#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 13 of 1
oh apparently its radar dishes
hm apparently the bug was specifically with the visuals of it rotating?
I still don't understand what about this is "client-side"
it was fun throughout


a
I looked into a vscript library for some math functions
bruh
well if my current plan doesn't work i can improve my code by using this instead
What are your thoughts on the BFB?
don't use it very much on account of im not very good with scout
*don't use it very
much on account of im not
very good with scout*
but it seems fine
I think its very funny that people think (or at least thought) that it displaced hitboxes
From what I've tried of it
It basically forces you to play flank scout
But at the same time, you have to disengage way earlier
Everything causes you to lose speed
Really
How'd they even think that
And even so much as a pyro's stray flames basically removes all your speed
I forget why
probably just faster character plus 0 lerp because nearly everyone who managed to spread bullshit about how the game worked used 0 lerp
Also, a Scout with max boost and a conch/disciplinary action buff is the fastest thing on the ground in TF2, right?
I say "on the ground" bc projectiles, trimping, and blast jumping are probably faster
I believe so?
Like, I looked up some stats, and I guess the best way to fix it up would be to make it a bit more difficult to drain the scout's boost with chip damage
You lose huge fractions of it by getting shot by heavies from across the map
Or getting burnt
I mean, sure, I get losing boost for running past a sentry or getting meatshot
But getting hit by stray sources of damage is only frustrating
i don't think it'd be that op if you only lost it on double jump but lost it completely
slightly unrelated, but I felt like checking
in MVM both a baby face scout with max movement speed, and an escape plan/conch soldier with max move speed both reach the speed cap of 520 hus
Full demoknight with max move speed and 4+ heads also reaches the cap
ironically, steak + gru with max movement speed actually makes you slower, cutting your speed down from 388 h/us to 310
but mcoms fixed this in one of her recent patches so would b cool to see
i forget, how much is max move speed medic with overdose at 100% charge?
i think its a bit faster than scout speed?
I hopped off for the night, but i think it would reach 520, or at the very least really close to it
Whip/disc would make it reach the cap then
Speaking of, hot hand should get the disciplinary stat 
Pyro is the supportive "offense" class after all, it would make sense
Hm, interesting
I'd differ tho, some boost loss from something other than double jumping would be necessary
The playstyle the BFB encourages is this hit-and-run flank scout that doesn't stay in extended engagements
Hence the smaller clip sizes of the weapons in the public enemy item set the BFB was introduced in
Taking away boost loss on damage might subvert that
Then again, it's fair either way, at least I don't have to lose my whole boost bc I fought a pyro and ate some afterburn
omg i just randomly thought of a sun on a stick change
On Deploy: Instantly Extinguish
Next melee attack is imbued with the damage of extinguished afterburn
100% critical hit vs burning players
-25% damage penalty
A melee weapon that gives an insta-extinguish as scout I would permanently switch to in a heartbeat
I'd imagine it'd need a cooldown on that ability, though
darwins though
hmm
eh, good point actually
like, absolutely ZERO complaints will be seen from me about not getting deleted as the scout class by afterburn
yeah and its not afterburn immunity either so you gotta run away first
I was just wondering if it'd be an ubersaw situation
ubersaw is worse than amputator
darwins is the meta and one of the worst designed weapons in the entire game
it isn't meta
because pyro isn't meta
cozy camper machina
cozy camper bargain
i'm talking about hl, yeah theres no world where anything else than the jarate is meta while it exists
but darwins is easily 2nd place
explain to me, realistically
when is a pyro challenging a sniper who can move around
gets rid of afterburn aimpunch
not a bad idea
how can pyro survive shooting a flare
why would the sniper let them get close enough, or live long enough to peek them
you don't actually need to peek with detonator because it explodes through walls and mid air
through walls? what?
like he should be
nuh uh
ashville and product are 2 examples that come to mind
you can easily set the sniper on fire without needing to actually peek
and also darwins was the most used secondary before it got banned on rgl iirc 😼
Puddin what do you mean by the detonator explodes through walls? Like, does it ignite people even if they're on the other side of a solid wall??
funny door
Or like, you don't need LOS to det it?
no like you can shoot without having los to the sniper
gotcha
do you like my funny door
thats a funny door
yeah it is
but you should get on the lamp
i love you btw you're hot
my guess is razorback?
like i understand that some weapons give you reduced max overheal
but afaik, that isn't a bug
it doesn't build at full rate
this is what I mean
does it build at full rate if they were damaged?
yes
i like how sniper is 🔴
my guess is for weapons like the GRU, where they reduce your max health, so you never technically reach "max" overheal because your max health is lower(?)
95% of the max overheal health
but it doesnt say that
gru is just a worse eviction notice
it says overheal penalties
yeah idk, what weapon applies overheal penalites other than razorback?
fists of steel
ah right
tf2 team considers it a bug
they didn't fix it on other weapons probably out of laziness
yeah but
i dont see how this bug exists anymore
or how it existed in the first place
FOS gives you full uber build speed
yeah ik
i see the bug now, it only considers overheal limit on the medigun
not the wearer
we don't need another spycicle /hj
also, this inverse axtinguisher sounds interesting
and as a bfb main, for better or for worse, this might help with preserving boost
you do not know how much I hate the Pyro v. Scout matchup with bfb when I can otherwise just meatshot and hope they don't use a stock flare on me
lmao fair enough
then again, I'm actually quite piqued by this
a temporary fix for getting fucked over for touching ONE flame particle while using the bfb
remember when darwin's was though
Great anothe weapon that is useless whenthere are no pyros
oh, unlocks are supposed to be useful all the time in every scenario, my b
i think we should keep the sun on a stick the same as it currently is to avoid this issue
Personally i think replacing boost loss on hit with 100% boost loss on double jump/no double jump at all is a fair tradeoff
Double jump is one of scout’s most important skills, and a mechanic that makes the scout have to consider it as a risk is pretty powerful
Less spammable dj’s make it harder to dodge for example
Isnt this how the sun stick -already- is?
