#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages · Page 97 of 1
not tradable 
You may need to change the font's actual title casing using something like font forge. I'm not entirely sure, I haven't investigated it yet because I haven't yet fixed the fonts for linux in my huds because theres like 12 linux users that play tf2.
I believe the extra case-sensitivity for fonts in linux was introduced in the same update that released the SDK, so it is fairly recent.
basically this:
Thanks for the information, I'll try this and keep this channel updated.
Hey does anyone know why the loose cannon reloads slower?
Is it just me or does the Loose Cannon reload slower than using a different launcher?
Links down below.
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You know this seems very similar to the old cow mangler bug that gave it a 5% reload penalty
I don't see it.
even if it is true, the difference is so miniscule that I can't see it (til "this 0.1 sec difference is what fucks me up and makes me play bad")
I can confirm this worked.
I can't believe that Linux support has gotten as convoluted as that.
Yeh Linux is a nightmare for huds
most issues is just related to case sensitivity and quirk things that the games does different i guess
if you use an filesystem that supports case insensitivity you could use as a way to mitigate
and also increase a lit bittle of performance when playing windows games
unfortunately btrfs doesnt support
I assume they changed the system they used to render fonts for linux, and IDK why
Seems like a very non-human requirement to disallow spaces. I could see and argument both ways for case sensitivity
I don't see any reason for case sensitivity in a font family name
For files it makes sense
Not for the names of the actual font families or faces internally
I agree, I moreso meant on the entire OS
i assume the issues with fonts becoming worse is just a result of them messing with font rendering in the past few patches and just messing stuff up on accident
didnt the last update change font rendering on windows?
i heard that what happened was that they started using a freetype library bundled with tf2 instead of the one bundled with steam on linux
i know before that it was the overhaul to linux font rendering
Not if your making a reload loop animation...
yes, they now ship freetype on windows too
and are vendoring it on both OSes
which broke linux fonts
and yet windows doesn’t support emoji still iirc
because linux doesn't now
I dont think vac would like that but you can try!
Ok so nothing that would need high priority to fix, got ya 
It also give the loose cannon a reload penalty in-game
Like the old cow mangler bug
hacker
Hi
hello fellow human
also saw this bruh
this is so cool holy
someone requested it for it to be for regular tf2
not sure tho if anyone could just use this without any modification
but I'll take the safe thought of no
dang
I'm fine with just the weapons having the glow tbh
someone mentioned on the mod that a medic model was unidentifiable because of a bright glow
would it bother you if the mod gave you a vac ban
not at all talon
🙏
It's been a year already?
back when I actually got into TF2 cause before that update, the performance was ass enough to drive me away even with comfig when I got my new PC 😍
its sad cause it would probs take a small team to get it to live tf2
If someone can make a gamebanana request for the live tf2 port, I'll dump all my points into it cuz I got nothing I can do with em.
fortnite copied tf2
tf2 copied incredibles
Does mat_picmip affect Texture LOD distance. Like one of the issues mat_picmip -10 resolves is that now upclose certain textures will now show their full detail.
My question is thought, would that affect at what distance the texture will start lowering its resolution?
Like yes at -10 the spray can will be at full resolution but won't it also still remain at full resolution at far distance because the ressource says that its not far enough to lower its resolution despite it should being at max resolution?
There was a fixpack that fixed the underlying problem that caused these textures now to display at full resolution at mat_picmip -1 (Very High Texture Quality) https://gamebanana.com/mods/198036
Maybe I misunderstand how it works but, I wonder if maybe mat_picmip -10 benefits can be achieved without a possible uncessary performance loss.
finally hd feet textures
I think that seems like a reasonable assumption
Idk if it's true or not
But it at least seems like it should be
it's mip bias
So setting it higher/lower would cause higher/lower mips at any distance right?
you'll have to know how mipmapping works to know what closeness/farness does with mipping
oh and i guess also know: cant go below 0 mip (original texture), the texture contains a mip bias, and then the user setting is added on top of that
so essentially, if a texture is aggressively down mipped, and then up mipped, its not necessarily true that the texture will clamp up to 0
but, any texture that is not down mipped, can clamp up to 0 a lot and be pinned there
I guess which mip level is selected depends on more than just distance?
like there's some screenspace-like element to it?
At least toggling mat_mipmaptextures seems to have just as noticable of an effect on far away textures with mat_picmip -10 as it does with -1
dude cancelled the request
that's why I said it needed a small team at the least
there's got to be a better way than manually doing it like that
*there's got to be a
better way than manually
doing it like that*
i also could just suck it up and play tf2c anyways
also as a sidenote there is the mat_showmiplevels command, which for every texture replaces every mipmap with a separate solid color, and here's what that looks like:
in order: picmip 4, picmip -1, picmip -10
presuming this is accurate, it seems like there's no difference except in the 3d skybox???
and overlays but i'm more likely to chalk that up to a weird error
oh also here's the colors for each mip
for some reason -10 seems to use a 1 lower mip for the 3d skybox?
hm well actually it only replaces the mipmap texture for dxt1, dxt5, ati1n, and ati2n textures, for everything else it does something different to color them, which might account for differences
actually more than just the 3d skybox seems to differ between -1 and -10 with this cvar i'm noticing
i really am not very knowledgeable in this subject I just remembered this cvar and thought i would be neat to show no difference between -1 and -10 but I guess i was wrong!
best guess based on one specific snippet of code I read is that the code that determines which mip should be shown starting at a lower number than is usually expected might mess with how it calculates which mip is shown
but I also don't think that the differences between -1 and -10 are even noticeably, at least at my resolution, I'm trying to zoom in as far as I can and compae and it just looks identical to me
even using a color picker it seems identical
I wonder why -1 even exists
Like why isn't it 0, 1, 2, 3 for the very high, high, medium, low
0 is the artist/budget intention
-1 is higher than that
I guess I don't really follow
I understand why bias -1 could use higher resolution textures at a distance
if youve ever done texture biases, itd make sense as to why you wanna make them at budget and how itd be harder if you had to count down from highest spec
But in tf2 most textures even extremely close only use the full resolution at -1
not with 0
i mean thats a variety of reasons
but usually you dont want a source texture being displayed in general, when youre budgeting
Maybe I'm missing something but it seems like with mat_picmip 0 almost no textures ever use mip 0
they all seem to use mip 1
at least the noticeable ones
even super close up
yes its about mip bias that the artist selects then user preference
i would assume the default mip bias, as is usually done, is 1
such that the source texture imported isnt used
its like high poly vs low poly
and then the textures are tuned from that baseline
either higher or lower
Why do the results of mat_picmip -1 look basically identical to mat_picmip -10 for most textures at most distances?
