#Team Fortress 2 Megathread - winter is the most chill time of year

1 messages ¡ Page 86 of 1

burnt dragon
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compared to a 11800h and r7 7800

kind falcon
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i think your info source is wrong

burnt dragon
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I just see no reason to upgrade gpu since their price hike is SO MUCH more compared to a cpu

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with every gen the improvements over gpu gets less with ai "upgrades" and cpus are improving really fast overall

eternal haven
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Idk bro

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The 4090 shits all over the 3090 does it not?

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2080 ti to 3090, 3090 to 4090, 4090 to 5090 have all been a bigger improvement than 2080ti over 1080ti

kind falcon
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4090 to 5090 is a joke

radiant merlin
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bad moment for nvidia to produce a gpu with little improvements

eternal haven
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But it's got more cores more performance and more features

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And they actually went 32 gb memory, all the leaks were saying 28

burnt dragon
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price performance is awful with nvidia since 4000 series

small sirenBOT
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*price performance is

awful with nvidia since

4000 series*

burnt dragon
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and they are just marketing fake frames as real frames which is extremely scummy as is

eternal haven
burnt dragon
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sigh hopefully at some point

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intel is catching up nicely tho

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they got some fairly good mid tier gpus :^3

kind falcon
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its as if amd 7000 series dont actually exist

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i love my gpu discussion in a cpu bound videogame

high current
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Just buy a last gen gpu like a 40 series now that 50 series has dropped. The price is probably still outrageous for a last gen product, but usually they drop to a reasonable price for what would have been a new product.

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Or just be happy with a 30 series card. It’ll probably be able to drive a 144hz-240hz monitor in modern games with the right settings for at least the next 5 years.

left pivot
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brain farting what are the commands alongside mat_phong that fuck with how aussies look

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specifically the one that makes the whole weapon look gold instead of just the gold parts

eternal haven
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I think that's dxlevel 8 with specular enabled

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Not aware of anything on dxlevel 9 that makes the entire weapon gold

wild grove
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They should show how it looks with just r_rimlight 0

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Basically mat_phong 0 minus visual bugs and extremely dark lighting.

left pivot
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something is very fucked with my game then lol

velvet raft
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this is me

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in college

left pivot
eternal haven
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Idk what's up with that 'fiery' look

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But just so you know changing dxlevel with mat_dxlevel or with the -dxlevel launch option messes a ton of things up

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The proper way to set dxlevel is to have the game read your intended setting from the registry while it's loading, and not change it after that

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Launching with -dxlevel can be used to update the registry value if you want, but you should then relaunch the game without it, not use the session launched with -dxlevel

left pivot
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the thing is its still cooked with all the settings set (i think) properly

small sirenBOT
#

*the thing is its still

cooked with all the settings set

(i think) properly*

left pivot
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dxlevel was set & client restarted

eternal haven
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For the other settings you might not see correct results if you change them mid game

left pivot
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all of these are immediately after starting the game

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nothing was changed

eternal haven
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Maybe r_worldlights?

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For me the base is shiny like that when I turn mat_phong off

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but with phong, specular, and bumpmap enabled, on dxlevel 95, the base is solid gray, not shiny like yours

left pivot
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thats why i'm so confused

eternal haven
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Do you have phong enabled while you're loading the game?

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Or do you disable it while loading and then manually enabled it after the game loads?

left pivot
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it should just be enabled when i'm loading in

eternal haven
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And no -dxlevel in launch options?

left pivot
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nope

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it was something in my launch options

eternal haven
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What were they?

left pivot
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-novid -nojoy -nosteamcontroller -nohltv -particles 1 -precachefontchars -nostartupsound -no_texture_stream -nouserclip -nops2b -softparticlesdefaultoff -noborder -windowed -w 1920 -h 1440

eternal haven
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-nops2b probably

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also get rid of -windowed -w -h, no reason to ever, ever use those

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windowed mode and resolution are both saved to registry and loaded from there, overriding them can cause the game to do bad stuff similar to launching with -dxlevel

left pivot
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it was -nops2b

eternal haven
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Yep that's like the only one of them it could be lol

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As a bonus you'll probably also have higher fps and less dense fog

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due to removing that

left pivot
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i do remember benchmarking all of those unusual settings and actually finding better performance on my hardware idk why

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i also remember being quite befuddled at how abnormally foggy some maps were lol

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regardless ty for the help, and apologes for my ignorance

small sirenBOT
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*regardless ty

for the help, and apologes

for my ignorance*

sterile ferry
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how to get the game to run in something like 1024x576 without it just defaulting the res to some 4:3 one

wild grove
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set a custom resolution in nvidia, amd, intel display settings.

sterile ferry
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unless i did something the wrong way

sterile ferry
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it sets it to 4:3

wild grove
sterile ferry
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i mean maybe i did it wrong

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or is it meant to be like game specific

sterile ferry
wild grove
# sterile ferry

You did it wrong, I don't see the resolution you want in the tab

small sirenBOT
#

*You did it wrong, I

don't see the resolution

you want in the tab*

eternal haven
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CRU makes a fake edid for your monitor

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So your graphics driver is told that the actual resolution of your monitor is the custom one you set in cru (it isn't)

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It's usually fine for normal monitors which have a scaler, but laptop screens have no scaler, so they can only accept their native res, nothing else

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So if you want to use a custom resolution on a laptop screen, you have to first scale on your gpu to the native res before output

sterile ferry
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how would i do that

eternal haven
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Get rid of anything CRU added so that the normal EDID that's read from your screen is used

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then just set a custom res in the intel control panel

sterile ferry
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alr ill try if i remember tomorrow

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would there be any way to be able to use the rest of my computer at a normal res tho while still having tf2 properly use the lowered one

eternal haven
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Yeah as long as you play tf2 in fullscreen you can definitely do that

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you might not like it though, it'll switch back and forth between the resolutions every time you alt tab, which kind of sucks

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screen will flash, makes alt tabs take like 1 second, and resizes your windows and stuff, etc

sterile ferry
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i mean only time i alt tab is to set the priority of tf2 to above normal sometimes (if that even has much of an effect)

mystic anchor
uncut spear
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new higher fps mod just dropped I promise steamhapp

kind falcon
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pointless 💔

high current
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Spy looks so cursed

summer steeple
slender nexus
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this is from the magfest discord

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sniper and spy spotted,,,,

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here's TF2 cosplayers I found at MAGFest

sterile ferry
burnt dragon
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crazy game

slender nexus
burnt dragon
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LMAOOO best one

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thank god its not porn

oblique tangle
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guy kinda looks like ethan klein

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eh nvm

radiant merlin
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Would you mind if valve added new voicelines for the engineer but not from grant goodeve?

mystic turtle
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didn't that happen already, when the Saxton Hale gamemode was added

wild grove
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depends on if the new lines are from a voice actor who can voice super similarly to engie.

mystic turtle
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but me personally, I'd be fine without any new voicelines; not to be some rose-tinted-glasses bastard but new voice acting generally does sound a little wack (given the standard of the VSH voicelines as a basis)

wild grove
mystic turtle
uncut spear
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so I wouldn't mind new voice lines from someone else

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but I would still want them to sound as similar as grant

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for the sake of literally anyone else lol

radiant merlin
high current
# mystic turtle yea, true enough and I know there are a handful of very impressive impersonators...

Tbh there are probably already lines in game that aren’t voiced by the voice actor.
Not sure if video games are like this, but at least with cartoon shows, when you have recording time you record, if the voice actor is sick there’s usually someone around who does a good enough impression to nail it with some post processing. On a lot of shows writers will have pretty good impersonations from script reads or just general work culture.

left sand
oblique tangle
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holy TSR fizzle

high current
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Why does upward with 3d planks make me so uncomfortable? It's like when a movie has an uber close up and you see people's pores

oblique tangle
drowsy marlin
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TF2 needs TAA and real time global illumination to adjust it to modern standards

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Nantie will also help eliminate the need for model LODs

paper sluice
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the 3d is like wrong,,., on so many levels,,.,

eternal haven
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Why in the world did discord think this was a good idea

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It used to be clear

summer willow
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because a lot of gifs have white background which you could not see to star

small sirenBOT
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*because a lot of

gifs have white background which you

could not see to star*

summer willow
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i love how the video says that with nanite you can have millions vertices with little performance loss

summer steeple
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i mean... true?

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but also like thats a gross oversimplification

drowsy marlin
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Real life uses nanite

summer steeple
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I wouldn't really be that surprised if your average tf2 scene already has that many

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it depends on the context of that quote but as far as i know the whole thing about nanite is that there's not a ton of polygons being rendered at once

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because its dynamic based on how much space it would take up on the screen

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ALSO

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i'm about 95% sure that poly count isn't usually a massive bottleneck for performance anymore

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since as it turns out, gpus are pretty good at crunching through a lot of numbers

drowsy marlin
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What's a big bottleneck? Is it the fancy shaders?

