#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages Ā· Page 63 of 1
demo can spam into there, soldiers can spam into there, its just a spam fest
the whole map is just a spam fest
is what ive been saying
ok so what map are we comparing it to
viaduct?
definitely no spamfest in viaduct
especially not into the staging areas
especially not from right on the point
on bagel the demo and soldier has to expose themselves to spam
so likr
go attack them
what tf2 map doesnt even involve spam
like every other koth map is not any better at all
the asymmetrical maps is literally the red team's objective is to spam throughout the entire timer
the only maps with less spam than koth maps are 5cp maps and those still involve a fucking lot of spam
literally just tf2
im genuinely just confused wtf youre even complaining about lmao
noo theyre throwing stickies into our stagign area
no other map in the game encourages this
theyre shooting rockets into our doorway nooo
this is literally the only map where this happens
The whole map is either a forward hold or a point fight. Thatās not true on viaduct or clearcut
Literally the same thing other people earlier praised it for āits constant actionā
Itās too much imo. Itās just not balanced pacing.
I'd like to add that this seems to be an Internet thing
I get 70-100 ping just to the nearest servers, and it gets even higher sometimes
This was due to a combination of ahem, illusions of considerable savings, ISP duopoly, and government red tape that leads to me playing on a shoddy 4G tower that can't even consistently give 70 ping
IIRC even wired networks I've played on here offer negligible improvement
wires
valve is not updating vgui lolol
speaking of vgui
am i forgetting how strings work, they set the string length to 32 chars
null terminated strings
don't tell me I have to spend considerable amounts on ethernet cables now?
ugh...
ah
maybe one day valve will increase the value to 33 chars
to match steam
wiki man
cat man
i think vsh is still messed up with the HUD portrait displaying as heavy bc Eric Smith can't be bothered to edit vgui to make a solution
i mean thats not necessarily a vgui issue thats just a asset flushing issue iirc
i always wondered, does valve have an actual tool to work on vgui or do they all code it by hand?? if valve works on the hud the same way that hud makers do I'd be surprised that they didnt kill themselves making the jungle inferno matchmaking ui
if the HUD class portraits werent hard coded it would probably be an easy solution but the portraits themselves can't be edited by a HUD, you can't decide which textures it pulls for the character icons
ah true
Eh, tbh with huds theyāre so janky that I feel like if someone is committed enough they can make almost anything happen. Especially with materials, there so much jankiness and a surprising lack of documentation / verified documentation.
Like this minimap made using custom materials in a hud: https://streamable.com/crbnnd
interesting application, one of those things that makes a lot of sense as soon as you see it done
Yeh as far as crazy usage of vmt proxies its not the craziest math operations ive seen.
I wish there were some more things that had material proxies
healthbars would be so easy if there was a PlayerHealth proxy
I think there literally is but it doesnāt work
there's a health proxy but it doesn't work and it would require the material to be on the player
whereas PlayerPosition is just the local player's position regardless of what entity its on
Theres still a lot you can do. Itās weird because explicitly speaking, youāre pretty limited. But you have just enough that you can do a ton of stuff if youāre smart enough
Iām not, at all. But one thing Iāve thought about is that you can probably extrapolate a players bounding box orientation relative to map geometry based on coordinates and detecting their change in acceleration when colliding with an object.
aw man, this would be sick
I think PlayProximity is used for spawn doors showing the no enter sign? Idk if hud elements use it. But again idk because thereās only enough documentation to get you brainstorming and not enough to confirm/deny if those ideas would work.
iirc the respawnroom_visualizers are just the entity itself, not the texture
oh no, it does use the PlayerProximity proxy
Ah idk then. I thought I saw an example of that specifically somewhere. Maybe it was ctrl+shift+f in the entire misc_dir.vpk
Yeh material proxies hurt my brain. Iāve been meaning to work on a new iteration of the 2D speedometer that has a cleaner method of measuring time.
Since the current method literally extracts the time from the PlayerSpeed command by some witchcraft. Which while it works I think thereās a better way.
its weird tho, the entity itself also just hides itself if the player is on the same team, so PlayerTeamMatch is unneccesary
Honestly itās probably just an oversight
probably
Itās so easy to get lost when editing proxies
tbh the entity itself is kinda annoying
Especially math because you have to write all the operations in such a clunky and alien way
it doesn't tell the engine that its transparent, so if you don't remember to set the render mode to "color" (valve never did this), the render order can break and it causes entities like players to render on top of it
you can see this on dustbowl
The 3 days I spent making my iteration of the 2D speedometer were both the most exciting and most painful 3 days Iāve had hud editing lol.
oh god
Yeh I brought my friend who is in grad school for mathematics in to help me with that. Doing trig is fun when thereās no square root proxy
adding onto this, it was so obscure that either no one in the tf2maps community knew about it (or it wasn't common knowledge) until I told people about it last year because I was curious why it was breaking
the "fix" people would use prior was to use a custom material with $alphatest or to just change the entity shape and hope it fixed itself
actually i'm not sure how I found out about it, I think I just tried random stuff in an attempt to fix it and it worked, and then i tried to figure out why
Along those lines, word on the street is, the left 4 dead 2 modding scene is leagues ahead of the tf2 modding scene when it comes to custom materials. Thatās where a lot of witch craft in tf2 materials gets introduced.
Including entirely undocumented material proxies.
wtf thats crazy
I know that L4D and onward has access to cvar reading
as I posted earlier
Iāve been looking for a way to do that in tf2 for about a year. No luck so far but Iām convinced thereās so much jank in this game that some obscure convar in a corner of the game has that ability
Like sixense being the key to in-game hud customizations lol.
I wouldn't be surprised
see now i'm curious and am looking at the proxies in the code
I found one thats not on the list on the VDC
accumbuff4sample
its related to replays?
Weird?
whatever this means
Proxies are literally the final frontier of hud witchcraft
I never messed with replays when they were usable so i don't remember anything wacky
Thatās gotta be some technical analogy terminology
*Thatās gotta be some
technical analogy
terminology*
Spitting bars
yeah probably
hmmmm, my current guess is that like
you know how old film grain can kinda look like dots
iirc thereās also a proxy for a heat meter that is used for mounted turrets in l4d and something? in tf2
its pretty noticeable on the tf2 map intro videos
I think thats what they mean by "ping-pong"
I doubt it, itās just called grain or noise. Iāve never heard it called anything else
Maybe it had to do with the old achievement for getting a certain number of views on YouTube for a replay?
maybe?
