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

1 messages · Page 94 of 1

kind falcon
#

open

potent wolf
rare creek
#

it will be reverse engineered for real this time we swear

potent wolf
potent wolf
rare creek
#

casual's most balanced match:

glass musk
wintry marlin
#

Just watched this video and it's snazzy. King looks really good with it.

rugged ridge
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Is it possible or viable for an actual TF2 Source 2 port?

terse lintel
#

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

eternal haven
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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

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Like do people legitimately want tf2 to get the cs2 treatment?

potent wolf
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lmao why is this asking me to edit the generated makefile directly 😭

eternal haven
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You're telling me it's not recommended practice to make manual edits to autogenerated files ???

rare creek
#

years of hud editing wasted

velvet raft
summer steeple
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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

summer steeple
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my sense of humor sucks this shouldn't have gotten any reaction out of me

summer steeple
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sh-shut up

frigid needle
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#1072696252162117752 message
These results were on AMD

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I remember at the time getting a couple friends on Nvidia cards to test it because I assumed it was an AMD issue

summer steeple
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honestly I'm surprised they even thought about the soldier statues showing up in (valve) competitive

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i guess community comp doesn't get the same privilege though

limpid panther
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this was on 13/08/2024

eternal haven
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But that is nvidia on windows

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Though yeah I guess it sounds like it affects everyone regardless of gpu, from what kindred says

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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

frigid needle
#

I actually just double checked to be 100% sure but yeah my email receipt for this Nvidia card was after I made that post

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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

lyric phoenix
summer steeple
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looks like at some point in time valve was either considering unranked (6s or highlander) or just casual matches with smaller team sizes

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Ladder is valve comp btw

summer steeple
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in the end it looks like they stripped out (or never implemented) anything other than 6s comp and 12v12 casual

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although something that I left out of that screenshot but shouldn't have

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is this

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which as I'm just finding out still does have a surprising amount of code

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judging by this list of strings I assume it probably was a baseline for tournaments, if they ever did them

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for a couple reasons

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2nd image specifically because that "true" is for a variable named bRequireRatingData

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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

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oh wait nvm

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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

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like a qualifying event, but for the whole playerbase

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i'm not too familiar with how valve handles competitive in their other games, its possible they already do this for CS and Dota

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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

potent wolf
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gah why are CNetChan's members all public

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and they're used by other parts of engine too 😭

summer steeple
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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

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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?)

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ok actually it seems like this could've been used for just any event they wanted to host

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comp event, casual event, etc.

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pretty open ended

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jsut for reference, I"m about 95% sure this is not the same as the "events" like holidays

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since those are part of the casual menu

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this appears to be a completely separate thing

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basically like events in like... every other live service pvp game ever

radiant merlin
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yeah there was a 9v9 option in the comp beta

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i remember

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but it wasn't implemented

summer steeple
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yeah I knew that, but this is the first I've heard of comp 12v12, or casual 6s and 9v9

wild grove
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Comp 12v12 sounds insane

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but I also wanna see what that looks like.

summer steeple
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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

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which honestly I think makes this really interesting

left sand
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didnt we know all of this?

summer steeple
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did we?

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it definitely wasn't in the code leak

left sand
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match groups for all of this were definitely in the leak

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and besides that, they openly communicated all of this afaik

summer steeple
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for casual and comp of different sizes yes but not for events

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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

limpid panther
potent wolf
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?

summer steeple
#

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

limpid panther
# potent wolf ?

that character is the mascot of the "Moon Channel" YouTube channel

heavy solarBOT
#

@limpid panther has leveled up! (60 ➜ 61)

summer steeple
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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

limpid panther
summer steeple
#

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

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although it still would probably get one to add an image for it

small sirenBOT
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*although it still would

probably get one to add

an image for it*

radiant merlin
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h265 moment

summer steeple
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I wonder what sort of events valve would've run

radiant merlin
#

coms you should make a pr with your backstab detection improvements c:

limpid panther
limpid panther
# potent wolf https://tenor.com/view/maya-fey-skeptical-really-sweat-ace-attorney-gif-18547011

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potent wolf
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yes i know moon channel

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but it's maya fey 😭

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and this is phoenix wright crossed with a pokemon

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i forget which one

limpid panther
#

YOOOOO THIS VIDEO JUST TOOK A TURN
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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...

▶ Play video
#

WHAT THE FUCK

potent wolf
left sand
#

Where are people getting their hitsounds nowadays?

