#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages ¡ Page 9 of 1
i dont get why people known for valve content
like
why is he streaming half life
of all games
Fantastic line for it to end on âapologizing is admission of guiltâ
Also like what? Yeah, he does need to apologize. Why does the chatter think he doesnât
it's ratlobber, from the hit game s&box!
updoot
rumford still not in the map pool
and they fucking reverted it
?
the equip regions of some cosmetics (the pootis head) doesn't work because it's mispelled (it should say "equip_regions" instead of "equip_region")
it already happened twice
clearly valve don't have the balls to make the change permanent
surely she knows already lol
mastercoms jumpscare
master of communications
no more trollin
noo more Fortnite
noo more cards
noo more 19 dollar cards
noo more trolls
YOU'VE BEEN BLOCKED
@summer steeple sorry to bother you, but the URLLabel bug was that it didn't check that you provided it a URL, and would just run the shell command with that string, correct?
yeah
basically (from what i understand) you can just call a URL of any kind from smth like file explorer and it will open it in the right program
and because they didn't check if it was actually a web URL you could just run programs with it
alr, thanks
does it fix the machina showing two tracers when the sniper takes damage? @left sand
how would i know
I was USING it to do TROLLING it would be NICE if it WASN'T FIXERD
the trolling was too much for valve
they couldn't handle the 
shit dude i just realized i should do benchs with the new update
bench press?
yes
bench press mark
1 press for every bit in size.
who tf is mark
Anthony Rapp's character in Rent.
the problem is that i'd have to download the old version of the game and i don't want to do that
No old benchmarks laying around?
nope
looks like the last one I did (that i uploaded to the form) was comfig 9.6.3
uhhh how do i launch tf2 without steam updating it
ok it went to go update again, I reverted the files again and now its like "you're good lmao"
old
4812 frames 30.796 seconds 156.25 fps ( 6.40 ms/f) 27.090 fps variability
4812 frames 30.897 seconds 155.74 fps ( 6.42 ms/f) 27.984 fps variability
4812 frames 30.624 seconds 157.13 fps ( 6.36 ms/f) 27.279 fps variability
new
4812 frames 30.241 seconds 159.12 fps ( 6.28 ms/f) 27.848 fps variability
4812 frames 30.300 seconds 158.81 fps ( 6.30 ms/f) 27.694 fps variability
4812 frames 30.354 seconds 158.53 fps ( 6.31 ms/f) 28.050 fps variability
thats not half bad
more consistent, a few frames
Impressive, very nice
hip hip hooray, some mastercoms fixes are ingame
they might as well put team comstress in the game
Which ones
some
No schtick
She must feel so proud rn
Congratulations for having your fixes implemented
Is tf2's fps_max being garbo why i'm getting 142 fps per the steam counter despite the cvar being set to 144
use RTSS instead
what about nvidia frame limiter
what bug in specific do yall wanna see fixed the most?
i'll go first
pyro's flamethrower ramp up
I know it's a tad unrealistic that they are ever going to fix it
but if they don't I hope they atleast fix the airblast self damage bug
probably also fine, basically just use anything that isn't the ingame one because its inaccurate
kinda selfish but my pc is good so I'd rather them focus on visuals rather than optimization. optimization is of course important! but stuff like tf2tip or like the dragon's fury particle fix look so much better than vanilla
wait how did I forget about the short circuit
I can't use this in casual and I hate that https://gamebanana.com/mods/11900
I agree that flamethrower damage should be at the top of triage
Ktbm had a fully working version of the flamethrower ramp up system before the project got ended
oh what the fuck the project ended?
Yuh uh
do you guys know of a console command I can use to infer that I'm currently playing a demo?
thought of demo_debug works but it's too noisy, I would rather use something that didn't require spamming the console
Tf2 update
so based
based on what
The source engine
Never heard of it
It's a lie, it doesn't exist
Source?
Engine
@summer steeple are you the guy who told the valve about the exploit i forgor
can you tell them to raise the max fov to 130 I think that would be cool
raise the max fov to 999
i did but i got an email back saying that they had already gotten emails about it from a few people lol
why haven't they added it then?
They did fix the urllabel thing though
I'd like to kno their reasoning why it hasn't been put in the game
why what hasnât been added
high fov
o
sorry i have brain defficiency
i will cry SO MUCH if the next updated doesnt raise fov....
360 fov 
It's highly unlikely we'll get an FOV increase.
fuk u
I don't really see why an fov increase is a needed (or even good) thing

there is already tf2 vr
Number go up
I'd love to run 120fov in everything, but if it causes issues, there's not much that can be done.
theres server plugins that let you change fov, iirc issues only start at around 150
and garry's mod lets you put it at 100 in the settings menu
*and garry's mod lets
you put it at 100 in
the settings menu*
Was the upgrade station bug fixed in the recent update
The thing where a bot locks you out of upgrades
yes
undocumented change? or am i blind
does the game now encrypts the match group ids now?
because
that's what bots used to get into other people's groups
in mvm
blind
screenshot?
đ
what was that page that makes invite links?
https://mvmlobby.tf/tools.php this one
Team Fortress 2 Mann Vs Machine
yeah that one
@left sand Why are sprays disabled by default in your config for all presets? Shouldn't that be a choice that should be made by the user?
the comfig website allows you to enable them
But who actually expects people to go through the options?
TF2 players aren't know for being meticulously nor smart
why would they be on
the average tf2 joe plays on casual, where sprays are disabled
so its not like itd matter
Not sound, but image is cool
Sound sprays are too obscure. Basically no one has them enabled.
And it is just 1 line needed in your autoexec to enable them.
I dont see it either unless its the url thing

Most tf2 players don't know how to do that
đ
do you? 
I'm just saying that it's such a trivial thing that it not being a module is hardly a hardship.
cl_customsounds 1
That's it.