It would at least make it more unique and interesting to use than diet axetinguisher for pyro
Although you could probably make it work with any debuff
Like bleed, milk etc
👏 make 👏 it 👏 a 👏 fire 👏 boston 👏 basher
But why are you usinging alternate scoreboard icons?👀
I think it’d be a fun mechanic if the wrap assassin could deal self damage. Because there’s extremely few occasions where you can manage to actually hit yourself with the bobble, but even if you do it doesn’t make you bleed, which makes that absurdly niche tech useless, aside from canceling crit heals and maybe getting an extra 2% from a buff.
Also I wouldn’t mind the bobble being slightly higher risk, assuming the fix it breaking on a gust of wind, making it bleed if you personally get hit by the splash could be interesting.
Stat card says on wearer
Let me take a guess, not a big fan of the theory of evolution aren't you?
Maybe make it so that if you pull it out to extinguish, you have to hit an enemy to release the absorbed fire damage boston basher style, if you holster it without hitting an enemy you would explode
it'd be too weak imo then
doomsex.mp4
Hoping i can find time over summer to learn vscript
Would be useful for my mvm drg overclocks mod
And no mvm missions have used vscript yet
you've seen this going on in the internet a lot probably, so here's one involving the gmod animation.
You can find the model on the workshop here:
https://steamcommunity.com/sharedfiles/filedetails/?id=2718379307
Character design created by fizzywattr
Model created by mochi
TF2 and its related assets and characters Belongs to Valve.
Other Add...
what goes through average turtle engi's head:
attachment issues
I would be too
engineer players having attachment issues is why his unlocks exist and that makes me a sad boy
cool doom mod
you have to hold it out for however long it would take to spot burning normally, else you get set on fire again for that amount of time 
ok so
where is flaming grappling hook
instead of instantly extinguish
it can't be "doom sex" without flaming grappling hook
then its only "doom"
while deployed, immune to afterburn
as in you take no damage
thats a better sound
ing
implementation of that i think
and it collects the afterburn as damage?
what about fire damage in general
while youre holding it and while youre taking fire damage you collect damage
while youre immune to afterburn you still take regular fire damage so you could like
risk taking some damage for extra melee damage but using the scattergun is probably always going to be better
Spycicle but scout
scout has no invis
We should do something about that
nunchucks for scout??
What
what
yknow
invis
ninja
stealthy
shuriken reskin for the cleaver
actually no just a throwable with like 8 ammo
deals low damage but the more times you hit someone in a row the more damage you deal
no sounds fucking stupid
starting to sound like a tf2 fan here
👩🦲
Why didn’t they steal the apple emoji design for bald people
So much better than the twemoji bald
hot take i think twemojis are the best emojis
this is the best emoji style
and i hate that its a twitter only thing 😭
everyone else's emojis are uckin ugly
Real
Apple’s are funny sometimes (bald people) but that’s about it
And the old 🥹 for twemoji was so much better
LOL
w h a t
its 😬
how
old samsung emojis have some bangers https://emojipedia.org/samsung/experience-8.5/smiling-face-with-sunglasses/ but also https://emojipedia.org/samsung/experience-8.5/face-with-rolling-eyes/
Emoji Meaning A yellow face with a broad, closed smile wearing black sunglasses, as if a pair of classic Wayfarers. Often used to convey the slang sense of cool. May also express a…
Wait it’s the :swagega; emote
Theres an unused attribute for that
Damage scales with accuracy
@summer steeple whats the payload entity called
its like 10 entities, which one
func_tracktrain i think is the big one, although teamtrain_watcher (or smth along those lines) handles movement
the actual model is just a physics prop thats constrained to the func_tracktrain
this is sick as hell wdym
doom 2016 quad damage in tf2??
still waiting for rumford to be added to the map pool 
Rumford and Sons
I'd guess the summer update is more July or August than May.
may 1st is the deadline
iirc usually its around 2 weeks after deadline?
at least for scream fortress and smissmas
Summer updates have traditionally been July/August, though.
You do if you want to receive any of the income from item sales
for cosmetics and skins, the author gets some percentage of the revenue from the sale of Keys, as well as SCM sales
for maps its map stamps
i have no idea how or if they will pay the creators of community fixes
because the workshop is just meant for actual backpack items
same
i guess the workshop wasn't designed for that kind of submissions
yeah its not
its actually kind of a problem, since people just reupload things like maps to the workshop and there's a distinct possibility that valve will just grab it without doing any research
there really should be a separate workshop section for just community made stuff rather than stuff with the intent of being added
Is the tf2 wiki down?
oh there we go it was just taking awhile
it's on and off for me today
@jagged pawn was it you 
probably responding to the gif i posted recently
I did not 😭
don't lie 
bruh
I had this thing working
it worked one time
and then it stopped
and i don't know why
it isn't working properly since yesterday
no no i had a thing working literally 10 minutes ago
*no no i had a
thing working literally
10 minutes ago*
but now it doesn't work
for some reason this func_rotating isn't accepting inputs from my entity
but it is accepting mine when i send them via the console
wait i think i figured it out???
