#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages ¡ Page 14 of 1
I think since itâs full white youâd effectively be subtracting values from 255 255 255 so the bar being full white works to your advantage. Though I could be wrong, I havenât personally messed with modulate for this purpose at all
i'll have to look into vmt paramaters, i wonder if i can change the modulate value based on the bar color
since some of them turn red
hm according to VDC them modulate shader is multiply?
which still would work
Iâd take the VDC with a grain of salt particularly with material proxies. I donât know if that bit is true or not though.
yeah of course
LMAO
case in point
I feel like they're just talking about modulate in general, since it is transparent by default, but still funny
Or like the fact that itâs definitely missing at least 50% of the material proxies in l4d and Csgo. And weâre working on figuring out what it missed from tf2 lmao
3rd time in a day ive been votekicked for saying that racism is bad so im going to put #BLM in my name to piss even more people off <3
lucifer trying to cover up their blatent aimbotting by claiming anyone who kicks them is racist
tf2's community is a goddamn cesspit at times
at times?
(all times)
tf2 community is a god damn
what classes do they main
pyro
all of them?
yeah
LMAO WHAT
i want to assume it's a problem with the decompiler
unlikely
bsp stores a lot of stuff, including the exact entity classname
its not like it uses an id for entity type
aaaaaaaaa
I mean the model shouldn't be tied to it?
while you're finding weird fucked up things like that, i'm busy finding weird fucked up things like just how many hud elements in the game are tied to resolution for some reason
its a depressing amount
@summer steeple @radiant merlin how much this was done to solve an obscure nav mesh bug?
$0
i mean check nav_mes.cpp lol you would see how many hacks valve has done
didn't the tf2 developer commentary have an entire section about how they designed the hud to scale correctly with very high resolutions and different aspect ratios
epic fail
i think so
I am wary of every single usage of SetBounds in the entire code
some are fine, because they're used with values already converted from VGUI units to pixels
others...
well, I made this issue post over a year ago now
https://github.com/ValveSoftware/Source-1-Games/issues/3811
yeah func_door creates block regions in the nav file to prevent bots from goin on
ugh the problem with the whole resolution thing is that if it were to get fixed, who knows how many huds would get broken
basically every single one
i guess not broken, but like
they would change
elements would move or be a different size
I mean on one hand its not particularly out of the question for huds to need to be updated due to a game change, even this late into the game's lifespan
but on the other, there's a lot of panels which have this behavior
I suppose they could add a new variable which determines if the values are in pixels or units for back compat
I suppose I can fix it and then leave it to valve to decide
critical error
side note, this is the size with default values
very large
1080p
664p (shitty screenshot but still)
Just fix it anyways dammit!!
i'm doing it!!!
Ohok
Font sizes in tf2 also have a maximum of 127 or 128 pixels at 480p resolution. So if you go up to say 1440p the max ui font size is something like 50 and at 4k itâs like 25. Thatâs why fonts look tiny at 4k. This game would actually be unplayable at 6k or 8k because of the font size limitations.
iirc thats not something I can easily fix, i seem to remember coms saying that the engine itself has some issue with it
it might already be fixed in tc2 idk
i tried fixing it once but it didnt work, it requires a full rework of the font system
right, that was it
and why not use panorama at that point
yes tell valve to use panorama please
Yeh. I mentioned it more so as âthey botched high res supportâ
ah
Itâs actually a massive blunder. I guess a workaround would be to just upscale my fonts and then have my resolution override for 4k use a different font entirely. But wow
[Alden Kroll] Two-dimensional HUD elements present a particular art problem, because they have to look good and sharp no matter what resolution the user is running their game at. Given today's availability of high resolution wide-screen displays, this can require a lot of texture memory and a lot of work anticipating different display resolutions. The problem for Team Fortress 2 was even more daunting because of our desire to include a lot of smooth curved elements in our HUD. We developed a new shader system for drawing 'line art' images. The system allows us to create images at a fixed resolution that produced smooth silhouettes even when scaled up to a very high resolution. This shader system also handles outlining and drop-shadows, and can be applied in the 3D space to world elements such as signs.
wouldn't vector images do this better or am I missing something
yeah thats what I would think
i don't trust valve with writing a functional svg parser
the things is
source already has a really really good way to fake vector like stuff from regular images
and its only used on the spy disguise outline
Wait, but the stuff said in that quote arenât smooth in the slightest. Have you seen dropshadows? They literally donât support antialiasing and look god awful above font size 8⌠also the outlines on panels are clearly not smooth either.
this is what i'm talking about btw
Iâd rather them just go âin 2007 we didnât think 4k screens would be popular in 15 yearsâ
Yeh that has something to do with distance scaling. And it does hold up under scrutiny really well.
in 2007 a "high resolution wide-screen display" was 1680x1050
the thing is, i don't know why they didn't use the distance alpha thing for anything else
they don't even use it on the material they show off in their talk
which was an overlay in 2fort
Their source scheme font definitions top out at 6000 yres. So thereâs that to reference.
idk if there's just some weird high performance cost to distancealpha that i don't know about or what
because from what i can tell, it works pretty well
like, extremely well
I donât know much about it either. Iâve heard itâs a difficult to work with and I just make my materials a reasonable resolution lol.
Also most materials in tf2 are way higher def than they need to be. Like there are coconut icons that are at most ever 0.5cm by 0.5cm on a screen, and theyâre 1028*1028 resolution. Thatâs absurd pixel density.