Material proxy with internet abilities š
there's another undocumented one called ObjectPower, I don't think it does anything?
it gets a "scale" variable and does nothing with it
unless i'm missing something
Any chance you can make sense of how the ScopeCharge proxy is stored? It says itās stored in an array but I was unable to extract values by normal means so I think thatās either wrong or itās some proprietary array
its a matrix
Then maybe I can figure out why melee swings on 32-bit generated scope charge and on 64-bit itās just random
Interesting. Not sure if there is a way to extract values from a matrix in material proxies, probably, but Iām not aware of it.
I think... it might be uninitialized memory lmao
because it calls the function GetHudDamagePerc(), but that function only exists on the sniper rifle
but they don't check if the player's active weapon is a sniper rifle or not
probably because in normal gameplay it always is
instead they just... get the player's current weapon and cast it to a sniper rifle
so it is treating every weapon as a sniper rifle and is checking its charged damage, which probably isn't initialized because its a sniper rifle specific variable
so the difference between 32bit and 64bit is probably that the memory it was reading on 32bit happened to be somehow related to a melee swing, and now on 64bit its reading a different memory address thats much more inconsistent
we did it, we found a place where tf2 reads uninitialized memory!
yay!
lets see... there's a MotionBlur proxy, I think thats used for transparent viewmodels?
there's an engine_post proxy, I assume the game just uses that to apply post processing
I wonder if it could be used to force bloom or something on a material
it looks like it does require the various post processing cvars to be enabled tho
there's replace_proxy, which apparently is used to replace regular textures with pyrovision ones
and I think thats it
i wish the invulnlevel proxy wasn't hardcoded
what's the command to get tf2 build info? i forgot
it might just be version?
ya that's it ty
Fortunately (or Unfortunately if you hate payload) this is democracy manifest. When given a choice, 8/10 players choose payload. Uncletopia even went through several phases of creating "No Payload" servers, which rarely filled, resulting in them becoming all map severs again. Even then there's a map cooldown. Though it appears to currently be bugged because you're able to vote for Badwater whilst playing on it. I had a two hour session just repeating Badwater last night because every time the vote menu appears, 16 votes instantly choose it.
TL:DR Map choice isn't a server problem, it's a democracy problem.
i have no issue with payload i have an issue with upward
and i dont even really have that much of an issue with upward i have an issue with how often it's chosen it's become completely bland and boring to me
I thought servers were expensive, why do some run 20 or more?
ads
Transparent viewmodels donāt use the motion blur proxy, unless itās just automatically applied to refracts. Theyāre actually super simple, itās literally just a refract applied to vtf that is the transparency you want to subtract from your viewmodel. So if you want 75% opacity on your viewmodel you make the vtf 25% opacity.
Unfortunately changing the alpha with the vmt parameter doesnāt work, I tried it :(
best map in the game
It seems like it only happens on hitscan weapons, so this might be the case. Or maybe I just havenāt seen it on projectiles yet, I quit using my custom scope material cuz of how iffy it is. Though I will say it was either not there or it was full charge, I didnāt ever see like 50% charge. Though in 32 bit melee swinging would quite literally build charge, youād start at 0 and increase it by some increment every swing. It was really weird.
Could be a case of price per unit. 1 server is expensive but you can probably get 20 at a rate of like 50% per unit i bet.
Tonight I countershot a spy fishing for a stairstab
I go to bed now good day to you
@livid oracle https://gamebanana.com/mods/512671
snarky snappy... A Team Fortress 2 (TF2) Mod in the Player Model category, submitted by FormerlyChucks
remove this shit
@sonic cliff
dougiehud
Whatās a countershot?
] mat_antialias 2
command This is blocked prevent to a want material to system change reload. it, If use you the file. Anti-Aliasing
module inside the modules.cfg
i was thinking the same thing
lol
my brain picked that to refer to "meatshotting (if you can even call it that, I was using the Shortstop)" a spy attempting to stairstab me
hence counter, because it's being used against a known tech
reading r/tf2weaponideas is so insane
what is the downside to this other than you cant take kritz
why are these people obsessed with like
putting a 25% damage penalty on the equalizer
???
why
i dont get it, why is it such a common suggestion
this is literally just a fucking direct upgrade to the shotgun lol
the damage penalty is just completely cancelled out by the fucking 25% less spread
???
the reserve shooter is already decent
and airblast combos with it were removed for a reason
It's an item in the same set that I feel could use a small buff, the liberty launcher
maybe give it, like, damage reduction nullified on direct hits, or maybe even give it rocket specialist to counter its blast radius penalty
but IDK, I'm not a TF2 expert
lmfao
never go to reddit for balance ideas
because this is exactly what happens, you look at the suggestions and then you think about them. that's the mistake, you're thinking
the people creating these posts are not
agreed
TRUE
I think the idea is that the changes to rampup act as a functional damage penalty? but in reality you're not supposed to use a rocket launcher at point blank so it just ends up buffing spam lol
do not question almighty Valve's balance changes, essentially?
Okey that's easy
TRUE
they knew what they were doing when they gave scout an infinite range projectile that deals 90 damage every 4 seconds
"this is worthless if there's engineers but otherwise a direct upgrade, let's make it a direct upgrade instead"
No
The reserve shooter was trash, the airblast combos were removed because they were unfun to fight against, not because they were good. Puff and sting combos were still stronger.
Your audience is good at recognizing problems and bad at solving them
- Mark Rosewater
airblast š
huge?
why would you subject us to this
unironically playing a south korean tf2 server because there's no pl servers that arent uncletopia with players in them
the 1 other server that has more than like 2 people in it banned me for having too much ping
all the uncletopia servers are running pl_upward or another map ive played a gazillion times
crazy how low everyone's pings are
everyone in south korea has a lower ping than i have to any server in the us
this game is like actually so fucking dead omg
Either a well optimized BGP or a low number of ISP's
i get triple the amount of ping to google.com than south korean players have to south korean servers
That sounds more like a ISP issue. Your nearest ISP gateway is far away
In my home city my ISP gives 1ms to the nearest cloudflare colocation
18ms ping to my isp š
if im right i have 3ms to valve chennai (MAA) server
*if im right i have
3ms to valve
chennai (MAA) server*
PING 155.133.232.98 (155.133.232.98) 56(84) bytes of data.
64 bytes from 155.133.232.98: icmp_seq=1 ttl=59 time=3.79 ms
64 bytes from 155.133.232.98: icmp_seq=2 ttl=59 time=5.17 ms
64 bytes from 155.133.232.98: icmp_seq=3 ttl=59 time=6.10 ms
64 bytes from 155.133.232.98: icmp_seq=4 ttl=59 time=4.02 ms
64 bytes from 155.133.232.98: icmp_seq=5 ttl=59 time=4.19 ms
64 bytes from 155.133.232.98: icmp_seq=6 ttl=59 time=3.56 ms
64 bytes from 155.133.232.98: icmp_seq=7 ttl=59 time=4.96 ms
64 bytes from 155.133.232.98: icmp_seq=8 ttl=59 time=5.32 ms
64 bytes from 155.133.232.98: icmp_seq=9 ttl=59 time=5.16 ms
64 bytes from 155.133.232.98: icmp_seq=10 ttl=59 time=5.34 ms
--- 155.133.232.98 ping statistics ---
10 packets transmitted, 10 received, 0% packet loss, time 90ms
rtt min/avg/max/mdev = 3.556/4.759/6.099/0.779 ms
Valve maa ping
you can get sub-50 ping?
