#Team Fortress 2 Megathread - winter is the most chill time of year
1 messages ¡ Page 103 of 1
If you want the old font, you don't want isproportional only
Or so it seems anyway, again I didn't really test it with or without or anything
oh right that's true I'm dumb
but the post states that the typeface also changed so you need more than that
Idk if the typeface did change though
I looked at the new and the old and they both say verdana
maybe there's other files that matter in addition to chatscheme?
whatâs the best fps cap for tf2 if I donât want to mess with rivatuner? can I just set it to 1000, or is something like 600 a better cap? or does it not matter?
You could use the nvidia fps limit feature
in the manage 3d settings for tf2
if you don't want to mess with rtss
I thought mastercoms didn't recommend that in the docs
Idk why she would not recommend it
it seems better than fps_max
but as for the number to cap to personally I would do something like 960 or lower
rather than 1000
nope perfectly fine
just in case you end up hitting the 1000 fps issue if you're too close to it
600 is good
900 is good
maybe I'm just misremembering or only old docs used to have that
anything you want really but I would go a bit under 1000
Depending on what your system bottleneck is, capping your fps at something you can stay pinned at can be advantageous.
I forget the exact reasoning, but if you max out your GPU usage for example you can get substantially worse latency than if you were capped at a lower fps with some GPU overhead. Which is the tech behind nvidiaâs reflex low-latency mode. Itâs essentially just a dynamic fps cap to maintain a bit of GPU overhead.
Also pc components love having overhead. They run cooler and last longer 
headroom
Yeh thatâs the right word. Gotta give your head plenty of space
absolutely nothing about tf2 has changed because of the sdk being released đ
tf2 classic and open fortress didnt even get ported
*tf2 classic
and open fortress didnt
even get ported*
Is this bait?
bait used to be believable
your face when projects that big take time for people that get paid 0.35Cents(Taxes Not Included) yearly
Yeah money is unsurprisingly a big motivator to do things.
No money, you do it out of passion and your free time but it will take years to be completed if ever.
Boot up tf2, get a description tag, pick a medigun of your choice, type "inflates you big and round", confirm, log off
diidnt respect the sightlines
i think i've managed to force tf2's steam input options in source 2013 sdk lol
ahahaha
nice
alright so this works for the sdk mods, what you have to do is to create this type of file with steam input by locally exporting a template
in the file, change the url to go to that file, and override everything after "timestamp" with your template from tf2
i gotta share this in the github
what's going on with comfig 10 its been a year đŚ
wondering how to increase 1% lows for tf2
get a better computer
@rare creek has leveled up! (68 â 69)
Sounds pretty normal for tf2 not really too much you can do about it
use the lowest graphics settings you care to, make sure no background stuff is impacting tf2, make sure your cpu and memory are running as good as they can, etc
but in tf2 you'll get the occasional frame that takes like 1.5x longer than others on any computer, it's just normal
@next nymph do you know why using CSCHintIcon messes with positions?
if i use controlname "label" it works normally
because steam controller fucking sucks
probably because of this
This is a reupload of a video posted some time in 2007. A (former?) Valve employee named Liam Miller posted some clips on an old TF2 forum of what would become TC_Hydro. A user there compiled the clips into this video and posted it. While I managed to archive this montage, it seems the original clips have been lost.
I'll try to contact Liam to ...
You are actually running at that high of FPS? Do you not notice the ocasional hitch caused by prediction errors?
i've discovered that you can essentially add any command to steam input as long as the game recognizes it
for example here for "Menu Controls" the last 2 are not available by default, but by changing the layout files you can add them
that's how vpks work no?
separated into smaller files so they can be accessed more easily
at least that's how it was in the dota folder last time i checked
So vpk make it so TF2 doesn't need the OS to make calls to access files?
I am no programmer idk
only signed vpks are split so I assume it has to do something with that
no i mean just having one pak vpk like csgo
oh
because it would break garry's mod
you can split unsigned vpk's
Donât most the vpks just serve a look-up role for the main vpk? I could be mistaken, itâs been like 2 years since I deep dived into them
it's the reverse
the dir vpk looks up stuff
but theres no main vpk which is looking up anything
all those vpks are mounted individually in gameinfo.txt
I don't know if it's placebo, but so far setting it to 0 has stopped it crashing. Tabbing in and out is a lot more responsive. Thank you.