I wonder if mat_picmip -1 with a bias equivalent to -9 forced externally in the graphics driver would look identical to mat_picmip -10?
cops whenever you do soemthing they don't like
Okay I think that makes sense to me
There's some internal default bias of 1 which is why there's a huge difference between mat_picmip 0 and -1 for pretty much every texture
but the internal bias can't go negative past a certain point (0 or -1 or whatever) so there's not really a difference between mat_picmip -1 and -10 for most textures, even far away ones
Is that more or less what you mean?
yeah
Not really related to this discussion but I wonder why positive mat_picmip performs worse than 0 on dxlevel 9 but not on dxlevel 8
you'll need an attorney for that
preferably an ace one
after all these years, our flag has returned to base!
https://steamcommunity.com/sharedfiles/filedetails/?id=3465950215
I couldn't fit all the animation in this video, so click here if you wanna see some outros and other angles 👉 https://youtu.be/dVgANsjprTM
• credits •
Grambee: animation / promos
Big Bob: model / rig
Square: concept / ...
DUDE
Taunts that fully embrace the amazing personalities of each class? Hell yes!
EXACTLY
cool!!
wtf they dont let you subscribe to it to see it in-game ☹️
oh that's cringe they don't let you subscribe to any taunts on the tf2 workshop ☹️
???
lol
he also has another hud mod called chud
and all of his screenshots feature him with a white executioner
chudhud
oh HELL no
oh yeah was gonna ask
is there still a major difference having a mod in folder form vs vpk form
esp if you have an ssd
oh?
you can just point to another post someone made about this btw
don't wanna force you to type out smthn
iirc its that vpk just has like a table of contents for the game to use, whereas loose requires it to go through and find everything
yeah which is why if you get that error where too many VPKs cause the text to break, you put them into catagorized multi pack VPKs so they don't break but it does make it harder to update stuff in custom
teehee
that will work too.
Awesome, did you test with the fix pack at mat_picmip -1?
@wild grove Why skull?
It would be fun to play the game with this command enabled. Would feel like a fever dream
If spy was trans would scout be a chaser
i got this achievement with the normal stickybomb launcher
no maybe soldier
can someone explain what autostrafe is? someone accused me of that today and i have no idea what this is
cheating to make air strafing easier? but i dont get the point?
maybe they just don’t know what w strafing is?
i would assume its doing perfect angled strafing when you turn
I was thinking maybe something like auto bhop.
There are specific view angles and strafe inputs that maximize speed gained, which changes with your current speed.
So maybe they just watched a quake speedrunning video or something, because I’ve never heard of something like that in TF2
id assume its them seeing people go in directions their character isnt facing yet still strafing to
hence the sideways strafe
italian chef pov
oh yeah so it is probably just w strafing in my case. they probably just didn’t know that w strafing is a thing. you can even do arbitrary strafes manually with a gamepad
for a moment i was asking if its possible to hit more than 1 with a swing
I've been fiddling trying to get the particle editor to work and I can't figure out what Im doinf because the particle system doesn't work in tf2
opening tf2 with -tools leaves me with only the console
i'm just trying to add a 10-15sec persistent particle immediately created when a crit rocket is fired
whats w strafing?
pretty sure quake live has that
where you hold w, bhop, then use mainly your mouse to strafe I think
Benchmarked the mat_picmip fixpack (https://gamebanana.com/mods/198036) to see if it increases performance for better quality textures, it seems it does, but I'm confused on how at mat_picmip -10, I get better performance than mat_picmip -1. I use the shounic benchmark on mastercomfig.
I think you have to use the 32-bit version of tf2 still
to use the tools
try opening tf.exe (not tf_win64.exe) with the options -force32bit -tools
My guess would be that if your GPU is good enough to display all textures at maximum quality, then using higher quality lod just means less checks/transitions to lower textures.
IIRC lod is mainly a graphics memory optimization, so modern GPUs probably have wayyyyyy more than enough memory to not be concerned with memory on TF2.
Probably same reason that texture streaming doesn’t improve and can even decrease performance on over powered GPUs.
Of course I’m a smooth brain so this could all be 100% incorrect.
It could just be margin of error too
The variance in your tests is just about as big as the differences between them
I ran each category 6+ times
Yeah but something is inconsistent with your computer to have such big variances
I couldn’t open the benchmarks on mobile
Like 3% variance from one run to the next is not normal
Unless you have excessive background stuff
Were you connected to internet?
Yes
When I was benchmarking, I tried switching the texture setting in-game and did change the results
When I’d benchmark hud stuff I usually unplug my internet, wait for my computer to finish complaining about not having internet, then run my tests.
I’d also usually have 1000-5000 instances of the hud element I was benchmarking because hud stuff is very low impact usually.
Because computers do weird junk all the time and disconnecting them from internet gives them less options for doing weird stuff
Well, I am on windows 10, but I disabled all telemetry and such
It could be thermal issues or laptop power saving features
leading to big variances like that
Had my fans max speed, stayed around 75-80C
I think even with fully disabled telemetry through pretty in-depth registry edits Microsoft still does phone home stuff.
Could be worth trying
Of course my Gpu runs through the iGPU
Idk
On my laptop I usually have under 0.5% variance from one timedemo run to the next
usually under 0.3% even
Could you do the test then real quick see if there is a difference, since its seems I;m not able too
even with steam online
Test what
Test whether mat_picmip -10 leads to margin of error-tier better performance than mat_picmip -1?
If the Fixpack improves performance or has worse performance, and if mat_picmip -10 is worse performing then mat_picmip -1
I think like peaches said on any modern gpu it just doesn't matter
short of that weird bug with the positive bias
apart from that bug, any mat_picmip setting is either the same in performance or so close it's not worth worrying about
like 1% difference between mat_picmip 2 and 0, and 1% between mat_picmip 0 and -1 or -10
on almost any modern gpu that people would be using in tf2 these days
Okay well i have 1050ti 4Gb, and I'm sure i'm far from the only one
mat_picmip only really matters much for super super old gpus or some igpus
or low vram like 1gb or 2gb I guess you could run out of memory
I used SpecialK and it said I was running out of VRAM at -10
*I used SpecialK
and it said I was running
out of VRAM at -10*
but don't when I'm at -1 with the fixpack
the timedemo benchmark doesn't measure framtime or stuterring
which VRAM heavily affects
I used the becnhmark to try and measure it
I guess I don't really understand the point of this 'fix pack' now that you're once again allowed to set mat_picmip -10
Anyone who wants the max resolution level for every texture can set mat_picmip -10
Anyone who wants them clamped as intended can set -1
No need for the mod
Which doesn't work in pure anyways
Or is there a visual difference with and without the mod even on mat_picmip -10?
mat_picmip -10 is not a valid settings, it was meant for debugging, TF2 and all source game were designed with mat_picmip -1 to 2 in mind, its the option that are accessed in the in-game video settings.
At -1 all textures should be at max resolution up close, and of course at further distances be lower resolution to prevent texture overdraw. mat_picmip -10 prevents textures from the engine/game from assuming the resolution correct resolution of texrue should be at longer distances, and too load texture at higher resolution when you cannot see the detail thus causing texture overdraw.
Valve re-enabling mat_picmip -10 was the lazy way into fixing the issues of textures not displaying ever at their maximum resolution ever.
With the Fixpack it seems I can get the same texture quality as mat_picmip -10 without the Extar VRAM needed and possible performance loss and stuterring
If Valve simply fixed teh 707 texture to have proper LOD settings we wouldn't need to use a hacky unoptimized solution
I think those textures are intended to be clamped the way they are
And are you sure mat_picmip -10 uses more memory than using this mod with mat_picmip -1?