I noticed that it stopped, even when it shouldn't when i manually did it
and it stops when it changes the speed
so i think i've fucked that up
yep that fixed it
bruh
dont you want to change the speed though
yeah
i'm gonna try and manually do it via netprops tho
because the ent input does it as a decimal between 0 and 1
so i figure
why not just set the netprop that has the actual hu speed
THIS VIDEO IS A RE-UPLOAD ON BEHALF OF Hey You AND THE TEAM!
I DID NOT CREATE THIS MAP! I only helped in a few small ways!
TF2 and Dinosaur bones! Finally a pair of things that can finally rival peanut butter and jelly! Set in a classic desert industrial environment, this 4-point payload map features geysers that blast you into the air, a muse...
zamn this looks cool
I actually didn't realize crash was working on extinction
unless he just uploaded the trailer
ah right
wow really impressive to see another ueakcrash original
I'm actually not sure if crash is working on any new maps rn
so anyway the issue is that I forget to convert the value of the speed i was setting to a string
because the input firing only accepts strings for values
I HAVE DONE IT
still needs some work
but i finally got it
rotating hitbox that works
massive win
is this the raid mode you were making awhile back
yeah
the first boss i want to make I would like to be long
like, physically
so i wanted a hitbox that could rotate
I also just realized that I have not thought about how the hitbox would move
but thats easier
because it turns out, this engine is pretty good at doing things that move
just not things that are rotating
func_rotating is the only one I could find that actually like... worked
the payload sort of works but its jank
and i couldn't get it to work when i was doing this
how'd you get it to work
ah
its actually not parented to the entity at all
its a bit desynced I think maybe? hopefully not a ton
I'm trying to use the function where it stops at the "start" location
*I'm trying to use
the function where it stops at
the "start" location*
and then i manually change the "start" location to where i want it 
I need to take another look into that input actually i'm not sure it works how i want it to
cash bot
on an unrelated note
I just played barnblitz pro
and i am honestly confused and baffled
there is maybe 1 or 2 changes on the entire map that I see as a clear and definite improvement
every single other change just seems worse or questionable
and i'm struggling to see the thought process behind the changes
like I was finding myself just angry at the map
because I saw a change and i just was confused as to why it was made
because I didn't see any utility for it
actual parts of the map which I felt could be improved seemed mostly untouched
Like i want to understand because maybe its just something i'm missing
like maybe its better for comp but worse for casual idk
they moved the first and second points like 10 feet further, which I don't understand the reasoning behind
this building is left completely untouched from what i could tell, aside from removing the turntable
I can only assume they wanted to make it so that holds here were less effective
but all that change accomplishes is that if red hasn't set up yet, blu basically skips this area
but if red has set up... nothing has changed
they removed reds first spawn and just made a confusing and long new shortcut from last to first that then closes off
pro versions of maps are just made by some person who named it pro
yeah i know
i hate all pro maps
*with viaduct and
badwater I can at least
see the thought process*
with this one, the only change that I see and say "ok I see the reasoning" is adding boxes here to let you prop jump up here
and closing off this chicken wire
pro map makers on their way to upload their apline version of a map someone spent months of hard work on
and not credit them in the workshop
this flank route right here is egregious tho
all it does is add a sightline into reds spawn, and let red snipers easily and safely start sniping people
like
also last is just so flat and open
it makes it so boring to play
also the prop fades on this map are kind of ridiculous
most props don't seem to fade out (or are unchanged from regular barnblitz)
*most props don't seem to
fade out (or are unchanged from
regular barnblitz)*
but some (including ones that probably SHOULD be seen) are faded out from not very far away
note that floating lamp
that fence just faded out
the OOB train never fades out
why bother
apparently the same people who did this made product???
well, one person on product isn't on barnblitz pr
but i'm just more confused now
because product has changes which have a clear and understandable utility
whether they're for better or for worse is up for debate, but i understand them
this person like made good maps too
i just... i don't get it
worth noting that earlier tonight I also played a pl map from 2009, which was a choke hell but I still could appreciate it for what it was
but this map just pissed me off to hell and back
idk if its because i know what barnblitz is and am critical of every change or what
pro maps don't try to change the visual style of the map challenge
man i like
I feel bad being critical of things
cause i know people worked on it
and I know they probably gave it at the very least a good amount of effort
and wanted it to be good
but i just
idk i don't get it
and tbh i do agree with coms that pro maps usually just suck
pro maps only makes a % of people happy basically
products changes are so small that i feel like there's basically no reason to run it
and barnblitz pro's changes are so weird that i also see no reason to run it
badwater pro... i don't even know what it changes outside of the spawns
if its just those then i see a definite improvement there and i could see why it would be run
idk i guess the point i'm trying to make is that the idea of pro maps are stupid
like if its just a small change then was it worth making or running, will it really matter at all
and if its a big change then also why, because at the point that you're making large changes like that i feel like your time would be better spent making a new map with the intent of being "good for comp"
like I can only assume that competitive players already were playing the map if there was a pro version made of it
so was it really that bad?