Why was preloading removed?
two reasons
mods nowadays usually have all sorts of preloading options that are gonna be faster paced to what mastercomfig could/should provide
and two, preloading exploits can now enable blatant cheating
I see
But I mostly liked how preloading would remove some stutters i'd have the first minutes of me loading into a game but I'm not sure if it'll still be present nowadays
it shouldn't be present nowadays, also technically theres still the dustbowl background which would be better at that anyway
just the itemtest and preload_room map backgrounds which exit immediately after loading are gone
I used that one preload room you'd need to download, From all the preload rooms I thought it was the best one
I mean you could add it to your autoexec. IIRC correctly its something like:
map preload_room; wait 35; disconnect
discussin' time: do you think weapons should have a crit multiplier attribute instead of just a fixed x3? For example, if the rocket launcher had to be nerfed, valve changes its crit multiplier from x3 to x2
Only relevant for three cases: Sniper, kritz medic and random crits ||𤢠||
I cant think of any case where this attribute could be used in a cool way
I guess you could make a unique weapon for sniper that revolves around non 3x crits
but thats about it
thems the game balance
First remove random crit, then we can talk further specifics of balance.
compromise: every attack is a crit
When every attack is a crit.. none of them will be. I accept this compromise.
Removing random crits but only the holiday punch can random crit
Also acceptable.
Third degree should random crit
It should crit if the target has more than one medic healing them
Nah. I think crits on their own are balanced. Random crits are a shit mechanic but kritz for x3 damage is fine.
i think if each weapon had a special way to get its "crit" it could be fun
like airshots for explosives
headshots for bullets
but for pistols, smgs, miniguns, should be 1.2x
shotguns 1.7x to 2x
dragons fury already has a crit basically
same for backburner
sniper rifle / bow
knife
phlog
flare gun, scorch shot
so the question remains for:
- flamethrowers
- melee
- throwables
- pomson
- crossbow
my gut reaction was to say no but that really is kind of just a natural progression of how a lot of the unlockable weapons work
flamethrower could maybe have a heat mechanic that doesnt just reduce damage but boosts it further
melee could have a backstab like a humiliation in cod, but doesnt like 1.5x
or it could be consecutive hits
throwables maybe just make it a moonshot
pomson idk just make the weapon do no crits ever lol fuck it
buff the pomson to always do crits
crossbow and syringes, idk
crossbow i think could be distance based, doesnât the damage and healing already scale with that?
or am i totally misremembering
yeah that could just be its "crit"
syringes maybe could just be like if you hit someone with a bunch in a short period of time it starts to crit
i guess thatâs sort of like the heat mechanic
syringes could deal poison
so an intensifying dot
which upon reaching a threshold, does bonus damage and resets
Overdose buff
honestly im not sure if this is a tf2 i would want to play, at least not all the time, but it does seem like it would be fun
i kind of like how simple some things are, like not everything needs to have a deep mechanic associated with it
also i like that itâs a game where i donât need to aim for heads all the time
dot status effects will reduce ttk
You would need to add armor and buffs to countermeasure all this
turn tf2 into deadlock
i think personally tf2 stands out to me because things are consistent and not really overengineered
Simple is good.
i feel like every shooter game now feels like everything has to be deep, although granted i donât really play very many
thats a fair point
most recent one iâve played is marvel rivals and holy shit they just love changing things constantly there is no consistency
that could be an interesting design goal
Modern fps gamifies the entire esoteric knowledge part. The games are still simple it's just the presentation is different
fuck now i wanna make a mod that restores 2007 tf2
melee damage varies between characters with seemingly complete random reasoning
with nothing else
well, still include the like
nice changes
but nothing that impacts the flow
Devs are adjusting all of the esoteric jank because they know too much and are not afraid to break things
doesnt that exist
Today in a modern game it is almost essential knowledge that could have been given in a more diegetic manner but it is what it is
team fortress 2 vintage or whatever the fuck
whatever mental illness of a tf2 mod it was
link?
i only see this
and tbh i dont think its the same goals
How long until TF2 Genuine
tf2 classic
but for real this time
TF2k7
TF2 Self-Made: only valve content, no community contributions
Sounds strange
It sounds very unusual
TF2 OG
Wario
I want a tf2 mod that's actually good (Team Comtress)
Tf2 Collectors
TF2 collectors edition (its made by limited run games đ )
no.
