus medaltv is bloated as fuck
so i've been wondering
there have been programs could convert demos to replays in the past
demor is one example
doesn't seem to work anymore though
would that be fixable, or something completely new that does the same thing be creatable
replays are significantly better in several ways and its unfortunate you can't really use its ui for demos
🤯
I hope the contractor will also add dxvk and update the libraries in an upcoming update 🙏
h...h.hhh....heavy update....
is this real?
or are you shitting us
well dxvk will only matter for linux
or am i wrong?
Go to the shounic discord server if you don't believe me.
^
am i wrong?
i dont actually know, thats why im asking this
having a second option for whatever reason is nice 🙂
will consider it
so far I don't really care that much if my clips look like dogshit
Well, i think we know the solution here 
no thanks 
bro we need at least another blue moon update
i mean if they aren't willing to make balance changes, they could at least tweak 2 or 3 weapons
there is a lot more that needs tweaking than 2 or 3 weapons
major tf2 update: all stock sniper rifles and huntsmans were switched around
huntsman is now sniper stock
this is giant
The Sniper Rifle
+Fires bullets
+25% maximum charge damage
+90% ammo capacity
idc they wrangler and made engineer faster
you think i want to press z and then stretch my entire hand to press the 8 key
a what
a chat wheel
tf2 should get the ping system left for dead and csgo got
screen completely filled with scouts pinging for a dispenser
like among us' quickchat?
i dont knoqw
Literally impossible to implement without custom client code afaik
yeah lmfao
Can't be too hard to implement a chat wheel with vgui
requires client code
wait is this like
That sounds obnoxiously convoluted
for someones server
in the scenario where valve wanted to add one
like someone implemented this already
yes
Yes
yes
or is this just a bunch of fantasy changes
ah ok
i was shitting on it because i assumed someone was fantasizing about epic tf2 changes
doubt anyone's playing this, though
ngl mann vs machine
i think weapons in regular tf2 and mvm should have different stats
mvm weapons can afford to be overpowered and ridicilous because youre not playing against other players
theres nobody to compete against
because people are losers who hate fun
(massive understatement)
its mvm
this sounds dumb
MVM's biggest trouble-makers are like, canteens, ScotRes, EH and weapons that are already op in the base game
Also baggers aswell
gas passer is just kind bad
i dont care if you think it sounds dumb
i will do things my way
some of these are nice
like the drinks needing to actually charge up to be used
but this sounds stupid
this is just a medieval mode weapon now
okay
remove the damage bonus and give him ammo back
the extra health should probably be gone too
make it the fire boston basher
if you miss you set yourself on fire
boom
that's a significantly worse version of the basher
just a boston basher but it sets things on fire instead of bleeding
boston basher but worse ??!?!?
how is it worse
afterburn doesn't give you enough self damage to properly uber build
or basher jump
the self damage and damage jumps come from hitting yourself, not from the bleed self damage
then maybe im not making it obvious enough that by it being similar to the boston basher it would obviously mean that instead of it being self damage + self bleed it's self damage + self burn
reworking weapons to be copies of each other is a bad principle
but you have to admit that what i just came up with is straight up better than turning the sun on a stick into a medieval mode only weapon
youre being unreasonable and i will not speak to you on this matter again
medieval mode only weapons 🤔
if you think that is a good rework of the sun on a stick youre being unreasonable and i dont see a point in talking to you anymore
I could use basher and never have to bother with the SOAS again, instead of having a basher and this weird asf subclass melee
no offense
I never said it was a good rework
I said yours was worse
it's a copy from another weapon
its still better than whatever that is
it doesn't add anything for the game
I don't think so
okay but does it have to
yes
thats my question
alright hows this
we rework the basher and we turn the sun on a stick into my version of the sun on a stick
sun on a stick users building up ubers and shit will be vulnurable to flare snipes or something
no? the basher is fine
how about that
plus itd be a significant nerf to uber building as afterburn runs out faster when youre being healed
while bleed does not
the uber building does not need a nerf
you wanted changes to add something to the game
this adds something to the game
it slows down uber building a bit
yeah good ones preferably
how would that change the game
I don't think that's a good change
because
uber building being fast is good because ubers stop stalemate
uber building has never been a problem
you are ignorant in your ways of always sticking to the same known way of doing things
youve never thought to think of how things could change if you were to change the circumstances
how would people adapt to the changes
what kind of new meta will arise and whether it would make it more interesting
you dont know for sure
it's an unneeded change, best case scenario nothing changes, worst case scenario the pace of the game is worse
if it impacts uber building too much then we can patch the sun on a stick to make you more vulnurable to fire
and the basher
i dont know about the basher were not talking about the basher
*i dont know about
the basher were not talking
about the basher*
were talking about the cooler sun on a stick
then it's a nothing change?