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and if it's not comfig hits, then why not

eternal haven
rare creek
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gamebanana because it's what they're used to and they dont know about comfig hits

unborn pecan
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gamebanana

slender nexus
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gamebanana the goat

left sand
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if you use gamebanana, can you say why

slender nexus
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cuz it's what i used to use back when gun skins and remodels were more widespread

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also cuz most huds were originally hosted there iirc

small sirenBOT
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*also cuz most huds

were originally hosted

there iirc*

slender nexus
#

it's the original mod source

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not just for TF2 but for a whole ton of other games

left sand
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so its just a habit?

uncut spear
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I remember checking the hitsounds on comfig and a good chunk of them felt like outdated memes

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like I think a kill sound was just the air horn like we're back in mlg days

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this was a while ago tho

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I've seen a good variety of sounds on gamebanana for the most part

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even stuff that gave me inspiration to make my own

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(well more taking an idea already done and making it better)

small sirenBOT
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*(well more taking an

idea already done and

making it better)*

uncut spear
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considering how much I use gamebanana and check on it surprisingly often where hit and kill sounds are posted anyways, it's def convenient

left sand
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that's fair

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though tbh, the airhorn and stuff you're talking about was on the front page because i didnt have good sorting for sounds

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now theres more variety

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but its true because the uploads havent changed in years

uncut spear
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I'd find it worth checking now esp cause sometimes on gamebanana, the quality of hit and kill sounds can be dog shit

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or it's a diy situation which feels unnecessary

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like here's an mp3 that you need to cut yourself in audacity have fun :P

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like is it hard to just make the right files and put them in a little folder if need be?

left sand
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yeah on comfig hits its always in the right format

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also in ADPCM which is a special compressed format to save space 😊

uncut spear
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omg like Nintendo music. . .

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(pretty sure that's the same compression the game files can have even their more recent stuff)

left sand
#

bspsrc supports visclusters? also this obviously would effect compile times, i dont think its a fair comparison

summer steeple
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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

left sand
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am i on the wrong fork?

summer steeple
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looks like they never updated the readme

left sand
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maybe its this

summer steeple
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maybe?

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I'm not actually sure how they do the reconstruction, since it is true that VBSP consumes the entity

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uhhhh, looks like its essentially just that they create a bbox around the clustered visleafs

soft sundial
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Ive had no problems with bspsrc reconstructing func visclusters with any decompile

summer steeple
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I don't think it would work correctly with visclusters that use multiple brushes on one entity

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but I think those are kind of rare

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depends on the mapper i guess

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and the map

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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

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hmmm i'll need to check this in game tomorrow, this looks wrong

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i doubt they'd actually do this

soft sundial
#

you could compare with the leaked upward vmf

summer steeple
#

good idea, i forgot about that

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oh yeah thats way off lol

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I wonder why

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granted its possible that my portal file is simply just different from the valve one due to decompile issues

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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

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and also just that visclusters don't have to cover an entire visleaf

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but when you're reconstructing them you only have those visleafs

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still, better than nothing, you can always pare it down to be more reasonable

high current
# left sand Where are people getting their hitsounds nowadays?

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.

rare creek
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Do they know

potent wolf
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lol, lmao

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😭

radiant merlin
potent wolf
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ficool can't decide that though, no?

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that's just his opinion

radiant merlin
#

he knows

glass musk
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he never said he wanted to have it merged into the main game

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this can just be a mod Shrug

eternal haven
wild grove
#

All this work when there already is a VR mode, its just abandoned LOL

tacit flare
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Is there any benefit to this version over the offical? Other than Valve ain't ever going to touch it again?

slender nexus
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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

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iirc

velvet raft
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this is c++ right?

summer steeple
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void means it returns nothing

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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"

rare creek
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i hope they figure out what to returg

summer steeple
#

the void

velvet raft
#
The Binding of Isaac: Rebirth Wiki

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.

summer steeple
#

sure

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its just an english word

rare creek
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is this what binding means in programming

velvet raft
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but in what cases would you need that?

summer steeple
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when you don't need anything back from the function

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maybe it just edits other pre-existing data

velvet raft
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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

summer steeple
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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"

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if no, set it to void

velvet raft
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yeah that what i was thinking about, why would you need to use void if you wrote that function for something

potent wolf
#

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

left sand
#

define void while being inclusive of void*

potent wolf
summer steeple
#

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.