I feel like if they were stingier with smaller textures they could have made some larger textures nicer. Granted I donât have too many issues with large textures, but there are some default panels that are under-detailed.
depends on the dev
i mean the csgo version of panorama is hardcoded af
iirc you can modify dota 2's panorama but nobody's done it because...well there's no reason to begin with
if valve decides to port panorama it also should come with an ui redesign
panorama in theory is more customizable than vgui, it just needs to not be locked down
cause its literally just like... css and javascript
side note, i am angy
for the health, it uses a variable in the health res file
for the ammo, it uses a... developer only cvar
AND WHOEVER WROTE IT KNEW
LOL
its set to 5 pixels by default, which is like
bruh
imagine 5 pixels on a 4k monitor
even on my 1080p monitor its tiny
I know this is impossible to answer but how much work would porting panorama to tf2 actually entail? like basically I want to know if it's something they'd even consider, because if it's a sizeable effort they simply will not do it
i mean, its an entirely different UI system, so probably a lot of work
and then followup question, to which I assume the answer is "none", but how much work could be done by the community towards that goal
probably none
well, I don't think we have the source code to panorama, so yeah, basically nothing
I'll get someone from facepunch to send the code over
thank you
no it's not, it's just signed
so it can be easily changed but the game won't accept ui mods
You could test panorama mods in dota 2
it supports custom panorama
so if you re-implemented every tf2 element in dota 2 maybe it would be cool
i mean what it takes most of the time is the UI design than the UI code on for panorama
I'd rather walk through the gates of hell than re-implement the entirety of the default hud in another system
pick your pill vgui hell, or semi panorama hell
yeah if they did panorama surely it would involve some sort of ui redesign too, not just a direct copy
I know tfs2 briefly experimented with a modernized ui and though people immediately complained about it because it was different, I thought it was sick
at the scales of text in tf2 (because they're pretty limited in size currently anyway) signed distance fields are fine enough at rendering without noticeable issue. There is also multi-channel sdf's that can improve it ( https://github.com/Chlumsky/msdfgen ) in sharp edges, the main issue with sdf's normally.
The bonus is that it's relatively easy to implement things like dropshadows, blurs, etc. with it as well. All "free" as in you'd only need to generate an atlas once for each different font file, the effects would just be something on the shader
Modern doesnât really fit tf2
Idk love to see a much more stylized take on the hud in an attempt to modernize it
What exactly itâd look like idk
Maybe stylized as posters from that time as a some promos like the force a nature are
I'm of the opposite mind: the default hud is the part of tf2 that shows its age the most, and updating it to align with modern hud design would be the number 1 way to bring tf2 into the 2020s as far as visuals go
the general art style looks nice and is pretty timeless... except that the hud is clearly a relic from an earlier era
doesn't even look that different
yeah
tf2s2 hud in this example scoreboard
is stil the same has the one we got on 2011
and its still use to this day
Itâs too Kiki imo
iirc
Not enough bouba
i give credit for their scoreboard to be able to hide the player stats with a key press
I don't know how to say this in words but I want to make clear the difference between like aesthetics and ux. I'm talking about modern ux, the game is simply behind the times and you can have a game with a modern ux without losing the charm of the tf2 artstyle
Ah yeah makes sense
it cant be hard to rework the font system tho right I mean it's just fonts
"Just" fonts
we wish was like this đ
font rendering is notoriously hard to do well, actually
*font rendering is
notoriously hard to do
well, actually*
Why can't we all just use monospace ascii bitmap fonts and be done with it...
it's not like there are any languages that have characters not in ascii or anything
riiiiight
extended ascii should cover it
wait how it's just text
if it's hard then how does every game ever do it
with varying degrees of quality
yep
its relatively easy to do those oldschool monospaced pixel fonts that are only at a single size thats just a spritesheet. Everything you want to add to it beyond that is its own chunk of work
joined a mann up game in progress and its the final wave and 3 of the people have 1000+ tours
something bad happened here I can feel it
i mean they probably vote kicked some newbie on wave 6
so after my extremely long research into this hud issue (along with a very long break), it seems that the only hud elements that are based off of resolution instead of units are that health cross and the ammo background
thats it lol
lmao
The vgui1 or source-scheme stuff is based on resolution instead of hud units. Like when you're loading into a map that "Connecting to Server" panel, that's entirely pixel based. And interestingly, it accepts relative sizing so you can do the math to scale things between resolutions with less issue using P sizing, but then rounding happens and your math goes out the window...
Also by "health cross" I assume you mean the expanded health cross when you are at low health?
right, I stopped checking after the tf specific stuff lol
I noticed that it probably was pixel specific, and that lined up with stuff like 3kliksphilips videos, where all the old UI on his 4k monitor is tiny
but decided not to bother since its old and outdated, i might make a mention of it in my email though
Very nice
YOOOOO
also yeah, by health cross I mean the expanded one for low health and overheal
If they fixed that then I wouldnât need resolution overrides in my hudđ¤
Also the same applies to all the health indicators that have expandable warnings. So like the specgui references on targetID and tournamentSpectator. I assume that was included in the general âhealth crossâ, but in case it wasnâtâŚtheyâre the bane of my existence.
I just checked target ID, but not tournament spectator, and it appears that the SpectatorGUIHealth element is technically its own panel type, but its a child of the CTFHudPlayerHealth panel , which is the problematic one, so it should fix it?
hell yea!
damn nice
tf2 bug fix email moment
you couldn't get me to write an essay in school but i damn well will write one on how a 2-20 (depending on the implementation) line fix
I also have one due wednesday, gonna start it in a couple days 
*I also have one
due wednesday, gonna start it
in a couple days*
look at this!!!
i have tf2 now
what is this?
what's it on
what's it on
Dumb 5 page essay on my local county government
I had to attend a town hall meeting and write an essay on it
*I had to attend
a town hall meeting and write
an essay on it*
sounds cool tho
big final project for my public opinion class
what is your opinion
Thatâs private
another silly sound mod, based off of Karma Charger's Painis Cannon video
spoilered for possibly inflammatory humor
feedback?
@left sand especialy yours
I need feedbak
oh wait i forgot you told me not to ping you
dementia
sorry
the tiktok announcer is really funny
also I assume you're not asking about the art but just conceptually? because I like the concept but I think either the font should be bigger or the circle smaller (probably both and meet somewhere in the middle)
The font cant be bigger and you can change the size of the circle in the config
I see
It's finished 
wow, that looks pretty sick. Would it be possible to do the same thing with the spy disguise menu?
