#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 35 of 1
*why does bunnyhop
require constant blabla
acceleration*
because we can't change the actual movement code, so vscript would have to set your momentum when you jump
is it similar to sourcemod plugins in that way
idk
the biggest thing sourcemod has over vscript is being able to intercept function calls
vscript it always happens after they happen
so you have to work around the default implementation
it looks like the way sigmod/rafmod does it is by just... telling the function that stops bhops to not run
I'm surei f someone wanted to, they could create like a utils library for a lot of these things in vscript
but the bonus to sigmod having this built in is that you don't have to ship every campaign with a massive utils vscript file
and for devs, it means you don't have to have that downloaded, and test with it, etc.
you can run vscript on the servers end, or on the maps end
with sigmod the server just runs it and its over with
with vscript you can i guess implement checks to see if the script is already running and then run it if its not
but its just quicker, cleaner, and easier with sigmod
which goes for... basically everything i've talked about here
oh and actually
you kind of CANT do this shit in vscript i just realized
because sigmod lets you change these things from the popfile
vscript does not have access to the popfile, you would have to do things map wide
I guess you CAN have the popfile run I/O which runs a script
but its once again, quicker, cleaner, and easier with sigmod
a sourcemod plugin that extends MVM
Who made it?
sigsegv
Woah
sigsegv made sigmod, and its currently updated/maintained by rafradek
The Heavy is Dead??? No, the heavy is right here with the other mercs to recreate the iconic video by @Delak_Antoine ! And if you want to see more stuff like this in the future, grab a personalized autograph from the VA's! http://streamily.com/tf2?source=aff&medium=shork
#tf2 #gaming #memes #teamfortress2 #valve
fun thing I just noticed while looking through the vscript cvar allowlist
there's a lot of devonly cvars here
i don't know if they work, but they're still hidden from the console itself
*i don't know if they
work, but they're still hidden from
the console itself*
huh
yes
interesting
its kind of annoying because in some cases you can't tell wtf the cvar is supposed to do without looking at the leaked code
would be worse without the code
true
there's also some cvars which don't even exist in the leaked code
i can't find anything on tf_caplinear
yes github supports git blame
right here
line 476
are you sure your copy of the code is...
I'm looking at TC2 and the baseline leaked code
476:ConVar tf_caplinear( "tf_caplinear", "1", FCVAR_REPLICATED | FCVAR_DEVELOPMENTONLY, "If set to 1, teams must capture control points linearly." );

hate this code organization
apparently the vdc cvar list for tf2 lists them all
and uh... so does our docs for hidden cvars
whoops
yeah lol
still, sometimes looking at the code is helpful because the descriptions either are wrong or don't exist
what devonly convars have been added since the leak?
no clue
smh i expect you to know everything 😔
i didn't know endless mvm waves was funcitonal
the wave generation is competent too
ok medig generation doesn't quite work
a lot of them were healing heavies instead of the scouts
er wait, is this just bigrock mission one
yes it is
oops
let me try skipping to wave 7
it just loops :(
so no, its not functional
aside from bot upgrades
unless that was the intent
in which case i get why they scrapped it lol
just the same waves of a mission over and over again
with bots slightly buffed
would be boring af
I was wondering why valve would've scrapped it considering the fact that the waves seemed to work well, but i guess I was just playing benign infiltration the whole time lol
no wonder it played well
Has anyone done randomized waves yet?
i'm sure someone has
I think that'd make MvM much more interesting.
essentially just PvZ survival endless, but even more tedious now that you have to do the shooting
And even PvZ can at least cook up a whole arsenal of zombies to mix things up every wave
Whereas selection is a lot more limited in MvM
mvm but its red team vs blu team trying to see who kills more robots
Robot destruction mk. ii
ok the thing is tho
pvz still randomly generates waves
this is JUST the pre-existing waves of that mission
but with upgrades given to the bots
and health scaling
not that they can really add more, cause its limited by player count
I see... that must be very dull.
Yes, it usually ends up not being very fun
Pacing is usually extremely akward, and the challenge is usually non-existent or just extremely overwhelming
Although one of the new potato missions uses a “choose your adventure” mechanic
Each wave you can pick between one of two waves
And you can hit random for a slight pay increase
wow. thats like. aghanims labyrinth
do you also get rare upgrades
not yet
collect aghanims fragments (money) from creeps (robots)
lifes like a videogame
trying hard to beat the stage
all while number go up
athena is under attack
we are fucking under attack
erm? why isnt the alert (moans) playing back?

everything is in shambles
payday 3 servers still dead, potato.tf website dead
what games will i play
titanfall 2!!!
not installed :(

eris
pain
one of my origin friends has thanos cock as their pfp
i forgot lol
i was changing my loadout and got kicked out by an error, but pressed escape right as it came up so i didn't see whati t was :(
scorch my beloved
ok right this is the other tf2 channel whoops
Titanfall 2 is an okay game
yeah
it comes and goes
its usually like
valve does something
bot hosters go "its so over"
and then a few months pass
and they just waste more of their money
valve should start hosting antibots
true
but yeah, its really bad rn
but it'll pass
it always does
at the very least it won't be nearly as bad as it is now
oh my goodness he has a headache
yeah
dxvk will make the bots more efficient 
valve should only allow an official dxvk dll file that catches bots and forces their hardware to overheat 
surely that would not be bypassed by simply not using dxvk or by patching it out
they should allow you to use your own engine dll
what second will dxvk drop?
the exact second you die 
They still on summer maps, in the US it seems like they are?