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Transparency? Global illumination?

summer steeple
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iirc yeah, transparency can still be a big one and draw calls? I'm speaking from memory not experience here so don't full trust me

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i guess there is also overdraw, which is directly related to polycount

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i just actually watched the video instead of just commenting on what other people were saying

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I think this sort of project would be better off if the person was more familiar with how source renders things

eternal haven
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It's all the stuff it does on the cpu on like 2 threads

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as long as you have a normal gpu

summer steeple
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like the whole thing of upscaling and then tossing the textures into substance is kind of weird to me because it implies that tf2 has only low res diffuse textures

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and i mean its by no means high res

left sand
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anyone interested in working on a 6s standalone game?

summer steeple
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but they also have normal maps and other data already

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i guess PBR does have a lot more data but still

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but their corrugated metal is so 3d that it looks really off to me

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the wood looks nice, I wish they'd have mentioned taht the 3d planks were also trying to emulate the holes that are in the texture too, I think them being actual geometry is neat!

left sand
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i need:

  • programming
  • weapon modeling/rigging/animation
  • character modeling/rigging/animation
  • prop modeling
  • environment art
  • level design
  • concept art
  • voice acting
  • writing
  • ui design
  • music composition
  • sound effect creation
  • particle effect authoring
summer steeple
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i wish i were more skilled and less busy, I could probably try a few of those roles...

left sand
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differences from tf2:

  • unique world/setting
  • new characters fitting the four 6s roles with no subclasses
  • streamlined game mechanics
drowsy marlin
eternal haven
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Are you gonna use unreal engine

drowsy marlin
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And I know rigging well enough, but animation will take an eternity

left sand
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it's set in the far future, with space pirates for hire joining the battle between a space colonizing gigacorp and a galactic alien empire

left sand
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im getting 400FPS

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its going to be fully scaled down unreal engine

left sand
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they fight for control of mines and other resource nodes on a variety of alien planets, asteroids, moons, in a practically unlimited amount of biomes and environments

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each battle the two sides seek to control a total of 5 nodes, starting from their deployment base, to a midpoint, to the enemy's base

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work in progress synopsis draft:

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In the year 23xx, there is a war brewing between the mighty Amber One Holdings Corp., which have conquered Earth and have set their sights on the cosmos, colonizing planets and asteroid belts to gather resources to fuel their industrial machine, and the Blumoth, an intergalactic alien civilization protecting their territory and resources. Both sides seek assistance from for-hire space pirates to gain an edge in their never-ending stalemate for control of the galaxies.

A few brave souls (and one robot) answer the call for bounty... all deeply in debt:

  • Tomoe, the Runner She hails from the unknown remote island of Japan, an Earth nation which, by sheer lack of geographic knowledge on the part of Amber One management, was not conquered like the rest of Earth. Japan, now isolated for centuries, has seen its male population go extinct. Luckily, Japanese women, in desperation, had began working on same-sex reproduction centuries ago, and have been sustaining the Yakuza, a now all-female organization, with their breakthrough ever since. Tomoe, like most drug runners of her generation, has received high tech leg implants which run off of a mixture of sugar and sugar-like substance to power her through her 16 day work week. Unfortunately for her, despite the Work Week Extension Act of 2293, there are still only 7 days in a week, so she's behind on her hours, and the Yakuza is not one you want to be indebted to. Especially now, since the Yakuza Anti-Debtors party is in control of the government. So she's fled, looking to make her money elsewhere. With her discipline to continue substance abuse at all costs to get a job done, she makes an excellent space pirate.

  • Bruce, the Blast Miner As a hard-working true American asteroid miner, Bruce is in heavy debt. When he got the job at Amber Mining and Boring Exploitation Registry, he was handed a valuable Amber Rocket-Using Material Acquisition Device. Its purpose was to blast through rock in search for valuable metals on asteroids and remote planets, and allow a miner to ride blasts up and out of the mine, back to the surface in one piece. Well, the device usually did. The humans on the other hand, usually came up with their legs missing. Lucky for him, blood stains on the ores were interfering with the material refinement process, so he was also given the recently invented Amber Human Assisted Equipment Protection Device to protect his legs from ever being a bloody problem. Unfortunately for him, Amber takes it out of his paycheck, now at -$999999999/week. The accounting software doesn't go any lower. So he's got a new job with the space pirates, which will hopefully pay off his life's worth of debt from a few days of working at the mine.

  • Scruff, the Wrecker Scruff hates robots. As a recluse hiding away from society, he spent his ample free time making explosives and EMPs to prepare for what he prophesizes to be a great upcoming war between humans and robots. A true genius, Scruff sees his bomb tinkering as a mere distraction to his real passion: gambling addiction. Despite being a master mathematician, his hallucinations prevent him from counting cards for anything even resembling reality. With a need to pay off his gambling debts, he resorted to becoming a space pirate, reluctantly working alongside robots and humans.

  • Remi, the Docbot As the latest in a line of robots for civilian use, Remi the Docbot is a dual-purpose android with both medical-grade and military-grade weapons. They are issued to every citizen under Amber's gracious healthcare initiative, for a low mandatory rate of $1000000/day. Unfortunately for Remi, due to an accounting error, they inherited the debt of all the late nursing home patients under their care, and must join the space pirates to scrap up any cash they can in order to pay their maker.

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please give feedback and criticism :)

high current
next nymph
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i could program but id wager that part is probably the highest supply

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ui design too i guess but my background is mostly tf2 modding

high current
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Yeh that’s pretty much my only experience in UI design as well. I started a UX certification at one point but had ✨life✨ come up.

next nymph
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closest serious (non-hobby) ui work ive done was code support for ui artists, but they're the ones doing the design then

high current
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Yeh I think I’d more aptly be described as a UX/UI engineer.

small sirenBOT
#

*Yeh I think I’d more

aptly be described as a

UX/UI engineer.*

glass musk
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is mastercomfig 10 still releasing anytime soon? steamsad

left sand
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no

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heres the logo btw

left sand
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PNG is a terrible format, the white acne doesn't appear in TIFF btw

high current
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Now that I’m off work and can give it my thoughts:
I like the idea of it. It sounds great! A few questions though:

  • when you say “no subclasses” I assume this means no Demoknight for sure, but does this also refer to no shotgun vs roamer soldiers? And does it mean no off classes?
  • If it includes no off classes, do you have any initial hypothesis for how 5cp will play without off classes or what you might need to do to balance accordingly? For example: engi and heavy are common on last holds, sniper and spy are common on breaking last holds. Do you anticipate there being challenges around balancing last pushes / holds without off-classes (if applicable).
  • Why Unreal engine? I’m not objecting, I’m just genuinely curious.
eternal haven
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discord's thumbnails are webp also

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but it has more to do with the thumbnail generation than the image format I think

high current
# left sand In the year 23xx, there is a war brewing between the mighty Amber One Holdings C...

Regarding the lore: I like it! My only point of note from character descriptions in film school would be show-don’t-tell, whereever possible with characters.
It’s more nuanced with character descriptions, but for example with Tomoe: what does the male population in Japan contribute to her character?

I think for general character environment points it’s valid to say all that, and maybe it presents in her character as you flush her concept out. Or maybe Japan becomes a playable map and that tidbit becomes a map description or loading screen fact.
But if that’s like the character description when you inspect them in the menu, if it does show in her character somehow I might exclude it from that and put it elsewhere.

left sand
# high current Now that I’m off work and can give it my thoughts: I like the idea of it. It sou...
  • shotgun on soldier is something im still thinking about. i think theres some room with some loadout choices, like kritz/uber, so i do think it works maybe. but i do think the meta has settled on gunboats only, and i do think thats a bit more interesting (much to the dismay of soldier mains). however, i DID like the role of pocket and his ability to pack a little more firepower.
  • i think without longer last holds, 6s can shift to a fast round based gameplay, maybe even accelerating up to something like CS eventually. sniper really hurts the gameplay a lot IMO, in more ways than just directly, but it also prevents maps from becoming more open and more suited to the core 6s classes. spy is just a med pick class and i think its not very interesting and can be removed in the grand scheme of things.
  • unreal engine is a c++, source available engine with FPS roots dating back from unreal tournament, and it is battle tested in the most played shooter in the world, fortnite. it has supremely efficient and accurate netcode, good community support, a huge amount of investment in its rendering and tech stack, and an absurb amount of iteration/gameplay helpers.
eternal haven
left sand
eternal haven
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Hmm I have never heard of that

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in png or webp?

left sand
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in png

left sand
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they might be in some lore page but mostly theyre for reference. for setting up the characters, weapon designs, world building, storytelling, comics, update pages, etc.