@pliant crater has leveled up! (2 â 3)
that's already built into the game using the 1-3 keys can be found in the advanced options if you mean making a radial out of the menu then I believe no
Ah, yeah I meant making a radial menu, similar to how that advanced option worked
Ye, fair enough, I was just curious
what is this
It's the soldier đ
why are they the wrong gender
thats kinda weird ngl
why
why do you want to seduce gender bent versions of the mercs while you play a shooter
seduce?
isnt helltaker about collecting women or something
isnt the entire aesthetic based on a man collecting women
they should have added males to seduce and collect in that game ngl
thats why i think its weird
I think the art looks cool
I only played the first couple of levels of it before it became too hard and I gave up 
miss have you heard of the thing called a harem
i hate that word
it's arabic
its also literally nothing
iirc its basically just a word for like a womens only group
ok but have you seen this
ok but also like
and it's a meta strategy in crusader kings 2
my point was that harems aren't sexual in any way shape or form
people just thought they were
by people you mean weebs
no i mean idiot colonialist men
because they appropriated the idea
except polygamy was always a thing, only that there's one man and everyone else are women and they're all married to the man rather than each other and vice versa
ok but thats unrelated
harem and polygamy?
aren't polygamy just a relationship
the idea of harem has always been about marriage afaik
like in the most generic sense of the marriage
like a catholic school
segregation
but the part about wealthy muslims -
what about it?
are they wealthy because they have a harem
or are they wealthy because they have wealth
i assume its about the fact that the harem is large
and also what is the hierarchical structure
bad
ah the cattle system
I think
like the cows in india.
weebs really do ruin everything.
"sacred inviolable place" is pretty telling
so yeah, the shitty presumption that its about sex is literally just orientalist white men who assumed that there must be something sexy and forbidden going on because they're not allowed in
So my understanding about weebs ruining stuff is correct, misappropriated term
yeah but it goes further back
Got it
this is truly the insightful tf2 conversation i was missing out on
lmao
makes me imagine how would a conversation between a colonialist and a guard would happen when they try to walk into part of a house that's closed for them
full of shocked looks and complete gibberish
I just realised what the term reminds me of now, feudalism
because who else wants to own a bunch of people who they have no affiliation with and want to keep them in their house
it seemed like a bizarre concept to me to have strangers in your house for no reason but to just give them space to live until I remembered about this.
or I guess the wealthy guy is like a landlord except they grouped their residents by sex and there's no rent
I forget that other religions are like when people to good things for each other for completely no reason but also they have weird rules
this is awesome
only thing id change is allow for more than 3 options but this is really good
always wanted sth like this
lmfao, oof
you know what's funny
tf2 has the radial menu lol
its unused on the code
women epic
@slender nexus has leveled up! (36 â 37)
They gave scout ass crack topology at some point in 2007
Jiggle physics when?
Who removed the image?
Itâs not leaked material
The retail is a decompile and the beta model a gib restoration
tfw when you get trolled by valve code...
why is this so specifically recorded to hide what's inside
how?
iirc theres a hud element which allows you to draw particles
check the comfig hud docs thing
hud that looks normal but spawns 10,000 particles and makes tf2 explode if you click an invisible button on the main menu
valve not banning vac banned players from matchmaking because why should they?
*valve not banning vac
banned players from matchmaking
because why should they?*
have you checked their account to make sure they are actually vac banned and not just sending a disconnect string to the server
nah they always have a vac ban
they've actually been vac banned holy shit

ive seen people without vac bans doing it
tho if it was a vac ban in CSGO then they wouldn't be vac banned from TF2
We briefly messed around with adding the Cloud9 unusual effect to the Xhud overheal icon a long time ago. Was fun and looks good on menus but I honestly didn't bother to benchmark it because I figured it'd NUKE fps. Could be wrong and maybe it'd make a cute custom crosshair.
I mean it's directly affected by how much area it fills
for me I have a 4k monitor so this reduces my fps on the menu by like 1200% XD but in 1080p my fps improves significantly and if I make the effect smaller then it also improves massively
Oh I didnât mess with it enough to realize that. Iâd think it would just make the particles larger. But I guess just making more makes sense. I wonder if there are any examples in game of this lol
@high current has leveled up! (13 â 14)
niche example but this makes me wonder how malleable this is. hypothetically a killstreak indicator that gained an effect once you passed a certain number would be really hype
I donât think the killstreak counter on the hud is complex enough to be able to differentiate the actual quantity of kills in a meaningful way. But you could definitely slap something like community sparkles or burning flames onto the killstreak server notification.
you just have to remember that you can't have any custom particles even if the server has sv_pure -1, since the server sends a list of allowed particles to the client when you connect I thino
You could hijack an unused particle effect but mehhhhhh
it's so pretty tho fr
I scroll thru this thread just to see someone talking about harems and then going full on nerd like wtf?!
LOL
wiggle wiggle
my reaction to this:https://www.youtube.com/watch?v=p5INcNQWuX0
Scout kills 723 people and goes to a mental asylum.
wtf is team fortress arcade and why is there some motherfucker on the wine development team who plays it
nvm it doesnt exist 
the string has the closing parentheses on a newline which iirc cannot be forged by sending a string
Bit of a technical question (or maybe not) about some scripts I've been working on.
I have a script that calls several aliases to echo some basic text to a log file, and I've noticed that if the aliases are listed line-after-line that there's around a 5% chance that more than one line will be called at once, resulting in botched logging. I've found a couple work arounds but I'm curious if anyone knows the cause, because it can effect the reliability of log-base customizations in HUDs.
For example:
(Assume each alias was previously set to "echo logX")
alias1
alias2
alias3
Will occasionally result in:
log1 log2
log3
Instead of the expected one line at a time.
As mentioned, I've tried a few work arounds.
The first was adding ;wait 100 to the end of each alias-call line, this had no effect on the problem, just made the script take longer.
I tried adding ;echo to the end of each alias-call line, this made them execute in the correct order, but I noticed some lines would have up to 4 blank lines in-between, as if the echo was firing multiple times.