we all know cs2 does that
we all know it sucks
airshot minicrits would be really fun cause fireworks yay
/s or /srs
dh should be demoted to "minicrits on airshot"
thats all the changes that should be made
It already does that
overwatch does that
thats not a better example :s
why
was finally able to fix my TF2 stutters by dropping down to the lowest settings. for the record, i have an X3D AMD cpu and a 5080. The Finals runs smooth as butter with exactly 0 stutters with ray-tracing maxed out and at 5k res... meanwhile, TF2's unoptimized pos code will always stutter at least once on ultra settings. I guess I'll just have to come to terms with the fact that this game will never run stutterless on the highest settings 
i thought your point about cs2 was that it was a cover / twitch shooter because of the headshots, so i pointed out an example of a game with prolonged fights in the open with an arcade style
@left sand please work on some code that makes TF2 utilize insanely powerful gpus more, so this game can start running like a modern game, and my life will be yours 
get hired at valve NOW
I always feel like headshots in a game with bullet spread is never good because it makes the gameplay unpredictable
and unfair on many occasions
i did but given how slow patches are accepted, and the lack of engine code in the new SDK, it feels rather unlikely i could do anything productive there
the first iteration of TC2 did this
and i cant even do even some of the more basic optimizations on the SDK version because the engine crashes and i cant fix it
ill see what TF2C and OF do for their steam release
since they rely on engine modifications, i want to see if they are gonna drop them or if valve will let them use detours or something
yeah, that makes sense. also interested in seeing that 
hopefully it still releases this year https://tf2classic.com/?id=7986
Whaaaat
Dude you are talking about the game where bullet spread is the most predictable. If you are talking drop in accuracy its due to the fact you are either A.)spraying for a long amount of time B.)are moving. If you are talking bullet spread as in recoil there are literal patterns you can learn and follow lol
what gpu r u using
ill help you without code
i game with intel hd graphics
thank you bro
i use discord notes on you to store my crypto wallets seed phrase
â¤ď¸
so the method to using ur gpu more is AMD Virtual Super Resolution (VSR)
or nvidia's Dynamic Super Resolution (DSR)
Thank you no problem bro
true that, talon. however dsr is buggy in TF2, so Iâm afraid that isn't an option
Huh I never knew this
this could be maybe a way to add spheres to everything
like jarate and stuff
I disagree, this would significantly increase skill floor for no real benefit
I never thought that tf2's ttk was too high (with a few exceptions of course)
i think its just an interesting way to replace random crits
imo damage ramp up allready does what you want
eh
wait, sorry, how does this solve rnd crits?
thats more of a risk assessment rather than skill check
just giving players a way to apply a crit in another way
*just giving players
a way to apply a crit
in another way*
but one that requires interactivity and engagement
now I (actually) see
it might be fun to reward players for doing stuff like that
I would argue that risk assesment IS a skill check
in one dimension yes
but it can also be coincidental
w + m1 pyros take a lot of risk out of ignorance for example
of course, their success rate is very low
but still, they can be successful
they just try in every situation instead of only good ones to take that risk
you can also do coincidental headshots and airshots
thats why I call it a skill check
yes thats true, i personally dont like headshots as a mechanic, theyre too easy
on the spot thinking
but there really isnt any other way to do headshots on bullets intuitively
airshots are pretty rare to do accidentally
thats why i suggested changing the crit pct per weapon, so its simply just a very small reward
plus on some weapons it might be an interesting tradeoff for example spread weapons
you have to aim at torso not head
if you aim at head, only maybe 1 or 2 bullets hit
I assure you in my almost 1k hours I have hit more coincidental airshots than actual calculated ones
sure, it definitely depends on a lot of factors
its definitely a different kidn of game IMO
fiend pointed this out
it makes tf2 more complex and as you said, raises the skill floor
*it makes tf2
more complex and as you said,
raises the skill floor*
Yes, it would be an interesting trade off for SOME weapons
not all
The true problem is that this is kind of a mechanic that you have to build the game around, not add it 10 years after launch
I know the argument is over but I still want to point out that balancing this would be hell
There are way too many variables in one equation
This is quite important for me because I feel like people forgot the importance of keeping things simple
and everything is over complicated for no reason now
*and everything
is over complicated
for no reason now*
yup
What makes TF2 TF2 imo is that its such a simple game yet it has a huge skill ceiling
people play for 5k+ hours and still have room to improve
It's this simplicity that makes people use their imagination to fill the blanks
thats why people still play classic Doom to this day
There is complexity in simplicity, if that makes sense to you
I have 5k hours in game and Iâm flat out bad
Me too
For the sake of not derailing the argument even further I did not mention the relation between play time and actual player skill
We all play the game differently and learn the game at different levels because of it
but this is a discussion and a half on its own
I grinded sniper for a thousand hours and I am too good
Did the same for other classes, became too good, got bored, switched
Medic my main now because he's always hard
tf2 bullet spread isnt predictable
having headshots in a game with unpredictable spread is an extremely bad idea
You originally brought up CS2 which does have predictable bullet spread lol
That's why I made the comment my bad
cs2 was brought up for headshots
which compared to tf2 has quite a different gameplay cycle
thats not fitting at all
Games like paladins, ow2, rivals and such handle headshots just fine.
tf2 is a bit too quake coded to handle instakills in a chill manner.
Considering that half the playerbase gets nuked by cracked soldiers and demos in less than a second as is it might be overkill
Sentries melt 5 out of 9 classes too.