And cl_soundfile defines the sound spray.
yeah that's an obscure feature that the game has lol
I had mine bound to go off with my "Dispenser down. Transform and roll out." bind. It was the transformation sound from the original Transformers series.
wait a minute
if you made your custom soundspray the reversed (reversed frequency) version of a cloak sound and then made it play whenever you pressed m2, could you theoretically cloak in near-total silence?
not that it would be practical, the near-silent cloak would be only usable a few times due to the cooldown
how well can you sync them?
if it needs to send the sound file over then that wouldnt be an option methinks
The other players need to have them enabled, too.
yeah
And almost no one has them enabled.
just an interesting idea I had
And the cooldown is synced with the regular spray cooldown timer.
abuse our influence in the mastercomfig community to sneak the change in 
and besides, a "true fake Uber voiceline" with the actual fully charged Medigun sound would have a lot more mileage and be somewhat hilarious
it would be so bad that they might even ban it from comp even though most people have it off
Pretty sure they're disabled anyway in competitive.
i just constantly press the fake uber voiceline button so they cant tell which ones real
oh well
it was a fun idea anyway
strategy for comp: get a clip of the enemy team's maincaller saying "push now" and use that as your sound spray
Should fire be team colored
teams should be fire colored
pyro moment
it would look a bit weird in TF2's style
and since pyros always can be seen at close range, it's pointless
except scout's brown pants
Scout needs to buy a suit from brooks brothers
it probably would have the same success rate as a well-deployed dead ringer cloak
I mean, you can't see the little speech bubble in the corner
unless you get a kill the cooldown gets reduced?
I don't think it's tied to kills at all.
I think it's 10 seconds by default?
decalfrequency is the cvar that controls it.
bruh my tf2 just closed without a crash message or any signs of what caused the crash in event viewer when I was playing on a shady server

(REUPLOAD. I had intended for the original video to be in 4K, but due to time constraints and bad luck, I could only render it as 1080p. I've decided to release a 4K version now since it's been a few months.)
Sometimes it's best to stop and think. This demoknight doesn't think so.
Huge thanks to Lolripk for his on going support, CallMeGreen fo...
this video is never not funny to me
i swear to god source engine
so one of the payload rail props
is 256hu
except its actually a little under 255
so i say to myself "let me just extend it in blender"
so i do so
and because of floating point precision i go a little under 256
because i figured that a modelling software like blender will have a higher precision than source
AND YET SOMEHOW ITS LONGER THAN 256????

damn
anyway i'm just about to open up the smd files in a hex editor to try and fix this myself
bruh smd
stores vertex data in plaintext???
like????
that was actually quicker than doing it in blender LMAO
literally just find and replace 127.452888 with 128.000000
considering the weird jump from below 256 to over it, I assume this is just an issue with the exporter i use
which in most cases wouldn't matter but because i need this to be precise it does matter
engi needs another walter white hat
maybe his hair ||after he flees to new hampshire||
chaos
ive seen that video, its so odd
Yeah, it makes no sense
he actually gets the reasoning behind facestabs correct but then proceeds to ruin it with that awful balance proposal anyways
whenever i hear the prospect of reducing the stab radius i die inside, they already tried doing that in '09 and it didnt work
it doesnt actually get rid of "facestabs" it just nerfs normal backstabs and nothing else
reminds me of when pyro was a windmill group dps monster and instead of making the flamethrower narrower or like harder to aim they just added a ramp up mechanic that destroyed whatever combat ability the flamethrower has had in years
while not addressing the windmill shit
pyro and spy are tf2s schrodinger's class balance discussions
*pyro and spy are
tf2s schrodinger's class
balance discussions*
i think they did their best with backstabs
melee is already kinda funky and having instakills based on targeting someone's back probably makes it worse
yeah i think this is the best well get for the time the game cane out
unless theres ways to improve it that i dont know, and obviously the default network settings should be better
but i dont feel like i get trickstabbed pretty much ever, you can definitely avoid them consistently, nor do i feel like im getting an undeserved kill when i land one tbh
class has an instant kill melee mechanic, should be common sense to not try your luck with melee range even if the connection is clean
Whenever i get trickstabbed, it was actually a facestab 
i think someone said one day that tf2 gamers tend to be upset at close range sniper kills because they're like, entitled to a sniper pick
maybe it's the same with spy and all that anger is focused on trickstabs
it definitely seems like some sort of twisted entitlement to a kill you havent got yet
like "im a pyro and hes a spy, i deserve the kill just cause"
Be efficient, be polite, and be entitled to kill everyone you meet
most brutal facestabs are back pedal ones anyways, no matter how small the stab radius is, those r gonna happen still
I think a lot of people are playing on WiFi, which is just going to make networking even worse.
i guess spy is easy enough to kill that being trickstabbed can be frustrating at least
aka poor man's vr aka why do the mercs move their head so much
this is NOT the same as cl_first_person_uses_world_model 1 please stop commenting about this
https://github.com/Mikusch/vscripts/blob/master/virtualreality.nut
I love Waltuh
Walter white's middle name is Hartwell
Hartwell is also a town in Georgia
Both Georgia and Texas are southern
And engineer got a breaking bad hat
Coincidence
I think not
also both take place in new mexico
Isn't there a real Walter White in Georgia?
Anyone remember when there used to be someone named Gay Bowser?
I'm pretty sure there's always a gay Bowser somewhere.
i wish that spy could get a heisenberg hat of his own
id rock that with the enforcer
it feels like all tf2 servers have sprays disabled nowadays
well, to be fair, nobody wants to see, yknow...
actually this is too nsfw i think
yea
instant regret post
đ
doesn't this already exist with that one funny cvar 
that's for the admins to deal with
enlightened tf2 visual fix pack user
They added WHAT Warpaint in TF2?