The best solution was simply adding a blank newline between each alias-call, which over 100 or so tests never resulted in incorrectly-ordered execution.
My guess as to the explanation, based off the symptoms and not actual technical insight, is that the file wants to be read line-by-line, and each line is assigned a processing time within a rolling internal clock. However, the simplicity of things like alias1 only take something like 0.4 processing time, so if your file execution and the rolling internal clock line up just right, then the contents of multiple lines can be executed within 1 processing time, thus allowing for the occasional command grouping I'm seeing.
Interestingly more complex aliases (like the ones pictured) don't seem to encounter this grouping ever.
it's just a console/log issue iirc
But I'm curious about the reasoning. I have a functioning work around but I wanna learn why the workaround is necessary and how it works. If anyone has that insight.
I think it's about pc speed, my old cpus never had this issue
Old fan game
i believe the issue is entirely a result of source engine multi-threading (and the console not being made thread-safe, leading to race conditions where things happen out of order at random)
mat_queue_mode 0
Huh. I thought it might be a race condition (forgot the proper name of this). But didnât think theyâd bother multithreading the console, or maybe itâs because they didnât that the race condition occurs, Iâm not sure what the âdefaultâ would be in that sense.
Thatâs interesting though.
Oh thereâs a convenient command to make my problems go away. Though not sure Iâd want to mess with peopleâs multithreading setting, unless there is just a universally superior option for uses other than console logging.
Though I could probably do some incrementvar script to make the value return to what the user had set, but at that point adding a space between each line might be more elegant anyway.
should be fine to toggle between 0 and -1
I assume -1 is auto and is what comfig uses? If so I may do that, though someone using an outdated config might still complain butđ¤ˇââď¸
The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 2=queued multithreaded
-1 = 2 during gameplay (if you have 2 cores), 0 in menus.
Huh, that's nifty functionality. I could have sworn I was having that grouping issue outside of game, but testing it just now, it only occurs in game. Good to know
So is it correct to assume that more complex commands just happen to not have an issue with race commands because of taking more time to process. Or is my specific pc just not processing them fast enough to be affected, so I should add the queue mode toggle to all order sensitive scripts?
Seems to still be happening even if I do mat_queue_mode 0; exec xhud_save D:
I might just have to do a combo of work arounds on the off chance something beats the mat_queue_mode command to the execution
Any way to do that on wait-disabled servers? Curious if wait command takes a frame to realize its disabled or not. Does not wait for one frame :(
regular tf2 moment
iirc when you are on a wait disabled server wait command just doesn't exist
if you are on one of these servers please tell the admins to go fuck themselves
isn't every single server wait-disabled by default
yea thats what I thought
Yeh. Iâve found a sorta alternative in my use is just putting echo 10 times after the mat_queue_mode and before the other commands. Or maybe it just decreases the likelihood of it happening to the point I canât replicate it artificially đ¤ˇââď¸
I guess realistically it couple probably be any command, but echo works
That seems like a rather messy solution, but i guess if it works it's fine?
I may see it I can have the button that opens the customization menu also set queue mode off. The issue with that though is then I need to have a way to ensure it gets reverted back to -1. Which probably means setting it so tabbing back into the game also closes the menu and resets the queue mode.
using echo instead of wait seems like a reasonable solution
the solution to logs being out of order is to run quit in between them to flush tf2
I could just make it use MORE echo commands and add a comment that says âclears consoleâđ
LOL
you say that but I actually do this. Clears the console but can still scroll up to see the history
does make me wonder if changing con_logfile would flush it
Yeh honestly it wouldnât be the worst for debugging. If it just cleared the console window except the actual log generating bit.
Looks like it closes the file on convar change
turns out this method was inconsistent with uncapped fps. Probably could have kept adding echos until it would require unachievable fps to cause issues, but that's a bit too messy.
Ended up having the customization menu open trigger set mat_queue_mode to 0, then when you either save the settings or return back to game it sets it back to -1 and closes the customization menu(I hijack gameui_hide for something else anyway).
Don't you love complicated work arounds for things :D
why can't the game just take the player's cp as the default cp instead of the map's default cp?
if it doesn't detect a valid cp for cosmetics
I dont have any cp
do you?
this was a terrible joke
I regret making it
animated texture or particle system?
particle system
cool
barely any performance impact too
opening and closing the console results in much bigger performance differences than enabling and disabling the particle panel I added
just put it in the ui folder and add it as a base to mainmenuoverride
ye i assumed it was something simple liek that
one of the things i wanted to do was try and use this stuff in mainmenu override to give different particles based on the holiday
idk if you can add new panels inside these "if"s tho
no i knew it was possible
but also i didn't see that page
i didn't actually know we had a hud documentation section
oh well
I didnât see this before now, but I also think I tinkered with particle panels before that was there.
Though on a side note: Iâd maybe title that something else in the side bar. I normally like to read all the hud documentation I can get ahold of, but think I glossed over it because I assumed it was documentation on specifically particle effects, not particle panels.
mines better I think
because rain smaller and it's at an angle because of the angle parameter
it might even be faster on performance since the mist isn't there so there isn't nearly as much translucency overdraw
but that tutorial isnt about specific particles its the panel
i wonder if you could use a couple thousand invisible particles in hudlayout to remove the actual in-game particles bc of particle limit
and control points, im not sure how to use these
Yeh I was referring to on the side bar it is titled âParticle Effectsâ I wrongly assumed it would be a list of particle effects similar to like the cvar list. But in hindsight I should have known otherwise since itâs in the hud documentation drop down.
Instead of displaying the frame rate as a number in debug mode, Super Mario Strikers uses an "FPS Smiler" that dynamically adjusts its facial expression from green and smiling (high FPS) to red and frowning (low FPS). Below is footage of how it looks when the game undergoes lag.