Yeah maybe cuz iirc I only saw them on the summer maps
they're not
plus the summer section is gone
I guess they probably just send direct map selections to the matchmaker so it doesn't matter
but i had a harvest game last night that was real bad
but it was with sydney bots (remember those? they're back too!)
No I mean like
The maps that were added from the summer update but yeah seems like it’s in other maps from what you say
yeah I know
thats why i added that because they probably just send the map selection to the matchmaker themselves it prob doesn't matter
they just send the same maplist
they don't say "queue me for maps in the summer section"
I was looking at my vscript for spawning an MVM revive marker, pondering once again if there was some way I could see when the player clicks the cancel button
answer, 99% certain no
because it sends the result of that as a ccmd
Computer explotano
💥
just making sure i'm not missing anything, there's no way to read ccmds outside of being the server itself, right?
like there's no API that lets you read them
API is maybe the wrong word
but like
you can see events, there's stuff like net_showevents
but there's 0 equivalent for either that or reading values of it via vscript
I just had a stupid ass idea
on death, temporarily set the gamemode to MVM
that might legitamately work lmao
what
i'm serious
cause the way I do my thing is that I spawn the revive markers myself
and the cancel button doesn't work because it asks the player if it has a revive marker, and if it does, destroys that
but the reviver marker variable is local to the server alone, its not a netprop or anything
and the only way that variable gets set, is if the server creates the reviver marker
and the only way that happens, is if its MVM
the only problem is that comes with a lot of other side-effects
*the only problem
is that comes with a lot of
other side-effects*
it fucks with a lot of things if the ent that died was a bot (can be worked around by removing the "fake client" flag tho)
its absolutely a terrible solution, but it might be the ONLY one
for anyone wondering, this is what "advanced" vscript programming is like
once you get into doing stuff beyond more basic things of just messing with common use cases
it becomes a hell of failure, struggling to find some opening into what you want to do, terrible workarounds, and in some cases, complete rewrites of pre-existing things
for my big project, i'm going to probably end up reimplementing the entire mvm populator system in vscript
because we have 0 access to it
so its only usable in mvm to my knowledge, and even in mvm, your control is basically letting it do its thing and then trying to mess with bots after they already spawn
Server region?
damn, I was right
took longer than expected tho
so adding bots back to regular maps from seasonal takes at least a week.
hello is this enough for tf2 at 720@30fps?
https://pcpartpicker.com/list/8fNTJy
lian li is so good

sorry is it really bad?
no it's super easy to hit 720@30 my steam deck can do it no problem

just play the other tf2, it doesn't have bots
but I'm already playing Titanfall
one of the 3 players playing Titanfall 1 
i love unoriginal people
month is ending and nothing about tf2 update with dxvk and source 2
did the tf2 voice actors actually react to that? 😭
💖 59
hahahhaahh
there's a bot on the cover art 
they're trying to corner us!
looks ai generated smh
srly is my gpu dying or smth?
Is outlines=high a competitive advantage to outlines=low because of this?
https://www.youtube.com/watch?v=4-hVgNkeO8M
Yes
Although in competitive matches it won't come up as much, in casual the spawn wallhacks show you any spies making themselves too obvious
I honestly don't know why disguised spies have outlines while you're dead
Because, if you were spectating and noticed they didn't have an outline, at the very least you'd have to be looking at them
iirc there’s no specific code handling outlines for spies, it just goes through the same code as teammates, because to the client, that spy is a teammate
so either valve wanted it or they forgor
w
at
theres no way to handle teammate spawn glows without somehow fucking over spy
it should be removed
wasn't it added in like, 2014ish? I remember playing before it existed
So like 8-9yrs after TF2 came out. I can see why spy mains were salty lol
Nearly a decade of disguising near enemy spawn without issue and valve destroys it in one swoop
its not even necessarily disguising near enemy spawn
it just fucks over spies in range of any camera a dead player is watching
like you could be spectating a player and you could tell them that a spy is behind a wall in front of them
yikes
W
iirc RGL compliant server configs disable teammate outlines for this reason.
It might just be a format specific thing or something they tried ages ago, but I’m like 80% sure this is disabled on RGL.
Even if it wasn’t, high level spies would just knife the air or use an undisguise bind
the life of a pyro player
forced to an eternity of shooting the big blue rectangles

Wait, pvz garden warfare mission sequel?!
whenever i use the outlines to get a spy i feel a bit guilty cuz im like staring at them through a wall and it looks like im walling
yet
kinda wanted to use the method to works on casual but...
i will get banned 😰
the only mod thing that i made was replacing the bonk texture to guaraná antártica
mod too big and idk nothing so, maybe some day someone makes
pika
Looks like outlines=high is only set on mastercomfig preset high and ultra, I was using medium-high so I was missing out lol. Are there any other settings like this, which are off by default but can give you an advantage (outside of the very-low preset)?
check this message, outlines=high helps you easily find spies in certain scenarios
although apparently outlines=high has a pretty high FPS impact
on shounic's 100 player server it completely destroys my FPS lmao
as it should
or well
in its current implementation
i wonder if they could rework it somehow
oh right, having the outlines on ctf is like mandatory to win
or payload if ure unfamiliar with the map or the videogame that is team fortress 2
Me when I steal every spy main's dopamine source (I want them to suffer)
guys send me popular huds/huds that you use
I wanna test the performance impact of huds, but I dont use them and neither do I know which are popular
https://comfig.app/huds/page/zeeshud/ probably the most (potentially, have not tested) performance intensive one i can think of with customizations
https://github.com/quickkennedy/quakehud what i use, also has quite a few custom options
https://gamebanana.com/mods/445578 vanilla themed with customizations, comes with a hitmarker addon(?) (maybe not idk)
yeah they're not mentally stable i think i dont blame them though
the cathook shit was really funny though
an attempt was made
like how far people took it, as if it's even possible for a hud to do something like that triggered by editing a single file
my favorite config .