left sand
potent wolf
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...sentences

summer steeple
#

like wdym there's a void*

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I never learned about that

left sand
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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

velvet raft
#

i thought they did

summer steeple
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no the function still works as normal, it just doesn't return a value

velvet raft
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value as "was the function executed successfully?" and not value like the user input of something like "put your age here"

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i think i messed variables with values

summer steeple
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i mean as far as I know those are both variables

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variables are just stored data of any type

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I could be wrong

velvet raft
#

well yeah, ig my head just organized them that way for some reason

summer steeple
#

ah

velvet raft
velvet raft
#

don't listen to me i can't make sense of what im saying because im learning the basics

eternal haven
small sirenBOT
#

*& (unary) gets

the memory address of

a variable*

eternal haven
#

* dereferences a reference (uses its value as a memory address and gives you what is at that address)

summer steeple
#

well I know that but somehow it always manages to completely break in practice

eternal haven
#

:(

velvet raft
#

every single time

tacit flare
potent wolf
eternal haven
#

Erm it's not an operator if you use it in a definition is it

potent wolf
#

erm i dont know c this doesnt make sense

eternal haven
#

But yeah if you use * in a declaration it's different than using the dereference operator *

left sand
#

anyone know the clockwise rule

potent wolf
velvet raft
#

like JavaScript

kind falcon
eternal haven
#

Does anyone know how the in game server browser queries the players on SDR servers

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like what steam API function it calls

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or does it directly query the server itself, through SDR?

summer steeple
#

it might be one of these? I'm not sure there's a lot of different networking related docs on the steamworks documentation

eternal haven
#

In the 2017 leak it's steamapicontext->SteamMatchmakingServers()->PlayerDetails() but I wasn't sure if that got changed with SDR or not

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I guess it isn't too hard to check

potent wolf
eternal haven
#

Im stealing your binja license file

eternal haven
potent wolf
#

vtables steamhapp

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does the mac version of serverbrowser have symbols

eternal haven
#

yeah

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So I guess it's the same probably

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it looks pretty much the same now as the leak

barren gulch
#

has anyone else noticed that you lose connection to the game coordinator and item server after a while on a listen server?

summer steeple
radiant merlin
#

sad thing of 50v50 is that i can't show off my wiki cap 😭

rare creek
#

source 2

#

coming to tf2 soon

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source 2 soon

radiant merlin
#

the first one is barely noticeable

rare creek
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honestly the 2nd one is less noticable to me the first one is kinda obvious

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maybe that's because the previews are smaller tho

radiant merlin
#

just in the big wall

wild grove
#

2nd image, the wires are just slightly darker

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shadows are softer too but idk if that's just from the existing bicubic shadow thing.

summer steeple
#

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

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i guess there is -extrasky which seems like its sort of the same principle as -extrapasses

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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

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although lightmapped props are kinda dookie anyway

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they use the same UV map as the texture of the prop so if you have any overlapping uvs it gets inaccurate lighting

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and they don't support normalmaps or phong

left sand
#

valve should port tf2 to source 2

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but i dont think theyll do that until its enjoyable for counter strike players

potent wolf
#

valve should port tf2 to godot

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it's like 99% done anyways there's already godot code in the game

high current
#

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

rare creek
high current
#

Not like exact versions. But something like “after 9.8.x” or something would be the extent of my documentation

small sirenBOT
#

*What benefit would

it have other than subtick

or w/e*

rare creek
#

you can just say to use the latest version of mastercomfig, it's okay

high current
#

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

left sand
#

you can just say use the latest or else not my fault it doesnt work

potent wolf
#

add a feature that detects if someone plays comp and if they are it inverts their movement keys

small sirenBOT
#

*you can just say use

the latest or else not my

fault it doesnt work*

left sand
#

people are like why port to source 2, valve can just fix a bunch of bugs and add engine improvements incrementally to source 1

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but then thats literally what source 2 is

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source 2 is basically the same technically as source 1 -> orange box, but with a lot more impact

rare creek
#

no bugs need to be fixed everything is purefct

left sand
#

every source 1 project ends up trying to make its own source 2

small sirenBOT
#

*every source 1

project ends up trying to

make its own source 2*

potent wolf
#

we should aim to emulate respawn source instead

rare creek
#

if source 2 is just improvements to source 1 then why does cs2 run so badly?

