#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages ¡ Page 87 of 1
If the game plays similarly to TF2 then the last thing scout needs is a buff
trade offer: scout can overheal from kits, but medic no longer gets speed boost
TBH medic without speed boost just sounds boring IMO.
My opinion could change in play testing, I briefly played 6s pre-speed boost, but I think the general consensus is that the game is faster and more competitive with it.
Just my opionion
i feel like theres also a simulataneous consensus that it made pocket scout a thing
and that its a bad thing for scout to have 185
It definitely did make pocket scout a thing, but it also made gunboats pocket a thing.
Honestly I think if you were to revert the speed boost, pocket scout would still be a thing. I think people have realized that scattergun stopping soldiers before they land is better than pocket soldier killing bombs after they land.
hmm interesting
Maybe there's some way for a team to pick between shotgun soldier with no speed boost medic OR speed boost medic but not shotgun soldier.
IDK how that'd be implemented intuitively, but its a possibility
should medic be able to grapple to allies?
should scout have reduced overheal?
should soldier have permanent gunboats damage resistance? (to all self blast damage, regardless of if it damages an enemy or not)
should medic be able to revive like in mvm?
Medic grapple could be interesting if the speedboost is removed. I guess that'd be like mercy from overwatch? Seems like it might have some serious departers from 6s gameplay, but I'm not certain.
IMO 185 on scout is fine. I haven't played at the highest level, but the buff ends up fading to ~150 by the time you do anything after leaving beam. And if someone is blitzing your combo then 185 isn't really a substantial break point versus 150 (for example).
I think ETF2L runs a plugin that gives gunboats this behavior. IMO I think the current (non-ETF2L) implementation of gunboats is fine. It introduces the strategy of knowing you're going to die as scout, and blitzing the soldier to ensure they also die. It also makes bombs a bit less thoughtful, as you just land point blank on the medic where you deal 112 damage, with no regard for your own health, since you take the same damage regardless.
Revive bad IMO. Spawn waves and spawn timings are an important part of the meta, if you can just negate that by reviving your teammate it makes killing meaningless, you're forced to kill the medic in all situations essentially.
I do think soldier's innate rocket jump damage resistance should be made more intuitive though. IIRC the way it works is that the innate soldier rocket jump resistance (30%?) is applied only if you you aren't in contact with the ground. So it amplifies the gunboat issue because if you damage a teammate and you're on the ground, you go from taking ~30 damage to ~90 damage. Where as if you jump before firing in that same situation (or if rocket jump resistance applied universally) you'd go from ~30 damage to ~60 damage.
the problem with that is that the innate resistance affects jump impulses
I'd just say apply the innate rocket jump damage resistance to soldier all the time, regardless if theyre on the ground, damaging an enemy, etc. Basically just self damage resistance. I think that would make it more intuitive and would make the gunboat problem less noticeable.
Like it affects the knock back from rocket jumps?
If it was just a constant self-damage resistance, could you just offset it with a self-knockback boost? I'm not fluent enough in math to know if that would work properly.
yeah you can but itd have to be conditional
based on ground vs air
which isnt hard to do
Like the pocket-soldier in-spawn floor jumps to rollout with escape plan?
yeah
Unreal
if you apply the resistance on the ground also
he goes less distance
but its pretty easy to get around that
and just basically apply an additional non-impulse affecting resistance while on ground
I'd be less concerned with the distance, but thinking about it, you wouldn't get as low of health. 4 floor-rockets usually gets me to ~85-95hp depending on my execution. With the added resistance you'd only get to something like 120.
Assuming you got below 120 I don't think this would be an issue, as escape plan has speed breakpoints at every 40hp iirc.
Keeping the knockback the same for grounded rockets would be interesting. That might also affect speed shots, IDK the exact engine quirk that enables those.
IMO it wouldn't ever be used. I'd never want to shove someone out of 105 damage range. Not to shoot down all your ideas, that's just my honest opinion
Honestly pocket soldier or both soldiers having a shove (or kick) would probably be more useful. That way if someone gets in your face to make you take more self damage, you can kick them away from you. Or maybe its an ability of the gunboats
i dont intend to implement any of these
im just saying random stuff
to figure some stuff out
and get ideas going
realms of possibilities
a soldier shove could be interesting
i was wondering, if shove push force should scale to self velocity
*i was wondering,
if shove push force should scale to
self velocity*
Being able to shove someone into a juggle with rockets would be a crazy combo actually. That might be super fun
Me when I rocket jump into someone and shove them at 1000 mph
I think generally if youre going fast you probably don't want to shove them, that usually means you're closing the distance on them. But maybe that introduces some behavior where you take a bomb route from behind the enemy medic to YEET them into your team?
thatd be funny
that would be funny
IMO it'd be worth a try
should soldier be able to goomba stomp?
should scout be able to hold space bar to gain a little extra boost directionally after a double jump (like a thruster jetpack)
Goomba stomp, like insta kill? No
Transfering your fall damage into who you land on, negating your own fall damage? Could be cool. I always find landing on my enemy slightly disorienting, so maybe that's a reasonable tradeoff for an extra 30 damage.
Scout speed boost? Nah
not a speed boost, but you know how you go in the direction of your movement keys
after a double jump
what if holding space bar made you go horizontally in that direction a little bit more
like a 0.2 second extra distance
if you held it
Like you don't start falling for that time?
If it's just a directional thing then I don't understand how it'd be different from current scout. You can just airstrafe to change directions if you arent happy with the instant direction change from your pressed movement key when you double jump.
If it's like a little bit of a float, I don't see much reason for it, it'd be the same as just making the 2nd jump slightly more powerful. But that would probably be less intuative than both jumps being the same imo
like that orange bit is if you hold space bar down on the double jump
if you release instantly, its like normal
if you release halfway on the orange, you only go halfway
its basically just a tiny ledge jump / gap close tech
but i can see how it could be pointless
Eh, I don't see much of a use for it personally. IMO coyote time would achieve the same thing, but front loaded rather than back loaded, and it would make scout movement just a hair more intuitive.