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this is similar to mentioning stuff about rocket jumping, stairs and abraham lincoln

next nymph
# high current Regarding the lore: I like it! My only point of note from character descriptions...

I did kinda feel something similar with the descriptions. They were a little imbalanced with how much setting background was covered, some going over specific locations and such while others are a bit of a blank slate in that regard. Not a complaint at all with the setting details that are there, I like them. But I feel like Remi and Scruff could benefit from the same kind of setting details that Tomoe and Bruce have.

high current
# left sand * shotgun on soldier is something im still thinking about. i think theres some r...
  • Honestly I’d say tryout pocket soldier in the game. I think pocket soldier can still be relevant, just Froyo’s playstyle has been gunboats and basically everyone but G6 is just copying Froyo, and G6 just happens to also run gunboats. Plus I think with even slightly different map design or game balance shotgun could come into meta. Maybe it doesn’t and it gets scrapped, but you’ll only know if you try imo.
  • I agree, I just think it’s something to keep an eye on. I hate playing with sniper and without off classes lasts will also likely be easier to break without them. You can also discourage stale lasts by lightly penalizing playing to reset on last. An idea I had for RGLs config is that for every round reset on last, the “mid point” shifts forward 1 until a last is capped. So for example: red is on their last and hold till time runs out, the next round starts with red’s 2nd point behaving as the mid point, with blue having forward spawns accordingly.
  • Unreal engine sounds like a good choice. I live pretty close to one of Epic’s campuses so I think their stuff is kinda neat. And those are good reasons, net code especially is <3
left sand
high current
# left sand these are just lore writeups basically

I think they’re good for that. I just wanted to get that feedback out there.
I do think parts would be cool to have in game across different places, like map descriptions and character descriptions, just not all the same place. Or maybe that’d be for some comics later 👀

next nymph
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remote wilderness would be cool to incorporate, like a real unabomber vibe

left sand
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and i think tomoe in particular, her background being japanese, and how japan survived past the megacorps, etc. is fundamental to how the culture (especially yakuza culture) would rub off on her design

left sand
high current
left sand
#

bruce is kind of the same thing. it explains where he got an expensive rocket launcher and fancy blast proof shoes (which may even limit fall damage 👀?) and uses a bit of humor to get it there

high current
left sand
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yes it was meant to be a slight tie-in back to that

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but yes, i do think on the whole tomoe and bruce have the most well thought out lore. scruff and remi could do some more expanding once lore is more important, but i think its serviceable for the vibe of their designs.

left sand
high current
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The Capper 👀

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The only other feedback I’d have is that “Hazard Crew” initially makes me think of a Lethal Company inspired game, not a classed base objective shooter.

next nymph
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if this is all based on covering massive debts, my first thought after reading "Hazard" was "Hazard Pay"

high current
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Debtor’s Debacle

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Though idk if everyone would know what a debacle is, so might make remembering the name hard for some

left sand
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most famous example: Rocket League

high current
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That’s fair. Hazard Pay has a nice rhythm

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I mean the cars are rocket powered and play in a soccer league

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But I agree with the idea lol

fickle dragon
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I was just using NVIDIA Profile Inspector and noticed these compatibility flags applied for TF2. I'm curious, anyone knows what exactly they fix?

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I also noticed it a few months ago, and back then it still only applied to the now unused hl2.exe, but it seems like they added the new binaries in one of the driver updates, maybe the latest one.

kind falcon
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driver forced bs

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videodrivers are a mess and you should not torture yourself with the divine knowledge

fickle dragon
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I see, still would be cool to know why these are needed.

fickle dragon
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Messing around with antialiasing options since this app gives many more options, including 4x4 supersampling. Almost GPU bound in TF2, so close

glass musk
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should I be using an older version of mastercomfig? @left sand

uncut spear
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unless there's clear issues with 9.10.3 you can use it

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it's worked fine for me so far

oblique tangle
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9.10.3 is great

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that's what i think

drowsy marlin
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Comfig 10 release date: when it is finished

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idk how more clear that can get

radiant merlin
oblique tangle
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holy guacamole

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great googily moogily

glass musk
wild grove
drowsy marlin
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whjen its done

burnt dragon
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something like HazarDous Debt

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where Debt is on second like and using D from Hazardous

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could be an interesting look

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no subclasses seem like a bad idea imo, taking away creativity from player and ability to choose how to play is a special thing that not many FPS games allow

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on other hand if you allow different weapons for primary/secondary and not get too far from main weapon circle of characters, that could also work

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stuff seems exciting but the best support I can give is if you need a medical care station in the office I can sit there

left sand
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everything about it is screaming for a streamlined flow

oblique tangle
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what is hazard crew

wild grove
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game mcoms wants to make I think

left sand
left sand
glass musk
left sand
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i released a new dev build

left sand
glass musk
# left sand for this

omg, you made me think so much... I've been so tired and stressed and depressed, so I came to the conclusion that me bringing the message up was potentially rude. (wasn't my intention)

#

thank you for the new build

high current
# left sand

Are you using purple as a theme color because it’s a combination of red and blue? Or just because that’s the color you’ve chosen?
If it’s to symbolize red and blue? I think having them separate and having menu UI half red and half blue (done right), could capture the lore of red and blue battling it out.
If that’s just the color you chose then my point is ignorable.

glass musk
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image previews aren't displayed in full quality

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oh

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someone already brought it up

left sand
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that it was a combination of red and blue was a coincidence

eternal haven
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Can someone give me access to the tf2 perforce I wanna enable dxlevel 81 on linux tf2

eternal haven
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SteamSad

burnt dragon
burnt dragon
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artstyle is fairly cartoonistic which hides choppy models really well

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3d modelling to add depth not only does look bad but also costs heavy performance

burnt dragon
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but thats too big of a rewamp thats not worth for a game like tf2, and not possible with all the community maps and warskins that valve legally cant be bothered with

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tf2 needs the purge cs2 had, except csgo=>cs2 purge was awful and removed MANY useful and fun features/maps

potent wolf
left sand
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Should Hazard Crew have viewmodels?

kind falcon
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What The Hell Is Hazard Crew

cursive peak
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Yes but with the option to disable them?

grim parcel
next nymph
cursive peak
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I never got what utility there is in transparent viewmodels.

small sirenBOT
#

*I never got what

utility there is in

transparent viewmodels.*

next nymph
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i feel viewmodels do give some useful info via reload animations and such (on top of being very useful for beginners and for spectators), but serious players tend to prefer the extra visibility by not blocking part of the screen. Transparent viewmodels do both

high current
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You still have your viewmodel but people aren’t going to be hidden behind it

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If I had to he stuck with one for the rest of my life: I’d choose view models on.

cursive peak
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But is both worth the hassle of implementing the functionality? New players can have their viewmodels until they've internalized the timings and then just get rid of them if they want.

high current
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I don’t believe it is that complicated. Quake live had a transparent view model slider 20 years ago

next nymph
#

it's complicated in tf2 because it's done via an odd workaround, but that doesnt need to be the case for a game being written from the ground up

cursive peak
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But it is still more work than on/off.

high current
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Technically if you add a transparency slider it also implements an off switch, so saves you a bit of duplicate work

next nymph
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yeah but depending on how you do viewmodels it could be an hour or so of work. If you're rendering the model directly it'd be work, but if you're rendering it to a transparent texture anyway, all the hard part is already done and you just need to multiply the alpha value on it

cursive peak
#

That's still extra work, regardless of how minimal.

potent wolf
#

not that much more than implementing toggleable viewmodels imo

small sirenBOT
#

not that much more than

implementing toggleable

viewmodels imo

left sand
left sand
#

just making a simple opacity slider to the model directly will look ugly

#

to make it look good, you need separate rendering for the viewmodel

grim parcel
# left sand

can you drop the hazard crew rolling release next?

left sand
#

soon

potent wolf
#

or do you mean something else

left sand
#

i mean something else

left sand
#

do you think pocket soldier (without gunboats) should have infinite reserve ammo?

