#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 94 of 1
it will be reverse engineered for real this time we swear
yeah like tc2 
jk it's all from the alien swarm sdk 
Thanks to the kind folks from Mapcore, I figured out how to run Valve's porting script for TF2 maps. In this video, I explain how and provide commentary on the topic of Team Fortress 2 in Source 2.
0:00 Intro
1:20 Sponsorship
1:36 Tutorial
8:32 PBR Maps
9:37 Upward
12:35 Barnblitz
15:13 Mercenary Park
17:55 Kong King
19:56 Outro
👉 Mannco.store...
Just watched this video and it's snazzy. King looks really good with it.
Is it possible or viable for an actual TF2 Source 2 port?
You can shoot hitboxes that go through gates due to animations BUT you can also shoot hitboxes that are still inside the collision hull and behind a wall under specific circumstances
What would you want to actually see out of this?
All it would really do is make the game run worse and invalidate everything the tf2 community has built thus far, requiring most of it to be built again if even possible
Like do people legitimately want tf2 to get the cs2 treatment?
lmao why is this asking me to edit the generated makefile directly 😭
You're telling me it's not recommended practice to make manual edits to autogenerated files ???
years of hud editing wasted
i remember that game being good
I mean we have quite a bit of evidence that they were working on some sort of layer to load source 1 content in source 2 while CS2 was still unreleased (or was in its "beta"), so in theory this wouldn't have happened
but also i'm not sure if they've even worked on it in a while, I feel like I've stopped hearing about datamined strings from s2 games
my sense of humor sucks this shouldn't have gotten any reaction out of me
bottom
sh-shut up
for you
You would not like what I would say
#1072696252162117752 message
These results were on AMD
I remember at the time getting a couple friends on Nvidia cards to test it because I assumed it was an AMD issue
honestly I'm surprised they even thought about the soldier statues showing up in (valve) competitive
i guess community comp doesn't get the same privilege though
But that is nvidia on windows
Though yeah I guess it sounds like it affects everyone regardless of gpu, from what kindred says
There are several places in the code that do stuff only if picmip is positive, I suppose one of them must be overly slow for some reason
You could probably profile it to find out exactly which
I actually just double checked to be 100% sure but yeah my email receipt for this Nvidia card was after I made that post
Didn't know anyone else had even noticed it, just randomly came here and searched it to see if it had been seen for tc2
repeatable 5% difference for me with an RDNA2 GPU on windows. mat_picmip 0 and -10 have identical performance, 2 is always 5% less in sbmark24 (DX9)
looks like at some point in time valve was either considering unranked (6s or highlander) or just casual matches with smaller team sizes
Ladder is valve comp btw
in the end it looks like they stripped out (or never implemented) anything other than 6s comp and 12v12 casual
although something that I left out of that screenshot but shouldn't have
is this
which as I'm just finding out still does have a surprising amount of code
judging by this list of strings I assume it probably was a baseline for tournaments, if they ever did them
for a couple reasons
2nd image specifically because that "true" is for a variable named bRequireRatingData
although looking at it now, i'm not entirely unsure that the "rating" data is actually the steam account rating that they've supposedly been working on
oh wait nvm
speculation of course, but this seems like potentially something that would've gotten built out into like an open tournament, where players of a specific rank or above could compete to potentially compete in a real tournament
like a qualifying event, but for the whole playerbase
i'm not too familiar with how valve handles competitive in their other games, its possible they already do this for CS and Dota
although it doesn't look like they actually check to see if you're above a specific rating, just that you have one, and in the state its in now its set to 12v12, so this didn't seem to get very far in development
gah why are CNetChan's members all public
and they're used by other parts of engine too 😭
oh hey the hud file they were planning to use (matchmakingdashboardeventmatch.res) still exists, but frankly I can't tell how finished it is without seeing it in game
it seems set up to just queue you for casual, show the mann up image, and show your casual badge, but it seems like that was all controlled in code actually, showing whichever rankpanel matches the match group (so casual badge for a casual event and comp rank for comp event?)
ok actually it seems like this could've been used for just any event they wanted to host
comp event, casual event, etc.
pretty open ended
jsut for reference, I"m about 95% sure this is not the same as the "events" like holidays
since those are part of the casual menu
this appears to be a completely separate thing
basically like events in like... every other live service pvp game ever
yeah there was a 9v9 option in the comp beta
i remember
but it wasn't implemented
yeah I knew that, but this is the first I've heard of comp 12v12, or casual 6s and 9v9
well I thought this would end here but it turns out the event match enum and its hud files weren't added with MYM, they weren't even added in JI, they were added in blue moon
which honestly I think makes this really interesting
didnt we know all of this?
match groups for all of this were definitely in the leak
and besides that, they openly communicated all of this afaik
for casual and comp of different sizes yes but not for events
its possible that they did mention them at some point but I don't see it mentioned in the Blue Moon patch notes or news post
Why would Moon Channel's moony say something like this
?
hm it looks like they had references to events in the EMatchmakingGroupType enum (in the leaked code), but the only place it was ever referenced was the "IsMapInValidCategory" function. s_pszGameModes in tf_item_schema had references to "event_mix" and "event_24_7" but there was no actual matchgroup or code for events
that character is the mascot of the "Moon Channel" YouTube channel
@limpid panther has leveled up! (60 ➜ 61)
its possible that some of it was copy pasted from CS, but there's still quite a bit done to make it work for TF2
no it's maya fey
i know nothing about her otherwise
there's honestly enough code here that I feel like the game coordinator could just send out an event and it would just work without even needing an update
although it still would probably get one to add an image for it
*although it still would
probably get one to add
an image for it*
h265 moment
I wonder what sort of events valve would've run
coms you should make a pr with your backstab detection improvements c:
i was just ilustrating what you said with a nice graph showing the extent of the performance improvement
Try Grüns today and get up to 45% off your first order! ⚖️
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Shadow loves Latinas, Sonic. Everyone knows that. But is Rouge the Bat... Latinas? Let's answer a question together that nobody in their right mind has ever asked, as we overanalyze the circumstances surrounding var...
yes i know moon channel
but it's maya fey 😭
and this is phoenix wright crossed with a pokemon
i forget which one
YOOOOO THIS VIDEO JUST TOOK A TURN
https://www.youtube.com/watch?v=Dl2vf04UCAM&t=1306
Try Grüns today and get up to 45% off your first order! ⚖️
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Shadow loves Latinas, Sonic. Everyone knows that. But is Rouge the Bat... Latinas? Let's answer a question together that nobody in their right mind has ever asked, as we overanalyze the circumstances surrounding var...