also, no offense, but competitive players in most games tend to be some of the most closed minded players i've ever seen
you'd think that in an attempt to be the best that they'd be great at adapting and learning new things
but it seems like usually they just get stuck doing the same thing over and over again
would the things these pro maps change even be a problem if these players adapted to them and changed?
if a player used one different weapon, or tried a different approach, would these issues even exist
like sure, people who spend large majorities of their time playing on these maps over and over again are sure to find rough spots on said maps
but are they an issue, or an annoyance
because those are two different things
an issue might not be annoying, and an annoying thing might not be an issue
example: the phlog
annoying, but not really an issue
havw you see shoutnic improved maps?
product remains the only good pro map
it's crazy how much basically one change adds
like I know there are smaller changes but we all know that the hallway is the big one
I do also like summercoast but that one was for sure stolen from the original creator and you can see him complaining about it in the comments so yikes
cp_orange_pro when
have you ever tried to play 6s on regular viaduct? It's... not fun
is product the one with the hallway?
Product adds the connector on concrete which makes flank possible to exist, which is very needed. Because otherwise whoever holds point is guaranteed to win unless your sniper is aimbotting. Other than that it fixes wrap assassin breaking on concrete’s stairs, and changes the panels on the bridge between the house (china) and the cliff.
For badwater_pro, it has been years since I played it, but some notable changes are the door by the first point that leads up to roof, is a 1 way / team specific door until they point is capped. Also the bridge over the cart track between 2nd and 3rd is opened up a bit, with a possible jump between the bridge and the 2nd floor of the building on 3rd. And spawns as you noted.
But yeh the comp community used to be pretty stingy about what pro maps got integrated since most only needed to do minor changes and for whatever reason mappers would try to completely rework stuff. But sometime in the past 1-2 years RGL decided to just use a pro map for almost everything and I honestly dont understand why.
I can't think of any pro map that's not an upgrade over stock.
Stock Swiftwater is even 95% the old Swiftwater Pro.
New flank into Barnblitz last on Pro is such a relief for getting in.
That's a goos point
I can only think of pro maps that don't change anything like lakeside pro
You should have seen the old upward_pro attempts.
Over the years lots of people tried to make upward_pro and added random shit to it instead of just fixing the Teleporter bug spot.
Granted I’m not familiar with the new upward_pro that is used by RGL. But I know the mapper that did a lot of work for RGL and assume they worked on that iteration.
One thing that always confuses me is pro versions of maps that were pro maps before being added to the game. Like process_pro?
what have you done i have no idea what the fuck im looking at
fiend has spent the past month trying to create collision on a custom bot
ohok
the source engine sucks ass for collision
so all of my previous attempts at making a collision hull that rotates would just cause it to clip into the player
I don't really have a lot of experience with other pro maps since I don't play highlander so I can't speak on those. but yeah product ruined viaduct for me, you can say it's small changes but they're so important to balance
what do you mean it ruined viaduct
like I hate viaduct now because it just makes me think about product
there's 2 ways of interpreting this and i disagree with both
what is product
even if product didn't exist viaduct would still be one of the worst maps in the entire game
pro-viaduct
like how do you manage
to make a koth map
without a single flank route
I am pretty sure
fair
That this is the only map without a flank route in the entire game
I don't really like KOTH in general
I can admit to being wrong about product
like viaduct is pretty rough, although i feel like there are better ways to go about a flank route than that tiny ass hallway
it's enough tho
like why change more if that makes the map good
I'd actually prefer pro maps make small-but-impactful changes like that rather than what problitz does
I mean more my point is that I don't like playing around that flank route
*I mean more my point
is that I don't like playing
around that flank route*
not because it exists, but just because of how tight it is
albeit, I haven't played it in 6s
same but it's not because i have a problem with the mode itself
i think none of the maps are really any good, at best reaching passable status and that's it
yeah that's the big problem with koth, and why competitive mainly relies on maps that aren't in casual
the casual koth map pool is genuinely bad
bagel never
valve I swear to fucking god we've had cauldron for years just do it
it's not like ctf where the mode is just not good
I'd argue that ctf could benefit from better maps too but yeah it's still just not a fun mode at its core
turbine just makes a bad mode worse
RD is just CTF but better but it can only do so much
at the very least ctf i think has way more trouble making maps that work with it
but anyway the fact that koth is built around like, kong king, lakeside, sawmill, suijin
that's not the mode's fault
suijin is an arena map converted to koth
mhm
like its not great for koth
the creators converted it to pd recently and I think it's fun for that
suijin has more frame problems than any map but people still like it somehow? even though besides those problems it's just not that fun as koth?
it's literally just because it's pretty
It's fun as a DM map
runs like shit, plays like shit, but it looks good
sounds like quite a few maps lately that i can't name off the top of my head because i am a hack
actually wait yes i can i hate pier
I wish that valve would just give in and add the fan-completed versions of asteroid and cactus canyon but they won't
solution: stop having bad computers
people like pier because it's new
pier is pretty cool
what?