I get a consistent 70 if the connection isn't ass (which is at least a 50/50)
have yall never felt the glory that is single digit ping
genuinely indescribable, once you try it it's so hard to go back
I mean it's not a job thing it's just a living close to the server thing lol
perhaps
no, doesnt exist here
I'm so sorry
i get 50 ping minimum to every tf2 server ever
I get like 12 to LA servers
ouch, I guess I'm really on the poor end of connections here again
then again due to circumstances my internet is literally a 4G tower so
priviliged
TeleGeography's comprehensive and regularly updated interactive map of the world's major submarine cable systems and landing stations.
man
now I get why my ping is so ass, the route isn't even that direct
guess I just ended up in the wrong part of the world
they should transform the ocean floor itno a giant metal plate for fast internet everywhere no more cables needed
š³ļøāā§ļø confirmed
can this be considered brainrot
i have and it still feels like shit compared to any semi-modern game
5 ping in tf2 is like 40 ping in titanfall 2
I might be wrong, but Iām like 98% certain the internet cables on the ocean floor are fiber optic.
They just need a lot of data and the resistance of copper/aluminum wiring would mean youād probably need repeaters more often, which is expensive in the middle of the ocean.
Did they ever solve sharks chewing on the oceanic cables? I know itās a popular meme but itās fairly common because theyāre warm and produce EMF, which is basically the same things sharks use to hunt fish.
Oh huh. Apparently they just have super thick insulation covered in Kevlar. So we didnāt stop the sharks, we just made them shark proof.
yo does 9.10.3 work with dx8
There's really not too much about a config that could make it work or not work based on your dxlevel
maybe a certain setting doesn't have any effect but who cares about that
tf2 can now be launched in dx8 with just the launch option r8ght
or does it still need like tf.exe and shit
yes you can use the launch option to set dxlevel but you should still remove the launch option as always
alr
personally I find it easier to change the dxlevel in registry because it's just one change
rather than having to click through steam and launch the game twice
you can even make clickable .reg files, one for dxlevel 81, one for 95 or whatever you like
and just double click them to switch it
what is the reason to remove the launch option after using it actually
The game remembers the dxlevel, but if you keep the launch option it would just change the launch option to the same launch option anyway. So youād end up just having a longer launch time and probably dealing with the resolution change that happens everytime you change dxlevel.
There might be more but thatās as far as I know. Thereās no reason to keep the launch option there, and keeping it is inconvenient. Probably not actually harmful though
it resets graphics settings when you keep it in
It's not just dxlevel, other things like -w and -h, -windowed, etc also can cause stuff to be reset
that's why it's always best to use the videoconfig for your video settings and keep launch options free of them
oh god there's new bots in valve servers now
They're not hacking but they're being disruptive by just walking around in circles and running vote kicks on everyone
I'm very sure my last match was just bots but no sniper bros for some reason
like heavies who would just snap to you with their minigun despite being a cloaked spy
Casual Moment
I can convince them to ban a heavy weapon.
i wonder why
(south korea is very small and they have some of the best internet infrastructure in the world)
i couldnt tell you any other launch option off the top of my head that unintentionally messes with your video settings
me omw to convince people that the tomislav is an assault rifle in function and should be removed from TF2
didnt twitch have to be discontinued in south korea because bandwidth to there was so expensive and overpriced tho?
cherry blossom emoji crosshair
Because somehow the south koreans passed a law that would require twitch to pay for end users' bandwidth
rather than end users paying for their own bandwidth as they do in pretty much every other country
at least that's what I heard, I have never looked into it
Sounds like south korea trying to kill their internet without realizing it.
when i spread misinformation online
i think it wouldāve taken you less time to google it than type this
https://apnews.com/article/south-korea-twitch-network-fees-fcbd14738fcdc911069f82f76cb62afa
What are you even talking about?
the message i replied to 
Sending party pays law, twitch has to pay extra to cover end users' bandwidth
Somehow you linked the worst possible article you could find
yes and sk isnāt the other country to allow this, or is it anything new
customers also still have to pay?
even twitch has said āmore feesā not āfees we donāt need to pay anywhere elseā
itās unique for being higher, not needing to pay telecom providers
the article you linked even mentions how itās getting popular in other areas
OK?
I never said korea was the only country
In most countries, when you download from twitch, you're paying your ISP the same as if you downloaded from someplace else, and twitch is paying your ISP nothing on your behalf
South korea is apparently an exception to that, there may be a few other exceptions, they are the minority
South Korea is the only country where this happens. Their exact practice is not commonplace. South Korean law dictates that rather than the consumer (requestee) pay for the content, the sender does instead. Both parties already pay for the service and set speeds, but this leaves the main cost with the creator rather than the consumer.
This is NOT a standard practice
To my knowledge this situation exists only in the Korean market, and is immensely abusable.
In most parts of the world, ISPs, in a rare show of them not being bottom of the barrel abhorrent soulless enterprises, make the interconnection between networks free. Maybe they negotiate who's paying for the equipment at the interconnect location, but beyond that they don't charge eachother for transmitted data. Korean law disagrees with this notion and thus Korean telecom companies are ordered to pay eachother for bandwidth used. The exact rate is negotiable, but it is required by law that they fork over the cash. These companies then pass this on to the larger user of the bandwidth (the sender).
This is a form of double dipping, and is why twitch et al complain about prices being through the roof
this has literally been happening with carriers for years
especially internationally
hell even the US gets in on this
No.
This exact situation is not standard practice. As I said, in most of the world ISPs don't charge eachother for interconnect fees.
Sender pays is currently only a model in Korea
Additionally because of the way the system is described, you were more or less expected to have a contract with every single ISP in Korea directly.
There is a reason most internet based companies do not do local business in Korea anymore, and a reason why the entirety of South Korea is more expensive for IP Transit than ever major business hubs like New York and Paris.
This is a topic I have a lot of knowledge about, if you'd like I can discuss it in dms with you.
late but one time i was seething so hard about getting to play only payload that i made htis image
So called free thinkers when payload map is a vote option.