The lowest common denominator will get frustrated enough to quit altogether.
Headshots will devalue importance of good positioning.
discussin' time 2: should the flare gun be able to flare jump? since it can already kinda flare jump with a glitch
Seems unnecessary to canonize what is essentially an obscure self damage exploit when the other 2 out of 3 flare guns achieve same result way more consistently
What if the Dragon's Fury could jump?
It might invalidate the jetpack.
Or what if the Thermal Thruster behaved more like Phara's flight ability?
I can get behind that but they went out of their way to make sure it's not.
Imagine the chaos it would cause with phlog.
It is balanced on soldier but not pyro.
When they first announced the DF and Thermal Thruster, I imagined them as a killer combo where Pyro just bombs in and fucking melts Medics akin to a Soldier bomb.
yeah but thats just kinda useless considering pyro is a close range class
youd just be a sitting duck
itd be cool if pyro had a jetpack though
like
you could hold space to hover
and it drains your charges
but also retaining the functionality of the jump ability
what if the thermal thruster emitted fire below it
but idk i think thermal thruster was a bad idea
but its hard
but yeah giving a rocket jump to a class who didnt have it
inherently flawed concept
Thermal thruster isnât worthless. Itâs just absurdly niche.
Pretty much the only time itâs good is when your team is so overwhelmingly offensive that it doesnât matter that youâre basically jumping through the air like Patrick Star in the SpongeBob SquarePants movie.
So basically only 7 manâs in Highlander.
Even in casual where people are 90% clueless. The sound design and visual design of the jetpack just screams âshoot at meâ to the point that even TimmyGonzoles2018 will know to shoot the pyro.
But pyro jumping into an already chaotic situation is actually really strong. Flames have a wide effect and go through teammates and enemies. So jetpack pyro can be king of the chaos.
bullet spread that you can control?
like, what's the criticism here
you cant control it in tf2, making it similar to cs2 removes the games simplicity
its literally tf2, I like shooting big meaty shoots on rectangular engy body
CS technically has bullet spread. Even if you have perfect recoil control there is bullet spread that worsens with shots fired iirc.
Excluding Negev
It has perfect first shot accuracy but the recovery is bad.
I genuinely dont like bullet spread being a mechanic in games
especially when head shots are a primary damage source
So on a triangle between valorant, tarkov and borderlands where you at
Doom?
It's kind of a necessary evil.
I love doom gun play
borderlands is also great
but its not fitting on multiplayer I feel like
It will make gunplay feel rather tasteless.
I mean, you are free to go and open a unity project and build a character conttoller with a gun with perfect precision and you will feel how it lacks feedback.
Every game starts with a raw base where every shot goes directly into one point.
It's not like developers add it for no reason other than making skill expression invalid, it genuinely makes the shooting feel better.
removing the line didn't do anything đĽ˛
oh
I think I figured it out
okay so
did you all know this graph is wrong
crit chance goes from 2% to 8%
not 2% to 12%
wtf
oh
dude
its because they didnt update all the usages for the multiplier from 4 to 6...
dude
also this means
the max damage for max crit chance is 533
not 800
Thats not how you use the Thermal Thruster
Thermal Thruster sucks at covering long distances due to ignition mechanics but excels at covering short distances
You use it to jump scare enemies
use it to escape from enemies when you have the intel because for some reason, the thermal thruster doesn't have the "can't get the pass time jack, and intel" stat.
I feel like tf2 random bullet spread is extremely lame tho
with headshot tech it would be like another random crit story
when I hit a meaty shot I know it will do around 90 damage, and I dodge accordingly, imagine someone using a scattergun and only aiming for head so the random bullet spread god smiles upon them and does 200 damage
@radiant merlin easy wiki contrib?
it is already corrected on the wiki
Would you rather have this over random crits
You can't really compare shotguns from this game to cs or val because the damage falloff is there to prevent this
Especially when they're 90% of all hitscan weapons in this game ngl
but according to that you need to change the gunplay of the entire game is set up on
The random crits ignore damage falloff but headshots don't
Ambassador nerf
The code for it is already in place
It's not difficult to implement
There's really nothing random about someone aiming their shotgun at the enemy head when they're close enough to hit all of the pellets on the body
If majority of weapons had headshots enabled they would presumably deal reduced crit damage because falloff scales the base damage
Presumably.
The formula for headshots and crits might be the same and amby is the only exception
Dragon's fury has the inverse.
It deals reduced base damage and does full damage on ignited
thats an interesting take, I would love to see a test server for this tbh
grenade jump !
Actually crits might be affected by falloff, I don't exactly remember, go on tr walkway and use pistol on scout and test different ranges.