When I tested it, my VRAM usage did go up using -10 compared to -1
Like margin of error or significantly?
Significant enough from 3.7GB to 4.1-4.2
and going over 4gb for me means running out of VRAM
*and going over
4gb for me means
running out of VRAM*
And that was in the map supertest with alls bots on
And when i tested on upward the gap was worse (valve server 14 players)
I wanted to make sure with the benchmark, that I wasn't nuts
Do you think it's really 'accidental' on valve's part to have these textures clamped like that?
When you raise the clamp or use mat_picmip -10, you raise the quality of some textures in game while not changing the quality of others
Yes, because the clamp is very arbitrary, there's no consistency, whether through resolution, texture type, date of creation
Some textures become too high resolution compared to other textures
I think the clamps are the artists' intention
It makes the texture detail consistent throughout the game
When you raise the clamps, the texture detail is inconsistent
Some textures on little objects are way more detailed than other textures in the game on bigger objects
It doesn't look very good
It looks more irregular
I wonder how the mod creator decided which textures to raise the lod clamp on and which to not mod
So this texture LODs didn't exist until valve release VTF 7.3 in 2007, but many textures in TF2 and use VTF 7.2 and still do. Many textures were updated to 7.3 or 7.4 over the years, usually alongside .vmt updates.
So from what little I;ve gathered the person who re-exported just messed up he LOD just didn't know about or just used the default settings which ended up having just releasing all these values
That's not true
You would think that the clamping would be based on model size, but many of the texures affected go from the Intel to huge office chairs to landscapes
VTF had multiple LODs prior to 7.3 for sure
Do you mean the clamp fields in the header
Maybe those were added in 7.3
But like if you open textures from half life 2 a lot of them are VTF 7.1 and they have multiple levels of detail
multiple mip levels
Indeed but the specific cause of this was introduced in 7.3
So the Clamp U and Clamp V settings?
Yes and when you go to mat_picmip -2 to -10 there is no difference in texture quality
compared to -1
Yes
So you're saying it was a complete accident that valve went out of their way to add this feature and then went on to use it for some of the art in tf2 to make the level of detail more consistent?
What?
It seems like valve is using this feature in tf2 intentionally
I don't see any reason to believe their use of it is not intentional
Look other games like left 4 dead portal and portal 2 have these, and in those the UV clamp is like defined in the valve wiki
"An U/V LOD control. This is the highest mipmap which should be loaded when the game's Texture Detail setting is "High" (mat_picmip 0). An U LOD Control value of 11 will select the mipmap which is 2048 pixels (211) across at the "High" texture setting, and 4096 pixels across at the "Very High" (mat_picmip -1) texture setting. "
-1 is max resolution of the textures
@void slate has leveled up! (7 ➜ 8)
That describes how the feature works
But I don't see how it tells me that valve's use of it in tf2 is not intentional
Because its in no way consistent
And new textures valve or the community apart from those textures works that way, or in new titles
A feature introduced with TF2, that was possibly used haphazardly
before they fully grasped it
the people who add features like that aren't the same as those who make the textures and use the setting
It happens
I guess with how many world textures it's used on I can see your point
If they only had like textures that usually appear on small objects clamped lower, I would say it's definitely intentional
but it does seem to be pretty random in the way its used on world textures
Exactly not mention, the re-introduction of mat_picmip -10 was done after 10 years if it not existing, why would valve remove that feature for 10 years if t was so essential
And why would they not have an explicit option to use -10 in the video settings even now?
Because TF2 wasn't designed with -2 to -10 because its for debugging
Can you at least appreciate that using a 1024x1024 texture on a big wall and using a 1024x1024 texture on a little spray can results in an inconsistent detail level
and it makes sense to clamp the texture on the little object to a lower resolution
So that the detail density is more consistent
But I agree that it doesn't make sense to have some world textures clamped to a different level than some other extremely similar world textures that look to be the same size
Like that part seems random
Except it isn't 1024, its 512, which for a spray it the correct max resolution
even 1k is not that bad, it still overboard, but its fine even for 2007
2k would be too much
All the max resolution of texture are already properly sized since have the max resolution texture fit the size of the model was standard practice in game developement for years prior to TF2
In fact the biggest problem usually was having texture with too small resolution of walls and such
Which is the case for TF2 texture for its characters and brushed and walls
there all 1K, though with 2023 leak we found out that the original PSD for the mercs is 2K
But having the little props be super high res just makes that more apparent
its not though, and 512 is the intended resolution, for a model that size
the telephones are also 512, and many other props not affected not affected by the issue are also 512
you know the inconsistent part of the problem
And for a lot of the little props even if you used the 256x256 level they would still have more dense detail than the big textures around them, and using the 512 just makes that even more apparent
Like with the mercs the intended resolution is 2k but they released it at 1K
Well you also have to take into account texture compression and at lower resolution its more apparent
New texture utilize better compression usually
I think it's possible that valve really intended for some textures in tf2 to not use their highest mip level
and maybe some (most?) are accidental like you're saying
Then why not just do what they did with the mercs texture and make the max resolution 256, would have save on space on download, which would have been huge even in 2007-2011
It doesn't make sense to do it this way
The clamp is for LODs not pick and choose quality
especially so inconsistently
I wonder if that leak of some of the tf2 resources and art would shed light on it
maybe a bunch of the lower clamped textures were all modified at a similar time or something
it did, the TF2 mercs psd is 2k, the in-game texture is 1K
They set the maximum thorough just exporting a lower resolution
No they weren't
Some textures are fine in older builds
other aren't
You mean for a given texture they have changed the clamp value
over its history in tf2?
Beleive I;ve been trying to restore the old high poly weapons models
yes, and no
Some change, back and forth, other didn't, and always conincided with .vmt changes only
Seemed just they internal tool for exporting texture was setup wrong
Again its only consistency, and even then not consistent,
*Again its only
consistency, and even
then not consistent,*
Valve developement and maitaining if TF2 assets has always been spotty
Heck from 2010 to 2014 they downgraded the quality of all the weapon to save on performance becasue there coede was unoptimized, excetp that it barely saved any performance at huge quality drop
how do you know the intended thing isnt what they shipped with for the 2k vs 1k characters
valve's biggest effort was tf2 character design
They didn't fix the underlying problem they jsut patched around it
Are you talking to me or Atomic
I am arguing for texels to be relatively consistently sized
rather than some huge ones and some tiny ones
I know about that
Atomic
thats my point
The released the mercs with 1k textures instead using the clamp system
why is the source texture resolution relevant
i can tell you that for example every unreal engine game has textures clamped to the game resolution from the source resolution
and the source resolution is stripped
its totally intentional for any game engine to strip those for performance and space
It seems like there is at least some accidental stuff happening in tf2
Exactly
I think it's intentional for the textures for small props to be clamped
They did it through just exporting the textures at lower resolutions
but it does seem plausible that it's unintentional that world_texture_004 is clamped to 8 while world_texture_005 is clamped to 9
when both are the same size and look the same and are meant to be used on the same stuff
The clamp system was just a new system they didn't realize was being use which screwed up old how mat_picmip is supposed to work
-1 being all the texture are max resolution up close
-10 causes textures to remain at higher resolution at long distance
Fixing the clamp on all 707 textures would allow for high quality textures up close without the performance hit
This is bug and not intended, because the application of clamping is inconsistent for this 707 textures compared with the rest of TF2 and similar sized models and texture and prop and walls etc, its even incosistent with how the clamping is used in later games where there is no such issue
And you look though old TF2 builds even the current textures have differnt vallues sometimes the correct one sometimes or different
The re-introduction of mat_pcimip -10 was to fix this issue as lazily as possible because maybe there is more then 707 texture, so far I haven't any more then these 707, but Valve would likely want to go through all there 10,000+ texture to make sure
So instead of doing that, they re-introduced mat_picmip -10
that makes the most sense to me
so youre saying mat picmip should be unbound by clamp by using the new setting, so it can go higher than artist intended texture size
The thing is there really is randomness to how some of them are clamped
I just want them to have the correct settings
that's it
For many of the world textures there is no apparent rhyme or reason for the clamp setting
youre basically saying for example mat_picmip 0 has 1k textures for characters, and -1 has 1k textures, but it should have 2k textures?