WHAT THE FUCK
blocked
Where are people getting their hitsounds nowadays?
and if it's not comfig hits, then why not
gamebanana because it's what they're used to and they dont know about comfig hits
gamebanana
gamebanana the goat
if you use gamebanana, can you say why
cuz it's what i used to use back when gun skins and remodels were more widespread
also cuz most huds were originally hosted there iirc
*also cuz most huds
were originally hosted
there iirc*
so its just a habit?
I remember checking the hitsounds on comfig and a good chunk of them felt like outdated memes
like I think a kill sound was just the air horn like we're back in mlg days
this was a while ago tho
I've seen a good variety of sounds on gamebanana for the most part
even stuff that gave me inspiration to make my own
(well more taking an idea already done and making it better)
*(well more taking an
idea already done and
making it better)*
considering how much I use gamebanana and check on it surprisingly often where hit and kill sounds are posted anyways, it's def convenient
that's fair
though tbh, the airhorn and stuff you're talking about was on the front page because i didnt have good sorting for sounds
now theres more variety
but its true because the uploads havent changed in years
I'd find it worth checking now esp cause sometimes on gamebanana, the quality of hit and kill sounds can be dog shit
or it's a diy situation which feels unnecessary
like here's an mp3 that you need to cut yourself in audacity have fun :P
like is it hard to just make the right files and put them in a little folder if need be?
yeah on comfig hits its always in the right format
also in ADPCM which is a special compressed format to save space 😊
omg like Nintendo music. . .
(pretty sure that's the same compression the game files can have even their more recent stuff)
bspsrc supports visclusters? also this obviously would effect compile times, i dont think its a fair comparison
relatively recent change (1.4.6, released sep 30 2024), I didn't think there were too many on upward but there actually are, I can test it tomorrow
I was so happy when I got that email, I made an issue post about how they could be reconstructed in july of 2023
looks like they never updated the readme
maybe?
I'm not actually sure how they do the reconstruction, since it is true that VBSP consumes the entity
uhhhh, looks like its essentially just that they create a bbox around the clustered visleafs
Ive had no problems with bspsrc reconstructing func visclusters with any decompile
I don't think it would work correctly with visclusters that use multiple brushes on one entity
but I think those are kind of rare
depends on the mapper i guess
and the map
just looking at the portal file from the last compile i did of upward with these visclusters their placement definitely looks very targeted towards "bad" areas
hmmm i'll need to check this in game tomorrow, this looks wrong
i doubt they'd actually do this
you could compare with the leaked upward vmf
good idea, i forgot about that
oh yeah thats way off lol
I wonder why
granted its possible that my portal file is simply just different from the valve one due to decompile issues
like I could in theory see how a different portal file could cause the extents of the viscluster to seem much larger than they actually are
and also just that visclusters don't have to cover an entire visleaf
but when you're reconstructing them you only have those visleafs
still, better than nothing, you can always pare it down to be more reasonable
I think people tend to change their hitsound less than huds for some reason. Last time I changed mine was 2018 and I think before that I changed it around 2014. I’ve just transferred hitsounds from pc to pc since then. I forget what the main source was before it went down, I think it was like hits.tf, jingles.tf, or dingalings.tf or something.
I know a lot of people tend to change huds pretty much annually, and then there’s a handful of people that do it like daily.
The biggest reason I never just redownload my hitsound is that hitsound sits end up being sooooo cluttered that even if you’re looking for something common like a quake hitsound, you have to sift through like 30 different shit posted versions to find the one that you were looking for.
TF2 running/rendering natively through OpenXR!
the start of a proper native TF2 VR port. more to come! https://t.co/ZmCQMjTQfi
【QRT of Flat2VR (@Flat2VR):】
'Valve just released the source code to Team Fortress 2. Mayb…
Do they know
already rejected lol
he knows
rejected from what
he never said he wanted to have it merged into the main game
this can just be a mod 
Yeah, well, that's just like, your opinion, man
All this work when there already is a VR mode, its just abandoned LOL
Is there any benefit to this version over the offical? Other than Valve ain't ever going to touch it again?
Old version was designed for the rift iirc and no real work has been made to support or accommodate for new headsets plus the old version only supported keyboard/mouse for input
iirc
what does the function "void" do?
this is c++ right?
void means it returns nothing
you know how when you define a function you can put like "bool" or "int" to determine what value gets returned? you can also just make it not return any value with "void"
i hope they figure out what to returg
the void
just like isaac then
This article is about the item. For the chapter, see The Void.
Void is an unlockable activated item added in The Binding of Isaac: Afterbirth †. It is the starting item for Apollyon.
is this what binding means in programming
talking seriously, this actually great advice, thank you fiend
but in what cases would you need that?
when you don't need anything back from the function
maybe it just edits other pre-existing data
like when you need the cache of that function but maybe another function references it? so you make it return the value to void after a certain point
I mean honestly, if you're making a function it has a specific purpose, right? its sort of just like "do I need to get anything back from this function"
if no, set it to void
yeah that what i was thinking about, why would you need to use void if you wrote that function for something
some functions do something but dont produce a value as output, such as a function to print to the console
print would output to the screen, but there isnt a value to give back to the program
define void while being inclusive of void*
you cannot read or write a value of type void
in the case of the function in that image, CreateSoldierStatue, all it does is create a statue of the soldier during the soldier holiday (around rick may's birthday), there's no reason for the code that calls it to need to know if it succeeded or failed, and the game isn't doing anything else with the statue entity so it doesn't need to get back a reference to the entity or anything, so it just doesn't return anything.