i like pier because it's fun
except for last
last is awful
pier is good
also pier can't really be considered new anymore lol
I don't think it's bad but like, if it was added in the era where we were constantly getting maps it would be forgotten
no idea why that's the one that people fawn over tho because cascade is also part of that dark ages map wave and imo more fun
agree to disagree
pier was added in a christmas update
that is true
it was like, the one sort of alright map and people loved it because it came packaged with actual crap
nothing about the map is spectacular but it's paired with either lame reskins or just not good maps
I mean sure
but i feel like
it can be both
the other maps can be bad and it can be good
it's still a solid map
typically non-verified/non-cool/non-contributor behavior
and if im being honest my hatred for the map comes from uncletopia
because they never switch the fuck off
yeah alright fair enough
well, there's more than one uncletopia server
me when I join a 24/7 pier server
all the no payload servers are dead
it really depends on the time of day what servers are active
but usually all the payload and all maps servers are full or nearly full
i was surprised when i was able to play the custom maps ones yesterday night
HIRE 👏 FANS
idk, last time i played nobody ever picked non payload servers
tbf it's been almost 2 months since i played legitimately
i usually played evenings because im working and studying a little bit
Me when its 98 degrees outside
cant wait for source 2 for the unreal engine 5 importer
rip all the tf2 fixes lmao
you just email valve for the others..,,.
i what?
it says that fixes to items created by other people should be uploaded by them
in general most of the fixes in workshop are for content from valve
*in general most of
the fixes in workshop are
for content from valve*
i was referring to this part
from what i can understand is they prefer to have it on a patch form
rather than just the sources itself
i don't see how thats an issue
altho i guess that is problematic for me with my maps
oops
oh well, i'll try and keep everything well documented and simple
makes sense tho, its unreasonable to just say "use this instead"
man
I have cool ideas for a map, and am excited to work on them
i open hammer
instant "i don't want to do this"
it is why they should make their modelsrc open source in my opinion is hard to explain complex fixes 🤷
same goes with maps
how do we are expected to know when a model gets updated internally? lol
idk i feel this disingenuous, like how do i explain or show in the most consive way a fix that is hard to explain unless you have something on hand?
Newguy111 is gonna have to write up how to fix the weapon models.
Basically this means that if you are going to change something to models or anything, not only do you have to be the original author if it's a community item, but you have to explain to valve how to replicate the fix if necessary.
I don't know what that means for retexturing like the minigun casing improvement or the ambassador reloaded.
I assume you have to provide them the source psd to whatever you retextured.
Or maybe you don't since it is a retexture, so the compression won't be as bad if you exported the texture, made changes, and imported.
This also means that 3-slot loch n load, and revolvers fix is very unlikely to be added as the one that posted it is not the original creator of the weapons.
personally I dont think valve would really take 3 slot loch anyway
*personally I dont
think valve would really take 3
slot loch anyway*
imo it doesn't look that great
what makes you think that?
he wouldnt be able to aim otherwise
yeah imo its not that good
if you play mvm with the loch it should add more barrels every time you increase the clip capacity
I'm not necessarily saying that people are dumb for this because I do it too but it's really funny how often people complain about the loch n load still having two barrels while I hardly hear anything about stock having six
he likes beer
i hear a lot about the stock one too
having a 4 barrel stock would look extremely weird and unreadable
exactly, but people think that it has to match the weapon stats for some reason
you see the same stuff in games like deep rock galactic where people want magazines to update with upgrades/rebalances, but its such a pain in the ass that its understandable most devs dont want to bother
it doesnt look that bad in tf2c imo
someone make a syringe gun model that actually has 40 syringes in it
like imagine the other way around tho
what if it was 4 barrels and you had 6 grenades
no, this does look pretty bad
a flamethrower whose tank would be able to contain that much flammable gas expelled at the regular rate of the flamethrower while maintaining consistent force
LOL
i feel like the models were made with the idea in mind of dynamic clip size, sure
i dont get what looks bad about a 4 chamber grenade launcher
but retrofitting pre-existing ones doesn't always work
I think it also helps the less info you give about how the gun works
the size of the ammo, etc.
It shouldnt be circular if most of the space is gonna be wasted
like the less you have to force your players to believe that it works, the better
imo
I find it weird how much people hyperfixate on the models.
very specific models too
like no one complains at the fact that the scattergun has a clip size of 6 but doesn't have any real way to add more ammo
just pump the lever and it does its thing
same with stickies, altho that i feel might be a bit more believable
i feel thats cuz it breaks the laws of everything so much that changing it would ruin its design/its so egregious that it loops back to normal
barrel count is like a small thing that some people are like thats not right
no one's talking about how the bite out of the dalokoh's bar is inconsistent with the shape of heavy's mouth
just what i was about to say
does the sniper rifle even have a magazine
yeah no one complains about syringes or the scattergun or the rocket launcher they're just like yeah sure
scattergun is so ridiculously designed it doesnt matter but the grenade launcher isnt too far and away from realistic expectations so it bothers some peop;e
I've just always had way more important things to look at than the viewmodels.
like i feel like if the game made a point of making these things always be accurate, sure
but tf2 doesn't put much, if any, effort into making the guns believable regarding clips and reloading
it'd be kind of funny if the game had a system to dynamically add more slots to the grenade launcher with a bigger clip size, but I don't really care
I basically only have melee viewmodels on at this point.
i toggle vms
transparent vms are so nice...
the loch and loach needs another model imo. something like a shotgun styled gl
Sex Update: Updates Loch 'n' Load to be modeled after the Loch Ness Monster's penis
turn it into a cannon
renamed to Loch's Load
i remember one custom weapon from tf2c that has a similar model
Similar model to Nessie's dick?