That banner image making me go-
HOT DAMN
that's him, that's the middle mann
saxton culo
saxton culo
I actually did performance testing across a few HUDs a couple weeks ago. These were the averages across 3 runs:
Default: 198.06fps avg, 31.597 variability
BearHUD: 202.48fps, 34.389 var
Sunset Hud: 194.45fps avg, 30.138 var
PeachHUD: 199.39fps, 32.220 var
collyhud: 198.53fps, 33.383 var
Hypnotize Hud: 190.39fps, 29.864 var
HExHUD: 190.78fps, 28.382 var
FUNKeHUD Reloaded: 195.85fps, 31.678 var
FlawHUD: 198.58fps, 32.541 var
I previously ran a test with different graphics settings on just default HUD, FlawHud, and Budhud and got:
Default: 186.45fps, 30.503 var
FlawHUD: 188.55fps, 30.679 var
BudHud: 184.86fps, 30.540 var
Tbh a 6.35% difference between the highest and lowest performing HUDs isn't much but it's certainly more than I expected, I thought it would be <3%
how much of that is within statistical error tho
~~how many times you ran each HUD?~~nvm you said it 3 times
@limpid panther has leveled up! (51 ➜ 52)
I did 3 runs per HUD. A lot of them were consistent but yeah some were oddly +-3fps
also, could I see the demo used?
It's the timedemo on mastercom's site
ok
yea, I don't really like that demo. I will redo it with something more representative of normal gameplay
also, 3 is too little imo
not to shit on your data or anything, it's just that I use about 15 and still suspect the variance is too high
No worres. This wasn't something I like, initially planned on releasing publicly. Just testing what works best on my setup. Which, I use a pretty unique setup (Pop!_OS 22.04, 1440p, mastercomfig medium-high with a few overrides). Not sure how representative my data is of the average player
do you include the variance calculation in your stuff? I can't remember
yes and no, I prefer boxplots instead, since it's more visual
then the variance gets taken into account in the null hypothesis probability
example: #1072696252162117752 message
is the variance calculated from the 15 means, or do you combine the variance of each individual timedemo?
Im not a big stats person so i dont know whats the norm but im interested
depends on if you mean the variance of the mean or the mean variance
the variance of the mean = how much the mean frametime varies from run to run
the mean variance = the frametime variance, averaged over all runs
theres something that "fixes" the crosshairs in tf2?
the resolution sucks, they arent centralized, doesnt seems to have the right size, iconsistent
aren't font crosshairs generally considered better?
actually i wonder, distancealpha crosshairs 🤔
words of a distance alpha addict
idk
So basically, Huds don't make much of a fps difference, and you shouldn't worry about it when picking em?
unless ure running the videogame on a potato chip
I meant +-3 fps across different runs for the same HUD. In reality, different HUDs (in the worst case) could be about 12fps apart, or a 6%-7% difference, which is a bit more significant than I was expecting
whats the differente between c_sniperrifle and c_tfc_sniperrifle?
we love middle mann
idk why it's so rare for the tf2 artstyle to be retained in custom huds
templates
it’s simpler to make a minimalistic, feature rich hud.
they do something?
or is like
the base to c_sniperrifle and i need it if i want to change the model
lots of huds tend to not use very many graphics at all i've noticed
they're just made of text
yeah it sucks lol
like as much as it's not for me, I respect huds like zeeshud and darhud for at least trying
I respect fiend for not developing fiendhud further
tfc_sniperrifle is the classic
well, specifically its based on the first person view of it
and kinda tf2-ified
cause this is the third person one
anyway thats also probably why its called "the classic"
it even uses the same sound effect for firing!
its basically just the same idea as the original
but for sniper
*its basically
just the same idea as
the original*
i'll have you know that i am still developing a hud, just very slowly
just like 15000 of your other projects
you know me so well
there’s a certain bond
gold bond
Out of curiosity has anyone seen this error before and knows what it means
I crashed from it
oh that sounds really familiar
i can't remember what it means or why it happens :/
tried to search around in here for it but found nothing really
hello two fart two
I have
I remember it for some reason
i forgor
💀
I actually was asking about variance of the mean vs calculating the total variance (as in, treating each run as a set of individual frametimes, combining those sets, and then getting the variance of that). Didnt realize mean of variance was an option
doing what you described after "vs" is the same as calculating the mean variance
but it becomes less clear to describe, specially if you then think about the variance of the variance
it is? I remember looking at the math for it before and the algorithms for combining variance of multiple variance/mean sets was a lot more complex than just averaging them
wait, let me work it out to make sure
Algorithms for calculating variance play a major role in computational statistics. A key difficulty in the design of good algorithms for this problem is that formulas for the variance may involve sums of squares, which can lead to numerical instability as well as to arithmetic overflow when dealing with large values.