(also this video is just meant to be a joke, don't go attacking others because of it. thanks.)
cool!
zesty wants something to be angry at
i guess i can agree with him that the workshop has been nosediving in terms of quality at times but this is a dumb stretch
TF2 x CSGO crossover. Played on https://redsun.tf/ servers.
Map download: https://steamcommunity.com/sharedfiles/filedetails/?id=2942103642
vore is based
not cringe at all
https://youtu.be/CRtzgCewd3c @summer steeple @potent wolf guess what
An exploit that allows you to have infinite MVM Credits. Again. Works on Mann Up.
My Team Fortress 2 Server - 31.186.251.170:27015
(Custom RTD, CLASS WARS mode)
TF2 Hud - toonhud
Music:
Kevin MacLeod - Quirky Dog;
TC: NYC Theme (Vengeance)
Sneaky business;
Special thanks to:
Thumbnail by dassie_bussie
Outro by - Ninja Cookie
https://www.youtu...
yep
seems like this one is a sv_pure mistake (at least i think it is)
*seems like this one is
a sv_pure mistake (at
least i think it is)*
this takes so long for it to actually have enough to max everything that you could be kicked for idling while attempting.
it'd prolly work better with a team of friends that are also doing the same thing.
Workshop has always been like this, nothing new. Just make sure to steer new creators in the right direction and leave the ones that are unwilling to learn.
Because most bad submissions are newbies who don't understand the texture styling of the game and color theory.
I wouldn't blame em, there's no good resource on how to accurately mimic VALVe's texturing style for Team Fortress 2 (the only resource on how to do so is from 2008-9)
someone needs to make an all class t shirt of the mercs have an orgy
*someone needs to make
an all class t shirt of the
mercs have an orgy*
that'll get added during the sex update
i think they've waited long enough to add the madcap
be the change you want to see in the world
i am having a mental breakdown
fucking
the payload cart tracks
are so bad
they are literally impossible to line up
they aren't the length they claim they are, the angles they claim they are, and even if they are it just doesn't line up because of how hammer works
the ONLY ones that work ok are straight lines, 90 degree angles, and S-curves
22.5 degree, 45 degree, NONE OF THEM WORK
no fucking wonder most payload maps are just like straight lines
I'm not sure if its even possible to make angled track props which would work
i give up trying to fuck with these tracks
perhaps one day h++ will get a tileset system similar to source 2
but until then payload tracks will suck ass
make a brush-based track
i was going to say "i'd rather die" but honestly like
because props are oriented via the origin of the prop
but brushes are via the corners
that legitimately might be better for curves like this
use ow2 tracks 
i'd rather die 
@kind falcon can i change tge files from the hack that you gave me
To make it so players are neon red and blue
Instead of green and pink?
yes there are other colors
although youll have to go through the files to change the color
in vmts
đ
i dont know . i downloaded it from [name] and the original post is from 2014
probably
vtf edit
true
I made it
I just changed the colors from green.vtf and purple.vtf
Using paint.net
that works
though there are missing textures on heavies bodyâ and someoneâs head
đ
texture quality setting may be too high
this is what my game looks like btw https://cdn.discordapp.com/attachments/1001066550335385671/1081921200017637486/MedalTVTeamFortress220230305091740.mp4
Congratulations! Your tf2 is blue
đ¤ˇââď¸
and red
Da ba dee
your mom
Da ba DIE
Literally the second verse
do you
why no lodtweak
also whatâs up with your fps puddin why so low
Mom doesn't narrow it down enough
no idea
yesterday it was 200-500
New tf2 perf fixes
They make your fps 1
althought my monitor hz is 60 playing with bellow 200 is very unsettling
My fps doesn't go above 120 afaik but it's enough
If I were to take csgo seriously again I'd beg for 144 hz and 300 fps at minimum
However, I would also want a 1440p display to start with
Because I play at high enough fov where I'm shooting pixels
Pros compensate by having their eyes glued to the monitor
While I am literally 1m away from my monitor as of now.
This made me learn that I would rather play with 60 fov rather 120 fov
107
75 is as far as tf2 min fov goes
posting my clips in tf2 discord servers is so good
the reactions always make my day
you should start playing at 640x480
bro's really playing quake 3 cpma in the source engine
it's so low quality it probably counts as a cheat
it was intended to be used as a cheat, yes
the player models
not really
in tournaments you can just disable it with sv_pure
it's as much of a cheat as the green overheal particle mod
if you used this mod pre 2015 it would show models through walls!
it still does but only in loadouts

i mean you can not really say it's a cheat
when it's clearly broken
and can be turned off with a console command
â
this is so funny
tf2 fans feeling offended on valve's behalf because players have to resort to configs due to valve's revolving door development style is certainly a thing
I mean the neon playermodels and flat textures save practically no fps
I just like how the look
fair enuff
reminds me of people complaining about the AIs that converted videos to 60fps
they both have a point
one is desecration of artistic intent, the other is optimizing the art out of a game
AI smoothed animation is ugly
the game is faster and more readable but ugly
however, don't let art snobs tell you that you can't appreciate gameplay as a form of art.
which tf2 totally achieves.
putting emphasis on gameplay above anything else is a noble goal at this point.
i am going to play tf2 on a 1994 monitor
I would rather you have play a comically stripped version of tf2 that is optimized, glitch free and feature rich.
that is what is emphasizing gameplay.
I want neotokyo to become popular again.
But the game has been bogged down by its faults to the point of having playerbase the size of 0.
it can only be resurrected with a remake.