When I was first learning scout I'd feel like I got robbed of a double jump a lot when jumping gaps, when in reality it was just a skill issue of tapping space just after I had left a ledge. Can't remember how long it has been since that last happened, but I also have like 1k hours on scout now so I've gotten used to the movement speed and collision box.
There's not a ton of spots on maps where a tiny boost would make the difference between making a jump and not making a jump though. Usually if something is out of range it is done intentionally, and then you can usually equip winger (not sure if / how you'd want winger in your game)
yeah its basically to get around the fact that theres no winger
IMO winger is more about the height than the distance. Being able to jump from the little raised floor under gully's heaven, up to heaven, is the primo example of winger mobility IMO.
you could also boost up if you did a straight up jump
I think that specific example you actually have to do a slight forward momentum jump ironically.
cant air strafe?
Though it could be an interesting implementation. But another use for winger is like jumping through choke to sunshine mid to avoid the sticky on the floor some demos lob.
Or if you're flank scout capping for your team, you can jump straight from sunshine's small pack on 2nd to the control point by holding w, without having to run up the ramp. Saves like 1/8th 2nd.
Let me try rn honestly
should medic be able to see health at all times (and ubercharge available / not (no percentage))
It is possible to do it without momentum on the first jump. But its substantially clunkier and I can't imagine I'd ever be consistent with it in combat. Not that this is done in combat often, mostly just when your team is waiting on you for a push.
First 2 jumps were with momentum, last 2 were no movement input for the first jump, input for the second jump.
I'd say yes, but honestly at my level it's rarely used or results in your team feeding a player to chase a kill.
Maybe a higher level player would think it's OP đ¤ˇââď¸
i was thinking if you wanted slides for extra speed / movement tech, I'd give it to med in exchange for no healing while doing it. Make it a situational choice instead of something you need to do constantly
sure
i worry grapple seems like itd trivialize positioning, if you want to get somewhere you should always grapple to the nearest player and there's no thought process to it
self needle boosting
funny in theory but I think in practice would just result in scouts constantly grabbing health kits and nobody else being able to reliably use them
basically the "scout takes the health kit at 124hp from the burning soldier at 5hp meme" but x10
how impactful would it be if kits only deducted how much you need and displayed the percentage it would heal you for
and it would refresh the amount it has later if not used up
do you mean "i took 20% from it, now this other guy can heal up to 80%" or do you mean "i took 20% from it, it'll only be 5 seconds before it's back to 100% and other people can use it" like is it still available while it's charging up
yes
if you had 124 hp and touched a kit it would consume a % of that kit but it will still be available for others to pick up
if its still not fully consumed it recharges to full as if it respawned after some time
i feel like it might be better for pubs but i think managing healthkit (and ammokit) availability is a pretty important team skill and general gamesense thing in a competitive scenario
true
Me wanting to strangle my scouts anytime they even think about grabbing a health packâŚ
thoughts: healthpacks dont heal the scouts
rad
but they have 150hp to compensate maybe
150 would only be substantial for overheal tbh. Or maybe for scout v scouts. Versus soldier or demo 150hp is a super situational break point.
Even then youâre talking 185 versus 225? Not substantial but does get you past being 2 piped and barely above 2 point-blank rockets.
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Why is the latest manifest in the tf2 mac depot in the public branch rather than the x64_test branch
tf2 mac confirmed
i'm guessing it got automatically rebuilt by accident or something
iirc it has the exact same contents as the x64_linux_test branch
I guess you can use it to easily see which functions they changed
for 64 bit
or at least the first parts of it
I love collegiate tf2 https://www.twitch.tv/firesidecasts
my memory is fuzzy but i'm pretty sure I actually did do some diffing on those binaries when they were originally pushed
#1072696252162117752 message 
Collegiate TF2 was a cool thing. Wish I had stayed active in it
this was my last semester running it, passing the torch is tough but I'm hoping they can keep it growing
Do yall only run it while youre in college? Or is it just time to step away?
I graduated and yeah it's collegiate-ran
valve stopped banning bots, all a temporary marketing ploy as always
proof?
i reported a bot during december and it didn't get banned
*i reported a
bot during december and
it didn't get banned*
i love polish queer tf2 players
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Huh. I didnât know admins had to be in college. I guess FOAD and I kinda set that precedent by retiring while we were still in college, Oopsies
Thatâs fair. Iâm glad to see the league still going
protobuf net messages when
source 2
just implement them like this:
syntax = "proto3";
message ArbitraryData {
string jsondata = 1;
}
i like this
but it should be KeyValues, not json
but its json
me on my alt? yueah
can I play on official servers if I decompile maps then recompile with better lighting quality?
no
I think one of the biggest reasons tf2 looks old is baked lights look blurry and old
also the reflections are low quality and stationary
you can't play on any server if your version of the map doesn't match the server's version
rats
can I trick server into believing I have same version of the map?
no
by cheating
by educational game modding
I kinda want to do that now
I would enjoy playing on maps with better lighting
would give old gameplay a fresh coat of paint
actually, i'm not sure if the attacks work on differently-sized data, so...
đ¤ˇ
I would also need to figure out source 1 hammer
Im good with source 2 hammer but dont know 2 at all
that just changes the hash
which is exactly the opposite of what you would need
oh I cant set it to something specific
they should've stuck with crc32 smh my head
cascading shadows would be great to have tbh
just use cheats like talon said 
can tf2 handle cascaded shadows?