Heck before this fix pack, the wayb to fix these texture was to upscale them
because people didn't understand the clamp system or how to change back then
i think personally theres a difference between mip bias and max resolution
both are good levers
No, -1 is max/native resolution of the texture, 0 is mipmap 1, 1 mipmap 2 etc
is that how it's designed? -1 goes up to max regardless?
i thought it offset by a mip
if not, then -10 wouldnt do anything
It was never meant too
It did nothing in Half Life 2
i don't think that makes sense in terms of mip bias
well I assume in hl2 they didnt have anything stored beyond the default mip bias
Exactly, the setting was for debuggin that's it, it a hacky solution, that doesn't solve the underlying issue
i dont think a game max resolution is hacky
Mastercoms can you justify why for example materials/concrete/computerwall005d has clamp u and clamp v 9 while materials/concrete/computerwall005e has them at 8
its a totally valid setting
There are hundreds of world textures like this
What?!
That's what is plausibly unintentional
idk, that goes into frequency
i dont know the artistic decision, its not entirely a mechanical rule
but different textures have different high/low frequency patterns
and it could just be 2 artists with 2 different subjective opinions
but the matter is, if the artists decided it looked good
Why would you waste hard drive on bundling a texture that 99% players can't see because the setting to do so is a console command
its never gonna be a hard rule about mechanically deciding some uniform number
Except they didn't
Idk
it really seems like some of the clamps are intentional, and most of them are not
But it was decided, when they exported the texture at the resolution it was exported as
after actually looking through which textures are clamped differently than others
i would say that the artists probably looked at the texture and said it looks good, and it depends on what number they started at
and also depending on optimization passes on whatever map
functionally i dont think we can judge it based on numeric differences and resolution only
thats only a starting point
Yes, because that what valve did and conitunues to do like everyone else
TF2 is the only game that has this issue, past and present
It was the game this thing was introduced with
portal, ep2?
VTF 7,3 was introduced with the orange box
Portal doesn't have it and Episode 2 I believe had like 10 ish
And those are also inconsistent
and have been fixed
TF2 is only game the has the problem
Plus mat_picmip -10 didn;t exist for 10+ years
and only got re-introduced after shounic made a video on it
It was re-introduced to let players have the high res texture up close again
it was a workaround instead of solving the actual prblem
because we only have 2 devs
who probaby didn;t want to go through the possible 10000+ textures
I don't understand how you can justify using the max resolution for every single texture in tf2 (you don't know that the arists intended) or how you could justify having insanely similar textures clamped differently than their neighbors
I think the actual solution is somewhere in the middle
im not necessarily arguing for every specific case I'm just throwing out reasons
The clamps as they are currently serve to make some texels more consistently sized and some less consistently sized
also its not because shounic made a video
The fix mod is both good and bad
Yes, we do, we have the psd from leaks, we have interviews we older builds of the games
It makes some texels more consistently sized than they are now, and some less
the mat picmip problem was entirely a memory thing
and was entirely based upon a few things, one being mac mostly, but also linux + opengl/togl in general
Yes, because it breaks mipmap at long distances
as well as i think on windows just a general concern of memory usage
and then that went away with the work they were doing on memory and such
Exactly and it still is
and dropping mac support
so its mostly resuming support for that setting
rather than revisiting the argument about texture settings in general
Yes, except when I use -10 without the fixpack my VRAm goes from 3,7GB to 4.2
They had mat picmip ifdef'd per platform way before they dropped mac support
i think you misunderstand a few things about that
anyways my larger point is that functionally theres no other way to do this but to have artists reassess the decisions they made
I think you misunderstand the devs possibly using the wrong settings for textures
I think it's both
because you cant simply say to the artists that they were obviously wrong
some textures have the wrong settings, some textures have intended settings and the 'fix mod' violates the arists' intentions for those
not just functionally is that wrong, its also politically wrong
you need to know the valve purism perspective
they shipped what they wanted to ship
and any changes post ship are an ongoing assessment of theirs about the decisions they made on ship
you cant say anything is wrong until they fix it
that what the re-introducing of mat_picmip -10 was for
there cant be a blanket rule that some guy randomly does where they set all world textures by a certain size to a certain mip bias
I think they just willy nilly changed -1 to -10 because people started talking about it
probably not much thought went into that
it was simply that, a reintroduction
But valve has in all of their other games who have devs and time
you should be thinking about what the limitations were for slapping on the -1
they simply removed that and restored the original behavior
I am
its not necessarily a decision about the textures
its a decision about removing the -1 limitation
Yes, but the behaviour wasn't wrong, its the clamp setting on the texture
I don't think valve wants people to use -10, they just allowed it again to do a nice thing for a vocal minority of players
^
its not supposed to be a limit though, its supposed to allow al textures show at max resolution close up
i mean -10 was probably a random number to begin with
just to have a limit
and people found that
its just 0 after the -1
and they just want max quality
Probably -2 does most of the same things that -10 does
Its not that deep
yeah
not if clamp is set too low
but ig my point is that its just so much work to ask valve to get an artist to review that
In your fix mod most of the clamps just get raised by 1
i think what ends up happening in that discussion is that they just say "why dont we just do all of this for source 2"
Team Fortress 3: Source 2
Someone did, 707 might not be all, though it stil alot wihtout being insane like 10000
and they just put it off to the indefinite timing of when theyll make a tf2 source 2 port
I just want the textures to set right
To have high quality texture without the performance loss
Do you think the maker of this mod went through all textures manually or just programmatically bumped up the clamps in certain conditions
the numbers dont matter
by looking at the existing clamp and number of mips and highest mip res
the numbers are simply there to get a desired artistic outcome
probably, either manually or programmatically, but for sure systematically
so theyd need to do a holistic review of it
and theyd rather just put that off to when they review all the art and answer a lot of questions about the stylization of tf2 within a modern setting
Eecept they most likely didn't since they fixed in other games and never did again in future ones or do it with modern textures circa 2014
I don't care about styling, this has nothing to do with styling, it literally just resolution
Like every game
And no they made concept art, deisgned ,and redesigned until they were happy, over a decade, which duing which a new system was introduced that they clearly didn't bother using because or seemed to use accidently, because most textures are vtf 7.2 and very few used 7.3 and the clamp is used inconsistently, both model size, style wise etc
The detail of the texture is in teh texture itsled not its lower resoltion, you want something to look faded you make it look faded, not lower its resolution, which it was they did
the spray testure looks faded and used at max resoltion I can see the wear and tear the scratches that can't be seen at lower resolutions
this gets into information theory but resolution scaling with the right algorithm can absolutely be used artistically to adjust detail
and vtf uses the right algorithm
Yes, but thats clearly not their intention because there is proof otherwise
Can you see how indiscriminately raising the clamp for all 707 textures or whatever will lead to some instances of the detail density being less consistent, not more? Obviously for some instances it will make it more consistent, but for some it will make it less.