(All the other payload maps are on cooldown)
idk blame the other gamemodes for not being as good
besides attack/defend
link masking markdown isnt allowed
why
that'
that's fucking stupid
it literally tells you what site you're going to you'd have to be stupid to be fooled
tf u using markdown here for
because discord stopped linking regular steam:// links so u have to use a site that redirects u
steam://connect/66.85.14.157:27035
doesnt appear as blue
why
dont take it up with me
give me admin i will fix the server
suure
rule 1: if you are femboy add me
real
the server if i ran it
š freedom to the war crime committe
femboy at the voenkomat
so link the potato.tf link?
steam:// urls dont work anyway most of the time
then just link that!
what if we have oppositional defiant disorder
Goober
the bots are back
they never left
they did tho
would you like a maintained ch repo so u can host some of your own
cathook was discontinued because the creator determined it would be easier to rewrite it than to make it work on 64 bit so i dont really think such a thing exists
Absolutely
In fact not only did it exist, it still exists, still works, and still improves performance
Unfortunately there's no way for you to enable it anymore
why dontvthey enable it š
they dont want you to have good performance
joshie is an inside agent sent by the cheater organisation
š
Maybe they finished the rewrite
they removed it because it caused a bunch of crashes
so it never actually worked properly really
Well, no, they didn't remove it
its hidden
crashes
When does it crash?
I put my game in insecure mode and changed it and tried playing some demos and some bots for a while
i dont know, but they disabled it because they have crash monitoring and tracked it down to there
iirc the code comment(s) for that cvar say or at least imply that it's unstable
speaking of cvars it would be nice if r_radiosity had the cheat flag removed from it since none of the other values provide any unfair advantage
would also be nice if the 4th value for it was documented in the cvar description
That's interesting
the tf2 description doesn't seem to align with the dev wiki one
or at least, modes 2 and 3 in tf2 look fairly similar
*or at least, modes 2
and 3 in tf2 look
fairly similar*
whereas the dev wiki implies they're way different
I should really take comparison screenshots at some point because the different modes really do have pretty different characteristics
switch( r_radiosity.GetInt() )
{
case 1:
ComputeAmbientFromAxisAlignedSamples( start, pLightBoxColor );
break;
case 2:
ComputeAmbientFromSphericalSamples( start, pLightBoxColor );
break;
case 3:
if (bIsStaticProp)
ComputeAmbientFromSphericalSamples( start, pLightBoxColor );
else
ComputeAmbientFromAxisAlignedSamples( start, pLightBoxColor );
break;
case 4:
if (bIsStaticProp)
ComputeAmbientFromSphericalSamples( start, pLightBoxColor );
else
ComputeAmbientFromLeaf( start, leafID, pLightBoxColor, bAddedLeafAmbientCube );
break;
default:
// assume no bounced light from the world
for (i = g_pStudioRender->GetNumAmbientLightSamples(); --i >= 0; )
{
VectorFill( pLightBoxColor[i], 0 );
}
}```
relevant implementation from tf2
4 is the default in most Source games although I assume 3 was the old default since the cvar description only mentions up to 3 and also the VDC claims that 3 is the default along with Gmod having it's default at 3
2 is clearly the most expensive from a quick benchmark so I guess radiosity is applied to a lot of things that aren't static props
all models
any model that takes in lighting and isn't full bright is affected by r_radiosity iirc
interestingly on dxlevel 81 low lighting I don't really notice a visual difference between 1, 2, 3 and 4
all the modes above 1 use ray tracing for static props
anything that hits the default case (not 1, 2, 3, or 4) makes some things fullbright
2 still runs way worse
I guess there are visual differences even on dxlevel 81 low lighting but they're slight
yeah 2 sends out 162 rays (changeable with r_lightcache_numambientsamples) from any model requesting a radiosity value and with non-static props/models that means it can't cache and keep the value since non-static props/models move around
Yeah makes sense
the valve wiki description is kind of poor I think
It implies mode 3 doesn't use that same ray tracing when it does, but only for the static props
mode 4 too
My bad then I was just reading this
4 looks very similar to 2 but doesn't take in local colors as well or sometimes at all and also looks brighter
The leaves for 4 are the same thing as leaves in a map?
yeah
they're the only leaves in source
aside from the ones you can see on a tree
I mean I kinda understand why it's cheat locked
it can make some things fullbright which doesn't really offer an advantage but a lot of cvars that break visuals like that are cheat locked
also the models kind of flicker sometimes when the lighting is recalculated as a result of changing r_radiosity
who knows if that could pose an advantage
would have to check to make sure it doesn't allow you to see spies or anything (probably doesn't I guess)
I forget but is there a cvar flag to prevent changing the value mid-game?
problem solved then?
actually in what cases does it make things fullbright? is it just when changing it or is one of the modes prone to doing it?
if it's just the former then setting FCVAR_NOT_CONNECTED would prevent cheating
I think any value that's not mode 1, 2, 3, or 4
like 0 or 5 or more
hits the default case and makes at least some models fullbright, not sure which really, it seems almost random
then clamping/restricting it to only allow 1, 2, 3, or 4 would solve that
of course putting all the restrictions like FCVAR_NOT_CONNECTED and clamping the values would ruin the command's usefulness for debugging but does anyone even use it for that in the first place?
Yeah I think maybe they could be convinced to make it non cheat
if they actually like take feedback and implement it
good luck with that though
also I wonder if anyone would even play on mode 2
looks similar to mode 4 for noticably lower fps
*looks similar to
mode 4 for noticably
lower fps*
I might lol, I haven't done testing in TF2 but in Gmod I didn't seem to get any noticeable performance hit at all
although I didn't do that much testing besides just spawning a bunch of stuff and seeing what FPS I got with idfferent values
I tried a quick and bad timedemo and it was like a 20% hit on the shounic demo
Im running other stuff on my computer right now though so take that with a grain of salt
any performance gain from changing it away from the default of 4 to 3 instead of 2?
1, 3, and 4 were all within a percent of each other in my quick little test
I forgot to try 0
also for 0 fullbright isn't even the right term for the models
sometimes some of them are brighter than full bright, sometimes they're very dark
but they always look more 'lit' than a fullbright model does
even it there's no performance gain from changing it away from 4 having the option would still be nice kinda like how cl_new_impact_effects can be used to make the game prettier while making it run worse
speaking of has anyone ever made a mod to add in all the effects that cl_new_impact_effects is normally missing?
oh, hey, I have the exact same trouble on net_graph 4
it just suddenly spikes and freezes
i remember having the same issues months ago
is it just tf2 or also other games?
on my end, at least, HL1 deathmatch didn't have these strange spikes, I think
The server indeed was high-ping but it was consistent, I think?