Nessie's 9-ironincher
nessies what now
melee for demoman
they should make the 9 iron war paintable 
because that would also mean strange variants
I wish eric smith luck getting valve modelers to work on tf2 items
@ZhainTF2
Twitter: http://bit.ly/2DAdQ6m
Follow me on Steam: https://store.steampowered.com/curator/29554332/
TF2C Custom Weapon Servers
tags:
TF2 tf2 zhain team fortress 2 classic tf2c demoman custom weapon server
i couldn't find this model in gamebanana
lmfaooop wtf
only stock, the ambassador and the big kill?
reminder im goated at spy

this is tf2 in 2030
how are you at the top of the leaderboard with 03 points
83?
on this episode of shader shenanigans:
is it possible to / does anyone know of any huds that permanently leave the weapon switch menu active? like when you don't have quick switch on and it shows your loadout on the side? I'm working on a hud and want to know if there's a way to implement that (ideally with more minimal, stylized drawings of the weapons rather than just the weapon models)
you cant
damn
puddincore
man i forgot about the weapon switch menu thing
cause i wanted that too
but its like extremely hardcoded
that's tragic
was playing some csgo earlier and I was just like damn why doesn't tf2 have this
ive toyed with it, with plenty of scripting to help you can keep it up most of the time but not 100% of the time (i think switching weapons is the main one)
(maybe firing weapons too)
I just wiped some enemy sniper bots on my team by deploying my vaccinator shield on an opportunistically positioned spy
It was Borneo second checkpoint
I was following the snipers, who were at the cart
I then noticed a spy under the bridge and gave him the charge
Bro blew through those snipers quick
the joke:
/lowheat
no
simmer
boil
they are 💪
a funnier joke would be to say: those are just backstab and invis cap points
wait what how is that a joke?
like this is just a true o observation
i am confused
she did have 03 points how was she on the top of the leaderboard?????
hacks
because she's a cool awesome dope swag cat 😎
is that really comparable with a guy who has literally awesome in his name?
like don't get me wrong
I am not disagreeing with you
mcoms might be cool awesome dope swag cat
but she being above awesomepossum1121?
now that's whack
like
it's awesomepossum1121
everyone fucking loves that guy
awesomepossum121 implies there are at least 120 other awesome possums out there
1121
she clears
can we get a coms vs awesomepossum1121 mge match?
if there are other 1120 awesomepossums out there that also means that there are 120
so she isn't wrong
and only one coms
she
This dog is so cute
this dog is j

out of curiosity do you have any clips of attempts, I wanna see how jank it is
my bad
you are correct
it’s funny because it’s true
Forgot to post this one
The original dog huh video
Please go support moo, we wouldn't have this video without him
https://www.gofundme.com/f/moo-my-one-and-only?utm_campaign=p_cp+share-sheet&utm_content=undefined&utm_medium=copy_link_all&utm_source=customer&utm_term=undefined&mibextid=Zxz2cZ
Original Song: https://www.youtube.com/watch?v=mIrbV6t_RN8
Tags
Dog Huh Mem...
unfortunately no, its been a while and I remember looking for the script but I dont think I still have it
damn. all good
Can the SDK2013 vbsp/vrad/vvis be used for tf2?
no, if you're going to use sdk2013 tools use the MP ones since the SP ones doesn't have prop lightmapping
i mean basically the tools has never been change on the tf2 life spam, the only instance was the jump from sdk2007 to sdk2013 
so i mentioned a few days ago when soundboards launched on discord that my friend added the dead ringer decloak to it
one of our friends, who was watching us play, used it to great effect
I don't think i've ever 180 turned as fast in all my hours in tf2 as i did this night
Lmfao
I watched the 2 week old turkey video and learning what they actually said makes me feel like having a coughing fit
I can never look at discord engineer pfps the same way
the dispenser euphemism
anyway I'm done
Spy hasn't gotten any new weapons in a very long time. So I wracked my brain and thought for many sleepless nights over some brand new items for the guy. Hopefully you like these, I've got many more ideas waiting to be shared. This is the first of many.
Special Guest Star General Alias:
https://youtube.com/@GeneralAlias
Animations and thumbna...
Oh my god i just had the longest fucking dream in my entire life
It felt like 2 hours and a half
It was a Ace Attorney style argument for if the blue scouts pants should also be blue or not
they should be blue i dont care what anyone says
so? should they?
Shit stained scout pants supporters when a playermodel texture gets improved
is that what pheonix wright said
why would he say that
@orchid sorrel are these missions going to be part of the potato archive server? 🤔
hey is me or one of the missions on the new april fools event crashes the server?
a friend of mine says that the server dies in the last wave where you fight againts a MGS rider rip off
Moonlight is running some weird branch of our rafmod plugin, so I assume they've been having issues with that
i see
i mean oddly me and some guys we did managed to beat that wave before the server crash
after that the server would always crash on that wave and switch to another mission
gonna work on a hud
lets see how long i can last before i get frustrated and stop
no thats not the thing that stops me
i've already started this hud
but it is just vgui in general
just so tedious
change value, reload, change value, reload
Main menu was always the worst part for me.
its funny how apex legends not only uses vgui but they just improved it on many ways lol
And the end of round crap.
It'd be nice if there was a WYSIWYG editor for TF2 HUDs. Quake Live has one that's web based, and it's nice.
there was a few attempts at it (hudcreator.co.uk for example) but the biggest difficulty is that tf2 huds are fairly bulky for what they are
bulky in what way?