...while still being useful to a beginner
as soon as an * or & shows up i'm out, I barely understand them lol
like wdym there's a void*
I never learned about that
void means theres no type to what its referring to, in a function return type it means theres no return type, and thus returns nothing, in a void pointer, it means theres no type classification to the memory its pointing to
so you are telling me that the compiler doesn't void these type of functions automatically?
i thought they did
ohhhhhhh
no the function still works as normal, it just doesn't return a value
value as "was the function executed successfully?" and not value like the user input of something like "put your age here"
i think i messed variables with values
i mean as far as I know those are both variables
variables are just stored data of any type
I could be wrong
well yeah, ig my head just organized them that way for some reason
ah
what would it look like in another case that isn't "return"?
i think i meant something like, the computer doing it's own checks of something functioning correctly and then separating it from any type of user input that wasn't the programmer itself
don't listen to me i can't make sense of what im saying because im learning the basics
& (unary) gets the memory address of a variable
*& (unary) gets
the memory address of
a variable*
* dereferences a reference (uses its value as a memory address and gives you what is at that address)
well I know that but somehow it always manages to completely break in practice
:(
that happens to me with ";"
every single time
Fan-made music video for the song 'Send Me To The Void' which plays during the ending & trailer of The Final Station: The Only Traitor DLC.
OST Composed by Geoff Hart-Jones & Pavel Kuprianov.
The Final Station was developed by Do My Best Games and published by tinyBuild.
Thumbnail screenshot by Atlas Matras on Steam.
how does void* dereference a void 
Erm it's not an operator if you use it in a definition is it
erm i dont know c this doesnt make sense

But yeah if you use * in a declaration it's different than using the dereference operator *
anyone know the clockwise rule
i simply use programming languages with sane syntax
like JavaScript
awesomesauce videogame
Does anyone know how the in game server browser queries the players on SDR servers
like what steam API function it calls
or does it directly query the server itself, through SDR?
it might be one of these? I'm not sure there's a lot of different networking related docs on the steamworks documentation
In the 2017 leak it's steamapicontext->SteamMatchmakingServers()->PlayerDetails() but I wasn't sure if that got changed with SDR or not
I guess it isn't too hard to check
im deleting your copy of ida pro
Im stealing your binja license file
Wow it's so readable
yeah
So I guess it's the same probably
it looks pretty much the same now as the leak
has anyone else noticed that you lose connection to the game coordinator and item server after a while on a listen server?
sad thing of 50v50 is that i can't show off my wiki cap 😭
no cap frfr
Description
Lets the user scale how many extra passes you want your map to go through, makes the lightmaps less sharp
Default (-extrapasses 4):
Custom (-extrapasses 16):
source 2
coming to tf2 soon
Description
This PR adds support for bicubic lightmap sampling to VertexLitGeneric's lightmapped (non-bump/non-Phong) path.
Below are some demonstration screenshots taken on the TF2 map rd_...
source 2 soon
the first one is barely noticeable
honestly the 2nd one is less noticable to me the first one is kinda obvious
maybe that's because the previews are smaller tho
just in the big wall
2nd image, the wires are just slightly darker
shadows are softer too but idk if that's just from the existing bicubic shadow thing.
this probably is me just not understanding how VRAD works but i'm not sure how much -extrapasses would help
there already is -bounces and honestly I think in most scenarios it doesn't even hit the default cap of 100 bounces before it runs out of light energy
i guess there is -extrasky which seems like its sort of the same principle as -extrapasses
as for bicubic lightmap filtering on lightmapped props, I mean the bicubic filtering in general is a godsend so having it on props is nice too
although lightmapped props are kinda dookie anyway
they use the same UV map as the texture of the prop so if you have any overlapping uvs it gets inaccurate lighting
and they don't support normalmaps or phong
valve should implement this https://web.archive.org/web/20230319035111/https://www.counter-strike.net/workshop/workshopmaps#normal_mapped
valve should port tf2 to source 2
but i dont think theyll do that until its enjoyable for counter strike players
valve should port tf2 to godot
it's like 99% done anyways there's already godot code in the game
Mcoms, what versions of mastercomfig didn’t use cfg/overrides as the user’s custom configs?
I’m putting the finishing touches on a PeachREC installer and want to document the compatibility with mastercomfig
What benefit would it have other than subtick or w/e
Not like exact versions. But something like “after 9.8.x” or something would be the extent of my documentation
*What benefit would
it have other than subtick
or w/e*
you can just say to use the latest version of mastercomfig, it's okay
Competitive players are weird like that though. I’d rather just say “after x.x.x version” or even “after 2022” or something. That way the lazy pro that hasn’t updated their comfig in years won’t complain when their stuff doesn’t work
you can just say use the latest or else not my fault it doesnt work
add a feature that detects if someone plays comp and if they are it inverts their movement keys
*you can just say use
the latest or else not my
fault it doesnt work*
it was a response to what ashe posted
people are like why port to source 2, valve can just fix a bunch of bugs and add engine improvements incrementally to source 1
but then thats literally what source 2 is
source 2 is basically the same technically as source 1 -> orange box, but with a lot more impact
no bugs need to be fixed everything is purefct
every source 1 project ends up trying to make its own source 2
*every source 1
project ends up trying to
make its own source 2*
if source 2 is just improvements to source 1 then why does cs2 run so badly?
respawn source is just slop and shit afaik
tbh source 2's biggest improvements are on the backend, not really userfacing changes
what
well actually graphics is a big part of it nevermind i'm just stupid
my brain is too poisoned by wishing for source 2 mapping tools lol
upgrade to respawn source to make getting hacked easier
rework and gutting systems for literally no reason to do some weird ai cloud bullshit they give up on in a year but they dont revert anything
is that why apex legends runs so bad
I think particles are still a big reason for that
don't drop at the waterfall on olympus, worst mistake of my PC's life
i remember trying it out on my old laptop and on the lowest settings it would fill my entire vram instantly
unlike every single other source game
I mean in terms of how they handle visuals comparing source to respawn source I feel like they're just completely different
so you mean that respawn source is complete slop
slop engine
I mean they got to adding PBR and mesh based maps before valve did... because valve decided their engine wasn't ready for a game yet
titanfall 2 looks way better than any source 1 game and still runs really well
idk enough about material rendering to know how expensive it is
yeah i seemed to remember TF|2 running well i think it might just be that a big ass open battle royale map was never meant to run well on source without massive rewrites of visibility and how it renders things
valve had to basically design DZ maps with the limitation that the engine literally could not handle it at reasonable framerates in mind
does respawn source still use visleafs for apex
if so I can't imagine how much their poor level designers have to struggle with wrangling it
tbh i wouldnt treat respawn's engine as source
its just as much as quake to goldsrc
or goldsrc to source
if not more
or quake 3 to CoD's engine
I just checked the quake engine wikipedia page and its kind of funny how often the family tree gets updated lol
i just realized something funny
we got the source 2 video services api headers in the sdk
cause of the backport

there's not very much there, although i guess there probably doesn't need to be
it's just the header for the interface
yeah
which i don't think is even needed
but i just kinda mean that its not like idk if it'd be any help
i guess its kinda cool though
consider the following: i want to make my own video player
we will get one source 2 file at a time
now i can use the source 2 video library
i should do this it would be funny
Does that make an oom crash?