guys hear me out BANGER LIBERTY LAUNCHER REWORK IDEA
+25 max health but, you get -25 max health
thoughts?
the burden of the sun on a stick is that it's a fire themed weapon
*the burden of the
sun on a stick is that it's
a fire themed weapon*
so people try to design stats and mechanics around it that relate to fire in some way
yeah thats why its so fucking hard lmfao
whereas the boston basher has a more wide theme with less restrictions
*whereas the boston
basher has a more wide theme
with less restrictions*
so you would have more avenues to explore with what the weapon could do
which is why making the sun on a stick into the boston basher (with afterburn instead of bleed) while making the boston basher something else would solve the sun on a stick problem
it totally makes sense
like you cant say im wrong
that's a solution but I think it's a tad inconvenient, HiGPS made something similar where he made the Hot Hand the movement meleee for pyro and reworked the powerjack to something else, turns out it was very incovenient for players and confusing aswell, also it diminishes the weapon's identity
I am not saying it's a bad solution but I am not too found of it either
i mean in all fairness those who do not read balance changes suffer a lot
right now im thinking more what a valve dev could do instead of what some community server could do
and what you could do is have a little ℹ️ icon near a weapon which says that it recently had balance changes
this would be a good thing if the game was updated often enough to use it but yeah
also imo the hot hand should never be a real weapon
it should just be a stock reskin or just straight up a bad weapon
i think theres nothing wrong with a class having like a bad melee weapon
because i think itd be funny to kill someone with the Shit Weapon
plus kill feed announcer
but thats just me
It would be another fish
the hot hand should have a more slappy sound effect tho
and idk
add salt on the wound and change the text on the screenshot of the guy who killed you to say like
idk
you were slapped by player
i remember i always wanted there to be an ice themed pyro
*i remember i
always wanted there to be
an ice themed pyro*
though itd be visual hell
maybe as a cosmetic like pyroland goggles
so those who want to see it can see it
It would be cool if the flamethrower medic debuff wasnt completely fubar
dxvk is usable on windows, and from what i’ve seen of it in other source games, it does seem to help quite a bit in terms of performance on some cases
tf is this
Its a UFO
true...
But actually, why does this happen...
Oho?
That gives me hope hehe
Well not that I have performance problems
But I would like to see how well it runs
very
yesyes
it is gonna run worse when not in combat
according to other games where dxvk was implemented (csgo, l4d2)
and, of course, a lot of bugs
Well, it's almost certainly going to be a command line option
We will see
If I recall correctly the contractor has lots of experience in that category
iirc they've been the person implementing it in all of valve's games
Yesyes
joshie literally made dxvk-native
That does make me hopeful tf2 gets dxvk
source?
"I made it the fuck up"
source: crackpipe
Yes
🤦♀️
tf2 hasnt gotten source 2 yet
I KNOW
Sorry
Will be still interesting if it has the mentioned problems
we need a translation layer to port vulkan back to dx so we can use dxvk on source 2
source 2 dx8 
Please don't say something like that, you are scaring my children away
I thought of something even more cursed
good
translation layer from vulkan to dx7 for rtx effects, than pass through dxvk
Isn't vulkan a pain anyways?
dx8 supports it too, it just has to be fixed function iirc
Oh
I heard like it's so much more complex than directx
So?
And then there were two. We killed off DX9 and today I'm removing OpenGL from Source 2. Now it's just Vulkan + DX11. Hopefully someday we get it down to just one (Vulkan, of course).
876
Why would it matter?