Same with shotgun
Pretty sure the lowest damage a pellet can do is 3
A single one
In that case it would only exclude crit rockets and stickies from falloff.
Or just read the wiki I guess.
Nevermind, crits ignore falloff on hitscan weapons too.
18 per pellet.
The wiki page for ambassador is the only one that shows crit damage as a range.
The only one in the entire game.
I second guessed myself
I crits fall off with splash damage. So maybe you just got those scrambled
*I crits fall off with
splash damage. So maybe you
just got those scrambled*
Yea rockets don't always hit for 270 but that is different from player range falloff, it's explosion proximity
So yea I second guessed myself
A rocket will hit for 270 no matter the distance from player if it is dead center
Huntsman has no falloff it depends on charge
But crossbow...
It has the inverse behavior on heals
Rampup with distance
on both heals and dmg
Oh cool
crossbow is based on lifetime not distance it doesn't actually have rampup/falloff
crossbow buff: -80% prpjectile speed
It is a hyper specific scenario.
It might have been done that way for various reasons.
Pyro reflects dealing more damage as a result I guess.
Or copied from huntsman.
That makes two weapons with a crit range.
But one is range based and other is lifetime based. Incredible.
Hitscan and projectile.
Valve are psychotic
what r the damage types for arrows for vacc
Bullet
maybe
If pomson are bullets, so are arrows
Rescue ranger also
Baseballs are also affected.
And cleaver.
Feel free to correct me with proof.
If you test this on bison it might be quite cruel
Beating a dead horse.
Beating a dead bison.
Bravo.
I don't have a pc that can run the game rn
Here's a curveball, I think wrap assassin ball isn't affected by vacc
Read the assembly code in objdump.
Is there anything less convoluted?
Impossible sorry
when approximately is the playtest?
10 years
a few hours
notice the difference in the two responses
what does that tell you about the character of the two users
And yeah, wrap assasin bauble is "melee/explosive"
who would you rather entrust your burger with
It's not bullet and it's not resisted by vacc as explosion either.
Oh, there's 3. Sandman balls are affected by lifetime just like crossbow bolts.
Useless trivia.
Manmelter deals both fire and bullet.
And so do other flare guns.
Psychos designed this game.
Actual alchemy voodoo magic.
I can't sleep.
I realized I still love looking at this game.
Not letting my decade long fixation die ig.
me me me
ill only eat half i promise i promise
idk if i can trust that
So the thing is every weapon you mentioned so far was added before the vaccinator
So gameplay wise the weird damage types of these weapons didn't matter
And then some sick mf at valve designed the vaccinator
Pretty much
Except in mvm
most of them were added before mvm
not trying to be conspiranoic but... 4 days, 273 ratings, how
Emporium
âRate 5 stars for a link to my only fansâ
lmao NO
damn 1 person worked on this whole map
I can see why now.
Watch HOLY MOLYYYYYYY by SmiGuy8 and millions of other Team Fortress 2 videos on Medal. Tags: Team Fortress 2, tf2,, valve
what dxlevel gives the most fps?
depends
100
DX level vk
A lot of people find dx8 / 81 to get the best fps because it disables a bunch of stuff but itâs very prone to bugs. Anything dx9 or above depends heavily on your pc and the quality and fps differences arenât super notable.
You either gotta benchmark them yourself or just use something an not think about it too deeply
stop killing games
Maybe they should stop spawning
back from the grave once more
Pretty much.
Does anyone know why TF2 includes but ignores cl_mouseenable and cl_mouselook but other games like L4D2 actually use them? Seems odd to include these seemingly dead cvars.
They're ignored only when using raw input mode in tf2
When not using raw input they do disable the mouse
im sick of tf2 trolling me
autobalance
matchmaker throws me into a match that's finished
play the game that doesnt troll you twinđ
alr twin
@left sand do you plan to release the next mastercomfig update in time for the summer update, assuming nothing breaks that'd postpone the update? 
sure!

Watch where did the +50 come from????? by SmiGuy8 and millions of other Team Fortress 2 videos on Medal. Tags: Team Fortress 2, tf2,, valve
The sandvich itself doesn't heal anymore, it's the ammo pack dropped if the sandvich is held during the time of death
but he was eating it and then died it only drops on the ground like that if right clicks
The sandvich at the floor is just "the weapon"
and it would have healed more then 50 i think
Ok yea that explains it
This makes scout's achievement functional, come to think.
I thought it was broken or simplified after the update.