it writes a value at address 1
which is invalid (on any same system)
and will crash
oh hey it's that bug
thats a common crash technique tbh
yeah i just think it's funny that they choose to crash instead of exiting or something
funny
valve should port source 2 to TF2
they're already doing that
source?
2
engine
also this if you want an actual answer
no it doens't 
it cant write anything

anyways why would they pick 1 instead of 0
or anything in the first page
i run tf2 in kernel mode with page 0 mapped
So true
Wasnt there like some security bug because someone didn't realize that address 0 is valid in kernel modules
I cant remember what it was in
there's probably a few bugs
heavy update mentioned
Does TF2 -vulkan parameter support Directx 8?
I noticed that tf2 only has D9 dxvk .dll
Also how do you check which version of DXVK TF2 uses?
no
it locks the directx version
I guess it depends on what you mean by support
Technically it does work but you are prevented from doing it
This doesn't matter, dxlevel 8 in tf2 still creates a dx9 device and every feature it uses is supported by the d3d9 dxvk even prior to when dxvk "added dx8 support", I did test it at one point
One way is to put dxvk.hud = version in your dxvk.conf file, it will show a little overlay with the version number
For anyone familiar with PREC, my HUD-based PREC successor, PeachREC is officially live: https://github.com/PapaPeach/PeachREC
https://youtu.be/GuldUj6zqXs
PeachREC is an automated demo recorder for Team Fortress 2 tournament matches. It is a spiritual successor to PREC utilizing HUD tech. - PapaPeach/PeachREC
A quick installation guide for PeachREC, the HUD-based successor to PREC for recording tournament matches. You can get the program and view the instructions on the GitHub repository here: https://github.com/PapaPeach/PeachREC
▼Additional Links▼
Stream: https://www.twitch.tv/PeachesTV
go 
2025 is the year of Go for me. Maybe 2026 will be the year of Rust. Though tbh Zig seems a little more interesting to me than Rust atm.
my pc had died but now it come back so im playing tf2 a little
i noticed that playing with native wayland its much better than before
before had some issues with alt tab and other things but now is flawless
where is this comment from?
So apparently there is a really specific series of events that can occur that can break class configs (inconsequentially).
If a player joins a server with mp_tournament 1 enabled within the first 30 seconds of the server launching, during the WaitingForPlayers period, and the WaitingForPlayers period ends naturally then when both teams ready and the round starts, the player that joined early won’t have their class config executed when the round starts, it might affect the whole server.
This is inconsequential because of course you’d join the server and either select a class before the match started, running the class config, or select a class after the match has started and the bug’s affect has ended.
You might be able to pick a class in the same tick as the server starts and genuinely be affected, but that seems incredibly unlikely to do unintentionally.
I discovered this because PeachREC IS affected by this. Basically when a match starts you’re both respawned and you are reassigned to your selected class, triggering two Reset method calls (iirc), which triggers two instances of hud animation events included in the Reset method. That double call is what is detected by PeachREC to begin recording as it (along with a couple other conditions) is unique to the start of a match.
It seems like as long as you aren’t the one that joined the match within those 30 seconds you’ll be unaffected, or if the server runs mp_waitingforplayers_cancel 1 it’ll behave as intended.
TLDR: TF2 is a well designed game with absolutely no bugs at all.
Imagine if you could use shotgun and you were still allowed to rocket jump
i mean you still can
hazard crew...
tom clancy harzard crew
have been seeing a few modders on gamebanana saying they're gonna be removing the casual compatible files from their mods because of the newest casual preloader by cukei and
@uncut spear has earned the Level 2 role!
idk how to feel about that
feels like a bad idea tbh
esp with a considerable amount of people experiencing crashes from it
Is there any way to enable CSAA anti aliasing through the use of Nvidia Profile Inspector?
plus afaik the casual preloader doesn't like really work well with mods that aren't already casual compatible
it can load em but chances they either break or just don't work is considerable from how many comments mention it
also sucks a little that the new vpk compression thing exists where you can actually pack shit higher than 200mb in a single vpk but it struggles with shit above that original limit anyways lel
like I tried to make a 2gb mod into one vpk and it just didn't work
anyways here's two cool mods
and I'll re-up this question (cause I feel a little bad)
You can use VPKEdit to make VPK as big as 4gb
*You can use VPKEdit
to make VPK as big
as 4gb*
You can also just do a vpk multi pack
Yknow the 000, 001, 002, etc. til it makes a _dir.vpk
yeah that's what the mod already is
but man all the multi pack vpks are annoying to look at lel
it's just a me thing tho
question is, does it not take like a whole day?
No, like a minute or two max
I'll try it then
source 2 would like a word
granted they only do this for maps, content vpks are still chunked out
i’m an arm mac gamer, and i wonder if there’s specific performance guidance for wine tf2 players? i get really mediocre performance (medium preset i think) despite very low cpu and ram usage. is there anything i should tweak outside of mastercomfig to improve things?
realized this is a bad idea if it gets patched too 😭
now that's judging if valve would even give a shit
my problem with the preloader is that i have too many mods lol
vpk cant go over 4gb so i need to keep the bigger vpks in my custom folder
wut the hell is this
@sacred totem send me your entire tf2 config including your cfg directory and custom folder
your tf2 config
4 y
i NEED your archived cvars and cfg and hud
I use mostly stock everything with interp and low video settings, only custom stuff i really have is comfig null cancel flat mouse and no pyroland
I don't use a custom hud
I WANT YOUR FOLDERD!!!!!!!!!!