left sand
#

respawn source is just slop and shit afaik

summer steeple
#

tbh source 2's biggest improvements are on the backend, not really userfacing changes

left sand
#

what

summer steeple
#

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

rare creek
#

upgrade to respawn source to make getting hacked easier

left sand
rare creek
#

is that why apex legends runs so bad

summer steeple
#

I think particles are still a big reason for that

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don't drop at the waterfall on olympus, worst mistake of my PC's life

rare creek
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i remember trying it out on my old laptop and on the lowest settings it would fill my entire vram instantly

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unlike every single other source game

summer steeple
#

I mean in terms of how they handle visuals comparing source to respawn source I feel like they're just completely different

rare creek
#

so you mean that respawn source is complete slop

summer steeple
#

i didn't say that

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i only slightly implied it

rare creek
#

slop engine

summer steeple
#

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

rare creek
#

ahhh pbr

#

so that's why it runs so bad,,,,,

potent wolf
#

titanfall 2 looks way better than any source 1 game and still runs really well

summer steeple
#

idk enough about material rendering to know how expensive it is

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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

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valve had to basically design DZ maps with the limitation that the engine literally could not handle it at reasonable framerates in mind

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does respawn source still use visleafs for apex

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if so I can't imagine how much their poor level designers have to struggle with wrangling it

left sand
#

tbh i wouldnt treat respawn's engine as source

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its just as much as quake to goldsrc

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or goldsrc to source

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if not more

summer steeple
#

or quake 3 to CoD's engine

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I just checked the quake engine wikipedia page and its kind of funny how often the family tree gets updated lol

potent wolf
#

i just realized something funny

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we got the source 2 video services api headers in the sdk

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cause of the backport

summer steeple
#

there's not very much there, although i guess there probably doesn't need to be

potent wolf
#

it's just the header for the interface

summer steeple
#

yeah

potent wolf
#

which i don't think is even needed

summer steeple
#

but i just kinda mean that its not like idk if it'd be any help

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i guess its kinda cool though

potent wolf
#

consider the following: i want to make my own video player

left sand
#

we will get one source 2 file at a time

potent wolf
#

now i can use the source 2 video library

potent wolf
potent wolf
#

what the actual fuck

radiant merlin
#

Does that make an oom crash?

potent wolf
#

it writes a value at address 1

#

which is invalid (on any same system)

#

and will crash

#

oh hey it's that bug

left sand
potent wolf
#

yeah i just think it's funny that they choose to crash instead of exiting or something

radiant merlin
#

funny

slender nexus
potent wolf
rare creek
potent wolf
#

2

summer steeple
#

engine

potent wolf
eternal haven
potent wolf
#

it doen

#

i am kernel progamer

eternal haven
#

it cant write anything

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anyways why would they pick 1 instead of 0

#

or anything in the first page

potent wolf
eternal haven
#

So true

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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

potent wolf
#

there's probably a few bugs

eternal haven
#

I thought there was some major one a few years ago

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or more like many years ago

radiant merlin
#

heavy update mentioned

uncut spear
#

omg the update is gonna be heavy

#

can't wait

void slate
#

Does TF2 -vulkan parameter support Directx 8?

#

I noticed that tf2 only has D9 dxvk .dll

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Also how do you check which version of DXVK TF2 uses?

potent wolf
#

it locks the directx version

eternal haven
#

Technically it does work but you are prevented from doing it

eternal haven
eternal haven
high current
#

For anyone familiar with PREC, my HUD-based PREC successor, PeachREC is officially live: https://github.com/PapaPeach/PeachREC
https://youtu.be/GuldUj6zqXs

GitHub

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

▶ Play video
radiant merlin
#

go steamhapp

potent wolf
#

not rust anguish

#

seriously though this is very cool

high current
#

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.

summer willow
#

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

floral sandal
livid urchin
high current
#

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.

summer willow
#

i never really played soldier with rocket launcher + shotgun

#

and its so good

eternal haven
#

Imagine if you could use shotgun and you were still allowed to rocket jump

summer willow
#

i mean you still can

eternal haven
#

Well yeah but you take triple damage

#

So a lot of rocket jumping is off the table

left sand
#

hazard crew...

oblique tangle
#

tom clancy harzard crew

uncut spear
#

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

heavy solarBOT
#

@uncut spear has earned the Level 2 role!

uncut spear
#

idk how to feel about that

#

feels like a bad idea tbh

#

esp with a considerable amount of people experiencing crashes from it

void slate
#

Is there any way to enable CSAA anti aliasing through the use of Nvidia Profile Inspector?