how is it not intended for them to set something
why lower the resolution through the clamp instead of jsut lowering the actual texture resolution, which guess what is what they did, as proved by the TF2 mercs textures, the leaked PSDs were 2L, the in-game texture is 1K
it depends on what they thought the tool most suitable was
Why would they even add that clamp feature to the vtf spec
Because its done though a system inconsistently used, for effect that achieved more efficieently and better in other ways, and didn't even exist in certain cases at launch
because when your building an engine you add tools that could be used
Isn't it reasonable to use them then?
so every setting must be used on every single texture or else its inconsistently used and therefore bad
They do use them, their are thousands of TF2 that are vtf 7.3 and above nut these 707 are the only onces that are not consistent, even within valve own textures and methods of the time and past and future games ,and in TF2 itself
Its called a standard yes
How are you able to come to the conclusion that every single one of the 707 textures have the wrong setting
I can in good faith say that a large amount of them, at least to me, appear to be set with no rhyme or reason
but I absolutely cannot claim that for all 707
there are some that seem reasonable
because every other texture clamp is based on their maxiumum resolution
Even the Valve wiki states this, valves past and future games follow this rule
i think itd be more clear to you if you actually did a mip bias pass in a game
thats not how at all anyone thinks when theyre doing a mip bias pass
sure, knowing user texture quality settings is relevant but thats all (knowing relatively the range of highest to lowest max mip based on user setting vs. max exported texture size)
but largely the the mip bias is decided within a huge context not based on the max resolution
So how valve did it in HL2, Left 4 dead, Portal , portal 2, TF2 release and TF2 post 2014 is wrong?
So when people who want to see the textures at their highest quality deserves to lose extra performance unecessarily
And Valve hand tweaked these 707 textures but not any others
This makes total sense (sarcasm)
Don't your own tests literally show the opposite
Mat_picmip -1 with Fix Pack:
5032 frames 61.128 seconds 82.32 fps (12.15 ms/f) 9.537 fps variability
5032 frames 60.131 seconds 83.68 fps (11.95 ms/f) 8.866 fps variability
5032 frames 60.407 seconds 83.30 fps (12.00 ms/f) 8.878 fps variability
5032 frames 60.262 seconds 83.50 fps (11.98 ms/f) 8.955 fps variability
5032 frames 60.673 seconds 82.94 fps (12.06 ms/f) 8.891 fps variability
5032 frames 61.816 seconds 81.40 fps (12.28 ms/f) 9.077 fps variability
5032 frames 59.985 seconds 83.89 fps (11.92 ms/f) 8.919 fps variability
Mat_picmip -10 without Fix Pack:
5032 frames 59.125 seconds 85.11 fps (11.75 ms/f) 10.258 fps variability
5032 frames 58.558 seconds 85.93 fps (11.64 ms/f) 9.282 fps variability
5032 frames 59.189 seconds 85.02 fps (11.76 ms/f) 9.122 fps variability
Assuming it's not margin of error
Bottom is the current situation in tf2 if you want to see the max res mip for every texture indiscriminately
And we established that I probably fucked them up and the benchamrk doesn't measure stutters or VRAM consumption
Top is the situation if valve were to add your fix mod into the base game
I think it's margin of error if anything
What are your specs?
because I have 1050ti 4gb, and I'm not the only one
So If I can have TF2 looking better at no performance cost, which isn't only determined by FPS, I would like that
Will using mat_picmip -1 with these 707 clamps raised a notch perform better (or use less memory) than mat_picmip -10 (or just -2)?
I'm not sure I guess it would be worth looking into but idk it just doesn't seem like it's that big of a deal
Well it is too me because it difference between smooth gameplay and non smooth gameplay, and its the difference for me, it is for others who most likely don't know what I know.
The game is smooth for you with this mod and mat_picmip -1, but it becomes unsmooth if you set mat_picmip -2?
Not all the textures end up at max resolution at mat_picmip -2
I think the mod only raises clamps by 1
and that still leads to some textures going staying at a higher resolution then they should
I guess it wouldn't be hard to check
It doesn't raise by 1 or 2, its sets each textures clamp to the right settings based on tits resolution like every other texture and valve games does
Not it isn't
What
You imply the fixpack raises the value by one, implying that the issue is consistent, when its not.
Its explained on the modpage
In every file I looked at it raised the clamps each by 1
and on the valve wiki
But I didn't look at every single of the 700 files
*But I didn't look
at every single of the
700 files*
There are 707 files, many are raised by a value of 1 others by 2 or 3 etc
Alright then mat_picmip -3 or -4 or whatever it is
Who cares
Is there actually a performance difference between whatever value that ends up being vs. -1 with the mod?
Well it increase VRAM usage to point where I get stutters
because it rendering textures at a distance a higher resolution, even though I cannot see the detail of those textures at that distance
these results kind of seem consistent with the fact that with mat_showmiplevels 1 for some reason shows lower quality mips in some places (like the 3d skybox) at -10
thank you, but I can't seem to save anything without it crashing
I seem to remember having to place pcf files in tf/particles/ to actually open them
I can't remember if it was for that reason or another
@rare creek I am going to put you on a floppy disk
im too large i cant fit in 2mb even compressed
dang
my c drive was full
cuz windows stinky
and I'm running out of things I am comfortable nuking
so it might be clean install time soon
Yeah it seems like this is the problem
I don't know why but the particle editor doesn't let you save unless you open a pcf file from /tf/particles
if it's outside of the tf2 folder it just doesn't like that
*if it's outside of
the tf2 folder it
just doesn't like that*
dang
wrogn
I used to load particle files all the time from my extracted tf2 folder and saving them worked perfectly fine
so it needs to be in a particle folder but only some will work (I tried sfm and sourceSDK content)
?
ayte
dang this is fiddly and crashy
Idk
All I remember is it bitched at me and then I put the file in tf/particles and it just worked
Maybe you can open a file from anywhere and 'save as' into the particles folder?