Brb off to my grandparents house to get their crt computer monitor
what's the cvar that disables hud completely?
cl_drawhud?
what the morb
does it also happen with stickies?
only with the wrap assassin
stickies don't stick to func_brush
however, in csgo bump mines do
what about the other brushes
i think there are gameplay implications that should be considered before fixing the bug for func_door and func_tracktrain
also wtf
WTF
vgui moment
Cheater
because you posted that video?
because neon playermodels are considered cheating in there
bruh can you even use that on UT servers?
i swear i always hear bad things about their moderators on that discord
But how did they find out
mambo got banned for "talking about femboys in the wrong channel"
I posted a clip
Heh
wasn't even me playing on their servers
pudding you are no longer permitted on the official mastercomfig tf2 server
Dw i already got banned from there once
banned for being cringe
adanhuadhaudwhbuabdaD
Superhot sequel looking good.
da ba dee da ba die
can i downloadt his vscript
yeah where do i download the tf2 vscript for that
Need an SFM short with demo going guns blazing
has anybody seen this guy in game before
I was matched into a dustbowl game with him twice and he had EXTREMELY sussy snap-aim as heavy (like to the point he was instantly snapping to people behind him) and then he went sniper
I recorded a demo of the entire thing only to realize you cant change POVs in normal demo recordings
and he has tour completion medals from both potato.tf and moonlight.tf which is a bit concerning
Depends idf he's american, european, african, asian, oceanic or australian.
I only play on european casual servers.
Sussy vent
it fell off
into the abyss
ragdolled under the map lmao
IT ACTUALLY DID WTF
bro the movement of it literally looks like i gave it a push in like blender and then did a physics sim
@unborn pecan you need to
this
don't worry i did it
Appreciated
thanks fiend
#patch-pack message
Welp
feeling masochistic
took me 45 minutes to get in, i think this sums up how it went
hopefully there wasn't any swastika objectors
dude on the other team got mad that his team wasn't protecting him as medic and started throwing
How were the bots? 
as soon as he got AFK kicked everyone started leaving
the bots were actually like harder to fight
because without a team of non-bots it becomes like zombie mode
so you get swarmed by like 5 bots with inhuman aim
also valve didn't even disable bots taunting after kill in comp
which is like
hilarious
valve moment
good
what silly rule is there that can get me banned apart from those mentioned above
Once i got banned from jokingly saying "it had to be a white person"
No
You are my favorite discord member too
good. now we
add some cheese to that!
Yeah even tho i am pale white which is kind of funny
Can anyone check something real quick for me? Does the sound demoman.painsevere05 or 06 or 07 exist ingame?
and medic.go05?
medic_go05 does exist but the demomen ones don't
los los?
los los!
isn't that spanish?
technically yes, but it's german
hm yeah apparently it is used in german
It's literally just "Go Go!"
no wonder there's a bot called "Los los los!"
Is this loss?
is my game_sounds_vo.txt just really out of date?
"Medic.Go04"
{
"channel" "CHAN_VOICE"
"volume" "0.820"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_95dB"
"wave" "vo/medic_Go04.mp3"
}
"Medic.GoodJob01"
{
"channel" "CHAN_VOICE"
"volume" "0.820"
"pitch" "PITCH_NORM"
"soundlevel" "SNDLVL_95dB"
"wave" "vo/medic_GoodJob01.mp3"
}
I can't seem to find it actually get defined anywhere
pay attention, I think Medic says this when doing the ambulance taunt
oh well that just means the taunt author repurposed it
but yeah, it probably wasn't used for its original purpose
I know how los los los sounds like
anyways, I just steamrolled a lotta bots in TF2
vaccinator forever
To me it's iconic
Y'know what?
what if they make a Botkiller Vaccinator
I mean, vacc is good in mvm, and it literally can steamroll real bots
||All mediguns are good in mvm||
impossible
Honestly i would really like if they replaced botkiller drops with festivizer type attachments
If only
strafe aim
if you strafe aim you will most likely hit your stuff more often vs just aiming and constantly adjusting your aim to hit things
or just get a graphic tablet with mouse emulation and use that to aim in tf2 
i'll try that
well uhm... its hard to say but just dodge
Damage output?
thats the thing with strafe aiming
like, every time I play as pyro I deal so little damage
*like, every time
I play as pyro I deal
so little damage*
and, I lost a round bc I kept dying, and now TF2 had to crash
seems like God wants to give me a 3rd finger before I go to bed
I guess I can only play scout in 2fort
like, I guess I can contribute a lot of my deaths in TF2 to "oh? you're chasing down the guy who's already losing? Here, now he gets 3 teammates to save his sorry ass, because fuck you!"
and scout's poor hp pool only makes that worse
scout has mobility
he is fast and deals burst damage
use your enviroment to your advantage
try to retreat into corners to cut sightlines with enemies that you can't deal with
scorch + phlog
i unironically bought a tablet to play shooters with it
appearently 266Hz or 266 RPS was the max i could find
i never noticed the difference
i play at a 12 year old monitor which overclocks to 75hz maybe thats why
if you jump from 250hz to 1000hz you will see the difference
i didnt
should get a crt instead
some can tell and see and some can't
well unironically, a CRT has faster reaction vs LCD
what do you pay for kwh

and if i recall correctly a CRT uses like 160-260 watts
i could be wrong tho
LCD's use 20-100 watt
most LCD's these days use 24-ish
if gaming is concerned
literally 10 times what we pay round here
love my country ..
yikes
mouse is bad, its just that everything else is worse
yes
but, in theory a graphic tablet used as a mouse can be beneficial
And i will waste my money to test that theory
are you talking osu-style?
the reason it works well for osu is that its all linear and every point is equidistant in terms of tablet movement. It doesnt matter if you move an inch near the center of the screen or near the edge, it'll result in the same number of pixels moved. Likewise, if you move two inches instead of 1 inch, it'll be exactly twice the number of pixels moved
That doesn't hold true in 3d, because now things are based on angular differences rather than pixel differences -- you're looking at a rectangular cutout of a sphere rather than a flat rectangle, and movements near the center will result in different movements near the edge of the screen, or movements that are twice as big won't result in exactly twice as many pixels moved. The entire concept of "how much pixels you move" doesn't even really work anymore, because it changes depending on where you look on your monitor.