Just write a netchannel proxy and modify the md5sum the server sends you 
weh...
i gave up on writing a proxy after seeing how stringtable packets are implemented

Hot take: sharp shadows look fake as hell
not hot at all
well sun shadows look bad when sharp
but indoor lights are supposed to cause such shadows
I just checked, wrong.
also checked, also wrong.
the blurryness of shadow comes from the distance difference between objects distance from light source and ground
and the power of light source
Light is complicated. I find medium shadow settings in most games to look the most realistic. You almost always have some bluring on shadows, even on a clear day. Thereâs usually some equivalent of a focal distance for shadows, so in some situations they can be sharp, such as light passing through tree branches, but buildings tend to have blurred shadows on the edge.
Cloud coverage also plays a massive role. Overcast will produce softer shadows and a flatter look. Partially cloudy will produce some blurring as youâre effectively getting a couple additional light sources from the reflecting of the sun. iirc most skyboxes are partially sunny because it looks the prettiest
Though sometimes you get something like this during an eclipse and itâs uber goofy.
right so the sun which is a light source faraway, will produce a softer shadow projection
compared to an indoor light, which will closer than the SUN and thus create a sharper projection
It depends. A more direct light source will create a sharper shadow. If you put your hand in front of a projector youâll get a pretty crisp shadow. If you put your hand in front of a 1 meter square of LEDs (I got to do that and it was fuckin cool), you probably wonât see much of a shadow because of how soft it is. Just because of the amount of light spilling over the side.
Itâs the same as how a wide angle lens makes distances between the subject and background look bigger than telephoto lenses.
if you accurately portrayed an eclipse then people who haven't experienced it themselves would say it's fake
real life is pretty darn unrealistic đ¤
just look at #competitive-digging-archived
it has to fit within perf budget
It honestly looks fake. Then if you're in a total eclipse you get some funky light wiggles going around shadows, like the reflection off an indoor pool
that method doesn't work anymore afaik
it's amazing how the pipe airblast bug hasn't been fixed in 17 years
amazing is the right word?
?
It's the same 'method', editing the vpks
it's just you can edit the path in particles_manifest rather than padding out the whole pcf file so it's the same size and replacing the whole pcf file in the vpk
I've been doing that for custom particles in casual for like 5 years
:O
please remove sv pure it clearly does not fucking work lmao
the pure checks are only for the exact paths 'sound' 'models' 'materials' 'particles' 'scripts' etc
If anything gamebanana should've been more responsible and trashed the mod that caused valve to enable pure before valve had to take action.
no shit?
I don't see what gamebanana has to do with anything
you're saying if someone hadn't posted some mod on gamebanana it would have made any difference
in valve eventually enabling pure on its casual servers?
that's ridiculous
in theory it could, but it doesn't support it
anyways valve doesn't care about tf2 enough for it to matter
- pure has been wholly client side since steam pipe
- there are like 5 bugs in it that have never been fixed
though now two of them are popularized so maybe valve would act
solution: every frame re-validate the hashes of every file currently in use
One of them caused a quickswitch misc bugfix like backlash when someone reported it.
Valve should just take over the US government and outlaw cheating in videogames
I want a mod that disables all taunt unusuals because they are shit and are the worst decision valve could ever make
https://gamebanana.com/mods/205768 somewhere in here pretty sure, it'd work with that particle preloader thing
outdoors have a larger atmosphere depending on how much moisture on air you might not even have a shadow
Thats what I was thinking while looking at the shadow of a light pole outside one time.
tbh I just want 2fort with sharper shadows đ
SAME, I just want to play dustbowl/badwater with sharp shadows
could the dev build be causing issues with explosion smoke sometimes not rendering
Thats fucked up
nuh uh, its cool
Choppying animations is actually really distressing to the Animations
^
Chat is this true
https://developer.valvesoftware.com/wiki/DEM_(file_format) would never lie to me
how did you find out đ
anyways I have a choice to make here
do I use my existing rust code for this
or do I rewrite all of it in C++
dont use c++ cyberpunk 2077 was made in it
If you write in C++ you can copy paste from tf2 and if you write in rust you can copy paste from github.com slash demostf slash parser

tough choice
I refuse to copy from either on the principle of "I like writing sane code"

takedown from valve
takedown fortress 2
i've seen the leaks I can't write cleanroom code anymore guess i'll have to hit my head with a brick until i forget
that's a good legal defense, right?
can tf2 be written in rust?
there's nothing stopping you, other than the amount of work
one C++ bytestream abstraction later
bf_read 
@potent wolf how are you the original poster of this thread in a TF2 themed server?
because this thread is relatively new
from when

oh right uhhhh
@left sand what are the requirements for the archive
iirc you need to link your steam acc
half life 2: demoman?
did they change the plan about episode 3?
yes
can you explain this to me?
see the screenshot
episode 3 will have 3 demomen
vencord
number change
huge
Maybe they'll fix the cukie bugs
I bet they'll at least fix the one, it'l be interesting to see what they do about the vpks
I'm quitting TF2 forever once they patch out casual compatible mods
not really any point in playing
unmodded TF2 so shit
what if they fix the game
Only mods I really use are custom HUD/hitsound/killsound.