uncut spear
#

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

uncut spear
void slate
small sirenBOT
#

*You can use VPKEdit

to make VPK as big

as 4gb*

wild grove
#

You can also just do a vpk multi pack

#

Yknow the 000, 001, 002, etc. til it makes a _dir.vpk

uncut spear
#

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

uncut spear
void slate
uncut spear
#

I'll try it then

uncut spear
#

man it's weird to see a vpk file that size

#

but i'll see if this was a good idea

summer steeple
#

granted they only do this for maps, content vpks are still chunked out

stone linden
#

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?

uncut spear
#

now that's judging if valve would even give a shit

cobalt spruce
#

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

crisp cedar
rare creek
#

@sacred totem send me your entire tf2 config including your cfg directory and custom folder

sacred totem
#

Huh

#

What do u need

rare creek
#

your tf2 config

sacred totem
#

4 y

rare creek
#

i NEED your archived cvars and cfg and hud

sacred totem
#

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

rare creek
#

I WANT YOUR FOLDERD!!!!!!!!!!

sacred totem
#

Why do u want my folderd

rare creek
#

*kills you

sacred totem
#

Like you can't get the shader to work

#

I'm not at my pc rn

rare creek
#

*kills you

#

kills you

rare creek
sacred totem
#

Skill issue idk

#

Never had a shader delete my viewmodel

rare creek
#

ficool is the worst ever

sacred totem
#

Like you just set overlay to this and your viewmodel disappears

rare creek
#

yes

#

this is why I NEED your config

uncut spear
uncut spear
#

damn

rare creek
#

lol

wintry marlin
#

another one?

sacred totem
#

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

rare creek
#

so basically they're lying because the decal crash bug was fixed and the decal crash bug never even applied to sprays

wintry marlin
#

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

small sirenBOT
#

*I don't remember

any spray specific crash

exploits tbf*

eternal haven
#

But it looks like ass compared to msaa

void slate
void slate
eternal haven
#

The CSAA available in tf2 (through setting mat_antialias 16) looks markedly worse than 8x msaa

eternal haven
#

you can read through the 2017 leak to learn more, but it's a bit confusing

void slate
eternal haven
#

On nvidia gpus, on windows, yes

#

On linux idk

void slate
#

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]

eternal haven
#

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

void slate
#

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

eternal haven
#

If it was removed fully from the driver or the hardware, you could not enable it through nvidia profile inspector either

void slate
void slate
eternal haven
#

?

#

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

void slate
void slate
eternal haven
eternal haven
void slate
#

Maybe mastercoms know more about this, I mean they don't even offer an option to use CSAA in the modules

eternal haven
#

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

void slate
eternal haven
#

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

void slate
#

This is just a theory though

eternal haven
#

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

eternal haven
left sand
#

mat_aaquality is not used anymore

#

it was initially but then it was moved to mat_antialias 16

void slate
#

2 to 8 being MSAA 2x 4x 6x 8x, and 16 is CSAA 16xQ?

left sand
#

yes

void slate
#

Is there anyway to use CSAA 4x or 8x?

left sand
#

i dont think so

void slate
#

What about forcing it through nvidia profile inspector?

heavy solarBOT
#

@void slate has leveled up! (6 ➜ 7)

left sand
#

idk

#

I haven't really been interested in CSAA enough to check that

small sirenBOT
#

*I haven't really

been interested in CSAA

enough to check that*

eternal haven
#

I wonder why mat_antialias 16 looks visually much closer to mat_antialias 4 than to mat_antialias 8

left sand
#

it might be 4x4

eternal haven
#

The old nvidia docs seem to imply it would be 8x something

small sirenBOT
#

*The old nvidia

docs seem to imply it would

be 8x something*

eternal haven
#

but maybe it's changed idk

void slate
#

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?

eternal haven
#

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

glass musk
#

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

left sand
eternal haven
#

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

left sand
#

i mean, isn't it because there is no hardware support for it any more and CSAA didn't actually provide much visual difference?

eternal haven
#

Don't know honestly

left sand
#

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

eternal haven
#

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

left sand
#

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

drowsy marlin
#

We need to eliminate all forms if aliasing

rare creek
#

no more alias command?

drowsy marlin
#

Correct

potent wolf
#

would it be possible to add other AA methods using the SDK?

left sand
#

im not sure, we dont have motion buffer

rare creek
#

why

rare creek
eternal haven
#

With fiendhook you can hook InvokeCreateDevice and change it there

glass musk
#

let's add DLSS to TF2 blobcatcozy

#

I wonder if Valve plans to add DLSS to CS2

sacred totem
green tulip
#

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?