Discussin time 3: do you think valve should simplify jumping, so that crouch jumping is irrelevant, and rocket jump is the same whether you crouch or not?
what hitbox thing?
and i mean the distance from the ground would change, it would be insanely powerful
is "smaller hitbox when crouching" an issue
or that u jump higher if u first crouch and then jump an issue
are there Any Issues With The Videogame
crouch jumping is stupid and should be patched to have a constant jump height imo
Like in l4d2
It's just like 4 hu
I was talking about if you crouch your mass is lower thus rocket jumps push you further"
that was what i referenced directly
is it an issue
I mean
that is 100% intended and it's not mass being lowered
your mass is the same no matter what
If valve were to make it more simpler, it wouldn't be necessary
*If valve were to make
it more simple, it wouldn't
be necessary*
To achieve max distance
they simply boost your knockback by a factor of like 1.6 if you are crouching
who?
Htwo that's his name
I think you guys interpreted 'mass is lower' differently
idk if ive ever felt more informed or knowledgeable after watching their videos unfortunately
they put a lot of effort and their presentation is good
but would appreciate more research and consultation maybe
no like
there's a misconception that theres "a bug in the physics engine"
where if the box collider shrinks, the mass gets automatically lowered
No i didn't mean it was a bug
and valve couldn't counteract it
I mean I think ashe meant that you are closer to the ground
I was just saying what if it wasn't necessary
not that your mass is less
thats my problem with jumping
youre closer to the ground when you jump only
notice how if you jump and rocket jump you take more damage
than crouch jumping
same if youre on the floor
but you miss out on a 2x good rocket jump multiplier and the 1.6x multiplier when crouching
so the fraction of 146 radius to 90 damage can't compare to literally 3.2x more knockback
crouch jumping instantly teleports you up to your eye height before crouching
this is different from jumping which will travel vertically over time
you're only a few units off of the ground after a frame of jumping
whereas you teleport more off of the ground when you crouch jump
if they were to change it, without massively changing rocket jump heights, theyd have to do extremely weird heuristics for figuring out how to adjust the self knockback
they should not change it
and then if they did that, theyd affect certain rollouts especially preround
i agree, im just trying to explain the consequences to ashe because it's pretty much impossible to change
imo they already changed too much with this prediction update
game literally feels different due to it
and it feels worse
not to mention the bug when you stand on someones head that they still havent done anything about
i think it was two steps forward one step back but ultimately theyre in a tricky spot where they cant focus enough detail whenever they do change stuff
and it affects a lot of people
i mean just consider the demo breakage
it was considered sacrilege to ever break a demo
I don't think they have the faculties to fully test these sort of major changes
and now it's happened like 5 times
yes precisely
well id say resources
faculties sounds like its a mental issue
I don't mean it like that
It was just because having to crouch jump with a controller is shit, or maybe i just have to git gud
crouch jump bind?
Just rebind it to regular jump in scout.cfg
i thought people used crounchjump binds on scout no problem, am i missing something
Idk i don't do that lol
This grinds my gears for some reason https://spiritov.github.io/posts/sv-pure-bypass
This idiot writing this up like they discovered it and are 'making it public'
As if it wasn't widely known 5 years ago not to mention made extremely public by cukei 6 months ago
And they don't even go in and describe the root cause or related issues or anything
Idk it's just like clout chasing for no reason
I gave valve three months to patch it guys now Im making it public bros
I sent valve a email about this idk how long ago about the vmt parameter, never got a response back.
but I think the whole game ban for game exploits was PROLLY (I SAID PROLLY NOT DEFINITELY) the response.
ignorez is WHY sv_pure exists lol
October 1, 2024 - discovered how the exploit could be used for wallhacks
try 2004
I've heard quite a lot about sv_pure being about as useful as wet tissue paper. Is there a reason Valve have never fixed it or is it just another Valve Moment?
sv_pure is okay but it has a lot of exploits and due to the various competing interests it's hard to figure out a good solution
for example, servers simply do not have the data files needed for a full integrity check, unlike csgo, and adding these would monumentally bloat up the server install footprint
therefore for tf2 they went with a practically client-side only sv_pure
tf2, unlike csgo, does not have a huge emphasis on competitive integrity so it's a waning interest to fix it past a certain point for many years, unlike csgo
tf2 also has used a lot of bsp packed content and Source has a very sensitive model loading and content loading system, so it can be delicate to make sure custom maps/servers with replacements don't break while still ensuring modified content is blocked
it would be a huge risk to break pure in that way and have something like a summer update have all the models break
like what happened a few years ago when they fixed a few pure issues (and introduced some new ones)
i think its also fair to say that despite the legendary capability and knowledge of the people who work on tf2, first hand knowledge to modify the various loader systems is a bit of a faded/lost art
Always more complex than it seems. Thank you for the explanation, that does make a lot more sense.
i mean, im not even motivated to fix it because i have low confidence that i could, its very daunting. and even if i took the time to dig in and commit to it, the engine code is different in that area and anything i could do without direct access or a long reverse engineering process wouldn't really help
You could probably dedicate an entire library to these kinds of explanations.