Minecraft... that's just straight up inconsistent, unfortunately I have been cursed to have a 4G connection for the next few foreseeable years
But yes, most of these spikes happen in TF2, it's not as noticeable with other games or doesn't happen at all
Try pinging your own router or gateway and also pinging an internet server that should have consistent latency
such as google dns or cloudflare dns or something
If both have spikes the issue is something you can fix on your end
If only the latter has spikes, may be an ISP issue
(it's wi-fi issues https://discord.com/channels/389089828249010188/1240075076523790408)
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
my theory, personally, is that they're deprioritizing packets or something like that
since the spikes get worse on times that would make sense for high traffic
technician came here didn't know what was wrong and dipped
that's expected :(
IIRC some technicians don't even really know much, it's why a lotta helpdesks stink from what I know
my isp told me that my mac address was wrong or smth
That's very possible
wrong mac address?
that whole "randomize mac address" thing was actually a joke and it messes up connections?
Well some ISPs want you to register a mac address with them
*Well some ISPs
want you to register a
mac address with them*
get a windows address instead
Also they may expect a unicast universally administered address
So if you give them a multicast or locally administered address, they could very well claim that's 'wrong'
weird
ohh thats right
after all these years, stickies don't stick to func_brush smh
how is blu team so shit?
teams are tied up 0-0
meet the Valve Matchmaking servers, where F2Ps are endlessly queued against sweats to be slaughtered for entertainment
hot take, valve match making isnt that bad in casual
also 5cp is mad easy to get spawn camped in casual. The map is designed that a lone cheeky demo can spawn camp as a risky play. Then you put it in casual where there can be 5 soldiers and 3 demos all shooting into spawn.
yeah i get stuck with a team of morons so fuck casual.
no that by using fists of steel you cn get an uber every 40-48 seconds.
If random crits were removed uncletopia would be dead
The way the casual matchmaking seems to target is by trying to balance teams by using god players to compensate for bad players I think
higher level doesn't mean better player
it's flawed in everyway
random player sorting and grouping of partied players would just be better. with bot detection
I've met so many players who are an insane high level in casual and they are still trash
that's not the issue i have, just players with less skill aren't being evenly and fairly distributed.
it used to be better but people complained
so they made the matchmaking way looser
you chose the worst word to use
we need multi-functional paint system like primary, secondary and unusual coloring so we can just reduce amount of unusuals
Its not using level
Casual has a MMR system, but its almost exclusively background
The info is visible but the way they calc it is pure win loss ratio
How do they decide who to autobalance?
can't even fucking play casual, wtf changed in the bug fixes to ruin tf2? ps it isn't my hardware. 64bit was fine before latest patch
What do you mean?
just dont play casual
it seems to be stuck on some kind of 2.5GBs of ram mode
idk why i never used anything to restrict it
why the fuck was "low ram" selected in comms website? i never touched it, did it default to on?

what dumbass plays tf2 with 2.5 GBs of ram anyways? it ram leaks into degraded performance in an hour or less. they should just buy more ram.
even in casual
god forbid you try to lower texture resolution after disconnecting from a server. just don't bother with that setting even if you have less than 4GBs of ram. your game will break. better off restarting it.
fuck it, reinstallingg
skill issue?
exactly this
This is why I have to watch so many wipes
in the end, this is Team Fortress 2, and when the team is made out of 6 F2Ps, a single sweaty spy, and less than a handful of decent players, its viability against another team is questionable
I usually avoid 5cp like the plague outside of 6s. But sometimes uncletopia players will vote to go to one and itās always awful.
Iāve heard it explicitly breaks up parties. I guess the idea is if a member of a party gets team swapped theyāre more likely to just take it as a friend vs friend than to just rage quit. Idk how accurate that is because typically if my party gets broken up we just requeue, unless itās me then I donāt bother, just my friends are babies.
whats awful about it
uncletopia 5cp tends to be fun
it only gets spoiled when some people decide to play wrangler engie
Idk how true that is or if itās just peoples tinfoil hats since thereās an x/12 chance your party gets balanced and youāre aware of it.
most of the time it's a fast paced back and forth
Iāve always just seen it devolve into hard stalemates. On process it tends to be people donāt know how to cap second, so you just alternate pub pushes into mid and some sweaty sniper in choke nukes everyone. On snakewater you just canāt push last vs more than 1 sentry so itās just lobby spam simulator. Sunshine tends to go the same as process but the snipers sit on Tetris
I have yet to see metalworks or gully on uncletopia, but I fear those last push hard holds, especially on metal.
youre trying to trick me into a sniper discussion
Nah I think people complain too much about sniper
anyway idk about that, most of the time 5cp is fun
i generally play the most mobile classes so idc about sniper i just kill them
Tbh 90% of the people who I play with who complain on sniper are clueless to counter him. Mainly an observation in 6s players who insist that Highlander is inferior so theyāve never played against full time sniper and learned to deal with it.
5cp does need a Silent Agreement between the players that they have to want to push out of last
in casual there's NEVER that agreement
everyone just instantly spams sentries on last as soon as they lose mid
quite awful
engineer should be removed from the game
I donāt mind the snipers either personally, I know flank routes and sight lines. But my team doesnāt so Iāll just see āabove average sniper is on a 5kā every time a team pushes.
generally 6s players know how to counter him and dont think he's overpowered at all they just think sniper is cringe due to slowing things down
I like 5cp. But I think the bread and butter 6s maps tend to be substantially worse in 24v24. Maybe gully would be bearable since itās been experimented with in HL.
I bet sultry would play well in casual actually.
idk process and sunshine are fine
most fun pub games ive had are on process, sunshine, bagel
again with the silent agreement not to do any gay wrangler shit
Eh. I played vs a sniper black box team in a scrim last night and I was like ājust shove flanks, a soldier with 3 rockets literally canāt stop you, then sniper is free killā. But naw they just got farmed by sniper.
Honestly I like playing against sniper in 6s because it teaches my team to play against it and I already know so it just makes me look invincible.
owned guy
were they running sniper full time
Yep. Itās the first time Iāve seen a 6s log of a true full time sniper, no other class played. They were only playing 1 soldier
Literally enemy team had 3 rockets.
Dude would do skip jump bombs too and land in front of us with 1 rocket. It made me smile everytime cuz idk why youād do that with black box, but he dropped nearly 400dpm so he was farming someone.
Though in fairness to the team I played for, product isnāt in the map pool and so since forming the team they havenāt played product.
Also the sniper had 200 ping so on top of knowing how to counter sniper, you need to know how to counter Australian ping snipers.
this the remix to ignition
oh lol you mean sniper + black box soldier full time
i was wondering what the fuck is a sniper black box team
The right Spy in the right place can make all the difference in the world.