#

im thinking one of the roles should have infinite ammo and i feel like the only one itd be balanced on (in any capacity) would be that role

next nymph
#

I'm not sure what it adds to be honest, and I'd be worried it'd take away by meaning the pocket doesn't have to occasionally take the medic off-position to get more ammo

drowsy marlin
left sand
#

i just feel like theres a lot of ammo pressure and i want to adjust some things so theres more varied map movement pressures for resources

next nymph
#

i like the main pressures (other than enemies) being ammo personally, to me that is a streamlined game

left sand
#

for example, id really like a way to discourage scouts to be healed (perhaps giving them overheal on kits)

#

to sort of break up the resource patterns across roles

#

but i mean, im fine with it as it is

next nymph
#

maybe im an outlier though because i always thought quad damage and stuff in quake was a little silly and weird

left sand
#

but like, im not really tied to this. im just wondering if that variety/breakup would be good

next nymph
#

might be a bit ambitious but thoughts on splitting up roamer / pocket into entirely different characters, instead of doing the tf2 thing of soldiers doing both?

left sand
#

yeah the only way we do pocket is that

#

i wont be satisfied otherwise ultimately

#

like as temp, id be fine with reusing but ultimately i think they should be distinct characters

#

the only reason i did it like how it is rn, is because both have gunboats

next nymph
#

yeah, I think it logically makes sense to split them up, but I have no clue what specifically

potent wolf
#

oh hm it seems like it's getting forced to 100

eternal haven
#

When dxvk is used it gets forced to 100

#

And all over the codebase there are checks for linux or posix that would prevent dxlevel 8 from working

#

But you could work your way through those one at a time, it would be annoying to make everything still work with both togl and dxvk though

#

On windows I got rid of the part that forces dxlevel 100 for dxvk and dxvk works fine with dxlevel 81, though I had to set d3d9.shaderModel = 1 in the dxvk config

potent wolf
#

most of the checks are for togl, not posix iirc

eternal haven
#

Idk I tried the same thing I did on windows on linux and it was crash after crash after crash

#

You definitely need source code to fix it

#

You could probably spend 10 years fucking with the compiled game and not get it to work

potent wolf
eternal haven
#

Feel free to prove me wrong though it would be cool

#

I wish linux users could dxlevel 8

eternal haven
#

compared to the leaked tf2

summer steeple
potent wolf
summer steeple
#

NOOOOO

sterile ferry
#

what is network overhead and how does it affect gameplay, curious from the dev build announcement

left sand
#

just the CPU performance overhead of networking

#

so just FPS

radiant merlin
eternal haven
#

Both

#

But really I just want the choice available

potent wolf
#

I would like to be able to make the choice to download up-to-date tf2 mac binaries with symbols

#

🥺

eternal haven
#

Smh

#

Youre just lucky you were able to do that for 10 years

eternal haven
radiant merlin
#

i think valve would just add a "make your game look shit" option

potent wolf
eternal haven
#

Since they don't block your view so much

radiant merlin
#

you don't need dx8 for that

eternal haven
#

Well tf2 uses different rocket trails on dxlevel 8

#

Most of us play on sv_pure servers

#

The few people who primarily play on servers that allow particle modding might be fine to mod them but it's not really a general solution

high current
high current
next nymph
left sand
#

An equally funny thing would be if Bruce was separated from his pocket brother at birth, and their parents were very rich. So Bruce grew up poor and had to work in the mines from the age of 5

#

And then his pocket brother has that pocket mentality because of relying on his parents

#

He gets a huge sum of money through inheritance but burns it on a crypto rugpull and is it massive debt from options betting or something

#

So he gets a nepo job as a security guard in the military at a quiet area

#

And then he's reassigned to the space wars but defects because he's scared

#

But he gets captured by space pirates who force him to fight

broken haven
#

this tf2 shit still so serious

#

i play mge after like a year of not playing and already someone shit talking me

radiant merlin
#

i didn't know that was possible

eternal haven
#

Wtf they leaked the method

#

Now valve's gonna fix it

uncut spear
#

HOLY SHIT WTF

#

that is insane

eternal haven
#

I found out you could do that like 5 years ago lol

#

the vpk hash checker is broken

#

so you can just edit them

uncut spear
#

god quickprecache needs to be updated too

#

the person behind that added linux support I think

#

but that was like 4 months ago

eternal haven
#

Yeah anyways multipart vpks are supposed to check the md5 hash of each chunk but for sv_pure the tf2 client just verifies that the directory file is signed with the correct public key but doesn't check any of the md5 hashes of the chunks

#

But valve is definitely going to fix that now that someone posted it on gamebanana

left sand
#

who will

summer steeple
#

i honestly kind of wonder if valve will fix it or if its just kinda so far out from when MYM and JI that they don't really care anymore

#

well i mean it does defeat the point of sv_pure i guess

#

not just for causal but just in general

#

valve almost certainly is at least tolerant of preloading for stuff like viewmodel anims, but this bypass certainly has other implications

eternal haven
#

I guess technically they 'fixed' this and then it broke again or something

#

I remember there was a github issue about it

eternal haven
#

It would take like 5 minutes to fix lol

#

It would make your game load slower though

glass musk
#

up to them if they want to fix it

uncut spear
#

instead remove dx8 and get rid of all hats

glass musk
#

dx8 needs to be purged

potent wolf
#

purge dx8 and add a dx11 renderer

glass musk
#

yop

potent wolf
#

(not in a million years)

eternal haven
#

Current tf2 never uses directx 8, it makes a d3d9 device no matter what. Maybe in 2007 tf2 could use dx8, I don't know. Now it's always dx9, but when you use dxlevel 80 or 81 it tries to only use features that existed in dx8 and avoids using features that were added in dx9, but it's still a dx9 application, you need a dx9 capable gpu/driver to play tf2 right now, even on dxlevel 80.

potent wolf
#

ToGL is the greatest thing ever

eternal haven
glass musk
eternal haven
#

I can't think of any simpler way to do it unless they rearchitect the vpk system somewhat

glass musk
#

Volvo don't fix... I need my pre-jungle inferno flame and pretty minigun casings

eternal haven
#

sv_pure is kinda trash anyways it's been fully clientside since like steampipe

#

so your client can just lie

#

actually it doesn't even need to lie because the server never asks it anything

left sand
#

fixed function pipeline graphics

eternal haven
#

Yeah I know

left sand
#

it has nothing to do with the c++ interface

eternal haven
#

Well have you gone through and verified that tf2 doesn't use any dx9 features while in dxlevel 80

#

because I haven't but I would not be at all surprised if it does

small sirenBOT
#

*because I haven't

but I would not be at all

surprised if it does*

eternal haven
#

and it would work

#

nobody would notice

left sand
#

i havent fully verified that but thats what it seems to do, and that argument is kinda irrelevant

#

because the base pass is what matters

#

not full spec compliance

eternal haven
#

Sure I understand

#

It's "basically dx8"

#

since dx8 is a subset of dx9

#

and tf2 at least looks to stick to that subset

left sand
#

especially in these sorts of discussions, the distinction matters even less, because when people ask for dx8 to be removed, its because of the dx9 exclusive features of future engine branches

#

and sure

#

dx8 still even "worked" in csgo

#

you could force it

#

but thats never been the point

#

whether this or that subset of features runs at all isnt the point

small sirenBOT
#

*whether this or that

subset of features runs at

all isnt the point*

eternal haven
#

Yeah makes sense

left sand
#

its all about targetted feature level support

#

csgo dx8 barely rendered models properly

#

you could argue its a legitimate dx8 since its following all the "restrictions" of the dx8 level

#

but its not really, because it doesnt render anything as intended

eternal haven
#

I think you can even do that in tf2

#

force it to use dxlevel 70 or 60

left sand
#

yeah

eternal haven
#

The only way I see valve stripping out the dxlevel 8 stuff is if they also strip out togl and just kind of start everything fresh now that they have feature parity across windows and linux thanks to dxvk

#

But I doubt they'll do it

left sand
#

i mean dxvk shaderapi is kinda like

#

a huge hack

eternal haven
#

Prior to dxvk on linux it I can't see them stripping out dxlevel 8 and doing things better while still supporting togl

left sand
#

i mean at this point the train is long gone

#

there is literally 0 future on this version of the engine

eternal haven
#

Like togl is just as as much cruft as the dxlevel stuff

left sand
#

the only reason it gets updates is because of misyl pretty much

#

i mean, because its source 1, misyl gets to do stuff

#

because valve wont

#

and i mean

#

tf2 source 2 port would be hell

eternal haven
#

Personally I kinda like tf2 how it is

#

I hope they don't do some major change

left sand
#

i personally think if tf2 is to have a future, it should get upgraded through a port

#

a real full port

#

the content creation for the community and accessibility to internal changes that source 2 would bring is just unspeakable

#

ofc, it seems like source 2 is still not ready for multiplayer FPS games

#

judging by cs2

eternal haven
#

But then source 2 will get old and you'll be wanting the "next new thing ™"

#

Does it ever stop?

left sand
#

thats not the point

#

the point is that right now, valve is on source 2

#

theres a majority of the company that hasnt even touched source 1 ever

#

im not asking for the next new thing

#

im asking for the current thing

eternal haven
#

Well I hope at the least if they do that they make a new game

#

Rather than the cs2 cringe

left sand
#

why? if its indisguishable besides maybe some qol, why make a new game?