Need this in tf2
i think dishonored's debug builds have a similar thing
but its just like an image that shows up and says "your performance is shit" or smth when you're under 30fps
found it
actually this imght just be a generic UE thing, and they just changed the image for it
Unreal Engine doesn't have this btw
Valves still got the source textures for weapons before the switch over to c_models right
they almost certainly do
yeah valve doesn't tend to delete things
they're pretty good at holding onto stuff
well, it's probably in the version control repos
I mean yeah but just in general
a lot of companies even going back just a decade or 2 just didn't hold onto their stuff particularly well
still waiting for them to release their dmx for the meet the team videos đĽ˛
so turns out there's a file that defines which bindings show up in the options panel
You can add your own binds even
press space to suck dick
where does it go
in scripts
it could be a part of mastercomfig to allow binding null-canceling movement from the options menu
or removing/fixing broken binds such as the one for "help" (which is currently just a duplicate of "medic")
you could easily point help to the actual voice command to call for help actually
You can also do some stuff with the advanced options menu iirc
you can also use kb_def.lst to define default keybinds for when you press the "use defaults" button
isn't that in config_default.cfg
no
config_default.cfg is run when you have no config.cfg
kb_def.lst is parsed when you press the "use defaults" button on the keyboard tab in the options menu
+helpme?
yeah just change it from +helpme to "voicemenu 2 0" and it should work
isn't +helpme the "medic" callout?
i could've sworn there were two entries, one for medic and one for "call for help"
but i only see this one
I have no idea
HUH
in kb_def.lst e is +helpme but in config_default it's voicemenu 0 0
valve made a mistake
epic fail
in fact e is bound twice in config_default
valve sure is a special and funny company
Very special.
Holy shit there's an entire secret options page

What the fuck is this
hap_HasDevice 1
this is literally 1984
if valve actually cared about us we would have had an mp3 player in tf2
đ
I find it a little funny that there's a boolean for if the game is running tf2... in the tf2 source code... of course it's fucking running tf2
so there's these responses that for some reason don't play but everything seems ok imo
those are the "cart going forward" for defense
i'm sure you never heard about them
perhaps the vcd files are missing?
there is no vcd filesi n the tf2 assets
you would have to edit scenes.image I believe
Yeah youâre able to decrypt scenes.image
I forgo how I just know someone that did it
That's in serverbrowser, it's not necessarily tf2.
idk some guy on 4chan
vice?
ashe asked how we have the tf2 source code XD
nono i asked how do i decrypt scenes.image
asdf
how do you know it's encrypted?
i found this
it doesn't work đ
so turns out the debugsystemui is fully customizable (without recompiling tf2) and also bypasses sv_cheats
did I just find a vanilla sv_cheats bypass?
I just enabled fullbright in a local server with sv_cheats set to 0...

YOU BETTER FUCKING DO IT
r_drawothermodels 2
if you don't do it i will 
reporting it to delfy dw dw valve will fix it after that
i'm going to throw you down a large hole
the stanley parable ultra deluxe (2022)
I am creating a bug report dw dw
nvm it's not of any concern because if you actually join a server with the panel open it closes itself
can you reopen it?
the command to open it requires sv_cheats
so this exploit is only useful if the server you are on enables sv_cheats and then disables it like I was doing
so its not an exploit specific to the debug ui
if a server enables sv_cheats you could turn on wireframe anyways and keep it on
no it is because you can click the options on the debugui after sv_cheats is disabled
like you can enable and disable sv_cheat protected cvars after the server has disabled sv_cheats
I just found a tf2 memory leak
awesome
// this causes a memory leak
// too bad!
you have to spam console commands for it to do it but essentially you can create infinite amounts of the sixense vgui components using sixense_show_frame
it never deletes the previous one
oh that's funny
put that in a script and upload it to gamebanana as an fps config 
alias a"sixense_show_frame"
alias b"a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;a;wait 1;b";b

is there any reason to wait? 
mastercoms should add this as an april fools update next year instead of the tradeit.gg ad
do alias quit b and press the quit game button
that was really the perfect timing
i found the funny comment
// axis.normalize();
Gets me every timeđ¤
all jokes aside this is beautiful
i'm really bad at spotting differences like this, is the bloom less garbage?
yeah
let me show you an exaggerated difference about the problem
*let me show you an
exaggerated difference
about the problem*
when will tf2 have 16 bit rendering with dithereing fr
a month or 2 ago i asked in the tf2m discord if the people like HDR in tf2 specifically for the bloom and i got a very resounding "yes"
and i mean tbf you can make HDR look pretty good with some settings
but god, some maps like upward are just like
blown out
to hell and back
this is no bloom
default bloom
default bloom (exaggerated to show color bias)
my bloom (exaggerated to show lack of color bias)
my bloom (weighted against the 4-sample bloom in engine)
my theory is that since bloom is a post process effect overlayed on top of color samples
it should not be biased from the color
and instead be white light
even against a value which gets the same intensity as the default bloom
it looks better because it doesnt over saturate
this is the default bloom (it tends to saturate) vs. my bloom which just brightens
technically it's not physically accurate (?) maybe
makes sense
i also balanced the luminance more accurately (based on human eye perception)
imo, since its trying to be HDR it should just be like, light intensity rather than color based
like what you have
ooh
now that i'm out of a tf2 match i did a bit more of a comparison between the images you showed
and man its night and day
looking at the default HDR is just so blegh
so much detail is lost
Dope stuff
I feel like this would need a reskin for blue team. Otherwise itâd be a bit confusing.
IMO you gotta be careful with using red/blue colors when theyâre the differentiating team colors.
It says it has a blu variant on the workshop page
Ah. I didnât bother checking out the workshop page tbh. But I like it.
I should see if the "Ordinary Carbon" skins have been submitted to the workshop as a skin. https://gamebanana.com/members/1337906
Thatâs pretty slick
Used them for years until I finally found a warpaint I like.
Wouldn't those make a pretty great warpaint/skin?
I might 3D print another shotty and paint it up in that style.
One thing I'd love to see added would be esport team skins for the player models. I go through periods where I use the ESEA S17 LAN skins in my client.