Not possible
What if they port it to ue5
okay but what if
Source 1 DLSS and FG
NVIDIA DLSS, NVIDIA RR, NVIDIA REFLEX, NVIDIA FG
this will be TF2 in 2014
why dont they just render the game in blender so that it looks good instead of bad
this is what tf2 would look likr if it was realistic
tf2 if they just finally just fixed the fucking uglty assgraphics
husk
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it looks so fucking bad
as expected
wdym this is peak
i'm not watching this video
lmao
Why are all the floors so shiny
It's like a mirror on every floor
even the grass
real, just look at tf2c and how it looks exactly like this video
every minecraft shader whenever it rains:
tf2c actually looks good though
poorly configured SSR shader that also lacks any material data
yeah but my point is that it doesn't look like vastly different from vanilla tf2, and it sure as hell doesn't look like THIS
shrimply download a PBR resource pack to fix this (it still doesn't look very good if you want a vanilla like experience, I've been trying all week please god)
minecraft shaders suck
Minecraft RTX is peak
99% performance decrease for 1% graphical increase
real
it's not even funny how bad it hurts fps
wihtout shaders i get like 500 fps but with shaders I get literally like 10
gpu bottleneck
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minecraft versions before 1.7 use like opengl 1.1
if you want to keep compat with regular minecraft (why) you're writing GLSL for opengl from 19 years ago
I hope some more modern shaders written from scratch use newer versions
making a shader mod literally meant upgrading all of the graphics code in the entire game because opengl 1.1 doesn't support shaders
anyway the problem i've been having the most is actually that a resource pack i'm trying to use adds variants to a ton of blocks so it breaks any PBR packs I have installed so they look out of place
also, this is tf2 chat
yop
i can rename it if you want
tf2 is dead anyways
I mean i can too, but don't
https://www.youtube.com/watch?v=1MezglHkjYg theyre gonna make the game look like this
Putting the TF2 Teaser Trailer through Runway Video to Video.
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4 hours
would rather down a hot cup of my own piss than watch this shit
oh i get it the title is like that one anime movie with the 14 year old that their pfp is of
jesus christ
get ready for every minor in the tf2 community to regurgitate this video blindly for the next 6 months
dota cs bad, tf2 only good
The rent wasnt gonna pay itself
Started watching it to see how far in I could make it before bullshit was said
Got to about 40 seconds
The bots and server crashing issues did not start in 2016
the other day at lunch I overheard another table going "are you a hashtag save tf2 guy?"
is this actually what it's about or is it just the thumbnail
*is this actually
what it's about or is it
just the thumbnail*
(I don't give ad revenue to predators)
i already told you, id rather drink a hot mug of my own piss than watch this
fair
i watched like maybe 1 minute total, just skipped through each section for a sentence each and he made some good points
the comp mode tried to appeal to both casual players and 6s players and ended up appealing to no one
doomed to fail
because they couldnt make it like 6s, or else it would be too different from casual
then like the meet your match update had a lot of incorrect expectations about how matches should be formed and continued
and the bot problem took way too long to solve
i think those are the main points of the video
just flipping through the sections
oh and i think he says that community servers are like killed due to bad navigation or something
the horse is ashes
yeah i dont think he has said anything that hasnt been said
except i think he worded the complaints about the comp mode in an accessible way
4 hours of regurgitating existing videos is wild lol
which didnt blame either community
like
he did it in a way where he was like
more pragmatic about it
and more blaming valve
for not coming up with a magical third way
yeah comp players didn't want this either. if idiots are gonna stop blaming comp for mym then that's good ig
he was like, if you do 6s, then you cant copy "6s" because theres like lots of different leagues with slightly different rules
and hes like
oh the graphics settings are enforced
oh theres no balance no class limits nothing
so no one wants to play it
its too limited with 6v6 already and the leave penalties and match cancelling and graphics settings for any casual player to wanna play it
and then the 6s players dont wanna play it either
i dont think ive heard it expressed like that
where its like both sides
ive only heard it be complained that like
i always hated that because how is it possible to balance a game where players straight up are not allowed to use certain ingame mechanics
one side ruined the other
literally how
fortnite kinda changed my mind about that
because like
fortnite ranked
isnt like
removing mechanics
its more
fortnite unranked adds silly shit
very easily imo
and they just dont add it to comp
like
fortnite unranked has baby stuff
like a sword where you can jump all over and kill everyone in a swing
well i mean i think theres a distinction between silly shit and balancing unlocks
and then ranked is like
tf2 with everything in it just isn't really balanced for 6 players
it's meant for 12
okay only serious items
fortnite has obviously silly overpowered weapons
yeah thats the other thing
6 works better if you limit stuff to the core items
killing someone with an OP item when theres 11 other players doesnt matter
like genuinely the only major difference between valve comp and community comp is class limits. all the weapon bans are for weapons that are too strong in casual anyway
killing someone when theres only 5 other players and each player has a crucial role is a huge deal
so there's only one problem to solve imo
dota is different because like
they are the same game
even cs2 has casual and comp rulesets
though its even more similar of a game between them
so idk why they went the dota route for tf2
it seemed like very strange
and it's 10v10
and you can leave any time
and you autobuy the important equipment
but yeah
its like
yeah again the only thing cs doesn't have to deal with is class limits
theres different mechanics
but they didnt do that for tf2
tf2 they just did dota
basically
mhm
my point is that something as drastic as literally banning weapons never allows a meta to develop thus the devs cant figure out how to balance the game around a council of people that arbitrarily decides which weapons are ok and which arent
so theyj ust didnt
it was literally impossible to gather any data
or rather
it allows them to not make weapons unfun for casual
and not worry about them
and just have goofy weapons
like there were so many bonkers weapons which would be insane in a comp environment
but in casual theyre just annoying or a crutch
stuff like the sandman
or whatever
like you can have an item meta
but just have joke items
its like same thing as aram WTF vs. normal dota
aram WTF has all the cut content broken neutral items
and its just fun
and no one cares
and then theres still a meta game in the actual dota
like what is your argument
like valve would decide
okay we want these weapons just for casual play
and so we arent concerned about balancing them
still think though
but why isnt there any weapon bans in their own comp mode
because they went a different route on it
thinking they could go cold turkey
it would have made sense to be an incrementalist
sorta like
captains mode in dota
with new heroes
right
like tf2 wasnt made for comp so basically
everything could be excluded from tf2 comp at launch
and then over time
they introduce items
and then its like
okay yeah we're happy
same for class limits
they could have gone with strict class limits
then over time like
balance pyro for comp
i guess its valid but im still just overall bitter that the community complains about something that they did themselves
the dumb protest
they just refused to work with valve and now are blaming them
like literally lol
no other video managed to convince me about this
but like
yeah literally
valve made a gamemode no one wanted to play
there was no plan
they tried to compromise both sides down to like nonsense basically
they made an experience that didnt make sense to anyone
okay well
also they didnt launch with highlander
heartbreaking: worst person ever
they wanted to do highlander
but then they just didnt launch it
it would have been cool
wait really
yeah i imagine at launch highlander would be popular
its just casual but with roles and 2 less players
a gamemode if you will
would it be wrong for me to assume that valves reluctance on doing anything with weapons mainly comes because they would have to add a new econ item
or atleast partly
idk
they rebalanced a bunch
its just
they took the approach of wanting every item in comp
yeah iirc during the comp beta there was an empty leaderboard that said 9v9
anyway valve bad, zesty bad, comp bad, casual bad, everything bad
valve fucked up, people complained and then valve said "damn alright" and then gave up
we're now almost a decade after MyM (wtf) who cares
it would be really funny if valve just decided to completely stop supporting tf2 tomorrow
Hindsight is a thing
shutdown the servers, have fun
but they just changed the one achievement image to say 3 instead of 5!