makes sense, right? The variance of sets [1,1,1] and [2,2,2] are both 0, but the combined set [1,1,1,2,2,2] has nonzero variance
true true, I was mistaken
imagine valve doing this in tf2
People play ranked in TF2?
no but
if you play with cheaters often and they get caught, you get penalized too
I recommended that to RGL years ago and the admins got mad at me then implemented it a year later
Is there a problem with subtle cheaters in casual? I feel like I haven’t seen someone cheating but not spinbotting in ages, outside of competitive leagues.
so has anyone on linux figured out how to fix the issue on anything other than arch lol
I haven't been able to play the game for like a week now 💀
every solution I can find involves downloading something that I can't download
ive seen quite a few silent aiming demos
the libtcmalloc issue?
yeah
I just can't convince it to grab one from anywhere else, even after deleting the official one
You might wanna ask about getchoo's tcmalloc
TF2 boots pretty fine for me, I've been grinding paints
Which distro do you run?
I have Fedora.
i think windows works
i have it deleted in the tf2 files and pinned a working version in the steam runtime folder
bottom of this page has similar instructions
@jagged pawn But if it works fine on your distro, the steps ran like this for me:
1: Put getchoo's tcmalloc files somewhere safe
2: remove the stock tcmalloc
3: symlink getchoo's tcmalloc to the TF2 bin folder, renaming the symlink to whatever the stock TF2 tcmalloc was (since getchoo's is 4.5.10 when the stock TF2 one is 4.0)
yeah but where's the fun in that
titanfall 2 best game 🫡
yea, I'm just gonna wait for 1 week while all of this gets sorted in linux before I even attempt to play it there
here they are, by the way
hopefully these work
malware 
pop os which is probably a factor unfortunately. I should really switch to something else lol I'm on a dead distro 😭
just to make sure I understand, does it matter where I put these as long as I redirect to them through launch options
From what I understand from previous testing, you don't even need to pin them to the Steam runtime or use launch options
Just delete the old malloc, symlink in the normal one (not the minimal one), remember to change the name of the symlink so it matches the original, and don't verify integrity of game files
ah I'll give that a shot in a bit then
Just the symlink alone was enough to produce noticeable changes in RAM management behavior
and while I still had OOM crashes while running mastercomfig, resetting to default settings overall worked quite well
Wait is popos deprecated now 😭
ee dont respond I saw that one msg in tech channel
when will my popos update return from the war
it's been like nearly two years since the last major update
Gentlemen
Friends that helped: @Typho @Quindleston @Frickity_
Patreon: https://www.patreon.com/ParashockX
Twitter: https://twitter.com/ParashockX
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what do you mean, blue moon was 5 years ago
stop this
tf2 development runs on popos
chat is this real
i dont mean to brag but i wanna brag
16 ks at the end https://cdn.discordapp.com/emojis/987544998947979265.gif?size=48&name=swagagega&quality=lossless
i can feel scout inside me 😊
erm
hurricane statement made by skyrym
ideally you should use that binary i sent in the same you would a native sdl - as in, delete the games bundled version and synlink it to the pinned_libs folder
just make sure the symlink has the same name as the one you deleted from tf2’s folder
good job on spreading malware gec choo 🫡
I'm also on Pop!_OS and have been playing TF2 pretty much every day for the last ~2 weeks without issue. Tbh I haven't even heard of this tcmalloc issue until I read these messages. How much have you modified Pop?
he could just be using the flatpak, which also has it's runtime compiled against llvm 16
Oh that makes sense. Yeah, I'm using the .deb version of steam
since iirc pop os has flatpak installed by default and a deb/flatpak option in the pop shop

pop os wont have an issue like this for a very, very long time
mainly because they're only based on an lts for now, and ubuntu probably won't be jumping to llvm 16 either any time soon
real
I love it uses the tiktok voice
STARE AT WALL
smh putting even more disrespect on canadas name
😢
think of all the jaratekings out there
LOL
4:47
incredible
😭
witness is from europe right?
idk comp
Idk about witness the player, but Witness Gaming is NA
why hasnt anyone made fonts of the crosshairs so they scale without getting fucked
You mean custom hud crosshairs?
I think those are usually included in the crosshair fonts in huds. It can’t switch based on weapon (to my knowledge), because that functionality just isn’t there for custom huds.
But those also aren’t without flaw. Based on resolution, fonts can shift up or down by a couple pixels and sometimes require you to manually account for that. Best solution I’ve found is including buttons to generate hud code to shift the crosshair up/down or left/right 1 unit using log-base.
Which is just such a new and relatively complicated that the people who have done that are in the single digits.
I think it’s pretty much jarateking, hypnotize, Jofre, the maker of InsomniaHud, and I who have made implementations of log-base to that degree.
I could be missing a someone, but those are all I’ve seen.
huh never knew that
good to know i guess
@paper sluice has leveled up! (63 ➜ 64)
Tbh unless you stare at huds 4 inches away from your monitor for hours, you probably wouldn’t notice the inaccuracy. But it’s there🤷♂️
my crosshairs kinda small so it'd prolly effect it more https://cdn.discordapp.com/emojis/1091405849932611635.webp?size=48&name=at_my_limit&quality=lossless
also do you mean most of the stock crosshairs are included in custom fonts in huds or?