Cant remember if I tried that or not
just various things like trying to copy a particle system definition into a different child particle
clicking the wrong button when looking for a specific particle
I wonder if the people who make particle mods are gatekeeping a secret tool or if they all put up with the tf2 particle editor
I've never had problems with the particle editor
im especially good at making everything a pain
either something is broken or I am overlooking something because this is not how it acts in the particle editor
when you hold w (or other combinations of keys, like aw or wd) to apply acceleration somewhat towards your crosshair and air strafe while looking inside your turn instead of straight forward. trimping uses w strafing because a charge basically holds w but really fast
s strafing is the same backwards but has no real use
@stone linden has leveled up! (2 ➜ 3)
It seems like you'd have to be turning in a pretty tight inward curve for w to give you more speed instead of less
I guess the ideal air strafe angle would have to be closer to the diagonal movement vector than the straight sideways one or something
idk how all that works
https://steamcommunity.com/sharedfiles/filedetails/?id=184184420
here is full explanation of air strafing speed and angles including using all of wasd
i believe the ideal one for maximum airspeed is directly perpendicular to the direction of movement, so a/d if you’re looking forward, w if you’re looking fully into your turn, and aw/wd if you look 45 degrees off center
i think there’s data here on the maximum turn rate angles as well which is slightly over 90 degrees most of the time
i guess this is pretty obscure lol but useful for surfing, scout double jumping, and adding some variation to flight patterns for bombing
it’s nice to air strafe fully around a target at maximum speed while still aiming toward the target
so this guy probably just saw me air strafing but looking at him and thought i was cheating but no, this is just how w strafing works
add me 🔥 u play like pro
Explanation of how the player movement code in Quake gives rise to these three different player movement "bugs", with a quick look at TAS movement mechanics at the end.
Big thanks to the Quake Speedrunning Discord for helping me out with getting TASQuake running on my machine, and for clarifying terminology.
Here are the original C versions of...
I love quake :3
Are power bunnies a thing in TF2? It wouldn’t be super useful since all you would do is hit speed cap quicker, but im just curious.
Also is wall running a thing in tf2? Apparently it kind of is if you’re in the air but I’ve never seen it referenced when just running on the ground.
swear wall running when on the ground is just not a thing really for source games esp TF2 but that's from very little knowledge so
apparently there's something called Stronghold v2.31
wall running should be a thing in tf tuah
or its capped by something. it present in goldsrc tho 
swear mr shoe did a vid on it
must be goldsrc brainrot
when did they update mountain lab.
what is this bro
oh. this is cool i think.
fire image
on the particle mayhem discord you can find from their steam group
Could you link the group
Discovery! A word full of amazing potential. What does it mean... to truly discover? Since the dawn of time, mankind has sought out knowledge of the unknown. Centuries ago, cavemen discovered fire. In 1841, President William Henry Harrison discovered pneumonia. Here at Particle Mayhem, we're about more than just fires and lung infections. Today,...
do you think they should change the causal queues?
like instead of picking maps you can pick gamemode instead
In what way? So you can only pick gamemodes?
yea
fuck no
i think they should allow map bans
but a limited number
and remove forced map votes
instead go on the map cycle by default but players can nominate a map vote towards the end of the round
i liked jane's old suggestion of a ranked choice map voting system
I think what we need to do is lock people from requeueing at the end of a match
I played with this guy who would requeue at the end of each match and it's like bro are you really so fucking brainrot you can't wait another 2 minutes
Tbh I think current system is fine. Maybe half the post-game map vote time and half the maximum waiting for player time.
Then maybe add a bit of weight to prioritize filling less queue maps that are in the player’s selection so lesser maps happen more often, and that’d probably decrease the rate at which you only play upward.
But the current system is more good than it is bad. And anyone who says otherwise huffs gold sharpies.
If it ain't broke don't fix it
I would like a "put me in another server when this round/game is over but wait until then to actually switch server"
maybe re-enable teamscramble
A lot of people would hate it, because a lot of people only want to play the maps they like. Being forced onto a map you don't like will just force people to find a place where they do have the options, such as community servers. An example with Uncletopia, where they were forced to add map cooldowns because everyone always voted payload.
Why is this Uncletopia server dead? Oh, all the payload maps are on cooldown.
Map cooldown is dumb
Why prevent people from playing maps they want to play
If they dont want to play the map they wont vote it again
I don't understand the idea that forcing a map to be played will make people actually play it, rather than either leaving or throwing.
If there's people who stay in the server for like 10 games in a row and they dont want to play the same map twice ever they can just go to another server or deal with it
To mention Uncletopia again, It's a well known thing that people vote for a "meme map" then it instantly kills the server then leave.
what valve should do is remove dogshit maps so I dont have to disable them in my queue
!nominate Hydro
Literally a couple of days ago the map voted to change to Hyro and everyone proceeded to scramble teams every time a single point was capped.
- Removed Snowplow. Too confusing for new players.
- Added Wutville. Lol. Lmao even.
tbh all I want is a map thumbnail preview so I know what the map looks like, and tick it off if its one I recognize as subjectively bad.
I don’t think so. The map categories are populated by hardcode. I think even the quantity of categories is hardcoded, so you couldn’t even manually insert the images.
My only guess would be if you could somehow edit where the names are stored and could somehow add the image directly to that. But I’m pretty sure the first isn’t possible and I’m damn near certain the last is not possible.
I think it might actually be possible
If you add an imagepanel to MatchmakingCategoryMapPanel and set its image based on %title_token%
unless hud images can't have spaces in them maybe that would mess it up, or maybe you can't use 'variables' as image names
Idk anything about hud editing
rip
I guess if there's any known way to set an image based on a dialogvariable it may be possible, otherwise if not then probably not
Figured to ask here: is there a way to prevent the automatic team switch (red -> blu and blu -> red) after the end of a round on Attack/Defense maps?
trolldier uses bhop to make the game think they still on the air to get the crits right?
im on walkway trying to do this but cant
probably im bad but idk
yea
You need ping
i forgot how the explanation works
You have to jump on like the same tick you hit the ground
If your jump comes a tick later it's too late
i think scrollwheel jump would help you?
And you're not allowed to jump before hitting the ground
And it won't work on lan unless you add fake lag.
bhop in general or the market gardener bhop?
The crit stays for as long as you hear the blast jump sound.
Bhop will work regardless but the blast jump is what you are concerned with
You can bhop on lan but the blast jump will cancel, so you need lag yo prevent that from happening.
i am using
i was thinking it could be because i am on local server
in game im bad but lets try
Though bhops will be harder to hit if your lag is 100+.