WikiComs
thats how you get a cult of personality, logging the teachings of a single person
that's on views, not on evidence based data
Would be one hell of a FAQ
ngl, with how easy it is to get away with actual wallhacks, this just seems like extra effort.
Also as far as competitive leagues, as it is mentioned they forwarded this info to comp leagues: RGL has known about this from places. Don't know if they shared it with other leagues, but this would fall into RGL's blanket ban on sv_pure bypassing.
Comp leagues would enforce this the same way the enforce injected wall hacks. If people look at people through walls, they are wallhacking. Typically it is nearly impossible to hide as people naturally look at their targets.
Also I don't hate them doing this write up. It's a pretty substantial sv_pure bypass and if Valve added a check for it people would at least have to turn to other bypass methods that have more drawbacks and limitations.
Could they have submitted it privately? Probably, but I'd bet a substantial amount of eggnog that people already did years ago.
I guess but many people have already contacted valve about it over the years and the RGL and other league AC has been well aware recently
All this guy served to do is spoonfeed it with step by step instructions to people who want to use it to cheat
It is surprising that valve hasn't fixed the low hanging fruit stuff though
*It is surprising
that valve hasn't fixed the low
hanging fruit stuff though*
I thought for sure with cukei's thing they would
me too but ig they just want to nip it in the bud
rather than just patching each exploit one by one
also yeah, contacting the leagues wasn't really anything
it didn't help them at all, just fill them with concern it was gonna be released publicly
also
i got asked to review this post days ago but i didnt read it much to notice it said they were gonna make it public
i thought it was gonna be a documented report about the exploit to send to valve and leagues
also when i reviewed it, it wasnt as detailed with basically a tutorial on how to cheat
*It will be really
interesting to see what
valve ends up doing*
i mean tbh the easiest thing they could do is just completely lock down tf2
"modders ruined tf2"
I mean they'd have to still also fix the prevailing issues
otherwise the modders would keep on using them lol
how
ie, remove the custom folder, strengthen the vpk signing
yeah, thats what i mean by lock down tf2
both that & not allowing any custom content anymore
from "untrusted" sources
the current system in place (but not used) for verifying the chunks is quite slow
I don't remember but I remember trying it and it was slow
*I don't remember
but I remember trying
it and it was slow*
im pretty sure its meant to like
error out
as soon as it encounters an integrity error
but its like async or something
or its supposed to be
Easiest thing they can do is nothing. And tbf that's probably not far from what they're going to do. VAC hasn't done much for years and whatever steps they take to counter cheaters currently is what they can do with this. Honestly if anything this is easier for leagues to check for with pov demos and console.
VAC is fine
I do think adding a check for the file would be reasonable. As it is a pretty major oversight.
I mean they should at least fix the low hanging gameinfo thing
if they decide to do nothing
just comment out the thing that skips file tracking if not multiplayer
*just comment out the
thing that skips file tracking if
not multiplayer*
or completely remove the option for tf2 to be anything but multiplayer
it never needs to be singleplayer or anything else
it's a 5 minute fix really
some of the other bypasses are a bit harder to fix
and the chunk verification is either hard to fix or will make the game load slow
it doesnt have to load slow, as long as it just exits the game upon encountering lack of integrity
thats how CSGO worked, when you connected to a server
since they had server side pure
but they couldnt have verification happen during connecting state, since it would load too slow
so instead it happened asynchronously
and it would kick you upon failing
Well it's normal to not fail
so everything would have to be checked
in the normal case
yes but it wouldnt affect load times
Tbh I don't know how the loading works
the thinking is that if you are cheating, it'll find the bad file before youre able to really do any harm
and for anyone else, its as if the game didnt change
Well yeah but you're saying that you can md5 sum 20 gigabytes of data for everyone else in the same time they already spend loading stuff?
that's how I interpreted this
i feel like you didnt read what i said carefully but this message is important
I didn't read it too carefully
but I think I got it all
cheaters will fail sure
the normal case is not failing
which means all the data has to be checked
I guess I'm missing something
I don't think it's set up like that currently
^
its meant to be
thats all im saying
What if someone has a fast disk
their cpu is pegged for the first minute of gameplay?