Half a million res files?
true
there's just a lot of elements, yeah
When I made mine, I just picked a thing, got it exactly how I wanted it, and then picked another thing until I was done.
for me the frustrating thing is that I often have trouble getting it just how i want it, and swap back and forth between values thinking that neither of them look good
like if you just wanna get health and ammo and maybe some misc stuff like damage numbers? Sure, a WYSIWYG editor could do that (maybe a bit annoyingly with stuff like low health animations, but it could). It's less practical when you're looking at the 1000th panel that's just on the screen in specific situations but still needs to be positioned based on where you put everything else
yeah...
My biggest trouble with starting was just how daunting a task it seemed with all those files and elements.
anybody wanna play some custom/reverse mvm? just potato archive stuff
I had been thinking about how i'd make an editor and i came to the realization pretty quickly that there would need to be a pretty comprehensive list of basically hardcoded behavior
like it wouldn't be as simple as just doing a baseline VGUI editor, you'd need to account for all the stuff you can't change
or can, but not easily
Build it off the leaked sourcecode?
yeah, but its still a lot
it doesn't help that the vgui editor its just garbage
I think the best way to learn hud editing is to mod an existing hud and focus on a few things at first: changing health position and fonts, changing ammo, etc
Initially, I just wanted to edit a HUD, but then that got too massive, so I started from scratch.
I'd been doing tiny edits, but I wanted to do a font swap, but the font sizing was super different from the existing one, so it snowballed.
yeah I can see how quickly it can spiral out of control
would be happy to
whats the ip?
one of the things I thought about while brainstorming this editor is that it probably would be helpful to essentially mark what hud elements will always be visible, or potentially be visible, when editing a file
If the fonts are more or less the same size, you can just do a find and replace.
steam://connect/96.244.7.85:27080
@unborn pecan @teal sand @grim parcel anyone wanna mvm?
is there a pack I can download instead of waiting for fastdl?
I mean, in truth, there are 0 elements that are always visible
more what i meant by that was like
theres an option for with/without maps
the currency stuff isn't always visible when say, the health is visible
idk man, vgui in source couldn't suck less if the process of making it was less painful and more because some of the settings that you can set also some flags to use for position and scaling are either undocumented
or straigh up doesn't work
yeah i was making a doc of every single panel type in the game lmao
should get back to that
there's like a fucking scaling flag that exist that just straigh up doesn't work
also iirc #include doesn't work on res
or it was #base?
i don't remenber
both should work? but i see #base so i know that 100% works
then another case of VDC misinforming lol
also a frustrating thing about so many of the panels in tf2
are copy and paste
well yes
but a lot are only accessible from specific files
and they tend to expect specific names
I'm actually more surprised by how often #base works in files. Like I think it even works in mod_textures.txt for some reason ??
I'm not complaining, it's useful
hold on let me re-type that
I don't hate that
i was going to go into another side tangent about a different thing i hate
what i hate is some hyper specific like... flags?
this would be so helpful if it was available to all panel types
not just very specific ones
I just assume they aren't available until proven otherwise
*I just assume they
aren't available until
proven otherwise*
I think they're manually defined for each instance
because nearly every panel in the game is based on editable panel, and they basically just make a new class that inherits that
see that's why i don't like vgui lol
it has its weird error
and when you want to debug a error
the engine does NOT make it easy
very specifically added when needed
when you get past the basics, hud editing is finding weird behaviors to use as workarounds for weird behaviors of the game
so this technically isn't even like.. defined in the class
ye
oh potato.tfd
cool
alias "fuckupnetwork" "kill;wait 200;cl_interp 500;cl_interp_ratio 500;cl_updaterate 100;cl_cmdrate 0"
@lean cove kick someone 
play as sniper with the machina with this
helpful command btw cl_obj_fake_alert
what does it do
starts an engi building alert
like sapper
without having to fuck around with a bot or smth to place a sapper on your building
helpful command quit
damn it i was going to make that joke
type quitsmoking into console for a funny easter egg
type killserver to kill the server and troll your friends 😈
is there some way to manually scale an icon instead of having it use wide and tall of either itself or the image file?
type alias +back "play ui/gamestartup3.mp3; wait; +back" into console to crash the game when you press +back
thanks i'll try that
glad to help
ugh i'm gonna need to either make my building UI smaller somehow or try to make the alerts look good when they're not as tall as the rest of the UI
i vaguely feel like there might be but if there is i dont remember it
from what I can tell of the icon panel code there isn't, but i could be wrong
we just finished
mb
discord browser doesn't do notifs
we're going to a new one
u can join now i think
ip?
#1072696252162117752 message

gonna grab a new server
aight cool
steam://connect/96.244.7.85:27050
@grim parcel vc?
hm i'm not sure if i messed something up or if this fake alert command breaks the "slide in" animations for the alert
oh i think i see what I did, I manually positioned the sapper icon and hid the alert tray
no wait that shouldn't work i don't think
A lot of times you can also manually edit the visible to be 1 for elements where it’s set to 0 and by default. That’s sometimes helpful
cya getcher
oh shit i didn't get this notif either 
and yeah sorry for leaving early, my mom just asked me to do some stuff
Let me know how it goes.
Honestly once you get familiar with it, you can become a lot faster with guessing position and size values.