This is assuming that you run the tablet in mouse mode. If you keep it in tablet mode then the game doesn't know what to do with it and will just spin everywhere (because tablet mode works by saying "now the mouse is pointing at this pixel coordinate" while the game uses the difference in the current pixel coordinate from the center to tell how much your mouse moved. It's kinda like a controller joystick, just impossibly fast unless you make your sens extremely slow).
yes i have actually had that happen to me lmao
even tho i used mouse mode
and im still gonna try it, as i got motivated by that one guy using a drawing tablet for csgo, and by the looks of it, it may be beneficial
but hard
(ofc with mouse emulation haha)
that said I do think there's some stuff that could be done to make it better -- like maybe make a hybrid mode where it acts like a tablet for the first mouse event in a while (for picking up the pen) and then use mouse mode afterwards so it doesnt spin out ingame -- but afaik that hasnt been done before
yeah my limited experience is that mouse mode is fine, but not spectacular. Like the pen has the benefit of only being like <20g or something so if you like ultralight mice then you have that, but i think the main benefit of tablets are tablet mode and thats ultimately only feasible for 2d games
yee
aside from being lighter, which doesn't really impact me, is that the pen is a pen
a mouse is "bulky" if you get what i mean
not weightwise
and well for the hybrid mode, i do would find that intresting
but you know how it goes
most manufacturers aint gonna spend their 5⏠to tell that dev to implement something only a handfull ppl would use
may*
and i did try to play with steam controller and the gyro mode for aiming
it was VERY intresting
there are those custom tablet drivers that might be able to add it
*there are those custom
tablet drivers that might be
able to add it*
update: got a demo/replay of him
playback is kinda buggy from the conversion in demo to replay
big shoe
my first attempt at an MVM blimp
still need to fine tune the pathing and collision
digital directive ptsd flashbacks.

imo the big problem with DD blimps were that they were always too far from the action
so the blimp was already at the hatch before anybody even knew what was doing on
how exactly are you doing this, cause i've been trying to make a big bot for a different project via vscript and the collision just sucks ass for it
I use rafmod/sigmod for the blimp itself and pathing, and then point templates for the general collision
autoblimpcollision
{
logic_relay
{
"onspawn" "scalecounter,setvalue,1.3,0,-1"
"onspawn" "!parent,$getkey$skin,blimp|skin|0,0,-1"
"onspawn" "!parent,addoutput,onuser4 @c@!self:fireuser1::0:-1,0.01,-1"
"onspawn" "!parent,$getprop$m_flModelScale,scalecounter|multiply|1,0.01,-1"
"onspawn" "!parent,$getprop$m_flModelScale,blimp|$setprop$m_flModelScale|1,0.01,-1"
"onspawn" "scalecounter,getvalue,,0.02,-1"
}
math_counter
{
"targetname" "scalecounter"
"ongetvalue" "!parent,$setprop$m_flModelScale,,0,-1"
}
prop_dynamic
{
"targetname" "blimp"
"model" "models/bots/boss_bot/boss_blimp.mdl"
"defaultanim" "movement"
"onuser1" "!self,setanimation,deploy,0,-1"
"onuser1" "!self,setplaybackrate,0,8,-1"
}
}```
hm interesting, i've been trying to do stuff without requiring stuff to be added to the map if possible, for general use which is why i was asking about collision
its a shame that rotating objects just suck complete and utter ass in source
yeah rafmod lets you add external point templates
a lot of the custom stuff potato does is built off point templates and such
ugh i really don't want to add any prerequisites for a server outside of vscript
since i'm not working on mvm
altho i guess it is mvm adjacent
iirc raf made a version of his mod that doesnt require mvm
just in general i mean
o
ideally i want everything to be packed into the map
altho vscript limitations rn kinda suck ass
at least for what i'm doing
yea ppl are still learning vscript over at potato so perhaps in the future we might get vscript blimps
someone is porting reverse mvm to vscript atm
there's reverse mvm?
ye, was our summer 2022 event
oh right that
might end up looking at how that vscript port turns out since i've been trying to make raid mode in vscript
which is similar
but i've been kind of avoiding MVM logic due to how hardcoded it is to check for specific teams
yea its a bit funky innit
yeah its a big roadblock
since mvm is the only way to use popfiles, and vscript has no access to pop stuff at all rn, i'm honestly considering writing a program to convert popfiles to vscript
for real.
I made this path with the intent that although it starts far away, it will eventually converge with the rest of the team at front
so more savvy players can get a head start on damaging it, but it wont completely blindside players
@mystic turtle I wouldnât over rely on strafe aim tbh. It makes your movement pattern pretty rhythmic and predictable unless you hold the timing of your shots to a detrimental extent. Also better scouts will know various ways of countering various types of aim habits, like mirroring movement to avoid strafe aim.
Itâs good to throw in among other things, as it can massively help secure a meat shot. But if youâre going to have good movement + good aim, thereâs no way of avoiding learning to aim and move separately.
Iâd say most common mistake I see a lot of scouts make in 1v1s is thinking wayyyy too much about movement. Often times youâll get in a scout 1v1, realize itâs a person who over-focuses on movement, hold your fire and move erratically, then after they burn 6 shots you have 6 shots to just stand still and roll them.
If you slow your strafe pattern down enough to where you can land 60-70% acc, then speed it up as your aim improves, youâll fare much better than MGE-movement habit scouts. Also thereâs high level scouts who have slow movement patterns, itâs not a disadvantage if you do it smart, just like quick strafing, you canât just A-D-A-D, you need to do things like A-A-D-A-S-D-etc.
well for starters it should be good enough
my take was on giving him an idea
what comes next is left to engi
hey, I get this
like, you're not supposed to ADADADADAD
street fighter taught me that you have to throw off your opponent
make them expect something when you have a totally different mixup
that's why the double jump is important
someone wise once said, changing your movement doesn't really change your movement
at least not instantly
your brain and your fingers will adapt to however it flows
Double jump is useful in moderation. You canât change direction as freely in the air (especially after your second jump) so if you use it at the wrong time youâre fucked if someone knows how to predict air strafes. I think the best use of it is while reloading.