I mean you can definitely bhop on a listen server
Due to rubberbanding, backtracking and other inconsistencies.
but idk about the market gardener continue
The blast jump extension won't continue on listen servers, or it will but it is super difficult to hit that it feels random.
yeah i think on servers it should work
inject badwater in my veins
btw
the insta respawn in a respawn room is using the command to change loadouts right?
honestly the bhop timing feels looser than 1 tick
load_itempreset 0/1/2/3 is the b4nny bind
wha
load_itempreset 0 will switch you to your loadout 0 and insta respawn you if you're in a spawn room
1,2,3 for the other loadout presets
flick :) didnt' kill :(
if im on loadout 0 and run load_itempreset 0 im gonna respawn?
if you're in a spawn region yes
hmmm ok
maybe tf_respawn_on_loadoutchanges has to be enabled
it's enabled by default I think
disabled by defaulf
i have enabled
mine says def 1
Does anyone know what the actual time window for hitting a bhop is
like the bhops in jump maps
im pretty sure its just if you still have any momentum left from the blast but i havent actually checked
I'm able to hit it almost every time I actually try, even using a shitty keyboard with 125hz polling rate and even slower scan rate
and like 10+ ms debounce delay I think
like there's no way I'm able to press keys with 15ms accuracy on this keyboard and yet I can still hit jump map bhops like 8/10 times
i fiddled around with heavily underclocking a mouse so the scrollwheel would be consistent, and it would carry over market gardener crits with less than tick perfect
even in the ideal case, alternating +jump and -jump every frame with a scrollwheel (which pretty much requires an underclocked mouse to do perfectly consistently) you're still only tick perfect 50% of the time
Tbh it's kinda weird that you can even 'overclock' mice
Like I understand you can get your host controller to poll them at shorter intervals but it's surprising to me that it's so common for devices to actually send back data faster than they were designed to
It definitely doesn't work on all devices, I've found some that still only send new data at their default rate even if you poll them faster
i believe the window is clock correction
might be placebo but something i remember was observing that multiple bhops in a row would still be able to market garden but less reliably each time you did them, even when a single bhop (with an underclocked scrollwheel) was extremely reliable
In a super unscientific test I found the window for pressing jump for hitting the bhop on jump academy bounce jump 2 to be just shy of 20 ms
Just by simulating keypresses with a microcontroller and increasing and decreasing the delay until pressing jump
on a listen server
it might be different on a networked server or with different game fps or something idk
Do .lmp files for maps work for TF2?
who else got baited the worst steamdb ping of all time...
me :(
what is these changes?
What is so bad about it
Just that 99% of people don't care about it?
Or like I don't see what makes it the worst
just a joke i got excited and then i saw store asset timestamp modification
heavy update (real)
🙀
Curb cuts would like to speak with you
what?
don't worry guys the next leak will contain lore information about the multi billion dollar company finally giving us the pootis update
just believe it when the commentary youtubers will say it
The part of the curb that ramps down to be level with the road for accessibility but everyone universally flocks to them be cause calf muscles are hard
aliases is kept saved?
im understading demoknight....
I dont like demo knight
you don't like benchmarking software made by kenajcrap?
Thats probably fine but I dont like the tf2 demoknight class
Just play regular demo
I dont like any gimmick classes Id rather just fight a scout or a soldier or regular demo
why?
When there's all these gimmick classes headshotting you from a corner in the back of the map or charging at you or waiting around to try to backstab you it takes away from the fights that are actually enjoyable
rgl player above
I guess it's just because it's not rewarding to kill a spy or a demoknight or a sniper or something
But it's really stupid to die to them
For other classes it's more rewarding to kill them than it is annoying to die to them
idk
this seem more of the way you play and expect the game to be
demoknight could be better, theres lot of things that are broken but the game doesnt update so
U sure it's not just a resolution thing
by default vgui_ui_scale_height or whatever is 1080
it tries to make all the ui look as if it was the size it should be at 1080p, by default
so the actual sizes of things (in pixels) change based on your resolution
(on resolutions higher than 1080p)
tbh it's kind of annoying
changing your resolution clears console now since changing vgui ui scale clears console
even changing vgui_ui_scale_height in autoexec at game start clears your console
I wonder what vgui_ui_scale_factor_deck_additional is
presumably it just gets used on the steam deck? idk
oh it's using deck
Should I use the dev build to make my new config?
It's supposed to be up to 9.12.0 right? per #announcements📰
yes
best to ask on the knockout discord server
probably like 80 usd, but might be a slow sell
iirc the last min wear freedom wrapped rl sold for $90
selling already applied war paints is a huge pain, I wish valve would offer some solution for it
the solution is not to think of skins as profitable in applied form, once you do that, you'd might as well give it away.
and VALVe isn't gonna come up with a solution for it if they can barely implement skins properly.
As long as it is thematically appropriate you'll find people willing to buy
God forbid if you put this on a wrench
Or a knife
Is this a car salesman "Once you take it off the forcourt it loses 40% value." Kind of deal?
Yes.
ok watch this trickstab
https://steamcommunity.com/app/440/discussions/0/5560306947036600131/ thinking about this
Just make Team Fortress 2 open source (and some other things) . This has already been discussed a few times and this time I want to bring up the discuss again and hope to add more to this topic. I mean "save" because there's is no way to know what would happen and doesn't means that the game is gonna return to the (g)old days, but means that the...
I feel like that post aged like milk.
- Source 2 - if I had a nickel for everytime I saw someone say this.
- “The game is terrible for new and casual players alike.” - How? Elaborate. There’s no tutorial and I’ll agree it’s definitely not good for new players but the author didn’t elaborate at all. For casual players I just disagree, they didn’t elaborate at all on that either.
- “A lot of problems with optimization, hardware support, insecurity, etc.” - Optimization: an engine port wouldn’t make the game get better fps, most likely it would be like CS2 where they aim for equivalent performance to what the original game released with on contemporary hardware, IE performance would be worse but hardware would be better utilized and graphics would be better in ways that people probably won’t be satisfied with. Insecurity: they don’t elaborate on this at all but I think they just pulled this out of the air.
- “[recent update] revealed lots of broken things because of Valve’s lack of play testing.” - I’m a certified Valve hater, but no amount of play testing is going to compare to tens of thousands of users playing the game, they don’t elaborate on specifics so again I just wish they would elaborate
TBH I think saying TF2 needs “saving” is a bit extreme. It could use some more TLC, but the problems it has aren’t particularly unique to TF2, maybe the new player experience is. But frankly I think TF2’s casual experience is a strong contender even in the modern market.
I’d argue most other games don’t have a casual experience, they just have a competitive experience without the risk/reward. Which isn’t the same as casual IMO, and most people’s opinions.
the post is mine btw
so answering
the citation of source 2 was only saying that valve wouldn't care much because there's this new thing they've been developing, the "open sourcing" of the game is for the community maintain and preserve the game within source 1
save is in quotation for a reson
the second thing is how there's kinda a lot to get into tf2
about not being able to communicate, the usage of configs (not necessary but its basically superior), bad defaults
third point, again, i didnt suggest to port to another engine, i think the game clearly has more that it can optimize as shown by tc2
the insecurity thing is vague because idk much tbh but i say this because of hearing about getting doxxed when using streamer mode and others stuff like that
forth, i don't quite remember what update was exactly, the post is from 2023, but it did have some update that broke things
the motive to me send again is more the part of "open sourcing", when i talked with other people and when mentioned was basically something that wouldnt really happen, or atleast in a way that valve would directly accept pull requests, but now we have it
its not really open source but even back then i knew it wouldnt be but good enough
honestly the thing about playtesting for me is mostly that with like every update valve pushes things like maps that are broken (visually or functionally due to issues on their end, not the mapper's) in ways that are immediately noticeable when you run the map, cosmetics that are just errors, etc.