Also as far as the editor goes, I’ve been toying around with the idea as an on going project for when I’m committed to properly learning a coding language, since it’s not particularly difficult, just more so tedious and nuanced. It’d definitely either need to work around the odd hardcoded things or be more of an aid.
I was thinking it’d either be like a generalized editor that tweaked the base values and had some kind of “understanding” of their implementation in the game, though things that are strictly hardcoded like targetID or whatever would either need to just downright have a warning for not being supported or some other kind of consideration.
That or just a visual aid where you position and size things and set various values, then it generates generalized code that you could maybe just replace fieldnames of or just copy the values to where you want. Sorta just a skeleton design tool I suppose.
I mean this isn't my first rodeo
i go through this whole thing every other month or so
as for the editor, I was honestly considering a full on VGUI emulator
maybe we can land a vgui editor next update
Main thing with an editor is that I feel like it’d fall into a similar category as like visual programming languages. Where it’s neat and a good tool for people learning in a more intuitive way, but would be less efficient than just straight coding for people who are very familiar with it.
Vgui build mode👀
an ingame one? i suppose i might be able to try that
I know there is a very extremely barebones and i assume unfinished one already
I think someone has used it relatively extensively. Maybe Jofre? Or someone else in the huds.tf discord. I haven’t messed with it too much, but my understanding is it generates over generalized suboptimal code and I’m too OCD for that.
As in, it includes “autoresize” in elements and I think all instances of that should be removed from history.
lmao
build mode is well
lack cluster lol
you can't use on in-game panels has far has i remenber
@lean cove ggs
nor the hud itself
I looked at it briefly to see if it had a complete list of elements to benchmark. It doesn’t, you gotta go to the source code for that, but I think there is a convenient list in a single file actually.
tbh vgui build mode should use imgui lol
how do you access build mode again?
iirc CTRL + ALT + SHIFT + B
hm, doesn't want to work
VDC also says its that
so idk whats up with that
i know i've opened it before
oh ok randomly it worked lmao
yeah that's something i was about to brough up
sometimes it works
sometimes it doesn't
oh my god i see why
yeah that was fun
you need to have the hud element like... selected
I thought you had to launch with -tools launch option. But I think in TC2 it’s accessible by default
looking forwards to the full missions
like you know how you have 1 window on your desktop as the "active" one
you have to do that
but most of the hud elements don't let you do that
yeah for the main menu that's kinda useless :P
same goes for the hud
Ah yes. The main menu and the hud. The whole hud pyramid.
it basically only works for menus like this
So it’s vgui 1 editor? That’s vgui 1 right? The less-shit stuff is vgui 2, that’s the distinction?
yeah you can lol
qml in tf2 wen??
@lean cove has leveled up! (57 ➜ 58)
Also pro tip:
vgui_drawtree 1 is sv_cheats blocked. HOWEVER, +vgui_drawtree is not.
oops
I like how tf2 errors read like they’re narrated by the voice actors. “Rendering will be bad!”
we're slowly grinding away at them, so either this summer or later we can expect a release
i have committed crimes against robot god
2 upgrade bars
(the second doesn't function)
sometimes i wonder what warranted this sort of thing
I have to manually disable my mods to play casual otherwise some textures just go invisible
and I can not morally play with the ability of seeing people through walls
grrr
pudding confirmed cheating
BANNED from uncle topia...
no that only happens in casual
i don't even play casual lol i just joined to see what would happen
*i don't even play
casual lol i just joined to
see what would happen*
sure pudding, but you're still banned from the offical mastercomfig tf2 server...
i have never joined that server
deny it all you want, we know you cheated on the offical mastercomfig tf2 server
i didn't even know there was a tf2 mastercomfig server
everyone but you knows, because you are banned from it
heres a break down of the other bigrock nav exploit
Also:
TF_COND_INVULNERABLE_HIDE_UNLESS_DAMAGED should ignore knockback to prevent spawnroom stalling/griefing
Attribute miniboss doesnt ignore pre baked knockback from Scorch/Loose unless ubered
Sentry Buster's knockback immunity during detonation stopped working around the same time those 2 weapons broke
@teal sand @unborn pecan @grim parcel tc2 playtest?
i though it was just nav mesh being silly on that rock
a lot of spots in bigrock just dont have navs for some reason
but seems its far more than that
there are 2 different exploits
the more common one just involves jumping on the rock from behind, so bot ai will think you're still behind it
the teleporter exploit is a more recent discovery tho
good idea
thanks for isolating it a bit more

steam://connect/us.potato.tf:27023
playtesting some community mvm stuff if anybody wants in
(Live TF2)
6/6
because while the name its misleading
the functionality of it its it removes decals under the crosshair
I noticed earlier today that all of the hud charge bars in my hud were pure white, and i thought i maybe had forgotten to color them
i did not 
classic fiendhook moment

i noticed this in a friends inventory
does anybody know how that happens
a graded item with loaner text
borrowed from mann co store
it's a weapon reskin, so it should be available
I'm guessing.
steam support might have to do with it then.
Welcome to hell lol.
I think you can add a colored modulate texture on top of them to take advantage of additive color blending to recolor the bars.
Someone recently showed that off in the hud discord
interesting
minor correction: modulate is subtractive. Additive is another unrelated thing that increases the color values instead of decreasing them, and is also a little bit more well known
Ah. I knew it was one of the two and picked the wrong one. :(
hmm, interesting although wouldn’t i have to use modulate since the color values are full white anyway?