Yeh, you can find all the default crosshairs in here somewhere, except maybe sapper, but I might be over looking it.
https://github.com/Hypnootize/TF2-HUD-Crosshairs
Ah coolbeans
Grazie
why do i keep getting put into nearly empty servers with only omegatronic bots
the player count cannot be so low i only join with the literal scraps of players left
dude
why is this screenshot so fucking dark
Idk
Blame windows
It didn’t do that before but now it does
actually
its not winows
windows
i know why
its cuz i pressed win+shift+s to screenshot but that also opened the steam overlay
so it darkened it
to open the scoreboard i have to hold tab
does powertoys allow you to change the screenshot hotkey combo
then when i press shift it toggles with me already pressing tab
i can prolly just open the scoreboard with console but idk the command so !1!!!!!
powertoys?
idk what that is all i know is its called snip & sketch
not sure if it lets you change it
never tried
no problem brody oomfie bestie
@next nymph pls comment on dis
NOW
where is it
yea I found it without your help 😡
yeah thats probably a fair list of people. It's multiple advanced techniques built together into one really advanced technique, and its still limited in some ways too
https://gamebanana.com/wips/79845 damnnnnnnn
https://gamebanana.com/mods/464818 i guess this solves my issues
The Medic is one of the most valuable but underplayed classes in TF2. Check out some of these examples, watch and learn! This episode of Top 10 TF2 plays of the month features clips submitted in October 2022.
Previous episode: https://youtu.be/m4SjbvbLXoU
📋 Credits:
Lucky Luke - Production, Video editing https://lucvisuals.nl/
eXtine - Host VO/...
Omh you reminded me of a old ritual I had
Watching LuckyLuke's top 10 every month
guess I should resume that ritual
their production quality for tf2 content is top tier man
what
Christianity also sometimes has it.
hmm, kinda iffy about it knowing the community of this game.
fucking around with various things and just discovered a weirdass animation bug
luckily, it does not displace hitboxes
if anything, it is worse for the player who triggers it lol
because it uh, disables the leg walking part of the animation
for some reason
apparently, this bug has already been documented
welp
the bug is that if you crouch while jumping with the winger, you won't be crouching when you land, and will be in like a pseudo stand position while you slide around
side note, they never seemed to have fixed crazy legs scout for the winger
*side note, they never
seemed to have fixed crazy legs
scout for the winger*
i didn't even know the winger used different animations
ok, it doesn't
or at least its not supposed to
idk whats wrong with it
halloween event is automated every october 1
but scream fortress doesnt start until valve pushes something
hmmmm
CRASHER IS BACK
YEAAAAAAA
i missed it last time
and then felt a deep wave of depression upon typing ctf_crasher into the server browser and getting 0 hits
team fortress 2 players...
this worked perfectly tysm
am I the only one that hates the way scream fortress looks in the casual menu
like it's just a list of unspecified names that you have to memorize to know anything about them
I wish they were integrated into the regular queue. like, you could check a box at the top for "enable all scream fortress maps" but then you could also open each mode and they'd be there too with like a gargoyle icon to indicate that they're seasonal
btw why arent the instructions in the mastercomfig docs like they were before
@grim parcel
context
is this good?
@summer willow #announcements📰 message
this is just a map preloader
apologies, it seems like I was mistaken
but I don't have any problems preloading for casual
just use the smallest map you can find as a menu background and you are done
at least for me
so I use Yttrium's preload_room
i just use itemtest because i dont need to install anything but
this map seems to be better and you can customize what you want to preload
this doesn't seem necessary because most of the stuff there is not preloadable
unless you use other stuff
vscript does let you precache models and shit, I have no clue if it actually works as a preloader tho
@paper sluice can i include this in mastercomfig
i really should upload that script sometime
cause it literally fixes this issue
I mean i've posted it in this discord a few times but i should post it on GB or smth
actually the version I have only works with mastercomfig so i'd need to fix that first
lmao i opened up gamebanana because of that preloader and noticed that my improved df for the tf2 oldschool pack got added with this comment
i don't have any submissions on GB lol
i was planning on including the script in mastercomfig
well i guess the comment is also in relation to everyone who helped inthat update
but still
yeah, but still worth uploading standalone i think, considering some people don't use mastercomfig
Yeah it’s not my script
I just yoinked it from the fempyro one
And I’ve seen other mods use the same method
I would still use the maps you already use just like add the script but you prolly already knew that
the banana puff
masterbanana soon
there done, finally uploaded somewhere
https://gamebanana.com/mods/471755
coming to a mastercomfig near you soon™️
yo this is actually so cool
I miss the main menu music since I preload
thank you sitnkerousfiend
because you are swag?
i think skyrym found a script and posted it cause someone asked
and i took a look at it and it was the most dogshit ass solution ever
so i made a better one lol
ah
I have def done that before
on the AUR
somebody uploads a dogshit one
and I feel so disgusted I have to make a better one
in the future you may not need the mod, as i made a PR a few months back to add it directly to comfig
I sure hope it is added
How hard does anyone think it would be to drop Team Fortress 2 (specifically tf2-patches) to 64 tick and allow other tickrates while fixing the regressions caused by that?
Also, has anyone thought about (or actually went through with) doing tr_walkway (or something like that) but with VScript instead?