oblique tangle
#

i think TXAA was nvidia's version of poopy TAA

oblique tangle
kind falcon
#

@eternal haven ur like ash. such a cia agent. but i lowkey fw 🍞

potent wolf
#

talon

oblique tangle
#

do not believe everything you see on the internet

#

that is camera fov angle manipulation

kind falcon
#

u might be catching a taloncold

#

where u say shit to say shit

potent wolf
#

shit

kind falcon
#

shit

rare creek
tough locust
eternal haven
#

Yeah it basically just reloads the material system config but then never gets used when setting the mode in shaderapi

rare creek
#

taa looks good

eternal haven
#

Antialiasing is a personal preference type of setting

tacit flare
#

🤔

potent wolf
#

Team Fortress 2 Megathread - dead (again)

tacit flare
eternal haven
# eternal haven Antialiasing is a personal preference type of setting

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.

green tulip
#

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?

rare creek
#

there's too many fuckin anti aliasing techniques to fucking worry about thesdse day back i nmy day there was only msaa and fxaa

green tulip
#

a lot of them existed around or before FXAA did

#

execpt for CMAA2 which is recent

glass musk
eternal haven
#

Talon rolling eyed you I just had to hop on the bandwagon

void slate
#

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...

eternal haven
#

8 performs the worst and looks the best

#

for me

void slate
#

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

eternal haven
#

Can you post a screenshot of where on the map you were looking

void slate
#

antialias set to off and an autoexec.cfg with mat_antialias 0

eternal haven
#

I can test it later when I get around to it

#

to see if I observe the same or different

void slate
eternal haven
#

I see

void slate
#

220 was mat_antialias 4

#

264 was mat_antialias 8

#

I'm on a RTX 3060 driver 583

eternal haven
#

It doesn't seem normal

#

8 should both look better and run worse than 4 but what you posted shows the opposite

summer steeple
#

i'm having a bit of trouble telling the difference between the two images, but that might be due to jpeg compression

eternal haven
#

Yeah lossless pngs or tgas would be better for this than jpgs

void slate
#

Just used mastecoms shounic benchmark

#

Now I get consistent fps among all

#

wtf is it with this TF2 anti aliasing

small sirenBOT
#

*wtf

is it with this TF2

anti aliasing*

potent wolf
#

mastercoms shounic benchmark?

void slate
potent wolf
#

oh that demo >:(

#

convars are evil

void slate
potent wolf
#

the demo changes a few archived convars whenever you play it

#

i wish there was a way to remove them ingame

eternal haven
#

It changes like your crosshair and viewmodel and stuff

#

because shounic decided to change his while recording it

velvet raft
stone linden
#

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

eternal haven
#

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):

#

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

wild grove
#

interesting, and nvidia sets it to 4x when playing on a geforce now rig too.

#

everything is set to ultra except the anti-aliasing

small sirenBOT
#

*everything is

set to ultra except the

anti-aliasing*

wild grove
#

ok, this is actually a decent haiku I think.

burnt dragon
wintry marlin
#

Hold on

#

Best reddit thread I've seen in years

#

The replies too

cursive peak
rare creek
#

@radiant merlin when are you fixing the tf2 wiki

tacit flare
#

The TF2 wiki has always been a bit unstable. I wonder why that is.

radiant merlin
#

Bots

high current
#

Little baby men couldn’t spin bot anymore so they turned to the wiki I guess.

radiant merlin
#

Pretty sure they are not from the bot hosters

#

I believe these ones are data scraping bots

rare creek
#

when are you fixing the tf2 wiki no other website has this problem

radiant merlin
#

I'm not an admin

rare creek
#

WHAT

#

but you have wiki.tf in your name???

radiant merlin
#

So?

rare creek
#

I though you owned it

high current
rare creek
#

mastercomfig doesnt have this issue

radiant merlin
#

So?