Also I love how the removal of random crits in Uncletopia has forced medics to respect Spy's melee range.
considering a medic will probably have an empty crit bucket, its a 15% chance to crit with its melee, so I disagree.
sorry crit bucket is the other check, I meant he will have no damage bonus
doesnt medic get crit chance off of their target's damage
i still dont get why everyone's contrarian about random crits now
most community servers back then had random crits off
you went to official valve servers (filled with cheaters) if you wanted random crits
no
nowadays a huge chunk of the playerbase make it their entire personality that they exclusively play casual because a youtuber told them that its impossible to enjoy the game without random shotgun spread or whatever
ive never seen why it's such a big deal, i never notice its absence
They've always believed that. I even conducted a little experiment one Scream Fortress update. I got my server up and running sooner than the community servers I frequented and invited people to join there while we waited for the big servers to come back. Nobody noticed for like 3 hours that random spread and random crits were off. If they were that critical to enjoyment, shouldn't it have been noticed sooner?
like its actual effects is like
nerfs spy, buffs soldier and demo
thats kinda it?
i guess kinda nerfs demoknight too
biggest effect is it makes red demo on maps like dustbowl even better
makes rocket spam even better
thats basically it
why have ppl been arguing about this so passionately
*why have ppl been
arguing about this so
passionately*
what no updates does
There were arguments over it even before End of the Line.
yeah ik but its not as emotionally charged as it is now
*yeah ik but its
not as emotionally
charged as it is now*
not as polarized too
maybe you're not passionate enough
vast majority of ppl back then just preferred one thing
I still maintain it goes back to "lolrandom XD"
this is assuming the other team isnāt also 6 f2ps, a single sweaty spy, and less than a handful of decent players
just get good
From my googling it seems that medic actually treats healing done as their ādamageā for their crit bucket. So basically itās always full.
Similarly engi crit bucket includes sentry damage, and maybe dispenser healing? So also basically always full.
i think tf2 players are noobs
ur noob
Radom crits on or off here? Because I feel like random crits hurt spy, and on soldier I feel like the only balance effect of note from disabling random crits, is that battalions back up becomes balanced with the other of soldiers banners, where with random crits on battalions sorta just becomes the must have for non-gunboat farm class.
Obviously everyone is slightly stronger with random crits, except really spy. I guess revolver can random crit, but if you want crits on spy diamond back literally hands them out for free.
I just donāt really like insta-kill mechanics in general. In tac shooters itās whatever because thatās the whole point of the genre. But in tf2 every insta-kill sorta feels bad to be on the receiving end of. Sniper headshot, spy backstab, random crit, demoknight charge crit. I think market Gardner and kritzkreig get a pass for being risky and high investment.
A lot of those can be satisfying to play as. But I think in an ideal world theyāre balanced in a way that is fun for both parties (or feels like you can do something versus on the receiving end).
anyone know a map to fill up the game's ram as fast as possible?
remove a ram stick while your computer is running
Probably blood water or one of the other Halloween boss spam maps
i'm trying to see if the low ram usage on my tf2 was from something or if it's just the game forcing it to not see more than 2.5 even though before it'd use 5 or more which is fine.
just look in tf/custom
How to completely reset TF2, including uninstalling mastercomfig or other configs.
i never knowingly installed the low ram vpk
Realistically the game should use as much memory as it needs
If you're saying before the 64-bit update it used 5 gb, that's not likely
used to
On Windows, under normal circumstances a 32 bit process can only access 2GB of RAM
32bit tf2 is large address aware, it can access 4GB
certainly not 5 though
no i meant the 64bit version before latest patch
32bit can't use over 4GBs regardless unless idk you use multiple processes as some kind of ram bank but that's probably less efficient.
You mean the April 22nd patch?
I think so
it's the game itself. what ever they did fucked it for my pc.
I really don't think they've done much at all between the initial public release of the 64 bit beta and today
At least not on the windows side of things
aye is it bad for this to be this low? mem_max_heapsize= "512"
That's higher than the default of 256
mastercomfig now sets it to 720 as of 9.10.3
though that perhaps only works on windows, I read somewhere that someone was having issues with dxsupport_override on linux
or is my system just grouping different types of memory? like i have 2GBs of Vram and if the max heap was 512. what i assume my task manager couldve been saying the game was using 2GBs vram and 512MBs of ram for the game itself
Unless you're using an integrated gpu that shares system memory, system memory and vram are very separate things
Nothing that shows you memory usage by process should ever group the two into one category or one number
What would I need to do or who would I ask to update the hud
incompatible doesn't mean outdated
What does it mean?
I thought maybe it meant bad autoexec/valve.rc but I didnt see that in a random incompatible hud
it's not necessarily outdated, usually means the folder layout is wrong, or its on an external site
incompatible with upcoming comfig huds installer mostly
*incompatible
with upcoming comfig huds
installer mostly*
I think OP will find the hud in question seems to work alright
as in works in game
Ye i used this one but saw this warning and thought maybe something is wrong
also how many more fps did you notice using the latest version of the config compared to the previous one, of course both tested on the 64 bit version and the same preset
Or instead of fps you feel the game is smoother etc.
my game updated 300MBs of workshop content. i don't have any subscribed.
You can get an idea of what it was by looking in steamapps/workshop/content/440
*i should probably delete the folder
Well not necessarily
You might want to check what's in there, that way you know what it is
Also I think if you play on servers that use workshop maps, they will download to there
even if you're not subscribed
ah ok
so i tried using the opengl one, it's capped at 2.5GBs too but i'm not having the same issue with lag
Are you sure it's "capped"?
I think it's fairly likely that the game simply doesn't need more than that to do whatever you're doing with it
Assuming you have ample free memory for it to use
how do i get lod bias on amd
i just tried for a while using registry
did not work
radeon pro is a broken application
ok whatever changed with the dxvk must be the problem
*ok whatever
changed with the dxvk
must be the problem*
opengl is fine but the performance is overall worse
though idk how input would affect vulkan rendering
wait
With the vulkan rendering
are you having a lot of micro stuttuers?
this was fixed with a Kwin update
if your distro is old as balls
then tuff luck
correction that'ss a wayland issue. wayland doesn't even work on my pc.
and it's not even micro stutters. you can see the frame drops when holding a key but for some reason i don't have this issue on the opengl setting. idk why.