The issues with current tr_walkway being hitboxes not being in-line with the animations (if I remember correctly) due to the map pushing the bots, among other things
i think i've seen someone talk about tr_walkway vscript idk
as for tickrate, i'm not entirely sure, there's quite a few things that rely on the current tickrate, and i think in the past there were merged PRs to fix some of them, not sure if they're in the current version of the repo
I wonder if there is a complete list of things that assume a tickrate of 66 somewhere
off the top of my head, cap points, minigun fire rate, maybe a few other things
My understanding is that it's not hard to make code not assume a tickrate and rely on whatever the alternative is, for stuff that isn't affected by the tickrate
minigun firerate is actually a balance issue iirc, its not necessarily intended for it to change based on tickrate, it just doesn't work correctly on the default tickrate iirc
it skips things
It seems relatively simple from the outside looking in
Yeah, I remember hearing about this
Also, why is choke such a big issue in the Source Engine?
I was getting choke in the ~20-30s while playing on a Halloween map with the pumpkin in the center
I think it's an issue with the current networking config on the serverside
This was on a Valve server, by the way
I read into it and reducing packet choke on the server (incoming and outgoing, I assume) is just a couple of commands, the Comtress Server config also does it properly in the 100 player config version
This line:
https://github.com/mastercomfig/comfig-fortress/blob/master/100/tf/cfg/server.cfg#L21
and this line:
https://github.com/mastercomfig/comfig-fortress/blob/master/100/tf/cfg/server.cfg#L86
seem to fix choke entirely.
A fun TF2 server experiment focusing on game balance and reliability - mastercomfig/comfig-fortress
Are there some downsides to this that I don't know about?
Choke seems to be my only big gripe with TF2's current networking as it presents itself like packet loss when the server chokes your connection for enough consecutive packets, from my experience
yeah choke is needed to keep bandwidth from overflowing clients
What happens if bandwidth overflows clients?
clients explode, physically
I can see this happening
I ask this because I was able to run cmdrate 66, updaterate 66, with 100 bots in the server, and my client never showed any signs of "bandwidth overflow". It was still only a couple hundred kilobytes of data up/down at the worst, so even if I wasn't on loopback, I suspect there wouldn't be an issue unless there was a client with really bad internet, in which case, couldn't the "rate" command fix that? Or is going over the maximum "rate" on the client considered bandwidth overflow?
I can imagine maybe getting "bandwidth overflow" with sv_alltalk set to 1 on a 100, or even 24-32 player server, and everyone speaking at once or something
rate is bypassed by that
Bypassed by preventing choke from occuring?
And what happens if that's bypassed? Will clients start getting kicked for an overflow?
It seems like the maximum rate needs to be raised or something if that's the case, since modern TF2 chokes pretty hard
And if rate is bypassed and is the reason choke is occuring, why does bypassing the maximum rate value not cause a "bandwidth overflow"?
I believe sentry fire rate is also tied to tick rate.
Although ever mge server I’ve played on with higher update rate has felt like complete dog water. idk if that’s an issue with the game not being made for high tick rate or the servers just being dookie.
Changing the update rate doesn't change the game's underlying tickrate as that is locked at 66, to my knowledge
So, from my very loose and probably incorrect understanding:
If the server forces client updaterate at greater than 66, you get inaccurate interpolation because the time between ticks (15.2ms) actually hasn't changed, but your lerp time (30.3ms) has changed to some other value not in-line with the tickrate
This could be entirely incorrect but this is what I assume happens
I'm under the opinion that cl_cmdrate and cl_updaterate should be equal to each other at all times and that the upper limit for both should be the tickrate
violently
me
but i don't have time lol
anyone know why the halloween maps run so much worse than the non-event maps?
not specifically
i just understand it more as a general concept that event maps run a little bad
Aren't the Halloween maps generally very particle filled?
i think yeah, its a combination of having more particles than regular maps, and also the fact that scream fortress itself causes more particles
so even regular maps will run worse during scream fortress
this exists and i run it on my server
name?
actually I remembered wrong somehow
i could have sworn it existed
idk wtf i confused it with though
I got, I got, I got, I got, I got a 100 secret saxtons we need to kick the cheater master yambo we need to kick the cheater I'm trying to save tf- guys I'm trying to save tf2! We need to kick master yambo we need to kick master yambo hes cheating master yambo is cheating guys we need to kick him I need to save tf2 I need to save it i need i need...
join casual server
1 bot, 10 other players
bot starts a kick on me
goes 3 yes 3 no
i get kicked anyways
👍
my shield is bugged
yeah that happens sometimes
how tf does that even happen? lol
they threw it, captain america style
and that's what you get for touching that
record 1; stop
networking
Generally bind this to a button. Every time you see some random bug like your shield not visible or killcam showing some random invisible model in the middle of nowhere press the bind.
isn't there a better way to do that without starting and stopping a demo
retry
no there's a hidden cmd that has the same effects as demo starting without the actual demo start iirc
fiend, the hidden cmd knower
extremely cool video https://www.youtube.com/watch?v=fxwZeDwmV8o
A quaint nostalgia trip for your second monitor.
Katsu's spreadsheet -
https://docs.google.com/spreadsheets/d/1LGA3eF3zUdWujoRC_KKj6HJfaHYkkiZWzpcy4d4k57k
Map repos -
https://maps.mevl2.duckdns.org/
https://rotabland.eu/maps/maps.php
Music is listed at the end of the video because I don't wanna get shoved in to an unmarked van by Square En...
demorestart
You might need to add cmd before it, I just use it in my hud on a button so idk what the console trigger for it is.