4 hours of hindsight of what people have been saying since it happened?
If I travelled back in time and step on a butterfly, we would be living in the heavy update timeline.
or we might get the no-tf2 timeline
That's stepping on a frog
travel back in time and trip gabe newell as he's about to come up with the idea of valve software so he hits his head and gets amnesia
đ¤

With no valve how am I supposed to lay in bed and play on my steam deck?
I think that's bad
mac builds could've lived forever
smh my head
they wouldnt, artifact servers are still up for the 6 players that still play it
it would be funny
they should shut down tf2 servers but keep artifact servers up
yes
honestly he makes good points, the problem is the shitty ramblings/harassment and how he talks about certain topics while he has 0 idea about them
there was a semi-open beta of deadlock
like few months ago dude kept rambling about how screenshots are unintelligible
and how game won't be playable
shocking, game company wants to keep their in development game from having a ton of press because its unfinished and may change a ton
no he hasn't even tried the game
he was just complaining for the sake of it
googling dedloke and clicking on images tab then being like, hmmm, unintelligible
yeah my point is that complaining that oh there's not much public info on this game which does not want public info is stupid
I cant understand why people still watch him after he keeps going on and on about topics he has 0 idea about
this is more apparent on streams too
saying shit so confidently like god gave him the wisdom of allseeing eye
because he says the things that people are too afraid to say!
because they're stupid and incomprehensible!
thats not even correct
he says stuff that people don't care enough to bother with? maybe
why would anyone be afraid of saying a pyro costume that changes its body to heavy is a bad idea
he says the things that either
A. have already been talked to death
B. no one says because they're completely incorrect and baseless
C. is a slur 
and since he started rambling more and more people in comments of workshop being little shitheads
I swear to god they are impossible to satisfy
"too wacky"
"doesnt fit character"
"we already have 4 copies of this hat"
yeah its a game from late 2000s what do they expect???
workshop creators should simply not make bad content (valve is the arbiter of what gets added anyway so it doesn't matter)
(and bad is subjective as fuck)
(and these idiots are extremely biased)
(and also have 0 experience making anything for the workshop)
honestly I rather if valve stopped adding maps and skins
because holy shit a 2004 source game shouldnt be 22+ gbs
also the quality of maps going down can be seen imo
every year the maps have worse sniper sightlines
i haven't experienced this at all
they have sharp jagged ends with props that just pop into existence
maybe thats just me
and old maps also had this but I feel like the map pool is big enough
fucking harvest 
maybe if valve improved how assets are packed tf2 wouldn't be so big
Ashville/Coalplant still hasn't been added.
havent tried those I believe
I think mac builds should die
I've always liked Ashville.
wish granted
Tf2 still has mac version
It's fine. I've played it in HL and pubs.
with 3 translation layers i think
Yeah
how?
It still works
the 32bits binaries?
the magic of "they haven't changed the network protocol"
they haven't changed any of the netprops
I want the freeze tag maps, that gamemode looks like so much fun, and its a shame it wasn't added in smissmas 2024.
Man I wish I was in the same timezone during the playtests.
^
100players grrrr
afaik the only thing that changed was that array sizes were updated
but of course that breaks everything
that doesn't affect the effectiveness of 64bits right?
because the array size of part of the prop id
what for
think of the ad revenue
who is ha? hahaha
They did that for csgo I think
yeah
It's like protobuf and encrypted
iirc the encryption is kinda shitty though
https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Network_Channel_Encryption
3rd party client software will forward the encryption key to the CS:GO game client using machine-local communication.
đ¤
tf2=saved
careful whatchu wish for
um so the zesty jesus video makes a good point about tf2's genius design but i'm scared to watch the rest
piss can taste amazingly if you process it right
torture
is the title an Evangelion reference?
Evangelion: 1.0 You Are (Not) Alone. (Japanese: ăąă´ăĄăłă˛ăŞă˛ăłć°ĺĺ ´ç: ĺş, Hepburn: Evangerion Shin GekijĹban: Jo, lit. "Evangelion New Theatrical Edition: Prelude") is a 2007 Japanese animated science fiction action film, written and chiefly directed by Hideaki Anno. It is the first installment of the Rebuild of Evangelion tetralogy, based on the anime t...
yes because zesty is a big fan of a specific 14 year old girl from it which is why his pfp everywhere is her with large breasts
omg i had totally forgotten
iirc he also endorses porn being drawn of this character
Please don't witch-hunt any of the players seen or heard in this video. Thank you.