#

in the cs2 case, i totally get it, it was a rough launch

small sirenBOT
#

*in the cs2

case, i totally get it,

it was a rough launch*

left sand
#

they should have extended the life of the old csgo branch

eternal haven
#

I don't care how smooth the launch is they should have kept csgo just like they kept all the past counter strike games

#

and made cs2 as a new game

left sand
#

well the difference between them isnt the same

#

just like dota 2 vs dota 2 reborn

#

like dota 1 is a separate game

#

from dota 2

eternal haven
#

That's a good point but it doesn't change my opinion

left sand
#

dota 2 and dota 2 reborn are just the same game but with an engine port

eternal haven
#

But I see what you're saying that as the games are more and more 'services' it's harder to keep the old one

left sand
#

well that and also just its like a ship of theseus thing

#

like the constant upgrades, its hard to tell when something is a new game or an incremental upgrade

#

cs2 was basically, besides the removed content because of the rushed launch, a major update for cs2

#

all of those could have theoretically been done to csgo independently

#

and it would have been fine

#

new smokes

eternal haven
#

Changing the engine entirely warrants a new game

left sand
#

netcode improvements

eternal haven
#

IMO

left sand
#

changing the engine is kinda a meaningless distinction

#

because it matters how that impacts the game

eternal haven
#

Not really

left sand
#

what defines the engine being "changed"

#

source 2 is just a series of incremental improvements to source 1

eternal haven
#

You can appreciate that enough is different between csgo and cs2 that it constitutes as more than just 'an update' in the same sense as other game updates

#

I hope anyways

crisp cedar
#

i think in any case the econ is a big problem

left sand
#

well, thats not really my point, because theres a difference between a theoretical version of cs2 that im bringing up, still on source 2, and one that actually launched

#

for example

#

like if they JUST launched the volumetric smokes

#

as an update to csgo

#

should they have split up the game?

#

obviously not

#

okay what if they JUST launched the subtick system as an update to csgo?

eternal haven
#

But here they've fundamentally changed near 100% of the engine all in the course of a year

left sand
#

besides marketing hype, that could have even been a single misc patch note in some random update

eternal haven
#

It's different than doing incremental major updates over a longer time

#

I don't think they ever could have gone from old csgo to current cs2 via smaller incremental updates

left sand
#

so youre saying shock value in terms of changes plays a part?

#

they could have

#

definitely

eternal haven
#

I'm not convinced

left sand
#

it was an intentional choice seemingly to make cs2 so brazingly different

#

there was definitely a different cs2 planned

eternal haven
#

but I don't know that much about source 2 to be fair

left sand
#

that would have taken much longer

#

and they decided fuck it

#

and did a rebrand instead

#

like, if you were keeping up with source 2 internals in dota 2 and such

#

they were adding features to basically run source 1 in source 2

#

this was taking them years and years

#

they kept promising source 2 port for csgo

#

and it kept getting pushed back

#

then they just backported the source 2 UI system

#

and then kept working on the rest

#

like particles, shaders, maps, etc

#

and then suddenly in the year that the limited test came out

#

that work completely stopped seemingly

#

and they were just like

#

lol lets just launch it "good enough"

#

and i still believe

#

the goal for cs2 is to put out all these fires

#

and basically make csgo with a fresh coat of paint

#

which IMO, is pretty much the same as any incremental live service update

#

like all the graphical updates they did to csgo

#

like the lighting updates, shadow updates, the map overhauls which completely changed the visual style of the game

#

the new operator models

#

etc

eternal haven
#

I think even if they executed it perfectly like the hypothetical you have in your mind there would still be pissed off players

left sand
#

i mean, updates piss off people

eternal haven
#

and not an insignificant amount of them

left sand
#

doesnt give people the right to play the version they choose

#

the company has the right to maintain a unified live service

#

and not split the playerbase

#

if they choose splitting the playerbase is fine (minecraft) then thats their right to choose that

eternal haven
#

I mean the company has the right to do almost anything

#

in this context

left sand
#

yes but im saying, its not self sacrifice to choose that

#

they are fully powerful, socially and technically, to make that decision

#

and evidently, people follow

#

cs2 player numbers have grown

#

vs csgo

eternal haven
#

Well all of that is true

#

I don't disagree

left sand
#

and like

#

that isnt to say i dont get your sentiment

#

but i feel like, as technology increments for live service games become smaller and smaller

#

and its really just honing done some dumb details

#

and maybe sometimes putting a fresh coat of paint

#

theres less of an argument to launch a new version

#

like how many people get tired of the new cod every year

#

relaunching the same multiplayer

#

maybe its a whole rewritten engine from scratch (it usually is mostly)

#

but people dont really care because effectively, even theyre using an entirely new rendering algorithm its effectively the same

#

and cod caught on, they have live service versions of some cod gamemodes

small sirenBOT
#

*and cod caught on, they

have live service versions of

some cod gamemodes*

eternal haven
#

I genuinely would prefer launching multiple versions of games rather than a game that's solely a live service

left sand
#

i get that

#

and ultimately thats the minecraft model

#

it has tradeoffs

#

for both the company and the player

eternal haven
#

It's great if the game gets updated like a live service, but when they practically 'change everything', to me, I prefer that it's a new version of the game

#

but I completely understand that that's not necessarily in the developers' best interest

left sand
#

i just feel like, if the mechanics are kept the same, then it can be sold as the same game

#

if they do a shitty port and the mechanics break

#

then its not

#

for example, cs1.6 vs cs:s

eternal haven
#

I think a game is more than its mechanics even if the mechanics are the most important part

left sand
#

they changed the core identity of the game

#

so many things were different

#

people rejected it

#

because the shooting, movement, map design, core philosophies, all did not match player expectations

#

the goals of cs:s were entirely different than the goals of cs1.6

#

id argue that csgo was a return to form, back to cs1.6, and cs2 is a recommitment to that exact same goal

#

and thus, i feel like its clean and fine to replace csgo with cs2

#

i definitely think its disagreeable

#

and theres downsides

#

but i think its not totally unacceptable

#

eventually, cs2 will perfectly align to csgo, because their goals are aligned

#

its just a botched port that makes it different in the bad ways

burnt dragon
#

I think cs2 has its map setting gameplay and performance downgrades

#

but yes I can see the core philosophy is the same

left sand
#

what is "map setting gameplay"

#

and regarding performance downgrades, id say those would largely be a bug

#

of course, theres some expected technology upshift but if its drastically different then its a bug

burnt dragon
#

while porting they decreased the map choices/removed settings that used to be a thing and performance problems are well known

left sand
#

i mean, they intend to bring all the maps from csgo into cs2, no?

burnt dragon
#

its been more than 2 years tho didnt it?

eternal haven
#

Yeah I didn't even consider performance

left sand
#

yes but they rathered give the value that cs2 provides rather than delay it

#

for the small value its lacking

eternal haven
#

If you replace the old game, people have to buy new hardware in order to keep playing

#

If you keep the old game, the people with old hardware can keep playing it for some while until they buy new hardware

burnt dragon
#

source 2 provides respectable tools to mapmakers and I respect that

#

nowadays rarely game devs make ray tracing baked into maps

#

and that helps performance of the game a lot but it still suffers

left sand
#

You can still play it

eternal haven
#

Yeah I guess

burnt dragon
#

theres many cases where new maps have their own issues like shadows can show player locations behind walls with lighting behind them

eternal haven
#

I wonder if anyone's running servers for it

burnt dragon
#

which didnt happen on csgo

left sand
#

and they provided game coordinator support for it

#

until the end of 2024

burnt dragon
burnt dragon
eternal haven
#

I wonder if valve has ever patched csgo since cs2 came out

burnt dragon
eternal haven
#

Like fixing any security issues

burnt dragon
#

they didnt

left sand
#

they didnt

burnt dragon
#

legacy only exists for garrys mod

#

why dont I get a green heart >w>

#

hell yeah

uncut spear
#

They did not.

burnt dragon
#

horse react that person!

uncut spear
#

NO PLZ

potent wolf
burnt dragon
summer steeple
#

it would've been so awesome

#

instead cs2 has what, some bat files to quickly and messily convert some source 1 materials to source 2 ones

eternal haven
#

The person who posted that the vpk chunks aren't checked on gamebanana is banned from rgl for cheating

#

I wonder if they were banned for that or for actual cheats

left sand
#

i believe theres threads of people doing particle mods

high current
eternal haven
#

I think they used to stream, idk

#

I have to admit it's kind of funny to me that they made this entire complex python project (and it still requires preloading I think) when you can change all particles by just changing like 1 char in the files and it switches them no preloading needed

#

who knows how many hours were poured into that python project

#

you can just put the particles in a custom folder of your choosing and change the path in particles_manifest

high current
# eternal haven If you replace the old game, people have to buy new hardware in order to keep pl...