Wayland sucks but it's progressively not sucking
Both wayland and xorg suck
Anyone know a way of getting tf2 to output logs or something? I really want to find out why dxvk and tf2 only now have an issue on my pc.
i prefer xorg so that i can do things on my computer
i prefer bsd so i canāt
lsdos
i prefer svgalib so i
ryzen so good im speedhacking on listen server
cant get it working myself
fail
loaded up a map in wireframe mode
why is this part of the sign on the team select doors MODELED
my question is why the hell is the topology so god damn atrocious?
ive never seen this suggested elsewhere wtf
no shield + healing on damage actually solves the reason why valve did the shield in the first place
(that you cant repair it while youre using the wrangler)
because you'd be taking away the enforcer's only purpose.
enforcer peirces all resistances.
it has like super duper niche uses in hl but people act like the wrangler is š because of it lol
like do people know how much damage the enforcer does to a sentry gun
guess what, spy's cloak 20% resistance is a resistance too
it's not niche, just no one uses it
it's 40 damage
the sentry gun has 216 hp
lol!
good counter!
it literally takes 3+ seconds of non-stop firing the enforcer to kill a sentry gun
it is, i've gunned down many lvl3s cause the engie doesn't expect someone being able to do so much to a sentry they cuts damage into 1/3s
but not a shielded sentry infact i bet you've eaten more lead than in a whole shipment of lunchables.
just kill the engie!
also a better point
if you can kill a sentry with the enforcer then the engie is probably dumb enough that you can just easily kill it normally when the shield is down
it's way more consistent than trying to gun it down with your revolver
literally
far more useful to backstab the engie
than try to gun it down with the enforcer for 3+ seconds lol
*than try to gun it
down with the enforcer for
3+ seconds lol*
it's such a fake counter
it has super niche uses in a coordinated environment and that's it
you don't understand, it's not about ending them, it's about making them suffer having to rebuild the damn thing multiple times. it's basically a fight of endurance or how long the other is willing to go before one of them gets tired and says "fuck it, i'm going pyro"
in any other case its far more useful for you to just stab the engie
which means the sentry cant be shielded at all
and the engie can't rebuild it
because he's dead!
redtape on the dispenser takes all the metal from it. it's not about making their team more alerted, it's about getting that fucking engie off their team.
sadism is one way of saying. you have no idea how many people hate me just because i disguise as a heavy, waltz passed their spawn and just put a sapper on their tele. no one bats an eye.
i thought we were talking about the enforcer but ok
redtape is also super niche (bad
) when stock can actually kill the dispenser in far less time
the wrangler being shielded for 3 secs when the engie dies is probably the dumbest shit with the wrangler
(apart from the shield's existence in the first place)
like
you get punished for killing the engie
they were saying "well just do this cause it just works" sometimes you can't get close enough but there's blindspots. my solution. fuck with them, play mind games, have fun instead of stair stabs which everyone does it which is why it's much harder to play spy normally nowadays. people caught on.
speaking of disabled i like how cow mangler charged shot prevents repairs
redtape isn't trying to be better infact you should be worried when a sidegrade is a direct upgrade. not every weapon is perfect but taking away their purposes then why even bother with sidegrades or anything but stock? it's supposed to be weird or have a niche like the short circuit, back scatter, force of nature, dragon's fury, manlger, demo's shields, market gardener. all these and more are so niche but just people play with whatever is popular and ends up either only ever using one to the point some don't even use stock.
for as bad of a weapon as the back scatter, i've died to a flanking scout multiple times cause since when does anyone use the back scatter?
A sidegrade is no longer a sidegrade if it's an upgrade.
only one i can think of is machina cause snipers don't even no scope low hp targets at close range. even scouts with 25 hp so the fact no one uses a function that it locks away kinda makes it better.
Redtape is an upgrade in MvM. No damage, bot's don't remove it. 
yeah surely valve doesn't know that the largest issue the game is currently facing is bots
valveeee unlocks crate PLEAAAASE unlocks crate PLEASE FIX THE BOOOOTS unlocks crate PLEASE GIVE US ANTICHEAAAT unlocks crate WE NEED HEAVY UPDATEE unlocks crate
what does this mean
whats wrong with the bootlegger
I guess the only trouble in that case would be testing whether or not people can still recognize a wrangled sentry without its shield
For me, I recognize a wrangled sentry by the big teamcolored bubble, not its laser
or you could add a perfunctory resistance not unlike the vacc's plain resistance bonus when simply healing someone that doesn't add much instead of boosting the sentry to hundreds of HP
easy way to get vector graphics
also hello JarateKing
hello neutral notre ally as coot
they have a better way to do that and they use it on the hud lol
*they have a better
way to do that and they use
it on the hud lol*
what is this ingame?
yeah what does it look like ingame im too lazy to check myself
Is it what you mentioned earlier 
you're forking a browser to just change the branding and then not do anything else?
I have mentioned a lot of terrible projects
Anyways, I'm going to figure out how to implement quickjs as a vscript runtime 
0.001 frames per second
Nah
Would perform better than squirrel, but that's not a high bar
Squirrel does not optimize basically at all lol
big talk
I do know what the class structrure I need looks like from an old repository, but I don't know what a refernece implementation looks like so I'll need to spend the next 37 years in ghidra
csgo leak has vscript code
It does?
can u reverse the whole binary and send me all the variables named alright see u
We win
All I had was ivscript.h and vscript_templates.h but having an actual reference impl to compare against is nice
cute kitty
burnt bread
Oh a lot of this matches what I managed to reverse already nice
So I was on the right track with my reversal
I had some functions wrong though
make sure that stuff hasn't changed in tf2
the only source of truth is the binary
Nah I was meaning I misidentified some functions
I'm not the best at reversing still
are you not using a binary with symbols?
download the linux dedicated server
More fun that way
or the old mac builds 
This isn't as bad as Ficool was hinting at though
I wish that the other vscript languages were compiled for tf2
But you can only run one language at once (launch option) so it wouldn't be that useful ig
Theoretically yeah
Anyways my grave will be marked with "the man who added typescript to tf2", and I will be burned at the stake for my crimes
add webassembly to tf2 its faster
idk the laser is very noticeable
I already did that before
next add assembly
Actually a wasm vscript runtime probably isn't that bad of an idea hmmm
yea, hence why I'm on the fence about it
depends on how many folks see the bubble instead of the laser
linux is a way better os for reversing tf2 
you can get away with really stupid shit
like replacing the client build binaries with the dedicated server binaries
well, some of them
wrangler rockets should also follow the laser like in half life 
tf2 players when they get shot in the head (only their brain is hit)
I actually think all should be replaceable because trhey're all probably approved in the signing thingy whatever you call it I forget
abi is slightly different for some stuff
Oh true
also binaries are not signed on linux
and i don't think that would change anything anyways
No I mean the api that they call via steamworks
?