Why do u want my folderd
*kills you
@sacred totem BECAUSE YOU SHOW this SCRENESHOT WITH YOUR WEAPON AND I CANT GET THE WEAPON TO WORK https://github.com/ficool2/sdk_screenspace_shaders/issues/1#issuecomment-2550244298
this stupid fucking shader project keeps EATING MY VIEWMODELS even with the EXACT SAME FUCKIING SHADER
ficool is the worst ever
Like you just set overlay to this and your viewmodel disappears
lol
another one?
afaik it's the old one where you can use that full color vtf tool to make corrupted sprays/decals that crash anyone who looks at them
so basically they're lying because the decal crash bug was fixed and the decal crash bug never even applied to sprays
weird
I know that the decal exploit caused crashes because the size of the texture was something like 34024123x63411231
of solid color
I don't remember any spray specific crash exploits tbf
*I don't remember
any spray specific crash
exploits tbf*
You should be able to enable it by setting mat_antialias 16 in tf2 on nvidia cards
But it looks like ass compared to msaa
Really? I thought CSAA was an improved optimized version of MSAA that was killed because of deferred render engines?
And isn't mat_antialalias 16 non-functional ?
I mean you can try it out yourself
The CSAA available in tf2 (through setting mat_antialias 16) looks markedly worse than 8x msaa
no
you can read through the 2017 leak to learn more, but it's a bit confusing
Wait, so mat_antialias 8,4,2 enables MSAA, and 16 enables CSAA?
That is weird
So this guide is wrong?
mat_antialias "~" ; mat_aaquality "~"
mat_antialias 0 ; mat_aaquality 0 [None]
mat_antialias 2 ; mat_aaquality 0 [2x MSAA]
mat_antialias 4 ; mat_aaquality 0 [4x MSAA]
mat_antialias 8 ; mat_aaquality 0 [8x MSAA]
mat_antialias 4 ; mat_aaquality 2 [8x CSAA]
mat_antialias 4 ; mat_aaquality 4 [16x CSAA]
mat_antialias 8 ; mat_aaquality 2 [16xQ CSAA]
I don't know for sure, it would require further testing
But mat_antialias 16 enabling csaa is not mutually exclusive with what you posted
My hunch from looking at the code is that mat_aaquality does not do much but I would have to investigate it further
Also the wiki states "Source natively support CSAA since Source 2007. Support for CSAA was removed since Maxwell and later NVIDIA cards"
So like the only way would to force it through nvidia profile inspector
If it was removed fully from the driver or the hardware, you could not enable it through nvidia profile inspector either
You said CSAA is supported natively still, which meansnyou don't need drivers, right?
?
Absolutely you need driver support for it
setting mat_antialias 16 in tf2 produces a result distinct from mat_antialias 0 or mat_antialias 8, in the code they reference csaa
So if I'm using a 1050 TI with the latest drivers, the command does nothing for me?
What was the hardware you used to test that?
Presumably it does something
Ampere
Maybe mastercoms know more about this, I mean they don't even offer an option to use CSAA in the modules
I think she may have at one point
had a mat_antialias 16 module
you might be able to find a message explaining why she removed it, I'd assume just because it appears to offer no visual or performance improvement over msaa 4x
Okay apparently she removed because it was "Too confusing for new players"
Makes sense, new players could assume "csaa 16x" looks better than "msaa 8x" when in tf2 it clearly doesn't
I will try to figure out if mat_aaquality is ever used, it's kind of hard to tell
I'm thinking maybe CSAA still works, at least the settings, but because of the dropped driver support, the effect instead of being better is now worse
This is just a theory though
Yeah it's possible
All I know is that the result of setting mat_antialias 16 is distinct from both 0 and 8
Whether it's "actual csaa" I have no idea
I don't see it used anywhere but there are so many places to check that I could have missed something
mat_aaquality is not used anymore
it was initially but then it was moved to mat_antialias 16
So now there is only mat_antialias 2,4,6,8,16?
2 to 8 being MSAA 2x 4x 6x 8x, and 16 is CSAA 16xQ?
yes
Is there anyway to use CSAA 4x or 8x?
i dont think so
What about forcing it through nvidia profile inspector?
@void slate has leveled up! (6 ➜ 7)
*I haven't really
been interested in CSAA
enough to check that*
I wonder why mat_antialias 16 looks visually much closer to mat_antialias 4 than to mat_antialias 8
it might be 4x4
The old nvidia docs seem to imply it would be 8x something
*The old nvidia
docs seem to imply it would
be 8x something*
but maybe it's changed idk
I'm really intersted in CSAA because anti aliasing tech like it was killed because of the move to deferred rendergin engines and Temporal Anti Aliasing solution
Nvidia says MFAA reaplaced CSAA but they both work completly differently
Okay I've forced CSAA 32x in Nvidia Inpsector
Ill se if I get a performance drop to see it works
Any maps that are good to test anti aliasing?
The best way to test is just setpos screenshots
on any map
that way you can switch back and forth between your screenshots and compare
or subtract one from the other
can't you just use DLDSR + 8x MSAA for the best visual quality
I doubt you will notice a difference with CSAA 32x or CSAA 16x
oh you're using a 1050 Ti
it wasn't just because of deferred rendering, temporal anti aliasing is really needed because spatial solutions do not cover all forms of anti-aliasing
I think what he means is more like why did they remove csaa from nvidia control panel when mfaa or other temporal things don't actually replace the functionality it provided
like you can't even use mfaa in dx9 games
but they still removed csaa from the control panel
i mean, isn't it because there is no hardware support for it any more and CSAA didn't actually provide much visual difference?