Also biggest tip for fighting soldiers is probably donât ALWAYS double jump, so many soldiers will wait for a double jump before even shooting that you can a lot of times throw them off NOT double jumping.
Itâs definitely a good tool to have as it can totally negate splash. But if you canât totally negate it then it isnât necessarily worth double jumping 100% of the time.
I like scout. Heâs so mechanically simple that he has a lot of depth in the amount of nuance that comes in his movement / aiming. It takes time to learn and frankly you can probably be 98% effective with just âmove fast - shoot goodâ. But that last 2% is really interesting IMO
I wonder
how many raycasts does vvis actually do
because surely raycasts aren't that expensive, but vvis takes long enough that i feel like it must be in the millions
regeret
I looked at vvis code
i knew this would hurt my brain but i still did it
aghahagaghagh
started work on optimization of a map
i did an early pass of one small corner of the map
and it already made the compile time skyrocket
7 minutes for vvis now...
but with the other side, and with more, i worry that will just keep going up
that was 7 minutes after i set the priority of vvis to high so it could use all my CPU too
whoever made this building in viaduct i am very upset with
you are optimizating viaduct?
yeah
for a little bit there i toyed around with making that building solid brush, or just making one of its walls solid brush, but i decided that its a lot of trouble for little to no benefit
if that building didn't have literally like 3 different openings on each side
it would be fine
but it has fucking windows for days
why
because it's unoptimal
but doesn't product already exists
if thats you're reasoning, mine is that i want a version of these maps to exist for potential inclusion by valve
aka, no gameplay changes aside from bug fixes
the goal is to be invisible in 99% of places
@summer steeple what if this barrel was red
what if that barrel wasn't there at all
đŻ
what if it was an explosive barrel
like this?
no not quite
what about this
hm a bit closer maybe
this is my final attempt
you just did
It's cool that he reached me out so he could use his bigger plataform to show my funny joke to everyone
damn making that building a func_detail again dropped the vvis time to like 4 minutes
vbsp sure, but vvis... you'd be surprised
I know i'm pushing the engine a bit with what i'm doing but vvis times over 10 minutes are surprisingly common with how open some tf2 maps are
I find that with the changes to vrad, vvis times often overtakes compile time, at the very least for one lighting pass
if your maps are open, you can do a lot to manually manage vis afaik
yeah
i haven't done any yet
honestly i'm not the biggest fan of visclusters since it just seems a bit too variable on where vbsp decides to cut
actually thats not true, I did add 2 visclusters, one of which i removed because i determined that it was too small to matter and was detrimental, and the other which is in the competitive podium room, which of course doesn't need any vis calculations since its just a static camera angle
altho i guess tbh i'm not a big fan of most of source's optimization tools
areaportals are neat but always find a way to piss me off somehow
anyway for the most part i'd like to wait on visclusters until after i mostly finalize hints
i still kinda just can't shake this feeling that vvis could be faster but its way too complicated for my tiny brain to comprehend
maybe if i figure out a good way to compare assembly code to see if a change i make causes less operations or not
fentanyl
WAIT YOU'RE THE PERSON THAT DID OPTIMIZED SAWMILL
I KNEW I RECOGNIZED YOU FROM SOMEWHERE WHEN I JOINED THIS SERVER
GOOD MAP
too bad
why're bots coming back
why not?
I honestly kinda disagree, not super proud of it since I threw mapper ease of editing out the window for the sake of better performance at all costs
thinking at some point of redoing it from scratch and not doing some of the more asinine edits that made editing harder
I felt a little sillier today
thats understandable
You mean cheat bots? They never left
well yeah but its been awhile where ive gotten empty servers with nothing but bots
Well itâs not empty then is it :)
oh no we now have puddinghook alongside fiendhook
ah gotcha. I wouldn't know because I don't make maps I just know it runs very smoothly and there's no visible differences so that's all I was looking for lol
i wouldn't say very smoothly, but definitely better
man
occluders
why do they suck lol
I had always wondered how much it mattered that comfig limited it to 2 occluders minimum, and disabled them any further ones if they took up less than 70% of the screen
and the answer is: a lot
at this spot right here (on my version of viaduct, not stock, altho there's only minor differences) occlusion off altogether gets me ~2.7ms frametime, with comfig defaults, its ~2.55ms, with default settings, its inconsistent and sometimes drops to high 2.6ms, but usually is higher than occlusion being off altogether!
these results are according to vprof, which i don't know how accurate it is
the actual occlusion system seems to cause diminishing cost with every occluder added, with comfig defaults here its like .11ms spent on occluders, and with all its like .18, but it seems like at least in this case, the amount of stuff thats occluded just isn't enough to offset the cost of the occluders
with only 1 occluder its still ~.1ms
fucked up
i wonder if it'd be worth it to add my own occluder settings to the map for users without comfig
probably
because that way I can have a bunch of occluders everywhere and then not really need to worry about the cost
ugh but the map can't control minimum occluders visible
@left sand out of curiosity, without being able to set r_occludermincount, what do you think would be a good value for r_occluderminarea? I'm thinking somewhere around 40-50 but wanted to get your opinion since you know more about the engine than i do
BIG NEWS! the TF2 voice actors are signing new and amazing TF2 artwork! (signed live)
Also this year, there wont just be a QnA I'm actually going to travel to america to make some seeecret content with them. :O
(GRAB A POSTER BEFORE THEY SELL OUT)
https://t.co/VroxxRZN1h
136
crash is good at this.