🙀
The past 2yrs, the Scream Fortress update dropped on Oct 5th. Maybe dropping today? 👀
Fingers crossed for DXVK-Native
Side note: if DXVK-Native does get added, guessing I should remove the "OpenGL Optimizations" mastercomfig addon?
is badwater the only server on bro im gonna die
ive queued into it 4 times now after like 20 minute long queue times
what is DXVK-Native? DirectX Vulkan?
They probably wont remove opengl support if they add dxvk, so no
dxvk but not through wine
oh i misunderstood, nvm
Yeah my understanding is that ToGL and DXVK are both DirectX translation layers. Since DirectX can't be used on anything other than Windows, ToGL (what TF2 currently uses for linux support) translates TF2's directX API calls to OpenGL. DXVK does something similar, but translates the calls to Vulkan instead of OpenGL. So I think DXVK-Native is a replacement for ToGL/OpenGL. I guess the problem is it would probably drop support for older hardware that doesn't support Vulkan, but idk the performance gains are probably worth it. Maybe they have a way to include both DXVK-N and ToGL, and select one based on if it's supported by the hardware
Vulkan has better performance gains in stuff that uses DX9 than DX10 and onward allegedly, would need confirmation on that.
probably
I would prefer they adopted more optimization stuff from mcoms
remove the audio stutters with multithreading, better performance, all that good stuff
although, if dxvk-native can provide something similar (doubt) that's good too
the audio multithreading is unstable
yeah im working on it
nah
CSGO had opengl support and dxvk on linux both at the same time
yes
thats what i said
You think tf2 will ever get an update that changes gameplay balance?
no
unlikely tbh
Maybe if it's balance due to bugs. I remember a year or two ago they fixed the bug where the Iron Bomber's projectile hitbox was a lot bigger than the stock grenade launcher. So if anything like that exists, maybe. Otherwise, highly doubt it
balance is major update content
They should balance dragons fury by making it not lag your game and balance flames by making them not look like ugly yellow shit stains
They should add TF2 balance mod in the official game
valve should hire wget to make official balance promod
tomorrow, actually
doesn't that mod suck?
and don't forgot how the ego of that dude got on his head when valve added one balance change he made
which balance change lol
thank u skyrym
now that I am a tf2 contributor
what should my scandal be?
ermermermemrmeemreme
🤯
you should blow up valve hq
I have walked on the block their offices are
that's a good question since that's what the dude says when you question is dobius changes he made in the balanced mod lol
like what he changed?
i don't think that really would count as a balance update
it is technically
i mean i guess
altho to me a balance update is an update that changes the intended balance of a weapon
imagine tf2 update
I think Sniper's max health should be reduced to 100. Thoughts?
sniper's max health should be reduced to 0
If you gave everyone the ability to headshot, sniper would be way worse. Just saying, it’s a solution🤷♂️
replaced sniper rifle with revolver
No
Just lower the sniper rifles ammo
Lower it to like 10 or even 5
Somewhere around that range
snipers max health should be 1 with a constant -5hp drain
Doesn’t change the functionality of the sniper or his survivability just makes it harder for him to constantly stay in the same spot with little concern for ammo
And it makes hitting shots matter more
i wonder when will valve change this
how about giving the engineer a revolver?
https://gamebanana.com/mods/341635 "someone make a casual version" still missing
crustyhaysoos 🤮
i need to test something. does someone has the flavorful baggies with any paint applied?
This is just a modded ver of nohats
x1000 blutsauger be like
bro is a "billions must comply" kind of soyjack guy
bruh cried like a baby over a scout dunking on him, people really take him serious?
unfortunately
the fact that YouTube has not shadow banned him is kinda funny
like i understand he tries to be objective but one i disagree is the art style, game has art it evolves, meaning if you don't update or try to keep with your art stsle your game became staled even if you have a loyal fanbase
and also he's a clout chaser his workshop reviews really proven that
art direction took a clear shift in 2015.
VALVe wanted looser restrictions on the game's art style. I mean, we got skins made by them that breaks the rules.
what wasn't good tho was 2020-2021 line up of cosmetic content but one could argue that it was VALVe pushing as much money hungry tactics as they can from unusual traders during the pandemic.
Get that sweet sweet covid emergency funds.
printed money
"It's like printing my own money"
RIP
Zesty is very opinionated but wanting people to be banned from YouTube for having opinions is messed up. If you don’t like them don’t watch them, it is really that easy.
cool mod
is even basic as shit
oh damn this looks nice
oh there's a Friday the 13th this month, might be trying to line up with that
stop trying to find patterns
wasn't me, someone in a twitch chat point it out. but ok
Scream fortress content is added when eric has free time and the game isnt crashing
Thats about it
talon why does your profile crash my discord
discord™️
the updated is the friends made along the way
the fiends
@potent wolf has leveled up! (44 ➜ 45)
only has 12 minutes to work on tf2 a week
ok you want my pattern recognition skills
october 5th was a tuesday in 2021, and a wednesday in 2022, it was a thursday this year, and releasing content near the end of the week is generally not something valve likes to do
unless aliens invade
gamebanana replies are so funny
xeller
i do not understand vscript sometimes
I have this metamethod that checks if something is in a different class, so that I don't need to write as much when i'm coding
i don't get it
it should automatically check bossScope.bossClass.fMaxSpeed when i just check fMaxSpeed
it works literally everywhere else in the code
but not here
"zombie" styles of some cosmetics should also be halloween restricted
https://wiki.teamfortress.com/wiki/Goblineer the zombie style can be used all year
wait, only that hat has a zombie style
yeah only the hat does, why would they full on replace the voodoo?
that's a lot of work for nothing.
usually the zombie option is for consistency, do you want your zombie loadout to have random parts that are regular flesh?
ngl hearing it now, kinda sounds cool in a frankenstein kinda way.