Don't know honestly
like it's essentially slightly enhanced visibility test
no color test
and besides, none of the modes except for 8x2 really provide any benefit because it's strictly worse than MSAA
all the other modes are a slight performance optimization
The only explanation for the way mat_antialias 16 looks is that it's using some 4x mode, despite the nvidia documentation implying it would be 8x
IMO anyways
8x2 theoretically provides a slight benefit for geometric visibility but doesn't enhance color data if it is visible
but yeah, the main reason for moving away from CSAA is that MSAA/CSAA are not only spatial AA tech, but they are also geometric anti-aliasing
PBR introduces new forms of aliasing, also if you view AA as a form of supersampling, then spatial supersampling does nothing to temporally super sample motion
so fast moving items / high frequency data needs extremely high frame rates to generate accurate motion, but GPUs cannot reach those high sample counts
We need to eliminate all forms if aliasing
no more alias command?
Correct
would it be possible to add other AA methods using the SDK?
im not sure, we dont have motion buffer
why
fxaa might work
With fiendhook you can hook InvokeCreateDevice and change it there
what ever happened to TXAA? wasn't it technically FXAA 4.0 or something?
like the last release of FXAA was 3.11 or something and there where posts way back teasing at FXAA 4.0 which then ended up becoming TXAA?
i think TXAA was nvidia's version of poopy TAA
NVIDIA’s TXAA anti-aliasing technology has been designed to reduce temporal aliasing (crawling and flickering in motion) on the latest PC games.
ultimately it failed because it required game engine integration separate from TAA and wasn't vendor agnostic
@eternal haven ur like ash. such a cia agent. but i lowkey fw 🍞
talon
do not believe everything you see on the internet
that is camera fov angle manipulation
yes
shit
shit
@sacred totem
TAA is such SLOPPPP also yeah mat_aaquality hasn't done anything in a long time which is why its good for HUD editing stuff
Yeah it basically just reloads the material system config but then never gets used when setting the mode in shaderapi
taa looks good
Antialiasing is a personal preference type of setting
🤔
Team Fortress 2 Megathread - dead (again)
heavy update in 5 minutes
10 Heavy items from the workshop and updated localisation files.
You can say a certain antialiasing setting objectively provides a better representation of where within a pixel a point actually is, or a certain antialiasing setting objectively looks blurrier or sharper than some other, or objectively has greater or lesser artifacting than some other, but which 'looks better' is not completely objective, there are personal preference elements to that.
within the space of post process AA methods why are the only ones ever talked about FXAA, TAA, and SMAA? What about stuff like DLAA (2011) and or CMAA2?
there's too many fuckin anti aliasing techniques to fucking worry about thesdse day back i nmy day there was only msaa and fxaa
@eternal haven Deadlock got it
do not rolling eyes me
Talon rolling eyed you I just had to hop on the bandwagon
Okay can anyone corraborate this
I was testing the mat_antialias settings
And somehow mat_antialias 4 and 16 have much worse performance then 8
I tested this in Pl_enclosure and the main menu with the console closed
Yet 8 looks just as good...
Can't
8 performs the worst and looks the best
for me
my mat_alphacoverage was at 0
as well
Okay I triple checked
Mat_antialias 4 ~720 fps
mat_antialias 8 ~780 fps
mat_antialias 16 ~720 fps
mastercoms ultra preset
Can you post a screenshot of where on the map you were looking
antialias set to off and an autoexec.cfg with mat_antialias 0
I can test it later when I get around to it
to see if I observe the same or different
These where in the menu
I see
It doesn't seem normal
8 should both look better and run worse than 4 but what you posted shows the opposite
i'm having a bit of trouble telling the difference between the two images, but that might be due to jpeg compression
Yeah lossless pngs or tgas would be better for this than jpgs
Hard to tell anyway, its on my 1440p monitor, can't tell teh difference
Just used mastecoms shounic benchmark
Now I get consistent fps among all
wtf is it with this TF2 anti aliasing
*wtf
is it with this TF2
anti aliasing*
mastercoms shounic benchmark?
Why?
the demo changes a few archived convars whenever you play it
i wish there was a way to remove them ingame
what....
It changes like your crosshair and viewmodel and stuff
because shounic decided to change his while recording it
delete system 32 while you're playing
how do I avoid getting trickstabbed? I tried straight backpedaling and trying to get distance, and then I just got facestabbed maybe 30 degrees off of my crosshair. I'm at my wits end. It feels so embarrassing to die to so many trickstabs
Here's mat_antialias
0:
4:
8:
16:
using settings I might actually play on (high models and textures, everything else between mastercoms low and medium low, and dxlevel 81)
Here's the same on dxlevel 95 and mastercomfig ultra (everything pretty much default except I disabled the bloom overbright stuff because it was fucking up the screenshots):
0:
4:
8:
and 16:
As you can see 8 looks the best and runs the slowest, while 4 and 16 appear to be pretty much identical, looking worse than 8 and running faster than 8
RTX 3060 (mobile version) and latest 572 driver from today
interesting, and nvidia sets it to 4x when playing on a geforce now rig too.
everything is set to ultra except the anti-aliasing
*everything is
set to ultra except the
anti-aliasing*
ok, this is actually a decent haiku I think.
why the lsd effect, whats pyro up to rn
I complain about the TF2 wiki being borderline unusable for 6 minutes and 41 seconds
@radiant merlin when are you fixing the tf2 wiki
The TF2 wiki has always been a bit unstable. I wonder why that is.
Bots
Little baby men couldn’t spin bot anymore so they turned to the wiki I guess.
Pretty sure they are not from the bot hosters
I believe these ones are data scraping bots
when are you fixing the tf2 wiki no other website has this problem
I'm not an admin
So?
I though you owned it
Other websites definitely have the same problem. You probably just don’t interact with them because if they have that problem they’re usually pretty niche.
My university’s website will have issues like that at least twice a week and I guarantee they pay more for hosting make a lot more for than the wiki does.
mastercomfig doesnt have this issue
So?