#

Google doesn't have it either

#

if the servers are down i suggest you use archive org

#

if the article is available of course

rare creek
#

no other game wiki get this issue valve need to like move the official wiki over to like fandom or smth

radiant merlin
#

alright stop

rare creek
#

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

radiant merlin
#

why are you telling me anyways

rare creek
#

i dont knwo you should know this alredy

radiant merlin
#

whatever

eternal haven
#

What if valve just pays a contractor to spend a day to bring up the custom stuff for current mediawiki steamhapp

radiant merlin
#

what if valve instead of doing that pays a contractor to make an update? steamhapp

potent wolf
#

what if valve shut tf2 down

#

and shut the wiki down

rare creek
#

why did that get deleted

#

mastercoms yout bot wont let me post links to the tf2 sdk

eternal haven
#

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

potent wolf
eternal haven
#

Niterux scammer 🤔

#

🦵 Kick 🔨 Ban ✅ Ignore

rare creek
#

i wonder if ill get bnned if i post it enough

#

damn

potent wolf
rare creek
#

ohok thank

eternal haven
#

replay coding is above the law

potent wolf
#

how does the holiday system work

#

hm

rare creek
potent wolf
#

also why is valve scared of namespaces

rare creek
#

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

void slate
#

Does anyone know how to enable SGSSAA for TF2?

tough locust
potent wolf
#

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

#

it has a chance of randomly playing

eternal haven
#

I like the halloween one better

#

The halloween taunt is so disrespectful

potent wolf
#

yeahhhh

high current
# rare creek mastercomfig doesnt have this issue

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.

stone linden
#

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

soft lynx
#

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

potent wolf
#

they're right though...

rare creek
#

They're right but they're new for thinking that all I ever want to do isn't screeching at random people

potent wolf
#

perhaps you should change that

#

:)

rare creek
#

how and why

radiant merlin
#

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

tough locust
#

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

eternal haven
#

It makes sense to have separate wikis for things like that

uncut spear
#

opinions?

radiant merlin
tacit flare
fleet kite
eternal haven
#

Niterux is kind enough to pay for the billing and give me a spot on the Niterux.net domain

summer willow
eternal haven
#

Usually caused by packet loss I think

summer steeple
#

I've never seen it only hide the playermodel but not the weapon

#

weird

small sirenBOT
#

*I've never seen it

only hide the playermodel

but not the weapon*

high current
#

I’ve seen it occasionally. I might have only seen it on heavies tbh

summer steeple
#

season images for competitive

#

that sure didn't work out

floral sandal
summer steeple
#

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 trollfig

#

although I think cs2 is still on season 1 lol

rare creek
summer steeple
#

counter-season 2

drowsy marlin
#

Will there be a season 3, proving valve can count to 3?

cobalt spruce
#

season alyx

rare creek
#

season 2 episode 1

high current
#

Didn’t they already announce the date for season 3 before season 2 started?

rare creek
#

someone should pr a fix for the youtube achievements

high current
#

The world isn’t ready for such things

tacit flare
floral sandal
tacit flare
high current
#

Idle Fortress Mod inbound

potent wolf
potent wolf
#

im confused if this is a thing that exists or just a "this would be nice"

tacit flare
potent wolf
#

ah okay

potent wolf
# potent wolf ah okay

it should be possible since all the code is on the client, but i haven't looked too close

tacit flare
#

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.

summer steeple
#

extra 24-100 entities :)

#

plus performance hit from drawcalls

tacit flare
#

It'll be fiiiiiiine

wild grove
#

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.

summer steeple
#

that seems like the kind of hack valve wouldn't add

#

at least not willingly

eternal haven
#

What if valve added a hack to remove all hats

potent wolf
#

what if valve added fiendhook

summer steeple
#

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

void slate
#

What happened to the dev 9.12.0 buils mastercomfig?

#

Were there any bugs that delayed its release?

void slate
#

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?

potent wolf
#

would it actually be worth it though

void slate
rare creek
#

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

small sirenBOT
#

*They made a Vulkan

render engine and ported

it to TF2*

void slate
#

I know portal 2 did that

potent wolf
rare creek
potent wolf
#

?

rare creek
#

?

void slate
#

Why do the crazies never stay on the right side of crazy

rare creek
#

You know about luigi mangione?

void slate
rare creek
#

They had nothing to do with this but luigi was a good crazy person

void slate
#

And there's more to it then being nuts

#

Back to the topic though, what did this dickhead do?

rare creek
#

they really really did not like trans people

void slate
#

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

potent wolf
#

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

void slate
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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

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DirectX 9 is getting old

potent wolf
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and also you have to make sure that the graphics stay the same, which is why togl was made in the first place

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it'd be a lot of work

eternal haven
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For most computers it would only really help much if you play on ultra settings

potent wolf
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and i'm just not sure it's worth it

eternal haven
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otherwise the graphics performance is just not the issue

potent wolf
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uh

void slate
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And boy does TF2 not utilize the hardware it can use