There was a period of a couple of years where all my matches were skinned up as 4G vs 20b.
you know what's funny, that valve during Loves & War blog post about scrapped weapons
they considered adding a facestab knife
meaning valve was considering making this weird bug a real thingy lol
An MVM exploit that allows you to became invisible for the robots.. Works on Mann Up.
My Team Fortress 2 Server - 31.186.251.170:27015
(Custom RTD, CLASS WARS mode)
More useful spots for this Exploit - https://youtu.be/nIH0p7pDDCM
TF2 Hud - toonhud
Music:
NFH2 Ost;
Pamgaea by Kevin MacLeod;
Sneaky business;
Special thanks to:
Thumbnail by da...
what is this comparison? đ
why are they comparing textures with low quality settings?
hjey I recognize these numbers!
oh yeah i've seen that
that's been a bug for a very long time
great software
the relative luminance formula?
cool
Oh this affects basically nothing vanilla wise since the tours that this map is in, is extremely boring.
Custom missions would be an issue though
linear colors in your textures?
Luminance weights
but doesnt that only work for linear colors?
I have the srgb flag ticked
I mean I import srgb pngs so I assume so
GIMP uses an srgb profile
Do dxt5 textures save texture memory or just filesize?
I mean they're compressed so i assume they do
would they be stored in texture memory compressed or uncompressed though?
*would they be stored in
texture memory compressed
or uncompressed though?*
its lossy compression
dxt5 compresses it down to like 8bit color
oh wait i'm misremembering
it appears to be 4 bits of pallete color and 8 bits of interpolated alpha, plus compression
so in other words, as i'm understanding it, the image data is compressed, which will lower texture memory usage and filesize, and then on top of that is compressed, which probably only affects filesize?
"S3TC is a lossy compression algorithm, resulting in image quality degradation, an effect which is minimized by the ability to increase texture resolutions while maintaining the same memory requirements"
S3TC is the baseline algorithm, the variants of it are DXT
(i do not know what i'm talking about)
it's 8 bit color iirc. It groups pixels into 4x4 "super-pixels" and then assigns the two min/max colors of those pixels and each pixel inside that is a graident of the super-pixel. If I am remembering my old interpretation of the documentation
yes: dxt is a block compression scheme that does lossy compression with those 4x4 blocks
useful because, when every block is the same number of bytes, you can still index into arbitrary pixels. Can't do that with variable-length compression schemes
Its also very cheap to decompress right?
relatively, yeah
the main thing to keep in mind is that it doesn't actually decompress in memory. The DXT compressed image is stored on the gpu and the gpu knows how to interpret it. That's where the big benefits of arbitrary indexing (without having to decompress the entire image) comes in: since the shader will just sample arbitrary points so it's a very good fit
dudes got tor pinned
I use it very often, some sites I don't want to see my real ip address (like link shorteners or random links sent in DMS) and some other sites I don't want my network administrators to see me visit (such as a LGBT wiki) I use it at least once a day
check their hard drive
is there any problem in your network administrator knowing that you visit the LGBT wiki
also vpn
Is your network administrator your mom?
or if it's like a parent or something, DoH is good enough
Tor is free, secure VPN isn't
I already have it but they are very smart parents
Yeah, im in the closet xd
enough to sniff packets for sni leaks?
or well
care to in the first place
Yes!!!! My fucking dad!!!!!
There's literally no reason to take the risk
If you gotta be that deep in the closet, would recommend getting the fuck outta that house at 18.
rent prices
im autistic so it's being really hard to move out
i use it to pirate games
no i download the entire game over the tor network at 14kb/s
so i can finish one game while the next downloads
that's actually awesome and pretty
i don't see any difference
It's honestly hard to tell until you get to the last facial expressions, imo the first looks better
they look the same
The difference I am getting is that he holds the facial expression for longer in the second one
but it's really hard to tell
they said different lines 
jokes aside I'm only seeing what kenaj said, second one feels SLIGHTLY more expressive but not in any meaningful way
(they didn't make the other checks not use magic numbers)
i don't even think this function is used so its moot i guess
@left sand you made a typo in the ultra settings for cheap water
actually i regret pinging you over that since now i'm second guessing that its a mistake shit
I see the added 2
yeah i just had a mini panic moment where i was like "wait hold on is that number supposed to have an added digit or not"
also its actually the added 1 at the end
oh
thought it was going to be the same value number
I rechecked for myself, you be right
fixed
sorry, im a bit random about whether i mind pings or not but it doesnt usually have to do with anything people say
mostly to do with how im feeling
i mean it was mostly that i hate pinging people, altho that also might've been subconscious somewhere in my brain saying "don't do this its not that important"
i mean, if something is important or whatever, i wont mind it even if im feeling bad
but yeah i appreciate you finding it and pinging me for the quick correction
cool
this code doesn't work... to bad!
If someone owns a strange weapon with the robots destroyed part on it, I need you to test something.
Could you first check the count of the part, go in a offline training match (doesn't turn off item servers), and then after killing a AI bot with the weapon with the part on it, check the count to see if it increased or not? Do not enable sv_cheats.
oh my what are the odds
bro this is literally cheats
I donât think this classifies as an unfair advantage. I think if anything itâd be a disadvantage.
But this is why sv_pure exists.
bro what
solid bright player colors
reduced color map/background
the players are way easier to see
I donât think players being hard to see is really an integral part of game balance in tf2. If any thing I feel like you just lose depth perception.
I agree it looks dookie and it looks like cheats. But I think without a bot aiming for you itâd probably be more difficult to actually play.
iirc this is using mods that only work on sv_pure 0. So this is probably the most tame modifications going on in that serverđ¤˘
i will never understand this argument, there are literally zero visibility issues in regular tf2
the gameplay is identical
there is no advantage
i think its fine to bully puddin because who plays like this
even b4nny doesnt play like this
if anything those graphics feel like they would destroy your depth perception
demoman would be impossible
what kind of fuckin servers are you even playing on
why are you on 2v2 turbine
truly the strangest tf2 player ive ever known
I resort to 3 servers that i play on
play quake live with me
I mean not really you can clearly see the depth
go on a map with a lot of displacements đ
Like what
i cant remember what maps were big offenders, but i remember it being an issue when i played with that stuff
those games don't have crouch sliding
youre such a baby
Back before valve servers ran sv_pure you could install mods that legit added massive x,y,z arms to every player so you effectively had wall hacks. There may have even been straight up wall hacks enabled by sv_pure 0, I think VDC referenced something like applying ignorez to player models.