Dunno, makes it less attractive to new devs or old devs to migrate to vulkan
I mean I don't really do any of this anyways
Just interesting to see Ig
source isn't migrating to vulkan really though
honestly vulkan is just a better thing to strive for over DX because of being crossplatform
tfw directx was originally codenamed the manhattan project because it was microsoft's plan to upset japanese gaming dominance
wtf
Bruh
The project was codenamed the Manhattan Project, as in relation to the World War II project of the same name, the idea was to displace the Japanese-developed video game consoles with personal computers running Microsoft's operating system. It had initially used the radiation symbol as its logo but Microsoft asked the team to change the logo.
Yea
Wikipedia
The answer is undeniably YES... provided it's accompanied by other stuff like SOURCE 2 :P I'm getting this video out here just to make me look amazing if Valve actually goes ahead and does this now. Stop stating what Valve can't, and start asking what Vulcan.
Doom benchmarks: https://www.gamersnexus.net/game-bench/2510-doom-vulkan-vs-opengl-ben...
Action scenes with a lot of players and unusual effects are the biggest perf problem in the game so that doesn't sound too bad
This is comparing native DX to DXVK, and it's also comparing source 1 (which doesn't have a native vulkan renderer) to source 2 (which does)
had a thought last night
if MYM and JI (mostly JI) were actually successful
where would valve go, lore-wise, with content updates?
JI basically leads directly into the Ring of Fired comic, where grey mann takes over mann co and fires the mercs
would they retcon stuff? would they kinda just lightly add lore and not be very clear about when things are happening?
It's not like they would need to do stuff in chronological order
We haven't even got the last comic
yeah but in the past its been very linear aside from MVM
I suppose they could just do something after MvM
I envisioned a jungle inferno 2.0 where mann co takes their fighting parks internationally and into space with asteroid
Game could use some more international maps
But mann co gets taken over by grey mann
"just retcon stuff" 😭
I mean, the only tangible link is the whole yeti extinction thing iirc
I admit the timing is tight
If only the Invasion update wouldn't have gone poop
We would have get alot of community updates
I mildly regret not getting the coin for collector's sake
jungle inferno was a community update too kinda
it was meant to be for the mayann update stuff
but more managed by valve
which imo is better but they really need a better way of managing updates like that
I'm unsure how big the scales of both where tho
But, imo if the Invasion update wouldn't be such a disaster (in means of background stuff)
We may have gotten more
Or I might be just wrong
Who knows
I honestly don't know much about invasion
I wasn't playing at the time, so i've heard that it was a disaster but idk how much contorl the community had over it
i dont think so because its all up to valve's activity and investment
it was like every other community update
ok but idk what that was like either lol
community sends the items, update page, blog, video, etc all to valve
and they upload it
how exactly was the invasion update a disaster btw remind me
i forgot everything about it
because valve made the update page, video, blog, manually chose things, provided assets
ahh i see
did u know thatu r face just makes an evil expression when u say money
like look at yourself in the mirror, say any other words and then say money
basically it was
the 2 leads
took a bigger percentage of the money coming in from the update
or were set to
and then a creator complained on reddit anonymously
or multiple
it got really bad
eric got informed of the shit show
he emailed them being very stern and said valve would have to manage the income and theyd no longer be doing community updates
and instead they'd be looking at stuff and taking what they want from a chosen theme
Ahhh
and that email wasnt supposed to be leaked either
so in other words, JI
so valve got more upset
locked down stuff even more
then JI happened
because before they were like
community updates themes will be managed by the community,
so people can decide a theme
and then if it gets popular and people independently contribute to the public theme
we'll make an update out of it
so there was like
mayann, frontline
i might be getting stuff wrong
A remember those
Frontline and mayann
frontline is a disaster too, but for other reasons and thats another story
nope, community doesnt do themes anymore
Unfortunate
so they announce the jungle theme
not a disaster as in like bad blood just a pain to use
just to clarify, the issue with frontline is that there's no full list of who made what asset
O h
we know who made some of them but others are unknown, so if you want to use them on a workshop map you'll need to credit the entire frontline team just to make sure you got the right person
which of course means more cuts
so most people avoid the frontline assets for maps they want to upload to the workshop
alpine is maps like cascade, altitude
Brrrrrrrr brain explodes
its not a community theme or anything its just a general theme like spytech
A
i wonder if the map i'm working on rn would count as alpine 🤔
*i wonder if the
map i'm working on rn
would count as alphine 🤔*
we need more teufort maps
shut up
here's an aight 2fort style map
such a miserable gamemode
Well
i wish rd got finished and used cause its just better ctf tbh
No one told you to play 2fort
i LOVE dustbowl though
maybe a bit too confusing for new players tho
Yeees
2fort is the best map in the game
i think rd never got finished cuz they lost motivation after finding out the guy who made watergate made a better version of rd
And 80% of the time players wouldn't do the objective anyways
aesthetically, 2fort is definitely one of the best
Which made it extra dun
rd never got finished because the mapper left valve
Fun
it never got finished because it's the space theme
like i think they had so much planned for rd and then suddenly this dude comes out with a better version of ur gamemode
watergate was way later
Oh
ye there's references to unique space movement stuff
like jetpacks for each class which would have different speeds
cp_cloak
doesnt sound very fun ill be honest
what abut cactus cannyon?