It's coming next week prolly because of vscript stuff.
mvm_oilrig_rc5a didn't build cubemaps :(
Owned…
nah
i think its fine not to want someone to have a youtube career based on the stupidly dumb shit they say
especially when theyre notorious for being hurtful to others
*especially when
theyre notorious for being
hurtful to others*
i support the deplatforming of cringe people
like he's not cringe hes just a malicious dude
allowing guys like him to fester only encourages what he does
I heard he used to be more nice before smissmas 2021 where he went coocoo bird.
covid really did something to that guy..
the halloween queue is literally unplayable
I've been queuing for like an hour and I havent had a single match with less than 4 bots on a team
please valve
remove maps from the queue
nobody cares about sunshine event
i wish they also reduce the timer on ghost fort
half of the halloween pool is like
what you don't want to play like an hour of ghost fort to finish a single match?
i also would like to see carnival's objective to be 3 captures so rounds don't end that quickly
and if 10 mins have passed, reduce the objective to 1
can vscript files edit maps if they aren't embedded into the map file?
*can vscript files edit
maps if they aren't embedded
into the map file?*
i assume you would still be able to if you're able to do it from an embedded vscript
iirc vscript embedded vs not embedded has no difference
bots
does it need to be listed in logic_script?
as per usual
no
logic_script just tells the map to run a script at launch
otherwise, the vscript VM is just server-wide
i don't think you can do much, tf2 limits the client side of vscript
to stop things like the l4d2 script incident lol
well yeah, but there's a lot of stuff you can do on the server tho
usually with either 0 noticeable difference on the client or slight stuttering due to the client not expecting something
but for stuff in the map itself, thats ez pz
ah why is the headless horseman screen shake so weird at high refresh rate
unless I just forgot how it felt like
aside from static stuff, which i think is not an entity after compilation
but messing with any actual entity is like
ez unless its hardcoded to change the value in tf2's code
but things like timers, adding props, etc.
thats super feasible
the only downside is that any props you add are going to be dynamic, not static
so thats a different performance hit and shit
but yeah, I don't think there's any difference between running a script via the map and running it via the server
I've set up my raid mode code to have a "start" function which basically checks if the script is already running, in case the server itself wants to use their own version of the script
or if its a newer version than the one that'll be packed into the map
confused by what this means, aren't all vscripts run on the server?
yeah, I moreso just mean vscripts run via the logic_script entity
which tells the map to run a script on launch
and the script is packed into the map
compared to say, a script that a server downloaded on their own that is external from the map itself
ah
what was that?
script kidies abusing vscript in their l4d2 maps to make players join servers they didn't wanted
and or changing the menu to something else
i think it was an issue in the workshop like 2 or 3 years ago
yeah valve is being much more careful with what vscript has access to now
*yeah valve is being
much more careful with what vscript
has access to now*
halloween maps are enabled and the bots are worse than theyve ever been
a very heavily requested feature is VGUI support, but everytime anyone ever mentions it around ficool they're just like "yeah its probably not happening"
oh
and with a reason, its really really easy to exploit
yeah
i'm hoping that at the very least we get like
the way to change some variables for pre-existing VGUI elements
or showing and hiding pre-existing elements
3d character pls
like the MVM hud
the only way i see it could be added is if they block the usage to certain commands that vgui can make
like we got a whitelist
for cvars
now that i think
maybe
i mean bad actors can really abuse the url and html vgui control
blocking these could be a start point
I assume there's more to it than that because that would've been pretty easy to just block i think
yeah
this kind of stuff really needs to be though throught since there's many ways how it can be abuse
wait what did i figure out a way to crash tf2 
you can technically create another world entity
but physics would shit themselves
honestly there's a lot of shit you can abuse with vscript anyway
*honestly there's a
lot of shit you can abuse
with vscript anyway*
yeah halloween queue is awful. I've been using Bash's TF2 Bot Kicker (biggest one that actually works on linux), and queueing up with a friend who also aggressively kicks bots, and it's still not enough
yeah not nearly as much
from a friend that was during that time
it was awful
sometimes the script contain like goatse
💀
lmao
I mean you could potentially still do that
but i think you'd have to pack the texture into the map
or if its a listen server you can use debug commands to draw a pixel at a time
shit was wild before the last stand update ngl lol
you can't longer trust in the maps section of the workshop
actually i wonder if you could create goatse out of like, vertices
with vscript
i don't actually think you can do that
yeah vscript doesn't expose anything of the render that depth
i think it only exposes overlays and that's about it
for some reason there was a small part of my brain that thought it could
eh i mean you can change netprops and spawn entities so you can do a lot
pack in a model thats a single triangle into your map and then create goatse one triangle at a time 
you can create nextbots in vsctript