Plus other things like giant or glowing sticky traps, and basically anything short of aimbot.
Not to mention everyone else playing on sv_pure 0 servers are probably there just to use NSFW fem pyro mods, anime mods, pony mods, or some cursed combination of all of those.
vq3 movement is boring
There was even a time when a wallhack mod was on gamebanana that worked on sv_pure
Those wall hacks you speak of were so ineffective that using cheats would be 1000x better judging by recent videos I watched of them a bit ago. And those issues could've been fixed without sv_pure 1 being enforced.
Shoutout to the mega exploit pack on gamebanana. Always heard it was the reason for the switch to pure 1 on Valve servers.
Gamebanana should've removed it the moment it was uploaded but they were stupid and everyone in the modding scene suffered because of it. People should never forget what they did.
if its the one im thinking of, its the reason that all materials are reloaded every time you join a map, taking a massive hit to load times
It was the one literally named "TF2 Mega Exploit Pack".
God that whole gamebanana thing pisses me off.
A better game company would have just sent gamebanana a âtake this down or your next email will be from our lawyersâđ¤ˇââď¸
The again every other game company would probably just lock out customizations from the inception of the game.
Using cheats is probably easier too. I wouldnât know cuz Iâve never tried either. But cheating in source games is notoriously trivial.
im making a decision on this, you can't share gameplay or links to mods which use high contrast players, they fall under the cheating rule now
this is patently false
there is not a single situation where there are neon players on your screen, attracting your peripheral and direct vision to players, especially hidden in drops and dark corners
Phong lighting:
phong is not neon and also respect world lighting
Inb4 someone brings up Quake Live allowing you to force neon player models.
Makes me wish diabolical had a lifespan longer than a monthđ˘
Diabotical never felt good.
the curse of relying on online multiplayer with an active community, and being a niche genre with a harsh learning curve
It had a pretty good foundation and the developers updated it ABSURDLY frequently, including changing things like weapon feel and movement feel. So I think if it had gotten out of the gates it probably would have felt good.
When I tried it, the weapons didn't feel like anything.
Also at the peak popularity of games that were arguably the furthest from retro-style arena shooters.
Might as well have been clicking around in Excel.
do arena shooters suffer from lacking a large community because they're "unsuccessful" because of it?
Or because having a small loyal playerbase harms the approachability of it?
You could say it was excel-lentđ
both
I think a combination of both
if it's both then unfortunately you've made quake champions
I don't think arena FPS genre is going to go big anytime soon.
QC isn't bad. It just needed more love years ago.
Ideally the games need to scale down to where the bar of success is easy to reach.
Arena FPS should've never fallen.
like a passion project.
Quake champions just feels like itâs trying to be something itâs not. I donât hate it, but it just feels like itâs trying to be apex legends without the downtime, with bunny hopping scaled up. Less like quake with more characters imo
QC is a high budget game that came at a point where there was no demand for it and it needed to be cooked.
*a worse game company
only a worse game company would use lawyers instead of fixing the game
only for another exploit to appear elsewhere
an endless game of whack-a-mole
I don't think QC is high budget.
I agree, it feels like most of these quakelikes are mostly because the developers want to work on a quakelike even if there's no realistic audience to sustain it. It just makes sense to approach it like, say, roguelikes -- hobby projects that doesnt really matter if it doesnt go anywhere because the goal was to make something, not to make something massively popular
I am also under the impression that QC is a live service game that requires maintenance of a matchmaking server.
quake champions would be a really good game if it didn't run like total ass and suffer from technical issues that would go unfixed for years
in terms of gameplay it is pretty much perfect imo
Bethesda just really loves liabilities, you know.
I mean, sicking your lawyers on people violating your TOS in harmful ways is probably easier than actually fixing it.
Granted yea they should just properly fix it instead of bandaid fixes, but this is valve weâre fantasizing about.
Granted sicking your lawyers on something harmfully violating TOS then means you need to draw a line on what is harmful and what isnât. And right now most source modding lays in a weird gray zone in the TOS.
yeah the game is fun.
Exactly what I want at this point.
I remember our previous talks on rhythm arena FPS games, that has turned into its own niche.
Quake and Unreal Tournament should be the dominant FPS games.
it's cool to experiment with online shooters.
Arena shooters are as simple in principle as they come.
so, each spin on the genre starts with the initial layout that's just quake, then modified with a gimmick, or else.
I am under the impression that arena shooters are the testbed for gameplay mechanics rather than parameters and settings in which combat occurs.
maybe if the game wasnt made by an ass it wouldve lived longer ;)
*maybe if the game
wasnt made by an ass it
wouldve lived longer ;)*
imo quake 3/live is just the best
its simple and very easy to grasp but has a high skill ceiling
its fun to just jump into and play
the idea of there being unique classes in quake just feels not quake
yknow
*the idea of there
being unique classes in
quake just feels not quake*
I feel like the addition of abilities to quake champions just added a lot of stuff to worry about to an already definitionally hectic format.