i would tell you more about cactus canyon but
cactus canyon didnt get finishes because only programmers work on tf2 now
i must abide by certain restrictions
didn't both the mappers for those beta maps leave the company
or was it the same mapper for both maps
Hmn
weird thing i just noticed, coaltown only has 5 spawns in each spawn room, and the latest iterations of raid mode had references to 5 players rather than 6
coaltown was made for raid mode? 🤔
or at the very least, the change to 6 players was pretty late in dev
what is raid mode
scrapped precursor to MVM
scrapped mode for tf2
I think its unlikely coaltown was raid mode, since its very, well, made for players to defend
i think its just more likely they swapped from 5 players to 6 at some point late in dev
tcrf
@sinful pawn "raid_test.vmf" what are you making?
vscript remake of raid mode
well
"remake"
more like take the base idea of raid mode and try and make it good
👀
speaking of, i actually just posted this video in the tf2m discord
if you don't include npc_archer i will be sad
😭
its just a huntsman sniper
anyway this is a functioning rescue closet, with glows for the player inside
cool, but why is he conga-ing
I needed an animation just to make sure I knew how to make it play an anim lol
lol
its a dynamic prop so that the player can keep spectating while they're stuck in there
oh nice
rn the rescue closet is missing the player calling out for help and the code that determines which closet to actually use
make it the furthest one from everyone else
how does it pick the closet to use?
It seems like its the closest one, but i'm not sure
its based off of incursion distance
which is precomputed distance from spawn points in the navmesh
ah
I thought vscript could access incursion distance but I checked and now i'm not so sure...
oh cool theres still code left
yeah
hmm
I might need to basically hack together my own incursion distance, which sucks
It seems like it just calculates the number of nav areas from the spawn
Is the navmesh accessible to vscript?
yeah but incursion distance isn't
One of the things that the nav mesh precomputes during nav_generate is information about "incursion distances" from each team's spawn rooms. The bot AI uses this to make inferences about where the teams will be, without having to do a ton of pathfinding computations at runtime.
You can use these commands to look at the incursion flow yourself i...
good vid showing it off
or at least how it kinda works
CTFNavMesh::ComputeIncursionDistances
I mean could you not just yoink the code for it and port it to squirrel?
*I mean could you not
just yoink the code for it and
port it to squirrel?*
yeah thats kinda what i meant by hacking it together
yeah but it also kinda sucks because i can't just directly access a nav area and check the incursion distance
i'd need to use the nav area ID as an index to get the incursion data stored elsewhere
i guess not
but i've had a lot of trouble with vscript lol
like this rescue closet took days
ouch
Well, i just spent a week trying to figure out a bug in some of my code lol
...so maybe i'm not the best at telling what's simple or not 😅
¯_(ツ)_/¯
i guess i'll find out how simple it is
one slight grace in this case is that the nav mesh attribute of RESCUE_CLOSET still exists
so i can use that to help gauge distance
If it wasn't, you could just have reused something else 
well, true, but i'd rather not potentially step on the toes of other code
I was originally planning on storing an index in a trigger entity's keyvalues, but decided it'd be better to just store that in code instead
tf2 chat with outline instead of shadow is awesome
Looks pretty good
Tho that's alot of pink
How's my Medic
thats amedic
Good
they are the ultimate being
powerplay
Aw shit, ping
Sorry
thats doctor sex himself
/....