TBF game companies don't care about this and likely never will. It would have lost Valve a metric ass load of money to split the CSGO and CS2 communities and whatever skin economy implications came with that. Rather than alienating the relatively small minority of gamers that play CSGO on lowend hardware (I assume most people playing CS at this point are dedicated fans who have probably invested into their setup to play it).

#

I feel like if they got banned for a mods (not cheats) I would have heard about it in the hud discord. I've only ever heard they cheated.
And typically cheaters tend to also be the ones that have deeper levels of datamined knowledge, so wouldn't surprise me.

#

TBH they could have just been bored and wanted to make the python project. Or wanted a simple solution for the people that panic the moment they open a text editor.

I spent countless hours trying to work out the kinks of log-base and recently countless hours to figure out automatic demo recording using huds, just because people will find ways to mess things up if you don't do it for them 🤷‍♂️
Also because its fun.

eternal haven
#

I guess I just meant the method is convoluted

high current
#

Oh cukei made that? Yeh they 100% cheated

eternal haven
#

You could achieve the same thing with like 20 loc instead of however many hundreds they use to do it that way

high current
#

There's a pretty fun montage of them walling in invite from a demo-review perspective. I guess it could have been with modified textures to simulate wall hacks, but at that point whats the difference.

eternal haven
#

lol

#

I bet it was

high current
#

Maybe, they were omega blatant so I feel like they weren't to concerned about being caught. They probably did whatever was easiest at the time.

#

IDK how people would feel about directly posting the link, but Gungon from froyo made a montage of it.

oblique tangle
#

wait gold is actualyl Au??

#

like australium?

#

it's real life based??

eternal haven
#

Yes

#

They based real life on tf2

half rose
#

mastercomfig dev build benchmark

#

preset: low
+some flame custom particle

#

5600X + RTX 3070

broken haven
left sand
#

thoughts on movement tech like mantling and crouch sliding?

next nymph
#

imo: my favorite advanced movement is when it's an emergent mechanic and has a very high skill ceiling and room for creativity (ie. rocketjumps). You might be able to do some cool stuff with certain crouch sliding implementations but the more dedicated movement mechanics get implemented, I think the more you take away from the cool emergent mechanics

left sand
#

i mean, to be fair, at the point of tf2, blast jumping is hardly emergent

#

its very precisely tuned and designed in terms of the forces applied to the player movement

#

i would say crouch sliding is just as much of an emergent mechanic as rocket jumping is, if we're talking about it in that context

paper sluice
#

Crouch sliding is alright if that’s the direction a game wants to take
Definitely the easiest way to make it feel like a “movement” game and can feel really nice in certain implementations like ultrakill but mantling ehhh
Most implementations of it imo feel really clunky and interrupt game flow
It’s really only good for grabbing barely missed jumps or heights but it can get annoying sometimes mid fight like in fortnite when you only meant to jump

next nymph
broken haven
#

mantling is cool i love it in fortnite

broken haven
high current
#

Mantling feels disruptive IMO. I only really like it as a means of getting up a ledge you just barely miss. Which IMO would be better implemented as just treating all ledges as if they were a single step on a set of stairs, ie if youre within 6 inches of the top you just step up onto the top when traveling in the appropriate direction (or maybe this takes effect after some time spent in air to prevent weird near-ground behavior).

Crouch sliding I like as a means of preserving momentum, kinda like how it is in Diabotical Rogue or how it is mostly used in Apex. But when it's used as a stand-alone tech or becomes some mess of Star-Craft level inputs to become its own tech, I'm not a fan of it. I guess I'd rather it feel like a limited-use auto-bhop rather than most slide implementations.

grim parcel
#

waiting on hazard zone

#

hazard crew

high current
#

I also think when you introduce stuff like that you open up the flood gates to other spaghetti that turns into movement tech, like Apex's Super Glide which comes from mantling.
Granted that can be cool, but IMO the movement tech in Apex feels less elegant than in TF2, everything is as convoluted as C-Taps are and more impactful, so it incentives macros or goofy Wooting keyboard configs to stay competitive.

grim parcel
#

hi @left sand,

i hope this message finds you well

please give me early access to hazard crew i will give such great feedback and i am very excited for the future of master of communications game development ;steamhapp

thank you for your consideration
-getchoo

high current
oblique tangle
#

oh youre talkign for that new gam eof yours

#

idk the game with the funnest movement i ever played was probably apex legends

#

(not a good game in any other department)

grim parcel
#

i like crouch sliding, but you gotta be able to slide

#

every floor should be slippery unless it's like directly uphill

small sirenBOT
#

*every floor should be

slippery unless it's like

directly uphill*

grim parcel
#

everything is mopped up

#

apex/tf|2 make it feel good

oblique tangle
#

but remove the stchoopid apex deadsliding worst feature ever

#

like you're past the slide coolddown, press C and you just sneak? like you're clearly supposed to slide but you just don't for some reason

next nymph
#

i think if you had decent sliding + decent rocketjumping, especially if they had some interplay momentum tech going on (which, if you have both, they should) I worry that the game would end up too fast and movement focused

oblique tangle
#

not talknig about trying to slide upwards that's doo doo

#

idk what the game even is about

#

is it an fps?

potent wolf
#

smh

grim parcel
#

exactly

next nymph
#

im not a math major

grim parcel
#

you're basically telling mcoms not to make peak here

high current
#

Make an in-lore reason for sliding. Mines are filled with biting-insect filled mud up to the knees. To protect themselves, characters apply a lubricant to their legs to prevent the mud and insects from being able to climb up them. In gameplay sliding excessively rubs off this lube and is why sliding becomes less effective when spammed until a recovery time has passed.

potent wolf
#

add wallrunning for good measure

grim parcel
#

might be a little much

#

just maybe

potent wolf
#

and maybe a grappling hook too

grim parcel
#

could restrict crouch sliding to some classes actually

grim parcel
potent wolf
#

and giant mechs you can pilot

oblique tangle
grim parcel
#

since no class could rocket jump and slide

grim parcel
next nymph
cursive peak
#

How is too fast an issue?

left sand
#

I think there's a limit. If people are going too fast, map size will feel too limited. Also projectiles vs hitscan

next nymph
#

i like quick shooters but it's a very different feel from tf2 etc.

#

i feel tf2 strikes a good balance of (momentarily) fast gameplay and still needing teamwork rather than just raw DM skill

high current
#

Also certain speeds become indigestible to new players. Like you join into a game and everyone looks like they’re no clipping around, meanwhile you don’t even know where the midpoint is… you’re just gonna uninstall.
TF2 even at its fastest you can pretty much see where people go, a soldier might rollout and get there fast af, but you’re like “oh they went that way”

eternal haven
#

This goofball leaked 2 of the sv_pure bugs in one go, I didn't even notice yesterday

#

I think there are only 3 left now

potent wolf
eternal haven
#

Just give it a year or two I'm sure someone will post them on gamebanana

#

One of them is pretty easy to find

burnt dragon
#

imagine a rectangular chest that doesnt bend much, if you dont plan to add a headshot mechanic, characters doing actions standing half upright would keep hitbox so people wouldnt feel scammed away from the kill

#

adding a minimum velocity requirement for such moves and if its lower than that velocity sliding slowing you down would be a good mechanic

#

so players would have to time the moves and master the actions for best movement around enemy

eternal haven
#

'Popularize' is a better term maybe

#

I hope it doesn't lead to taking way longer to load into a server if valve decides to fix it

#

That's all

burnt dragon
eternal haven
#

crc is not a solution

next nymph
#

crc32 is trivial to make collisions

eternal haven
#

^

#

it doesn't even try to be a cryptographic hash, it's a simple checksum

potent wolf
#

I don't think generating CRC collisions takes that much effort

eternal haven
#

I guess but there's a difference between cheating being accessible to every game banana user via 'legit' means vs. actual cheating

next nymph
#

sv_pure bypass mods are an entirely different realm from straight up cheats

eternal haven
#

the former kind of forces valve's hand

#

what jarateking said

left sand
next nymph
#

are we thinking full-body capsules for hitscan then?

left sand
#

indeed

#

same as projectiles

#

and it is technically a scout buff but i think ultimately in practice it amounts to a minor quality of life change

next nymph
#

I do think hitscan should broadly line up with visuals, even if it errs on being more permissive. Might just means characters need to be modeled carefully with that in mind, I'm not sure

#

projectiles, even things like the huntsman, get away with it because you're just clicking the visual, you're predicting where they'll broadly be

left sand
#

yeah, i do want to make the sizes different

#

and capsules help a lot anyway

#

with that

#

vs aabb

next nymph
#

maybe the ideal is a static sdf to closely align with the model at all rotations and animations

eternal haven
#

Is discord status page fake

#

Discord was down for a good 5+ minutes before the status page showed anything

next nymph
#

but it is showing something

eternal haven
#

Yeah eventually

#

They already had a human written message typed up and posted before any of the graphs showed anything

left sand
#

well

#

sometimes you dont want to show anything for spurious failures

eternal haven
#

Yeah it seems like that's the approach they've taken

#

5 years ago the discord status page used to actually reflect the quality of service quite well

left sand
#

tomoe: 36 radius

bruce: 54 radius

scruff: 48 radius

remi: 48 radius

left sand
#

should explosions affect projectile trajectories?