I'm gonna play a pug for the first time in months
I've been killed by a bush
This is so freakin' epic
best map of the year so far https://steamcommunity.com/sharedfiles/filedetails/?id=2941994647
proof?
no.
huntsman if it was cool as shit
yoo
hacker
why use this when you can hack on a listen server
smh my head
slam dunk
servers with sv_pure 0:
No NONONONONO WAIT WAIT WAIT
NO WAIT
NOOO
no
yes
no
After many many months of working hard on this and many delays due to IRL reasons, I have finally made it. Hope it was worth the wait.
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Credits:
@BrickiestBrick - For allowing m...
can't watch rn but the answer is just "no" isn't it
no it's great and perfect 
lmao
the sandman is literally a deity with control over at least two dimensions
Doesn't work lol
this video will be accurate in 3 months hopefully
is there any reason to expect balance changes or is this just pure optimism (which I respect)
finally
fixed the sandman being erroneously available outside of medieval mode
fixed the sandman being obtainable by weapon drops or achievements; must now be purchased for $4.99
Not a balance change but a bug fix.
what bug is there with the sandman beyond just having shit stats (again, didn't watch yet)
The only thing holding it back at that point would be the health penalty, but at least its one benefit would work.
oh my god please don't fix the bypassable slow effect what are you doing
now people are gonna actually use the natascha I'm so fucked
literally just instant death as scout
It's not instant death.
đ
natascha buff:
- instant kills any scouts hit
I don't see a change
Just abuse the Mad Milk and FaN like a good Scout.
I don't see how the mad milk is related and that would require that I actually use the force a nature
Mad Milk and FaN make fighting Heavies trivially simple.
how do I get in meatshot range when I've been glued to the floor
The fix does not glue you to the floor.
theres 2 components to the stunned movement which allow it to be bypassed
one is strafing which is a staple of Source movement and will not be changed. There's already a base movement slow in the game. stunned movement is a separate slow which affects control, not movement speed (though lack of control correlates to a slower direct move speed)
because it affects control, things which move you beyond direct control (like strafing) will not be affected. you can still strafe/wiggle to boost your speed, similar to air strafing or bunny hopping
stunned movement is NOT a move speed cap
now, what I have actually fixed is stunned movement being instantly negated by 41.4% if you move diagonally
if you are pressing 2 movement keys in opposite directions, like W and D, then instantly you subtract 41.4% of the stunned movement effect
this means every stun movement amount below 41.4% is ZERO whenever you hold 2 keys down
they make fighting everything else less than trivial
and a 60% stunned movement is actually a 18.6% slow
The same could be said about Natascha when it doesn't help much in matchups with Soldier and Demoman.
why did they go this route
You equip situationally.
so unnecessarily convoluted
because there's 2 movement slows, they do different things
one affects control, one affects speed
And Mad Milk is a ridiculous boon in most engagements.
anyways, doing this straight fix (essentially increasing every slow by up to 41.4%) is super disruptive to gameplay
I mean yeah mad milk is a top 3 unlock in the game so it's a little unfair to say "just use that" when any interaction is brought up
so, I have developed a system to grant near legacy behavior
I am reading mcoms btw I'm just waiting until she's done to respond :P
it adjusts the stun amount scaling to be consistent across the board, no matter what keys you are pressing, and scales linearly from 0 to 100% slow, in a way which is closer to the old effective slow than it is to the full fixed slow
this means a few things get buffed for the case of the victim:
air strafing during a slow no longer punishes you, since the slow is consistent even if you are pressing one key
across the board, the slow is less in the case of pressing one movement key, and it's more intuitive to the user.
of course most people will have been using 2 movement keys in regular play, so it's a nerf, but that's why i have leaned the scaling more to the old slow effective amount rather than the other way around
for the user, it means a few things:
slows under 41.4% get applied now for diagonal movement, increasing the effective range of the natascha and greatly increasing the potency of slows that were near this threshold, like the bonk and sandman
it also means that slows are slightly higher for diagonal movement than they were, so the weapon is more effective
there is 1 exception we have applied to this new scaling
which is demoknight charges, which receives the full slow because this is what he was affected by before and critically a natascha slow was enough to end his charge before
in conclusion, i have taken care to make sure this bug fix is beneficial to everyone involved, by being more consistent, not disruptive, and more useful while still being fair
I'm not disagreeing that this is a better way for it to work if the goal is to have a functional slow effect (and I appreciate that you didn't just fix the bug and call it a day, and instead properly adjusted the scaling). what I'm saying is just that I preferred these weapons being dysfunctional because slow effects aren't fun to fight. I'd rather a couple weapons be trash than have to actually deal with someone else taking control of my character away
in practice, the slow effect is extremely fair and doesn't punish the user except when youd die anyway to minigun DPS
(not that you shouldn't have fixed them obviously it's just unfortunate that the end result is less fun for me personally)
in fact, it benefits you in a lot of cases because the slow is consistent and less
because if you were pressing A before in a fight, youd get the full slow
now you get less
you're just thinking about it on paper. it's probably better in a single interaction sure but by making the gun more consistent for the user, more people will use it
consistent for both the victim and user
and no this isn't on paper
this is based on real testing over the course of a week
right yes I'm just specifically saying user because it has to do with my point
so you're saying fixing the Natascha is a "notice me" change?
what I mean by "on paper" is "in a given interaction how does it feel", because it's not accounting for the frequency of interactions, which will likely increase
He doesn't want more people using a weapon he doesn't find fun to play against.
I don't know what this means but probably not?
it's literally this yes. I'm saying it's an objectively good change that is a subjective net negative to me personally that's all
Most people don't realize Natascha is bugged in the first place.
you're saying because the Natascha gets a change, people will notice it and start to use it
oh then yeah
They use it to counter Scouts and think it's working.