[Edit] This video was created before the allegations against mechawreck became public.
help
i'm so confused đ
oh i see the demos.tf parser specifically reads 24 bits instead of 32
but where does it do that in the tf2 code?
and why does it only write 3 bytes
probably something to do with endian?
as in?
like maybe the order gets stripped for a 0 in a certain endian encoding
i have no context on this though
so this is just random
i completely forgot the dem format
it's 1 byte for the command type, followed by a 4 byte little-endian tick number
literally every other command in the file follows this format
i'm starting to suspect that the engine is somehow failing to write the last byte of the file
and when tf2 goes and reads it, instead of throwing an error, it silently returns 0
oooh that looks smooth
wouldnt it be better if enemies had a slightly bigger capsules for explosive damage
might tip off the balance but just an idea
changes made:
- basic enemy player support
- ragdolls
- viewmodel shadows and lighting enhancements
- kills announcer
- kill sound
- some adjustments to explosion playback
- sticky bomb physics, bouncing off players, better support for sticking to the world
- direct hit grenades, including when bouncing off world (still applies reduced damage)
i think ill be launching playtests pretty soon now
with mp?
no
my game
nice
imagine TF2 but purpose-built for competitive 6v6, with some extra gimmicks salted in here and there
all the personality and action, whilst now taking on a more comp-ish feel
I believe that's what Mastercoms is goin' for here, at least from what I've seen ghosting discussions of Hazard Pay (if I recall its title right)
neat
Upgrade Your Workspace with flexispot! Enjoy Up to the discount for New Year! Enter code 'C750' and save $50 on the C7! Shop now! https://bit.ly/4gxWYxo -us
https://bit.ly/4hPWSSu -ca
BUFFED
Special thanks to ShSilver for creating the balance mod implementing my changes into the game! Check out his balance mod here at bad weapon rehab:
http://...
Think again. For the past few months I've been quietly analysing the data from the tens of thousands of demo files that have been uploaded through MegaAntiCheat. This video shows off the work that's been done and some of the cheaters that have been caught.
Post-premiere livestream: https://youtube.com/live/guN8sQyJHkM
Download the latest MegaA...
why are all of the worst tf2 videos happening now
will this finally kill the game
i never understood how mega's AC works
you can't put that on official servers so what is it for
community servers?
it works client-side iiuc
how is that any better than !kick
you can just kick cheaters or bots on community servers
and if you join official games what happens?
it works, presumably
i think it uses rcon
erm.. are you reading game memory?? ARE you cheating ... To catch Cheaters?!?!?
so i can download this and the games i join through casual queueing won't have cheaters
get good, get fiendhook
yes the cheaters will be vaporized
i can't tell if you're being fr
nah
auto votekicking
its just fancy tf2botdetector that sends your live demos to the server that analyzes the demos
wait a second
is he using demo files collected from users ?!?!
ughhhhh
yes
nvm, he acknowledges that demo manipulation is a thing
very curious on how he plans to prevent people from simply modifying the nickname and steamid of players in the demo file to frame someone else
cant wait to do that
also how he plans on preventing the lack of viewangle precision on other players that clients have compared to server from influencing aimbot detections
he wont
he's too stupid to do anything about these real problems đ
initially intended on using fucking ai to detect players
like how vacnet bans you for moving your mouse too quickly
I think it also starts from a fairly safe list of known cheaters and weights its decisions on whether a user is associated with known cheaters. Like if itâs 50/50 if someone is cheating and their friendslist is 80% spinbotters, itâs just gonna call them a cheater.
Tbh Iâm not going to knock it till I try it. If thereâs a handful of edge cases where it doesnât work super well, itâll still be better than nothing. I donât see why people are complaining about him trying to do something about the cheating problem
or you can stop being stupid and kick cheaters manually
That takes more effort than requeueing
then just requeue
iirc this might be able to just be run in a browser, I could be wrong
no
Heâs not downloading this to your computer for you. Whatâs the problem
*Heâs not downloading
this to your computer for
you. Whatâs the problem*
you can't do rcon from a browser
why not
because browsers don't let you create raw tcp sockets
WASI API proposal for managing sockets. Contribute to WebAssembly/wasi-sockets development by creating an account on GitHub.
I think he said it could do cheater detection (if theyâre on the known list) from the browser without user input. Then obviously youâd need to manually kick them.
This proposal adds TCP & UDP sockets and domain name lookup to WASI
wasi is not available in browsers
please do more than 2 seconds of googling before making stupid claims
*please do more than 2
seconds of googling before
making stupid claims*
Either way. Projects like these fall into the same category as the shit maps that get added every year, but even less intrusive. If you donât like them you can just live your whole life never interacting with these projects
I think msbâs project is cool. Even if itâs just an updated bot detector, or an auto player lookup that I can use to kick people manually.
And balance projects are usually misguided imo, my problem with most is that theyâre heavy handed and try to do something to everything. But I still think theyâre fun to see, and I can just not play them if I donât like how they sound.
you know what fine whatever im never using this this project fucking sucks
fuck megascatterbomb
Thats not very nice bro
Theyâre different points. Also whyâs one have a wrist
what's your point
(don't answer that I just wanted to say it)
Valve loves trolling with y'all with wutville-likes, like its an obligation.
Honestly probably the best balance mod Iâve heard. The pyro weapon changes heâs proposing are overcooked though, too many stats, too many repurposes. But the scout and soldier changes seemed okay, he didnât touch the direct hit which is questionable to me, but more fine than not.
Though he added a bunch of anti-pocket-medic stats to some weapons, which just seems like a YouTuber problem imo, pocket medics arenât that strong or that prevalent unless youâre stacking pocket medics, which is then a YouTuber problem.
so bad
Over 2 million gamers have taken their aim to the next level with KovaaKâsâbut itâs not just about the numbers. The real power lies in our community. Itâs not just about training alone; it's about growing together with others who share your passion for skill and improvement.Explore hundreds of thousands of user-created content on our website, tr...
$9.99
31217
is the quick fix blast jump link good or bad?