Google doesn't have it either
Carbon copy from FAQ to serve as a backup in case the site is down. This is a community-run project, and all of our staff are volunteer community members. The Wiki is no longer being hosted on Valve's servers (as prior to 2017~2018) and has since been moved to Google Cloud. However, Valve is kind enough to pay for the billing and give us a spot ...
if the servers are down i suggest you use archive org
if the article is available of course
bruh!!!
no other game wiki get this issue valve need to like move the official wiki over to like fandom or smth
alright stop
when have you seen the terraria wiki go down
or minecraft wiki
honestly archive.org isn't much better that's like the other site that goes down regularly
why are you telling me anyways
i dont knwo you should know this alredy
whatever
What if valve just pays a contractor to spend a day to bring up the custom stuff for current mediawiki 
what if valve instead of doing that pays a contractor to make an update? 
The stuff they're using isn't even that old it's like 4 years old maybe
Can't be that hard to upgrade
I thought it was gonna be some like 10 year old software
🤔
here ya go:
https://github.com/ValveSoftware/source-sdk-2013/blob/0759e2e8e179d5352d81d0d4aaded72c1704b7a9/src/game/shared/econ/econ_holidays.cpp#L331 Why did they make it April 12th to April 14th when Rick May died April 8th?
- @rare creek
ohok thank
replay coding is above the law
the donadl trump that everyone needs
something interesting is that all of these holidays function as conditionals in mainmenuoverride and their names directly control what main menu music gets played
this means you can add your own april fools or valentines music with a mod or change the look of the main menu on those holidays too
Thanks for this.
Does anyone know how to enable SGSSAA for TF2?
what does the april fool's holiday even do??
iirc theres a random chance of playing a taunt but i don't remember very well
?????
i'm kinda sad they didn't keep this
https://wiki.teamfortress.com/wiki/Schadenfreude anyways here
it has a chance of randomly playing
yeahhhh
I don’t recall what server provider comfig.app uses, but major service providers will pay millions and often billions for reliable service.
I know people that worked in hosting and cloud computing at IBM when it was pretty much invented, and yeh they were doing tens-of-billions of dollar deals with people like Delta (who never actually signed and if you’ve ever used their site you could have guessed), the Olympics, missile defense systems, banking, etc.
Infrastructure is WILD business.
mediawiki is kind of complicated sometimes
fandom is also super terrible, theres a reason almost all major games have moved away from fandom in the last 2 years
Valve paying the bills for keeping the thing running is already pretty geneours. Sure some other companies actively run the wikis themself (Guild Wars 2, Minecraft to name a few I personally know of) or use an actually good wiki community like wiki.gg (because fuck fandom), but I imagine that those not only comes with a higher cost. but require a lot more active people to keep up to date and maintain. And for a game that only gets a couple of cosmetics and sometimes maps added to it (bug fixes aside) I don't see them willing to go beyond what they already do.
And if you wanna do more than just screech at random people, then volunteering for a big project like the wiki is a better place to spend your energy on
You must be new here
they're right though...
They're right but they're new for thinking that all I ever want to do isn't screeching at random people
how and why
what if i volunteered 🤔
mmm
you'll have to talk with tark
we have someone who is also willing to volunteer regardless
hopefully they can contact wind and rj
real talk why can't Wikipedia host the full wikis for stuff beyond just a 1 page definition of a person or place or thing. I thought it was supposed to be the culmination of the worlds knowledge or something like that. make them use their e-begging donations to host the Tf2 pages and the Minecraft pages and every fandom wiki made by a 12 year old
Why would you want random game items and stuff mixed in with the things you'd find in a general encyclopedia
It makes sense to have separate wikis for things like that
opinions?
A fine addition to my collection. Thank you.
Valve is kind enough to pay for the billing and give us a spot on the teamfortress.com domain valve continues to be based
Niterux is kind enough to pay for the billing and give me a spot on the Niterux.net domain
wha
Usually caused by packet loss I think
*I've never seen it
only hide the playermodel
but not the weapon*
I’ve seen it occasionally. I might have only seen it on heavies tbh
what did they mean by season
presumably seasons like nearly every other modern competitive game, where every few months the season changes, usually alongside a rank reset or at least a requirement to do placements again, and in most games a balance patch, although uhhh, tf2 balance patches 
although I think cs2 is still on season 1 lol
season 2
counter-season 2
Will there be a season 3, proving valve can count to 3?
season alyx
season 2 episode 1
Didn’t they already announce the date for season 3 before season 2 started?
someone should pr a fix for the youtube achievements
The world isn’t ready for such things
Team Comtress adding the new Youtube API to allow for unlocking the achievements, thus factually proven to be better than base TF2?
you can unlock achievements in frog fortress or SDK mods? how does that work
I don't know, that's what I was asking.
Idle Fortress Mod inbound
👀
did you or someone else actually write code to use the new youtube api?
im confused if this is a thing that exists or just a "this would be nice"
It was a question. As far as my understanding has been told, Youtube updated their API ages back which broke it, and Valve haven't done anything with it since.
ah okay
it should be possible since all the code is on the client, but i haven't looked too close
Would it be possible to add an extra item slot for classes exclusively for medals?
They're such a small thing, though I don't know if the entity limit could handle it.
It'll be fiiiiiiine
what about em being able to be placed in the action slot? will the performance hit and extra 24-100 entities happen then?
that would mean you would have to take it off whenever you play MvM or Halloween, so basically for anyone who doesn't play MvM, the medals can be used 11 months out of the year.
What if valve added a hack to remove all hats
what if valve added fiendhook
I think a more likely fix if valve didn't just increase the entity limit would be trying to merge the cosmetics into like 1 entity for each player, then maybe adding a badge slot
idk how feasible that would be, I think coms has talked about it before? I could be horribly misremembering since I can't find the message
What happened to the dev 9.12.0 buils mastercomfig?
Were there any bugs that delayed its release?
Also how much how awesome would it be if TF2/source games were rewritten to support vulkan natively, none of that dxvk mumbo jumbo?
I mean if Minecraft modders can do it why not source modders?
would it actually be worth it though
Theoretically yes
There was actually a Minecraft modder who did this but they never released it
They made a Vulkan render engine and ported it to TF2
*They made a Vulkan
render engine and ported
it to TF2*
Hold up really??! When was this and who?
I know portal 2 did that
what benefits would it actually provide though, and would they be worth the amount of work
I honestly don't think I should name them because they turned out to be an dickhead
Holy shit!!
?
Oh come onnnn!
?
Why do the crazies never stay on the right side of crazy
You know about luigi mangione?