Can't remember name of it, but they shouldn't get you vac'd since they'd be approved for the application already
me when the fard is so fard
fard
I think this part of vac is broken
One time as a test I made an alt and played tf2 on it with modded binaries for a good solid while
The account hasn't been vac banned
I tried on both windows and linux
mfw sigscan is the only thing left š¢
https://steamcommunity.com/sharedfiles/filedetails/?id=3249435146 vscript deathmatch mode dropped
vslop
vfard
Don't know the exact logic for it but vac doesn't always run the same checks
Could be pure chance that you didn't get it
But its probably broken if you were doing it for like more than 6 months lol
No it looks like I did it for about 30 hours of playtime
*No it looks like I
did it for about 30
hours of playtime*
um this is slop tf2 is not gmod workshop creators are lazy youre making slop its sloppity slopslop
industry plant indieslop streamer bait goyslop
"streamer bait"
someone make a "MEET THE Zest[REDACTED]" video, if that sorta attitude's what you're implying
meet the armchair game developer
This isn't hard but I don't like the way Valve does things
Whatever
Using a quick tool I wrote, I have estimated the number of idlers and cheating bots in TF2 to be ~30k.
How do you estimate?
doesnt it explain in the post
Yo that's kinda swag š³š³
Didn't xpaw say this was wrong
I know its almost three years old now but I'm like 99% sure he had already said steam playercount doesn't work like that before that tweet
Well not really
Oh nvm you did correct it
I'm kind of curious if you're just using steam API or interacting with tf2 GC or something like that
Steam api most likely
and what metrics are used to decide who's a player and who's a bot
Steam has an api where you can see player counts for all servers
Though I have my own doubts whether its accurate
||Anyways, I never understood why people doomerposted about "oh man 99% of the playerbase is bots farming items and crates!!!", all that electricity bill for a whole two cents an hour tops, people are stupid but not that stupid.||
It seems like with the amount of work you'd have to put in to make a worthwhile item farm you could have earned more just working a real job
It doesn't seem too easy to make thousands of steam accounts and enable trading on all of them and consolidate all the items all without getting noticed by valve
Valve wouldn't care for one
Two creating a steam count is easy
Three even best case scenario you lose money
You don't lose money if you find a way to host it for free/cheap
unless you have to pay to enable trading, I don't remember
*unless you have to
pay to enable trading,
I don't remember*
No, you lose money.
Your elecricity bill will be higher than any gains you can make.
That's what I meant by finding a way to host it for free/cheap
x are you elon musk's alt
Yes
Two cents an hour isn't even worth that
Yeah I mean I wonder why people idle bot then
It seems clear there's at least some idle bots
I doubt its bots
People leave the game running for a lot of reasons
I once left tf2 open for an entire month while I was on vacation
Idk
I think there are idlers for items
Interested to know what kind of metrics mastercoms used to estimate
Not in like a literal decade because its genuinely not worth it after they changed the drop system to require actually playing the game
I think some people find it worth it
If you assume you get 7 items per week worth 3 cents each, if you make 5000 steam accounts that's $1000/week
If you host it on oracle/aws free trials it's free
Here's the wrench in your plans:
- Connected to a vac secure server.
- Not running in text mode.
- Running only one instance of the game.
- You have to actively respond to the notifications
For those items.
And I'm pretty sure the "once instance of the game" is ip based?
Valve hasn't really told though
Would it really be that hard to reverse engineer it
Yes? We don't have access to the code at all?
If it's IP based that would probably put a stop to it true
The item servers are entirely valve sided.
probably hard to find free proxies for non web protocols / ports
As I said though
Idk I don't understand what makes up this mass of accounts that log on and log off in groups if it's not idlers
You can earn more money doing literally anything else with those free tier machines
true
Like li terally anything else
Its objectively stupid to farm for tf2 items with idle bots. No one does it. Its all just bullshit made up by someone who doesn't understand anything about anything.
How else do you explain the playercount spikes and stuff
eg. 10000 accounts start or stop playing over the course of an hour
That was three years ago
well at the time of course
Don't think so
But not impossible
Creating a steam account is trivially automatable
*Creating a steam
account is trivially
automatable*
Is it really?
Yes?
I thought you need phone numbers basically
No
fake ones exist, even if yuo needed them
Cathook ran a public site for account generation since like
2019?
Iirc valve doesn't even require a captcha for creation still
Last time I made a steam account it had a captcha and would only let me continue with a gmail address
If I tried non gmail it had some error, don't remember what it was as it was 2 years ago
maybe a one off thing
Anyways, I don't trust any site that claims to have statistics about the players
I don't even trust steam's api to be accurate
Its a high volume of data you'd need to be keeping up with/tracking
I wonder how teamwork.tf claims to get valve casual and serveme now
The steam api
Don't both use SDR and you cannot do A2S queries?
That they claim is inaccurate
Oh ok steam api
They outright lie about their data source which is kind of funny
Well maybe they changed it and just never updated the explanation
No, steam api never calculated based off the hour
Steamdb used to have a minutely tracker
Before teamwork.tf's statistics were even a thing
Steams player count is real time (hence my distrust of it)
The API, I mean
I'd actually trust a minutely check more than a real time one for a scenario like this
Or one averaged out over a minute rather
That's one way yeah but theres also an API for aggregating all the servers steam is tracking for a game
Which is what teamwork et al uses
I wonder if you have to be in a server that's published to the master list to get item drops
Or if it can be just any server as long as vac's enabled
*Or if it can be
just any server as long
as vac's enabled*
As long as it's vac enabled and connects to the item servers
*As long as it's vac
enabled and connects to
the item servers*
Tuesday maintenance means no drops
i detailed it already, no?
im not watching 40 mins of that
tf2 is dead and you should be angry
actual tldr
like why does he say 99% of players are bots
that sounds silly
didnt shounic say he wanted to debunk that vid
he just looked at archived teamwork.tf stats
from what I remember
archived teamwork.tf stats and steamdb stats iirc
like how are people coming up with the 80k bots number or whatever
i already said im not watching this im on my phone
||youtube.com^$removeparam=si
||youtu.be^$removeparam=si``` in ublock :)
something along the lines of getting rid of all of the empty space between the steam player count and the teamwork.tf player count curves to get them to match
48000 being the amount of accounts removed to shift the steam player count curve down to match, with that amount being referred to as bots since they weren't included in the teamwork.tf stats
and then there was a second estimate a few minutes later using different dates which resulted in 74000 players being removed to match the curves
how exactly does teamwork.tf collect player counts for valve servers?
so whats the conclusion from this
why did everyone freak out
why is everyone still freaking iut
like idk who cares
nobody plays tf2 nooooooo
like if ~25k is a dead game number
then like
terraria
rdr2
hades
those are dead games?
there's games with 10k that people still talk about a lot
geometry dash
factorio
monster hunter
binding of isaac
Live Service Game
Multiplayer titles live and die by their player counts.
balatro has 15k
its literally easier for me to get in a tf2 match today than a few yrs ago
i think the side some are taking is believing the game's being abused from the sheer amount of bots they think are active on tf2
but i haven't seen the video and have not really been paying attention around so idk why people are freaking out
the game's status seems fine :p
there cant be more than like 300 casual bots lol
yeah