Fair call
Random 5am idea... Using a small program to analyse cosmetic images automatically in search for the best fitting in a given biome
Note: if you wanna run the program right now go ahead, but I'll make a user friendly website soon with a bit more features!
Music: Nice Boys
by TEMPOREX
from the album Care 2016
https://youtu.be...
Pro strats
nice
wtf
I do have to do some hack-y things in a few places because of vscript limitations
like
there's 2 nav attribute types
regular (default source engine) and TF
the TF nav attributes is missing 2 functions
GetAreasWithAttributes doesn't have a TF version
so i have to manually iterate through all the nav areas to get the ones with the right attribs myself
already reported that on the github, hopefully that gets fixed soon
also note that the incursion distances here are wrong
gotta figure that out too
both of them are ~800 but both are inside the blue spawn
the one on the left should be 0
is the left one where the thing starts?
yeah
huh
I might be using the wrong length function?
Maybe you're getting the distance between the points?
isn't incursion distance the number of areas between spawn and the area?
i'm about 99% sure its distance
yeah here's the official incursion
390 for blue much more closely matches the distance from the center of each navarea
hm thats the REALLY wrong function lmao
so length is wrong but lengthSqr is super wrong
my inputs have to be wrong somehow
Is the center of the nav area different from the spawn point?
yeah
but i'm not using the spawn point at all
the spawn point is just used to give the nav area it is in an attribute telling it that it is a spawn room
its actually a combination of a spawn entity and func_respawnroom that determines that, but thats besides the point
Well, what i meant was are the points different
hm i think I maybe see the issue? it looks like valve is using the length of the actual connection (see this light blue line) whereas i'm using the center
huh
its not really helpful here, but more so for navareas where the connection is not like
along the edge
you're right it does use the connection
ye i'm looking at their code rn
the problem is that I don't get access to the connections
no but i'd definitely like it to be similar
I might be able to hack something together?
how are connection lengths calculated?
con.length = ( area->GetCenter() - GetCenter() ).Length();
oh come on fiend
why did you get to it first :(
lmao i'm sorry
lol
that was it too
the worst part is i was about to go to the bathroom while i was waiting for VS to search cause it was taking a bit
and then it finished and i just looked at it
lmao
why did jungle inferno break demos
maybe some netvar changes? 🤷♀️
FINALLY, SUCCESS
this took so long
because i just like
was constantly putting things in the wrong place
only mild performance concerns 
(this is with only 19 nav areas)
is matchmaking broken rn?
i was worried cause it took a bit but it worked after ~30 seconds on my map selection
still some work to be done though, some of the areas don't have debug text for some reason?
also i have some stuff hardcoded
don't you like when something makes an entire server to crash their clients?
can't believe how well this loadout worked out
It's really not that bad
All it does is stop you from holding down m1 at mid range
Gun spies can still kick ass and even put pressure against unaware combat classes
Revolver spread is fine
Eh, tbh buffing spy's revolver wouldnt be the worst. Dude is pretty much useless against actual players and no one bothers to use his gun. But also buffing that wouldn't "fix" him so idk what im on about
agreed
did you hear of the new hud website by the creator of mastercomfig?
who is that person?
whats a website
What’s a hud?
Wtf are you talking about
Since i created my discord account i have done nothing but write straight up fire
Irl i am the class clown
goof* bit
wtf
i poopy myself
uncletopia players dont vote for payload maps (IMPOSSIBLE)
*uncletopia
players dont vote for payload
maps (IMPOSSIBLE)*
all these deranged insane people do in their lives is just play payload until they die
im so fucking hard i cant wait to play badwater for the 29th time today
Wut in tarnation
they have a no payload server but nobodys playing on it lol
because theyre deranged psychos
wouldn't go that far
I guess they just main payload
just like how in 6s or in any format that you would play
you play a map 3 or 4 times
until it comes out of your ears
best game mode
it fucking sucks
its ok but im tired of always playing it
uncletopia players dont play anything else its just payload
*uncletopia
players dont play anything
else its just payload*
it's because they've only watched ankle dane's blueprints for pl
can you send
the thingy
🥺
it only runs with overwolf
What's that?