Yes, too well
They had nothing to do with this but luigi was a good crazy person
Not crazy by definition but I get your point
And there's more to it then being nuts
Back to the topic though, what did this dickhead do?
they really really did not like trans people
Wow really? Man I feel sorry for them
Well it seems a lot was done based on what replay's link says
Vulkan would be a huge optimizer and allow for new features like raytracing
And other mesh optimizations
would it actually provide a large performance benefit though
tf2 isn't very gpu-heavy
sure stuff could be changed to use the gpu more, but at that point you'd be overhauling major parts of the engine
TF2 leaves a lot of performance in floor, not just in code but model rendering etc, just look at how much mastercoms is able to improve
DirectX 9 is getting old
and also you have to make sure that the graphics stay the same, which is why togl was made in the first place
it'd be a lot of work
For most computers it would only really help much if you play on ultra settings
and i'm just not sure it's worth it
True, buts wouldn't be hsrd
otherwise the graphics performance is just not the issue
uh
TF2 ultra settings are today's medium (minus the UE5 games)
And boy does TF2 not utilize the hardware it can use
Christ my 1050ti never goes over 59% yet VRAM usage is through the roof
well then turn down texture quality
Turn texture resolution down from ultra or buy a gpu with more memory
computer programs can be limited by different sorts of factors
I'll wait next generation, I have an RTX. 3060 12gb
there are many situations where some factor is a limitation and it doesn't matter how much of some other resource you have
I know, but we've come a long way in almost two decades, and TF2 isn't going anywhere
It's about time we start taking advantage
Before deprecation come knocking
TF2 received a massive performance update not even a year ago
You should try being thankful for it
I'm thankful for a lot things including that
Doesn't mean there isn't more that can be done and should be done
I guess but a vulkan shaderapi seems like it would be misplaced effort
vulkan isn't some magic bullet
there are many things that can be addressed before considering rewriting the entire rendering backend
I understand that, what do you take me for
Or course but will those improvements be equivalent to fixing and improving a pipe made of lead that will need to be replaced anyway at some point?
If not, improve it
And if those optimization are minor undertakings go for it
I guess I don't really see the problem
But if there major overhaul in system that soon will deprecated, it demands some thinking
since when will dxvk be deprecated
dxvk is the replacement for the deprecated system
i mean dxvk does run worse on windows than native directx in tf2
because it's meant to replace togl
It kinda depends
No DXVK is a stop gap, a half measure
in a few cases it can perform better for some things
on windows
but yeah across the board it's a bit worse
It does offer some improvements like better cubemapa, alt tabbing and VRR support
i just don't see the point of it, considering the amount of work it would require to actually take advantage of vulkan
you'd have to rewrite so many parts of the engine
But directx is still best in performance because it's native
it's not just some drop in thing where you replace the rendering backend and now your fps is doubled
Of course not
and i just don't see how it's worth the effort
I do, because I still see TF2 being here 20 years from now
???
On the surface, nothing, you could think it's better than ever
Apart from the playercount it pretty much is
Some ways yes, others not so much
The great optimization purge of 2011 for example
So many models were "optimized"
To save on performance, improved performance by 5-10%
Sounds good to me
the models look fine and performance improvement is welcome
but they could have kept the higher res models
and made it a setting
to appease everyone
Exactly, they literally replaced models with their Lods as the root model
The ambassador had bullets
literally unplayable
The revolver functioned like actual revolver with bullet casing and moving hammer and firing pin and actual barrel
HWM option was removed
They removed mat_picnip -10 because of macos
picmip -10 is back
Only because macos was killed
but even then the only reason that had any improvement was because of texture oversights
Yes indeed
A whole mod on gamebana fixed that
And it performs better than mat_picmip -10 for the same quality
Because then mipmap actually work
Didn't they limit it to 1 on macos and -1 on other platforms
and then eventually raised it to 0 on macos
but like they had a special case for macos
so they didn't have to remove -10 for other platforms in any way related to macos, they actively chose to for some separate reason it seems
Yes was related to a memory leak
Which was related to the mad mipmap settings
There's just some minor fringe textures that go higher than -1
Yes but only beyond of bad mipmaps again
Also if you really cared about -10 before, you could just use nvidia lod bias, couldn't you?
like while they had it limited to -1
-10 setting in of itself is a bug/debug
Which was used to test textures
-1 means in source to turn some off or have it max setting in the case of picmip
-1 should mean all textures at max quality
This isn't true btw
They changed it back from -1 to -10 in 2022
And the code they changed never even gets compiled on mac os
Exactly they stopped supporting macos unofficially years ago, after macos no longer supported 32bit .exe
So why keep the restriction
No I mean it doesn't get compiled on macos even when they were compiling for macos
// OSX users are currently running OOM. We limit them to texture quality high here, which avoids the problem while we come up with a real solution.
static ConVar mat_picmip( "mat_picmip", "1", FCVAR_ARCHIVE, "", true, 0, true, 4 );
#else
static ConVar mat_picmip( "mat_picmip", "0", FCVAR_ARCHIVE, "", true, -10, true, 4 );
#endif```
Oh, that was because the animation was extremely distracting, it was changed in gun mettle I think.
No the animation was simplified in the conversion to c_models
Which were based on w_models instead of the v_models
So the details were removed
at first, before they became their own thing over time.
it was extremely hacked together, like frankensteining a "w_" and a "v_" model.
I'll have to double check the TF2 version just before gun mettle than, again
But yes the cmodel conversion was terrible
it started in 2014 although community weapons were already using C_ I think.
Broke animations for randomizer
Which the had unique set of animation for each weapon
Ehhhhh, besides revolver cylinders not working, and valve not spending more time messing with materials, I think it was a net positive.
Oh yes, no need for two versions, but it removed weapon replacers with unique animations
Did make things somewhat more modular
Watch, mods were the life blood of this game for over a decade
The whole community made hundreds of mods fixing valves fuck ups
valve is allowed to change how their game works
clearly, cause valve made sv_pure 

When it's made based on information provided by incorrect idiots
Hardly
As though animations could speed up reloads
uh, what?
It was like some baseless rumor
no i know about the rumor
super inconsequential