I can get that, but in just simulating this meta environment in actual play, we saw that people did in fact use the Natascha more often when the raw fix was applied
I have serious doubts this will change equip rates beyond the first week of the patch's release.
however, with the scaled fix, usage rates dropped off shortly after initial testing
because they just tested it, saw it was consistent but underwhelming
and then switched back to another class
or used a higher DPS minigun
I suppose that makes sense, it's still not great even with the fix
it's OP with the raw fix
with the scaled fix it's basically no different in terms of power level
but just more consistent
this is mathematically based upon movement patterns and averages
right
i think if the problem is that natascha slow is bull when the slow is implemented correctly and reasonably, the problem is the natascha, not that the slow implementation can't be negated
well either way I'm glad you didn't just do the raw fix lol. thanks for approaching it with balance in mind
I mean yes but she can't just change the natascha stats
the fact is they tuned those balance values with the bugged behavior in mind
it is one of the worst designs in the game but all she can do is bug fix
the other problem is the extremely important case of slowing a demoknight enough to cancel his charge
just because a 60% slow is bull doesn't mean a lower slow is also bull
like if the rocket launcher's damage falloff was bug fixed somehow and now did 500 damage
then you'd adjust the value to meet the fixed falloff
not say damage falloff is bull
just adding on to that
nah i get ya, i was just mentioning that as another thing to add to grapevine: if the concern is that you dont like the natascha slow when slows have a better implementation, the problem then is the natascha and not the implementation
a better implementation is worth having even if the thing isnt balanced the way you'd like because of it imo
i think if you adjust the implementation you can then go on to adjust the weapon afterwards to be the best it can
like setting up the foundation
I just think the other way around (or ideally, in unity) would be better
nothing can be done about that ofc
i mean you wouldn't catch me complaining if the natascha slow was reworked out entirely, but thats just me
I think fundamentally nothing should be "balanced" with unintuitive, unintended glitches.
Things should be clearly communicated to the player.
34 minutes to Highlander, and it's Steel week.
Fast Fourth vs squirtyay - RGL Invite HL S14 W7 - cp_steel | 3D3M vs thrembology - 6s S11 W6B @ 11 ET
And here we go.
I wonder how new natty will fair in MVM
one of my favorite uses for it was to bully sentry busters
Why would you run the unlock that has to reload to kill a heavy, to fight a heavy? Just run stock stock and 3 shot the heavy. Also if mad angry milk comes into play to kill a heavy, youâre taking too long and mad milk isnât going to save you.
shortstop and mad milk is the indented dened way
the best thing mad milk has against a heavy is how fat his hitbox is so it's very easy to recover health once you flank him
You just kill him too fast to need healing. If youâre getting hit enough to benefit from mad milk youâre doing it wrong
We should add âmad milkâ to monkey bot ignore list
I mean mad milk is good, but I just wouldnât waste it on a heavy
*I mean mad milk is
good, but I just wouldnât waste
it on a heavy*
i guess you could throw it at a heavy during a push and have everyone focus on his big slow frame
pyro should have mad milk to compliment phlog
I never said Scouts should need it, just that it's EZ insurance for a Heavy fight. And I mentioned the FaN because it's also easy to manhandle Heavies with by pushing them around and disrupting their shots. If Natascha is a problem for whatever reason, that should help. Cheese vs. cheese.
But Natascha or no, Scout vs. Heavy head-on without an ambush isn't the best idea anyway.
I mean yeah and the natascha lets a heavy force the scout into taking that fight
If you're close enough to a Heavy that you're being slowed that much, you'd die anyway.
You're out of position.
And Scout has way more control over engagement than Heavy does.
Honestly even if youâre not ambushing the heavy, if youâre close enough range it is nearly impossible to track a competent scout. Natasha with slow fix might change that, but with minigun thereâs no shot. I think in 10 seasons of highlander there was a single heavy that I couldnât long strafe around. Most others you can sorta just âtrackstabâ them to close the distance and then itâs over.
Iâd probably prefer to just jam my scattergun down their face than deal with juggling them. Plus that way if I somehow miss 50% of my shots I can still close out the kill
yeah the problem with the natascha is that it lets the heavy lock you into midrange, which is where you're at your worst against a heavy. at point blank he's not getting you
Yeh if you canât start the fight at your range itâs just not worth it. Doesnât necessarily have to mean the heavy doesnât see you till close range, but by the time shots are fired it needs to be at scout range or your screwed assuming the heavy is competent.
Knowing when to pass up on a fight is the biggest skill curve in the game IMO, especially on scout.
If you're getting that close you're probably taking a Heavy by surprise around a corner or something so you have the benefit of their latent reaction.
It doesn't lock you, you can still escape. It doesn't literally glue you to the floor and there's damage falloff. You just said Scout shouldn't be taking a Heavy at that range anyway, so that's just bad playing on the Scout's part. He's out of position.
Eh. A lot of times you can cut LOS and close distance using an obstacle. Heavies like being partially concealed to make them less of a massive target, so if they arenât careful you can use their cover against them. Most common example is probably the rocks on the hill on upward 1st-2nd.
Best scenario is catching them by surprise because then theyâre usually dead before they can rev. But even if they are aware of you, you can typically catch them in your range if theyâre too close to cover.
That would be their fault for sticking it out knowing you can gain an advantage like that. I know in comp self-preservation is secondary, but I'd nope out of there if I could predict that setup.
Yeh main thing is heavy is fat so he either unrevs to try and run or stays reved to try to defend himself. Scouts ideal job is to be opportunistic and catch people making mistakes. A heavy in a position like that will usually have their teammates to cover them, but if they get their too soon or stay too late you can swoop in and spank them.
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cool stuff
NEWS FLASH SPY CLOAK DEBUFF DURATION REDUCTION EXISTS
â˘ď¸
is it still possible to get this achievement by normal means?
this probably checks for distance and not stun duration
lmao what
yes?
why wouldn't it be possible
whats a max range hit anyway
When you hit the ball from maximum range. Hope this helps!
Literally me! Omg!
Whats the fire particle lifetime?