I don't doubt valve tests things, but it doesn't seem like after they finalize an update they test the update on like a "retail" version of the game
without a dev environment
quite a few issues have arisen in recent years due to the fact that valve requires that they compile the map
i would really like if maps was able to decompile completely lossless
thats not really possible unfortunately
BSP is kind of made to throw away as much data that isn't needed as possible
sad
On the topic of tf2 s2, I have an idea of what it would entail as a user experience for the game and it's kinda sad nobody is doing a proof of concept in figma or something, just slap some video and ui elements together
Just imagine if main menu was animated like cs2 but less sterile
Half life 2 has menu backgrounds made of maps, one for every chapter
It feels like valve went back to that with cs2
But Valve are also lazy and like I said earlier, the way cs2 dudes just stand there posing with their guns is sterile.
I think the most favorable argument for s2 is that all of the map bloat will be gone.
A clean slate.
No other community than the tf2 community to treat their own content creators like trash. No other community would call their own content ""bloat""
Ask me how I feel about csgo map pool
no.
I will tell you, completely fine.
They removed most maps after the end of operations.
Sounds bad, imagine all that work. Your map gets added, then boom, gone, cant even queue for it.
Yet people still made maps with that in mind, usually without hope of ever being added
I'm not playing 80 halloween maps each year.
I'll do the new ones and ignore the old ones or vice versa.
The event lasts for about 2 weeks.
If you work full time completing all of them is just not feasible anymore.
Completing the contracts that is
It lasts a month?
Huh, feels like half
In all fairness the maps are fine.
There's nothing wrong with them.
Even vs hale ones
I just dont want map cuts, nothing will change my mind at all.
just get rid of turbine and I'll be happy
also yeah
there's def maps I'm not in favor of, if not dislike
but like
I can just not queue for those
and others will
map making ik is not an easy feat
esp working with valve's dog water software from what I've heard
If maps get removed it doesn't mean they're bad, valve established that with operations
It's odd that they gave tf2 ones permanent stay
Although valve also removed aztec.
And cobblestone.
And a dozen other classics.
Simply because they were not up to standard.
In general, from the game
They have casual map groups
Where everything that isn't played on pro matches goes
Like office.
They got rid of militia, assault and italy iirc.
They hate hostage maps it seems
But then they added agency.
Doesn't matter now though, cs2 got rid of everything.
ok... demoknight can get a little silly sometimes, maybe more than that
Actually, I think here's the reason why csgo maps were temporary and tf2 maps are there to stay.
Mappers made their money with operation ticket sales in csgo.
In tf2 there are map stamps. They are a donation. No incentive to get them.
Valve don't touch people's source of income.
It’d be interesting to see takes on a tf2s2 style hud.
I will say CS2’s hud having those playing cards for kills was not on my bingo card for when it dropped.
I’ve always thought darhud was a pretty good “modern” tf2 hud, basically stock hud but angular. At least from what I’ve seen of the in game hud in YouTube videos and screenshots.
I also think a 70s/80s aesthetic could be kind of cool. I think TF2 is supposed to take place in the 60s/70s with material goods from the 40s/50s and some old forgotten badlands elements from even before that, though my lore knowledge could be wrong.
But something more 70s themed kinda like the overall aesthetic of Deceive inc would be really cool, and would keep with the theme of time progressing but the mercs being 2ish decades behind.
TF2 @crisp cedar Open Hole
tf s2 did a good job imo
done by CriticalFlaw
In Russia, we crush vital organs when hugging.
VOTE HERE: https://steamcommunity.com/sharedfiles/filedetails/?id=3470285662
Spread some love and break some ribs with this Heavy partner taunt
Credits -
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this is such an amazing idea
wym by that
theres still redundant trash in the models
removing a workshop map is easy,
There's also unused textures too. They could also finish the compression of the maps that came out before map compression became a thing.
Remove coaching too since adhoc no longer exists for valve servers.
A fact of life that valve will rush it, break things and not convert all of the maps.
open strats
Why not?
the flick
i love unnecessary flicks like that 😭
@Dude_The_Ninja No the creator Greg Broadmore asked me to only do a few renders
Glad that ugly ass bullshit aint make it in to the game 



I fw the oogis borgus sentry gun
i was drunk, vibing with friends in vc and said "fuck it ima flick this guy"
solarlight makes such bangers videos damn
aaaaaa
the charge turning inconsistency really sucks
im kinda afraid that fixing will limit how much you can turn
im playing at 60 fps because its weird to use turn binds
i can't even play at 75 (which is my monitor refresh rate) because its jittery
this is possible to fix on the sdk?
stickybomb launcher doesnt have this problem
skill issue
correct, it is a skill issue that can be solved by switching to the stickybomb launcher
why is the max turn rate fps dependent anyways
valve broke on a update trying to fix
but idk
This is the code responsible: static const float YAW_CAP_SCALE_MIN = 0.2f; static const float YAW_CAP_SCALE_MAX = 2.f; float CTFPlayerShared::CalculateChargeCap( void ) const { float flCap = 0.45f;...
honestly, independent on how its fixed it probably never gonna be accepted
but i would like to see how it is on tc2
https://www.rxddit.com/r/tf2/comments/s8xe08/rate_my_graphics_config_very_optimal/
How does one attain this? Is it exclusive for Linux?
No
computer
for example my engineer.cfgis like this:
bind "mouse3" "destroy 2 0; build 2 0"
bind "4" "destroy 0 0; build 0 0"
bind "5" "destroy 1 0; build 1 0"
bind "6" "destroy 1 1; build 1 1"
do i need to add these to game_overrides.cfg if I want my other classes "untouched"
bind "mouse3" "+attack3"
bind "4" "slot4"
bind "5" "slot5"
bind "6" "slot6"
or is there a better method?
thanks
28 days since last merged pr, sdk is a failure just like the community fix workshop tab DDDDDD:
they may be focusing on releasing the branch to live
that might be cope
also aboot the passtime mod, is it really necessary
imo it feels like making a mod just for the sake of it, no hate btw
it's not like they get money so they could instead just making tons of prs to fix passtime bugs
So I actually discussed this
the reason they are making an independent passtime mod is that they want to make changes/additions to the game's mechanics/balance that involve vanilla weapons, mechanics, etc which wouldn't fit into any base game/vanilla-like mod
personally, I still disagree, though within the current landscape the mod is what makes the most sense, I think overall the community should be focusing on enriching the modding scene with a platform to do things like that
Wtf
Who would have ever thought
Chicago valve servers
Wonder why they chose to run tf2 servers there now
After all these years of not
Oh nice
I don't think they were running any for other games either, so they might have just included TF2 when they opened the servers
No there were csgo servers in chicago
Weren't there
for like years
unless Im tripping
There's also been an SDR cluster there
before now
just no tf2 servers
Maybe in the past, but I believe the servers were hosted in Virginia
Although they were routed through Chicago, but idk exactly what that means
its really all about if they have the available spare hardware
I guess
A lot of the valve tf2 servers just sit empty
Last time I checked there were more than 10,000 valve matchmaking servers and over half were empty
But I guess the peak usage for different regions is at different times of day so maybe most of the capacity is actually used idk
I think chicago is just about the best place for a game server in the USA
As in lowest ping to the largest population of players