Lovely explanation
lmao
thanks great blue
this is the most on the nose political commentary I've ever seen lmao
Nowadays it seems everyone and their mother has weapon ideas for TF2. But sadly, many of the good concepts seem to get drowned out in the seemingly infinite pool of terrible ones. So let's try to fix that! In this video, I took some custom TF2 weapons my fans created in my Discord channel, tweaked them a bit to make them more balanced, and desig...
and this is a scout secondary
can't believe it was a follow up to scout primary based on baseballs called curveball
from tame to spicy
What does sv_mpreg 1 do?
it enables mpreg mode
decided to do a stress test on a big mvm map since I was worried that this would be too slow (i was getting warnings of the function taking 70ms on a tiny test map)
You got incursion dists working?
it was working last night
anyway it turns out that the main bottlneck of performance was just printl calls i had for debug
lol
doing the entirety of bigrock, with this debug display was still faster than my test map with all my debug prints
yeah lol
how didn't i notice until now
lowered the debug text timer from 10000 seconds to 60 lol
I wanted something permanent
oh wait
yeah i thought this kind of thing didn't exist lol
if it didn't you could have just created new debug text every frame 
i think thats how some debug overlays in tf2 do it
on bigrock, with the debug text, 86ms
frametime?
so actually a tiny bit slower than my test map, which was around 70ms
yeah
and i was super worried that if that on a real map that speed would cause it to go over the limit that vscript has on time spent on a function and cancel it
how long does it take if you turn off debug overlays
I might not know, it seems to only tell me frametimes if it goes "a bit too long"
i wonder if you can do your own time calculation
is there a function to get current time in vscript?
nice
not helpful :/
it might be in seconds
ran it without debug a few times
first time was a bit long but still not terrible
I doubt the large majority of maps would go over 150ms
its a one time calculation right?
depends on the map
well
idk actually
depending on how i use it i might need to recalculate it per round (if each round has a different stage)
calculate it whenever spawns change ig?
but considering to my knowledge "too long" to vscript is past 1 second
this isn't terrible
hm actually it may end up going a bit longer
just remembered i have this setup to only do blue team as a test
in some extra functions get added to vscript this will likely get sped up a bit
since i do have to hack together a few things
no JIT in vscript i guess
wdym
JIT compiler
In computing, just-in-time (JIT) compilation (also dynamic translation or run-time compilations) is a way of executing computer code that involves compilation during execution of a program (at run time) rather than before execution. This may consist of source code translation but is more commonly bytecode translation to machine code, which is th...
i love me some debugoverlay interface
VDEBUG_OVERLAY_INTERFACE_VERSION 
why are you sending me interface versionm definition
uh
idk
i like
its VENGINE_DEBUGOVERLAY_INTERFACE_VERSION.
no it isn't
i'm always right 
😭
quality=lossless
"lossless"
@turbid vigil oh my god you've been playing bash for a day
go touch some grass
wah
i've been in bash too long
use fih
thats what i'm saying!
the source of glub is glub
good idea
i just...need to figure out how to get rich presence working on flatpak discord
i don't even have a bash prompt open
i just registered the process in the background of discord's sandbox as a game
How well does Linux run TF2?
I mean, the OS doesn't affect hardware, but it'll stutter a bit less because of the extra RAM Linux saves, right?
may run better overall
just install bare minimum everything and land on 600 mb ram usage 🧌
I mean, currently, running a few tabs of Firefox, discord, and TF2 is enough to bring my ram to 90-98 percent
That wont really be helped by linux
It eats 4 GB idle
That would be really helped by linux.
wtf
Fair
Well, that makes sense
It's not like installing Linux is going to put a powerful processor into my PC
Fuck the assholes at HP
how much ram you got
yeah ok i lived with that for 3 years
It's a laptop, so it's not like I can get a stick or two
before that i lived w ith 4 for god knows years
Damn
keep it or doulbei t and give it to the next perosn? ?? ⁉️
iirc generally linux tf2 runs a bit better than windows
it does not support dx8 though, so if you want dx8 visuals you're SoL
I don't really mind
Only thing I liked about DX8 was its Medigun effects
is it normal to have 24 loss in net_graph 3?



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