#

should projectiles explode midair if they hit each other? deflect? pass through?

potent wolf
next nymph
#

trolling rocketjumpers by shooting their rockets first

#

(no I dont think they should)

eternal haven
#

Wait how does projectile collision work in tf2?

potent wolf
#

I think exploding if they hit each other is worth a try, although I can't imagine it would actually happen that often unless projectiles are really slow

eternal haven
#

It feels like some projectiles can collide and some can't

#

in tf2

limpid panther
#

otherwise, pass through without deflecting

cursive peak
#

Could delete each other like in TF2. I actually have seen a clip of a crossbow bolt deleting a rocket and saving the Med.

potent wolf
#

Does that happen with all projectiles? I've never seen it happen myself.

eternal haven
#

I swear it's only some

#

I've never seen 2 rockets hit

limpid panther
eternal haven
#

but I've seen stuff delete a demoman pipe unless Im tripping

limpid panther
#

or arrows or the like

next nymph
#

in tf2 they delete but i think they should pass through

burnt dragon
#

if the game gets popular I am sure there will be videos of messy hitreg on instagram and youtube if you use a capsule

#

especially on a pvp level there WILL be people trying to maximize competitiveness and record themselves playing, and will get mad that shots seemingly missing counting as hits

#

so using models as a hitscan makes more sense imo

left sand
#

also tf2 didnt allow for hits outside the bounding box for the longest time

#

no one really complained ever

burnt dragon
#

tf2 isnt really a comp game tho

#

overwatch 2 has that capsule thing I believe

left sand
#

ow2 has headshots

burnt dragon
#

mhm, well that was just my opinion, if the game feels fair with capsules than that sounds fun

left sand
#

yeah of course i'll see how it goes

burnt dragon
#

isnt bounding box literally a big capsule over players hitbox?

#

it doesnt matter if a bullet misses the bounding box unless a huntsman since it doesnt actually go thru the hitbox

#

hunstman on other hand just yoinks the arrow and slaps to head and calls it a headshot lol

left sand
#

bullets used to limit shots to inside the bounding box

#

for performance

#

here is the first public footage of hazard crew, using a tf2 map for internal metrics testing and such

#

ill be looking to playtest soon to get some feedback on feel

#

but a few things i want to do first:

  • make an actual map
  • add bullet FX
  • add grenade and sticky physics
#

what you see here being demo'd is:

  • basic weapons system, implementing shotgun, pistol, rocket, sticky and grenade basic projectile and firing mechanics
  • blast jumping mechanics
  • double jumping
  • crouch sliding
  • a little bit of the rough entry work on sound design
  • some character voice vignettes
#

so feel free to give feedback on how the guns sound, the general feeling/sound of the character voices

#

and if you spot anything wrong with the movement, like for example you think the crouch sliding is bad or whatever (though id prefer to get people actually testing that stuff)

#

or if blast jumping looks wrong

#

the gun models and animations are all temporary, though itll like stay for a while like that until i can get funding or something

#

also final note, i have no idea why OBS is making the footage choppy, let me know if i need to adjust settings, i cant be arsed to fix OBS for the 100th time anymore

jagged pawn
#

I know this kinda goes against what the goal is here but what would your thoughts be on making 6 classes, that way you could more intentionally design some differences between roles

as for reviewing the footage directly I'm not a fan of how the sticky launcher sounds, both for firing and activating. too muffled to clearly communicate info and not visceral enough to feel fun to use, which are the two key things to aim for with weapon sound design imo. the rocket launcher isn't where I'd want it to be either but it's at least better than stickies

left sand
#

i think people like the dynamicism of scout in 6s for example, where both can take on roles as needed due to their equality in function.

#

id also kinda want to see that more for soldier as well, and get out of the pocket mindset

#

but it's something im still open too

#

theres tradeoffs for both

jagged pawn
#

that's fair. soldier has definitely been trending in that direction in recent years

left sand
#

yeah, the sticky launcher is more of a thematic venture

#

i want to get some explosive and pop in there too

#

just trying to get "goo" in there basically

#

a more organic weapon

#

but interesting note about the fire sound, that was closer to how i was tracking it

#

but i agree, needs some more meat

jagged pawn
#

yeah I def get the thematic difference and I'm not expecting an explosive sound or anything

left sand
#

yeah its just, theres no core central meat to it

jagged pawn
#

but like the rocket launcher you made for example has a bit more punch to it while still sounding organic

#

yeah

left sand
#

its got the outer sounds but not the inners

#

what about the rocket launcher you feel like could get it to where you wanted it?

#

or do you think maybe it could be a visual design/sync thing as well

jagged pawn
#

ok I'm gonna be so real I didn't realize that I had the video at half volume LMAO rocket launcher sounds fine

#

I will say, I could be very wrong on this and if you make the change I may be like "actually that sounds worse" but the sounds almost sound reversed? like, the firing sounds like an impact and the impact sounds like firing, if that makes any sense

left sand
#

for the rocket launcher?

jagged pawn
#

yeah

left sand
#

yeah i can see that

jagged pawn
#

like when you fire it sounds like a thud of impact

left sand
#

though i was going for a pharah vibe

#

like a more kinetic/explosive launch to the rocket

jagged pawn
#

using overwatch as a reference for anything other than what not to do

left sand
#

thats true

#

though i do like the rhythmic thump of the rocket jumping

#

i think if they were switched it would feel a bit worse

#

but i can try it

jagged pawn
#

very possible

#

you already know this about playtesting/feedback but I think generally speaking we're gonna be pretty good at identifying problems here but our solutions aren't gonna be super helpful lol

left sand
#

yeah, though i like hearing about how players talk about solutions

#

because it usually communicates the problem

jagged pawn
#

yeah for sure

wild grove
#

Is this going to be a competitive focused game or a mix of comp and casual gameplay focus?

left sand
#

this is basically a game to get the current 6s audience to play this

#

mostly so that competitive community can move their unique format elsewhere, not necessarily tied to tf2

#

and that might be the best of both worlds

#

because that might open up new competitive formats in the vacuum

#

because ive observed that 6s is basically a game designed within a game

#

it has its own rules format that tries really hard to make it work within tf2

#

weapon bans, server plugins, game settings changes, map changes

#

and obviously valve, isnt really interested in catering to that

#

and thats fine i think

#

i think its totally legitimate for valve to want their game to be expressed as they designed

#

rather than accepting a competitive format which essentially found its own fun

#

and i think its just fair to both sides to provide the 6s audience and the competitive people who would like to do that new game theyre trying to design, an actual new game

#

there wont be any casual gameplay for right now

#

if i find it fun enough to work on besides just catering to the 6s requirements

#

for example in pve modes, other gamemodes

#

then i might do that

#

but it really depends on how the systems end up being made

#

and the scale/popularity of the game

high current
# left sand and thats not the only class youre seeing!

I'd need to rocket jump to see how it feels. It looked a little less "lofty" to me than TF2 initially, but that could just be from the perspective of watching a video of it rather than playing.
I will say that at ~16 seconds, you do a pogo across the point and I think you weren't holding crouch while flying to the point and then you tapped crouch when you pogoed. Which ended up confusing me a bit because it looked like you got sucked to the ground to pogo. I'm not certain that series of events is what happened, or what the visual feedback that suggested that would be in particular, but that was my best guess.
When you're rocket jumping, or in the air in general, when you crouch do your feet go up or does your head go down? I know in TF2 in the air your feet go up but on the ground your head goes down.

#

Gameplay looked smooth to me.