It's good because you can troll the medic
it's good when everyone is paying attention
my problem with it, is that it enhances medic mobility to such a large degree theoretically
however, in practice is the soldier really gonna help the medic at all times to escort
bad, it lessens the positioning and gamesense requirements to medic
I dont like it because it makes it more annoying to heal a soldier if they are blast jump happy
Go to top off the soldier and he instantly jumps and now im just in the skybox for no reason
Same with how it mirrors demo charges
its bad cause it isnt actually blast jumping and you cant trimp off of ramps
trolled
Hazard crew should check if the medic's steam id is Niterux's and only enable it if so
Doesnt tf2 check stuff for robin walker's steam id
steam
will everyone here get a free key for it or will we pay 2x the price?
2x0?
we are paying double then
truly this is a sad day
well at least now I can get the early birb badge, opposed to tf2 badge from 2013 :(
Iâve always considered it a bad thing just because itâs kinda wonky. Iâve never seen a quick fix medic successfully attached for more than the first jump and pencil jumping is bad, especially as medic.
I dont know how you could fix that though, maybe if the beam was just a rigid pole in effect, but then what happens when a soldier zig-zags through a hall?
Or maybe it could just apply the same knockback as the soldier receives (is this what tf2 does?), but then I feel like rocket jump input is to precise for you to actually stay with your soldier. Like you could follow them with strafes, but speed shots would be damn near impossible to coordinate, ramp slides and other precise landings would be absurdly difficult.
In theory I think itâd be really cool. But I donât know that thereâs a way to achieve anything better than a pencil jump or at best a wall pogo.
For comp, yeah, the quick fix medic jump is dumb, in casual gameplay, its a meme, look at me psuedo market garden a enemy with my ubersaw.
Meet the demo pipe physics đ
Even in casual itâs never felt intuitive to me. Itâs more like riding a roller coaster where youâre just like âguess Iâm going here nowâ rather than rocket jumping
Iâve tried to rocket jump some friends with it before (me on soldier). And itâs very difficult as well, because in a live game even if youâre setting up for a wall pogo, thereâs not many totally flat walls without corners for your medics to get stuck on.
Maybe skill issue though, idk
is mastercoms legally allowed to make this game considering they have looked at the tf2 source code before
are numbers copyrighted lol
yes
i have copyrighted the number 9
number 6 with extra dip
Does anyone understand how item drops in tf2 work
I've been playing on the mac tf2 (old version of the game) for like 6 hours and received one singular weapon drop
I don't understand why it wasn't either 0 or like 10
You get drops randomly when you play on a server, there's a cap but it can be extended if you don't play a lot if I remember correctly.
I assume so as long as mcoms doesnât steal any of the code that isnât open sourced.
Thereâs also some weird copyright rules that people donât realize exist that basically say that components that are strictly functional arenât protected under copyright. Idk how that applies to code, but with legal advice or just better understanding than I have, you could probably directly copy chunks of Valveâs code (not that Mcoms plans to do so).
But I donât think having seen the source code has any bearing on whether Mcoms can or cannot make the game. Only that if they were accused of IP infringement that it could be used as evidence against them.
Unless they had to sign something like a non-compete agreement in order to gain access to it. But if they did then I assume they wouldnât have gone this far.
There was only 3 times in the U.S where game companies went to court over another game feeling and looking similar to theirs, but it was during the infancy of gaming. So tetris, pacman, and another game I don't remember.
although from that pac man one, the infringing game had twists that made it different from pac-man.
yeah
grappling hook medigun
instead of giving medic a speed link, what if medic gave his patient a 6% speed boost (if the patient was slower) + he got a temporary speed boost to run to an ally that was far away but not too far away?
(for real though I just don't think medic should have more mobility than just a faster runspeed, unless there are significant limitations like no healing while doing it)
basically like a link with no heal
and basically you get a speed boost when moving in the direction of the linked player
what if medic gave his patient a 6% speed boost
I think any sort of mobility changes / mechanics should be based on the users input, not something someone else does for them. Too easy to throw you off otherwise
starts out slow at max range, speeds up at mid range, slows down again at min range
min range being heal range
Ooh maybe make it like a slipstream mechanic in racing games?
where the more you stay in the same direction as the one being healed, it shows visible signs of a speedboost immenent, then speedboost, you could even make the length shorter or longer dependant on class.
Eh. I think if you make things more complicated it loses elegance and skill expression.
Like you start seeing every medic just hold an identical distance from their target instead of making dynamic use of spacing to prevent enemies getting between, baiting to avoid bombs, getting close to better block incoming damage, etc.
I think nuance in simpler mechanics is more interesting than explicitly rewarding more complex mechanics.
At least from a player perspective. I guess big flashy mechanics are more interesting to inexperienced spectators, but to experienced spectators and players a perfectly executed simple mechanic can be way more mindblowing than something big and flashy.
Like no Mercy movement will ever be as impressive as Shadeâs bhopping or airstrafing on medic to keep pace with heal targets pre-scout-speed. And bhopping in TF2 is a super marginal mechanic.
give me a moment I am thinking rn.
because I disagree but I can't put into words why.
we're of a similar mind, these are my thoughts as well
Actually I think this idea is better.
There's something in the text 2 texts above that I disagree with but I don't know WHAT it is.
Cause from someone who doesn't see comp from either game, why does overwatch get more viewers than tf2 if you think that.
other than visibility of tf2 comp.
can we have troll demoknight meta?
i gotta be real i think overwatch is more of a successful spectator esport mostly because blizzard invested millions into tournaments. Any individual game mechanic pales in comparison
Its more complicated than money and visibility when I researched.
so complicated, I decided I didn't want to persue it further, my brain hurts.
make demoknight a class and make em comp viable đ
"In competitive Team Fortress 2, a Demoknight (Demoman with a shield and melee weapon) is generally considered a niche strategy, viable in specific situations but not a primary choice due to its reliance on flanking and picking off isolated enemies, sacrificing the class's main damage-dealing capabilities from the sticky bomb launcher, making them vulnerable to coordinated teams and requiring strong support from a pocket Soldier to be effective; essentially, it's a high-risk, high-reward playstyle." A.I might be on to something here.