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Christ my 1050ti never goes over 59% yet VRAM usage is through the roof

rare creek
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well then turn down texture quality

eternal haven
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Turn texture resolution down from ultra or buy a gpu with more memory

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computer programs can be limited by different sorts of factors

void slate
eternal haven
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there are many situations where some factor is a limitation and it doesn't matter how much of some other resource you have

void slate
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It's about time we start taking advantage

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Before deprecation come knocking

eternal haven
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TF2 received a massive performance update not even a year ago

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You should try being thankful for it

void slate
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Doesn't mean there isn't more that can be done and should be done

eternal haven
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I guess but a vulkan shaderapi seems like it would be misplaced effort

potent wolf
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vulkan isn't some magic bullet

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there are many things that can be addressed before considering rewriting the entire rendering backend

void slate
void slate
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If not, improve it

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And if those optimization are minor undertakings go for it

eternal haven
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I guess I don't really see the problem

void slate
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But if there major overhaul in system that soon will deprecated, it demands some thinking

eternal haven
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TF2 runs nicer and smoother than a lot of games

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and it looks perfectly adequate

potent wolf
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since when will dxvk be deprecated

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dxvk is the replacement for the deprecated system

summer steeple
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i mean dxvk does run worse on windows than native directx in tf2

potent wolf
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because it's meant to replace togl

eternal haven
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It kinda depends

void slate
eternal haven
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in a few cases it can perform better for some things

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on windows

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but yeah across the board it's a bit worse

void slate
potent wolf
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i just don't see the point of it, considering the amount of work it would require to actually take advantage of vulkan

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you'd have to rewrite so many parts of the engine

void slate
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But directx is still best in performance because it's native

potent wolf
potent wolf
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and i just don't see how it's worth the effort

void slate
potent wolf
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???

eternal haven
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Why not just enjoy playing the game now

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while it still has players

void slate
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But we said the same thing in 2010

eternal haven
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I guess I don't really understand what the problem is

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what is wrong with tf2?

void slate
eternal haven
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Apart from the playercount it pretty much is

void slate
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The great optimization purge of 2011 for example

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So many models were "optimized"

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To save on performance, improved performance by 5-10%

eternal haven
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Sounds good to me

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the models look fine and performance improvement is welcome

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but they could have kept the higher res models

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and made it a setting

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to appease everyone

void slate
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The ambassador had bullets

potent wolf
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literally unplayable

void slate
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The revolver functioned like actual revolver with bullet casing and moving hammer and firing pin and actual barrel

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HWM option was removed

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They removed mat_picnip -10 because of macos

summer steeple
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picmip -10 is back

void slate
summer steeple
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but even then the only reason that had any improvement was because of texture oversights

void slate
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A whole mod on gamebana fixed that

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And it performs better than mat_picmip -10 for the same quality

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Because then mipmap actually work

eternal haven
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and then eventually raised it to 0 on macos

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but like they had a special case for macos

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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

void slate
eternal haven
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Not that it really matters

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Aren't most things the same on -1 and -10

void slate
eternal haven
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There's just some minor fringe textures that go higher than -1

void slate
eternal haven
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Also if you really cared about -10 before, you could just use nvidia lod bias, couldn't you?

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like while they had it limited to -1

void slate
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-10 setting in of itself is a bug/debug

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Which was used to test textures

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-1 means in source to turn some off or have it max setting in the case of picmip

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-1 should mean all textures at max quality

eternal haven
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They changed it back from -1 to -10 in 2022

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And the code they changed never even gets compiled on mac os

void slate
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So why keep the restriction

eternal haven
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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```
wild grove
void slate
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Which were based on w_models instead of the v_models

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So the details were removed

wild grove
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at first, before they became their own thing over time.

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it was extremely hacked together, like frankensteining a "w_" and a "v_" model.

void slate
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But yes the cmodel conversion was terrible

wild grove
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it started in 2014 although community weapons were already using C_ I think.

void slate
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Broke animations for randomizer

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Which the had unique set of animation for each weapon

wild grove
void slate
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Did make things somewhat more modular

wild grove
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It broke a mod oh no!

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🙄

void slate
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The whole community made hundreds of mods fixing valves fuck ups

potent wolf
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valve is allowed to change how their game works

wild grove
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clearly, cause valve made sv_pure trollfig

potent wolf
void slate
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Hardly

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As though animations could speed up reloads

potent wolf
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uh, what?

eternal haven
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It was like some baseless rumor

potent wolf
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no i know about the rumor

eternal haven
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super inconsequential

void slate
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I'm not against it