  • The shotgun sounded a bit harsh to me, sounds like something mechanical off gassing and made an initial high-pitch sound, if you could pitch that off-gas sound I think it would sound smoother. Pistol sounds nice, doesn't sound powerful which is fitting imo.
  • The rocket launcher sounded kind of like the rocket jumper or sticky jumper, I like it, it sounds smoother than the rocket launcher in TF2. There's a "click click" at the end of the firing sound that I think is like another round being chambered? I couldn't tell if it was that's what it was or if it was part of the projectile sound. Might be more obvious down the line with animations though.
  • Grenade launcher seems like the projectiles spawn from your eyes, which ends up kind of reverse flash-banging the player, it made me blink every time you shot. I like the grenade launcher sounds. The stickies seem like the fly slow, might just be an optical illusion because of the larger projectile though. The sticky bomb sound effect that lingers and sounds like sucking jello through a straw is HEINOUS, please no - the rest of the sound was fine though.
jagged pawn
# left sand it has its own rules format that tries really hard to make it work within tf2

this isn't really true? like class bans definitely change the game (in a good way, otherwise valve comp would have a scene) but other than that it's pretty much just the natural conclusion of that one decision. weapon bans are rare and are generally done to avoid centralization (heavily nerfing scout, preventing infinite last holds, etc), and things like server plugins and map modifications are either bug fixes or optimizations

as for how valve wants their game to be played, they have no idea. I would play valve comp more if it was meaningfully interesting but it's flooded with 5cp for some reason despite the lack of class limits not fitting that format at all. if they actually put more asymmetric maps in the pool then it could go somewhere but they're clueless so it's just rotting

and regardless this feels like the sort of thing that's been done to death in the plat fighter scene. melee has a lot of issues and nintendo is nowhere near amicable to the comp scene so a lot of dev teams have tried making "the melee killer", only to realize that people are just gonna keep playing melee. I'll def check out a game trying to compete with tf2 but if you're trying to replace it then I don't see that happening tbh

left sand
#

well i dont seek to replace tf2

jagged pawn
#

the comp scene I should say

left sand
#

i just want to provide 6s in its full form

#

i dont want to replace the comp scene either

#

im not gonna do highlander or anything

#

sure its a large part of it

#

i suppose

#

is there any particular reason that you see why it wouldnt be picked up?

#

perhaps something from the melee community that causes it

jagged pawn
#

I mean think of it this way. if you've been playing the same game in a competitive capacity for the last 24 years, you're gonna get deeply entrenched in exactly how its systems work, to the point where even changes that are ostensibly quality-of-life improvements are going to feel off to you. so if a new game comes around and says "hey guys, do you like melee? check this game out! it's like melee!" then the obvious response to that is going to be "why would I not just keep playing melee?"

left sand
left sand
#

i dont want to rock the boat at first much

#

and if people feel comfortable

high current
left sand
#

then the game can progress past it

#

and i feel like yeah

jagged pawn
left sand
#

theres all sorts of bugs that the comp community needs fixed

#

and they try to fix them with plugins

#

and some of them cant be fixed

#

i cant see why people would be against things being better

high current
#

Honestly I think a better analogy would be Diabotical as a spiritual successor to Quake. I’m not sure of the exact differences between the games, I personally really liked Diabotical. I’m sure some enthusiast has ideas on why Diabotical died out and Quake Live still has a player base (of 300 or something).

heavy solarBOT
#

@high current has leveled up! (22 ➜ 23)

left sand
#

i think theres a clear difference of diabotical dying

#

6s is a game within a game in some ways

high current
#

I admit I played neither diabolical nor quake enough to know

small sirenBOT
#

*I admit I played

neither diabolical nor

quake enough to know*

left sand
#

its the community finding a format that works

#

and i want to give the format its own full game

#

its happened before

high current
#

But I think it’s a good analogy for what I think grapevine was trying to get at.

left sand
#

just like battle royale games

#

dayz and such

high current
#

I personally am really excited for a game that has the mechanics that 6s wants

left sand
#

the playstyle of 6s is, imo, completely different than pubs or even highlander

#

and its not just a skill thing

#

its like a hypertuned theorycrafted version of tf2

#

and i think that deserves its own game

high current
#

I wouldn’t say it’s completely different. I think it’s just the most streamlined version. If you play a pub around getting an uber/banner it plays similarly to 6s. But 6s just removes all the extra junk from that.

left sand
#

diabotical is trying to be a straight copy of quake basically. im not making tf2 over again just to host the 6s format within that. im making a game for 6s. i feel like 6s is a unique game design, its not just a 6v6 competitive format

high current
#

I agree it deserves its own game

left sand
high current
#

That’d be my guess. Diabotical was so close to Quake that it was basically competing for the established player base that Quake has. Or that’s my uneducated theory

high current
left sand
#

yeah

high current
#

Purpose built versus polished turd

left sand
#

and this basically is taking formula one cars from street racing to a real race track

#

sure, the jank with driving fast cars is going to still be a vibe

#

but anyone wanting to actually seriously compete is going to go to the race track

high current
#

Yeh I look forward to it. Did you have any ideas for artstyle?

left sand
#

(street racing formula one would be crazyyy though)

left sand
#

but i feel like embracing what 6s players want is the main point of the game

#

so I'm thinking very simple textures

#

maybe even as simple as clean tf2+

high current
high current
# left sand maybe even as simple as clean tf2+

I like simple textures. My one reservation with as simple as clean tf2 is that it can make judging depth as a project class harder.
When I started flexing to soldier more from scout I quit using clean tf2.

left sand
#

yeah

#

though a game custom designed for that

#

is probably going to add more contrast and depth

#

so it might work

high current
#

Right. I assume there’d be depth queues designed in if that were the case

left sand
#

but yeah, im basically just trying to embrace 6s and the community

#

get everything in that theyre trying to do in tf2

high current
#

And I suppose map design can also help with that. TF2 maps are surprisingly detailed for what they are, but they are fairly flat compared to modern games, even just from a texture perspective

#

I’m a big fan of the balance of simplicity that deep rock galactic strikes.
Also Diabotical’s textures were always super pleasing to me. Not to demand making Diabotical, but I think the reason I remember it at all was for that textures.

left sand
#

that makes sense

high current
#

Do you have any thoughts on whether you’ll allow things like custom HUDs?

small sirenBOT
#

*Do you have any

thoughts on whether you’ll allow

things like custom HUDs?*

left sand
#

it'll be hard with unreal engine

#

but not impossible

high current
#

Honestly for me it wouldn’t be a deal breaker. I think if you have a nice hud you don’t necessarily need custom hud support. Might be a hot take from me though.

Something as minimal as like 5 font options and adjustable health/ammo margins would probably cover 98% of custom HUD edits. If you did want to throw huds a bone

#

Granted I think it’d be cool to have full hud editing options. Especially if we could do things hud editors actually wanted to do like rotating elements, custom animation triggers, etc. but that’d be the extra niche section of the hud community.

left sand
#

yeah though ideally id just fill needs that come up

left sand
burnt dragon
#

I think doing how runescape does for UI/hud is a good way

#

having an editor and the ability to resize/move objects of hud around is the best freedom you can provide

#

plus if you want you can add ability to change textures of hud but thats a bit of vanity

burnt dragon
next nymph
#

mockup, nothing fancy that can't be done in tf2, but potentially could do something like change the ammo icon per weapon

burnt dragon
high current
#

I think it’s theoretically doable in TF2 but would involve a crosshair script and be inelegant af.
But yeh that sort of functionality being accessible alone would probably convert the hud community to your game.

burnt dragon
#

I think I know whats in your mind and that's disgusting, I would love to see how it would turn out lmao

high current
#

People have done weapon specific(ish) crosshairs as weapon indicators, you could just implement as script such as that and position it accordingly, the rest looks doable.
Though maybe the background box would look worse because you wouldn’t couldn’t have it dynamically sized, so to accommodate things like the sniper smg reserve ammo you’d need a lot of space.

#

The issue with the weapon indicator crosshair scripts in TF2 is that a lot of weapons share crosshairs, I think most melees for example.

next nymph
high current
#

For sure, things like that would be massive QOL for hud editors.

burnt dragon
radiant merlin
#

does anyone here who has a super processor play in the 100 players server?

#

how much fps do you get?

eternal haven
#

About 100-200 fps in it, maybe 60 in the worst case, on my shitty old 2015 tier laptop cpu

#

mastercomfig low and dxlevel 81

radiant merlin
#

i have a ryzen 5 3600 and i get like 40 :c

eternal haven
#

What U get on sbmrk.dem?

potent wolf
eternal haven
#

No it's best settings bro

left sand
#

2015 tier

eternal haven
#

10750h

#

skylake turd

radiant merlin
#

just wondering if upgrading would get me at least 60-70 fps stable

eternal haven
#

Yeah on a current year cpu you should get a solid 300-400 on low settings and 200 ish on high

#

on 100 player servers