This was so worth the smoke from google's A.I factory.
not to say game design doesnt have an impact, it has a very big one. But I dont think its as simple as "more successful game should be emulated instead of less successful game"
I do believe some of the TF2 pros who made the switch to Overwatch said they'd be back in an instant if there was actual money to be made in TF2.
Imagine if i46 had been a tournament with like $250k in the prize pool.
i really like all this discussion!
you won't believe this
but this is actually a jojo reference
Wait this is 4 fucking hours, whyyyy
other content creators explained the whole mym shit way shorter and without the unnecessary harassment.
Lmao
TF2 players are insane
some are fr fr, I aint generalizing, cause I met my best friend in tf2.
Itâs so drawn out. I watched the first hour and it was so inflated. Like ignoring who made it or what it was about, there was just SO MUCH blabbering for every single point. Easily could have been 1/4 the length with the same content
The first 30 minutes was just glazing tf2. The second 30 minutes was just establishing what tf2 was like pre-MYM. I got to 1:10:00 before I had to leave to work and I just got into the actual release of MYM.
i literally skimmed through like each section for 10 seconds
and i think i understood the video
I wonder if most tf2 players would prefer quickplay or casual
if you could somehow poll it
Casual is fine. Frankly anyone who says we should revert back to quickplay probably didnât ever play during Quickplay.
Which is also a point the Zesty makes. But Iâm pretty sure the next 3 hours will be him complaining about competitive players ruining TF2.
i think quickplay is a good way to finding a new healthy community, and then there should be a second step to coming back to them
I still prefer the server browser.
like favorites
Are we including people who havenât ever played during Quickplay?
*Are we including
people who havenât ever
played during Quickplay?*
only include active players or people who log on from time to time (not too long ago)
but include all of them in those groups
The main issue with quickplay WAS community servers, they spoofed players ran obnoxious ads, circumvented Valveâs trust. Thatâs why Valve stopped including community servers in Quickplay by default.
Which basically quickplay to Casual with a worse UI.
I think people who didnât play during Quickplay shouldnât have a say on Quickplay versus casual. Itâd be like me going âman the 60s sure were a great time for the USâ as someone born in the late 90s.
Meanwhile the US is trying to return to the 1860s, but thatâs a different conversation.
well, I'd wager that most people who played Quickplay stopped playing a long time ago
you can say the same thing about them not playing casual. times change
personally, I like the casual medals, and I feel like the game would be somewhat boring without them if there's no progression
Eh. I know a lot of people who played in quickplay and still play. I donât think itâs super rare, tf2 is a pretty dedicated community.
fair 
hopefully valve will add quickplay this year 
If you're in a community server with regulars, you'll see progression as you improve and those better than you stop being that much better than you.
I ended up in the top 5 or 10 Pyro mains in an old community. Started out as a nobody.
Problem is new players donât care about that. They want shiny badge and funny ding sounds. If they removed casual the game would die 100%
it probably can be integrated to quickplay
just remove valve comp and put mastercom's quickplay there instead 
6s quickplay
yes đ
no ranks, just playing with restrictions
Iâd rather staple my butt cheeks together than see Valve Quickplay added back.
The only change I wanted in casual was the pure setting but that basically happened without em doing anything 
Like I am personally okay with the grab and go nature of casual
like you get into a match, you can leave and requeue for another one once its done but you still have the option to stay.
Bro do the leaves on the suijin trees move
don't think so
I swear I just played a valve casual game on suijin and the pink leaves on all the trees were spinning around
back and forth
never seen that before in idk how many hours
did you know tf2 has caustics
tried replacing some unlocks, mostly melees with abilities
idk if its workable
maybe for a season 2
yeah, there's a pretty good chance that when I play the game someone says a slur 
i meant water caustics
i dont know any other definitions of that word
joke
if someone said a slur in your game it was me
no yoker
The joker from binding of Isaac
Swear I've never seen this before
its kind of a synonym of toxic
wtf
dx8 issue
yes yes
looks like fucked up treesway
mac issue
why you got a wind entity
Maybe
ur cheating
but i don't think suijin's trees have treesway
unreal engine grass sway in tf2
ur cheating u added that to tyour game YGOURE CHEWATING
yeah suijin hasn't been updated since 2015, and treesway was added to tf2 with JI
unless you like, played a previous map that had the japan trees that modified them to have treesway and it failed to reload the asset I don't think there's any way it could have it
I'll restart the game and load into another suijin and see if it still does it
Nope stopped now
After rebooting game
That reminds me of the videogame Counter Strike Global Offensive on the map de_lake Which Featurd a Rock that was affected by Wind
Subscribe for more neurogenesis
yeah it looks like cp_sulfur has modified japan pack assets to add treesway
classic data redundancy issue
i think the only way to fix this would be to add an env_wind entity to suijin
not sure
or fix source engine
or fix source engine yeah
by makeing it Rust
make tf2 in unreal engine
making it the game rust or rewriting it in rust?
nononoo onnoo no dont do that i want my frames
neither
remake it in garry newmans videogame rust
oohhhh oxidization
what da heul
no wait sulfur doesn't have a wind entity the tree sway uses $treeSwayStatic
idk why this happens
it might still be data redundancy idk
I played several maps before
Can't remember which ones
One was a new map because I had never played it before
probably summer 2024 map
was it a steeltype map with japan assets
FRAME GEN ON (MULTI)
RTX ON
FREESTYLE ON
DYNAMIC VIBRANCE ON
AI HDR ON
RAY RECONSTRUCTION ON
DLSS ON (10%)
G-SYNC ON
REFLEX ON + BOOST
G-ASSIST ON
amd antilag 2.0 â
Can't really remember honestly
I'll look at the maps added recently