Also it looks grungier than the other quakes. Maybe thatâs how the artists always envisioned it and new graphics actually portray that, but it just looks grodier now IMO. Though graphics can be ignored as far as I care, every game should include a flat texture setting.
im of the opinion that quake champions should've added ffa no abilities from the start or something so it wouldn't be as looked down upon
or just play quake live
seriously
its just quake 3 but with a server browser and moddability
*its just quake 3 but
with a server browser and
moddability*
Playing QUAKE LIVE in 2020 | 4K 60FPS
đ SUBSCRIBE : www.youtube.com/c/notevengaming?sub_confirmation=1
Quake Live is a first-person shooter video game by id Software. It is an updated version of Quake III Arena that was originally designed as a free-to-play game launched via a web browser plug-in. On September 17, 2014, the game was re-launche...
ok th eguy playing this sucks
the whole game sucks
i think its late to the topic but finally mscom banned these things from here lol
FUCK you
u got hentai girl on ur steam library u cant talk shit
I though by discord's guidelines we just weren't supposed to share links or instructions to acquire hacks. But after looking it up the actual wording is more broad than I remember:
Do not share content that violates anyone's intellectual property or other rights. This includes sharing or selling game cheats or hacks. For more information, please view Discordâs Copyright & Intellectual Property Policy.
so yea, I guess that's fair
ah yes, the game with the alphabet achievements
quake fucks
I remember getting that when I wanted to customize my profile all pretty like

yoo wtf
kinda ironic you criticize kenej 
once upon a time it was cool to use the achievement showcase to spell out your name with achievements whose images are letters
Ohhhh
I forgot to delete the game when that wasn't a thing anymore
Makes sense
this one I don't get though
done :D
are steam profile avatars moderated?
yes
yes
dude you DO NOT want to get in a discussion about video game tastes
i put my league account up for display just so it can say raynesex
last time i opened league was like 2 weeks ago or 3
not a game im invested in rly so... try again!
I didn't see you pointing that out when talking about Kenaj's hentai girl game
last time i opened tf2 was a month ago and i consider myself fairly invested in tf2
Arenât custom huds and other similar modifications technically against Valve TOS. Even though itâs actively accommodated by the developers, if not encouraged by Valve in general?
To be clear, Iâm not arguing with mcomsâs decision to ban posts of the high contrast player models.
nothing here about Valve TOS
just discord TOS, guidelines, mastercomfig code of conduct and #rulesđ
I thought TOS kinda fell in line with intellectual property. But I might be mistaken
so the definitions of cheating that matter are basically Discord's and mcoms'
Right
Itâs just an interesting point of note anytime discussion around game modification comes up
I don't know if I would equate the two
Thereâs probably some legal mumbojumbo about the two. But Iâm not a lawyerđ¤ˇââď¸
I think you also have to define what kind of game mod you're talking about. Plenty can be made from original content or only distribute the original content parts.
also the flat color mod also violates the gamebanana TOS
lol
also idk why would someone use that, it looks so ugly
id take the L from you but you play omori
so i can't really
đ´ đ˛ đ´ đˇ đŽ đđ đĽ đĽ
pedophiliađĽđĽ

clean tf2 plus doesnt distribute any base files and therefore is the only legal mod
mastercomfig illegal!??!?!?!!? 
valve is always pretty loose with their intellectual properties
altho idk if its in writing what you can and can't do exactly
this is the closest i can find in the subscriber agreement
this hat is so awemseom
im surprised NeoDement hasnt submitted her improved robot models as a fix
getting those in game would be amazing for comm servers
i wonder if someone would fix the energy orb weapon effect
like i'm not sure what was actually the issue with it
I mean there are already some solid fixes out there. idk if they're on workshop tho
think they mean weapon unusuals
but yea this change should be in the game
yeah basically this
good news: I aquired a laptop with a broken screen that I plan on repairing in the future
but for now it can serve as a good way to benchmark low-spec tf2
it has a Ryzen 2500U
which is Vega Graphics
so rn im running a permutation of the main modules, based in mastercomfig low
I will compare with the same test on a CPU limited mid-range machine later (my main PC) but for now I cannot use it for benchmarks because I have other stuff I need to do with it
how to be useless to the team: starter pack
Equip equalizer
Not useless for having fun.
Honestly would be a pretty fun loadout back when rocket jumper made you survive the kamikaze taunt.
Could make it worse by using the Pain Train with it on a CTF map.
That hud is kinda nice ngl
I considered it but I realized that the damage penalty from the marked for death was way more punishing when you already have fast movement with the rocket jumper
Does equalizer not mark you for death?
it does not
interesting. I will do nothing with that information lol
tbh I think I'm going to steal some other hud's scoreboard and replace xhud's scoreboard with it
so much missing information
or I could make my own lol
Do it. Make your own.
What could be more perfect than one made to your personal specifications?
a scoreboard made by a ui designer
which isnt me
hud developers are essentially just rookie ui designers
Or they're just people like you who decided to make their own custom HUD.
nuh uh
im not making my own hud
It's a piece of one.
When I did mine, I even set it up so turning on minmode made it a tiny scoreboard with only enough room for 9 players on each team and everything else removed.
What other useful information is missing thoughđ
Whyâs that useful?
I like seeing it it's fun when I post screenshots of me at the top of the scoreboard with that information
You have your domination medals next to your name, and you should never be dominated so there is no revenge to be had. And whyâd you kill all those Teleporters when you could kill the people exiting themđ
because destroying teleporters hurts the enemy team a lot
it gets pretty easy to capture points when you destroy teleporters
But the scoreboard isnât meant to please everyone. I just made it by going through the list of elements and going âwas I aware that existed?â
If yes, keep it.
If not, YEET
Ideally you destroy the Teleporter like once per point. Which usually ends up being 2-3 per enemy hold (in casual). So maybe you get 10-15 a game. Any more than that and you were either playing spy or you probably needed to focus less on the buildings and more on the engi imo
There we go, left is normal, right is minmode
Elaborate
Iâm also listeningđ
ficool i assume
technically isnt the vgui in source games vgui 2
Doesnât s2 use panorama or whatever or is that just a csgo thing
source 2 uses it and it was backported to cs:go
idk what a vgui update even could be
aside from exposing some vgui stuff to vscript, but thats less a vgui update and more a vscript one
hopefully bugfixes
Comsâ vgui fixes added đł
yeah panorama is the only thing I could think of but they'd have to completely redo the stock hud in it which I'm sure they don't want to do
dunno where you heard this ashe
It's been a whole year for me... I'm divorced