is there a limit built in to prevent stuff like that
it's been like 2 years since I looked at how the verification was supposed to work
yeah afaik it was like some number of files every few seconds and also rarely is anyone ever disk bound
superfetch is a thing
the cpu wouldnt be pegged anyways
maybe theyre on a quad core bro
or does that like reduce the amount of worker threads
I dont remember
Im gonna go read the code again before any more pointless speculation
im not talking about any code necessarily
well there was code in tf2 for verifying the chunk hashes
I think anyways
they just didnt use it
maybe they only ever intended that to be used by the server
when launching with -sv_pure_verify_hashes
it does actually get used when you do that and iirc it goes through them all sequentially
no async
I guess that would be normak for the server
no
they have entirely different pure systems
tf2 has client side pure
csgo has server side
tf2's used to be kind of server-inclusive
pre-2013 steampipe stuff
they commented it all out lol
yeah that stuff isnt so relevant
yeah
im just saying, it would have to ultimately be similar to csgo's system because of the performance issues
the client is not required to send the server anything
at all
in tf2
for pure I mean
as in, just checking files loaded over time
and then exiting the game if a fail is found
75 files per second seems decent
could probably be done within the main frame too
you really think valve has it in them to bother setting that up in tf2
I mean it's a good couple days of work surely
compared to other options
but I guess the other option is just do nothing
I mean this kind of thing can go under a game exploit which can get you game banned if many people report you for seemingly having walls. Then there's also comp leagues noticing the same and banning you.
Yeh this is pretty much the main reason sv_pure was implemented for. So people could use wallhack custom models.
im thinking of splitting up the tc2 balance pack and tc2 base optimizations, similarly to tf2 og since that seems to have worked successfully
honestly sounds like a good idea
yesh they're just disabled now, completely unused
youre epic
pr to fix blank names when
what if the name is just blank
Now me personally if I got fish killed I wouldnt admit to it
link it
bro if any of us witch hunt, just put a curse on us
"YOU FUCKING GOT A FISH KILL, FUCK YOURSELF"
Lmfao
Fun fact: you can also have blank profile pictures thatâll bug out in CS and just duplicate a random profile picture of someone else in the server.
But in TF2 it just appears as blank.
That sounds kinda creepy af
Tf2 clearly better
If someone sets their steam name to avatar, tf2 makes their pfp wider in the friends list
or it used to anyways maybe that was fixed cant remember
tbh it's kinda scary that a steam name can be interpreted as something to do with the hud
let's see if today is the day
me when i got a big burger and its hard to eat it because its a big burger
dead game
Now this is the kind of realism I want to see in my wacky cartoon FPS.
this game is officially dead to me
casual is so unbalanced and everyone disconnects the second a round is lost
uncletopia is where all the soldier and spy tryhards migrated to and it's too hard to play there
i can't find a place in tf2 anymore where i can have laid back fun
whar?
hit tf2classic
somehow people there now know who I am
and kinda nice to be a part of a small niche community :3
*and kinda nice to
be a part of a small niche
community :3*
take it before its too late
already uninstalled that
actually fps games are not very fun to me anymroe
only dota
maybe its time to play some different genre
or start with new hobbies
sometimes changes can be needed :3
the. change is dot
If you donât like the game. The game isnât going to make you like it.
*If you donât like the
game. The game isnât going
to make you like it.*
updoot vandaag
start cheating
I find mental and creative work more fulfilling than mindless dm at this point
Steamhappy
Same. Thatâs why Iâm pretty much done after an hour or two of casual.
Comp requires more brain power, hence why I like it more.
I still find trolling by doing very esoteric strats entertaining tho
Spawncamping or going medic
Can be fun to do solo
Exactly the way fatmagic does it.
Always finding sidequests to do.
Medic in pubs can be fun. But at times you uber on someone and they literally donât know what uber does so they start running away like theyâre getting ultâed on in overwatch.
Honestly probably about 50% of the time
beast mode
nah dude when it's my turn to play ranked and try to improve and get out of herald, i get matched against 2013 players with 4k matches and grandmaster on multiple mid heroes, and they are nEVER on my side
meanwhile i have a friend who started playing literally last year and is already archon or legend i think
he did say he was from the philippines so maybe that's why
no he probs just doesnt suck
hardest pill to swallow is that ultimately you didnt lose because the matchup wasnt fair, you lost because you werent good enough
no match is unwinnable
if an enemy is too good smart or fed
abuse the weak link
you need to recognize when you can stop the smurf headon or by abusing his teammates
he will try to do the same
also if you like it
you can enable strict solo only matchmaking
for ranked
its more preference, no right answer imo
just know this: rtz would go 40/0 in your games and win 100% of them
mason would go 100/0 in your games and win 80% of them and get banned in 4 months for behaviour score boosting
When summer update
next summer
if i want to get out of herald
i need to play like a guardian probably in a sup role too
*i need to play like
a guardian probably
in a sup role too*
problem: play like a guardian and not a herald
this has me wondering, which team composition has the lowest winrate
like something stupid like 5 hard carries
probably disruptor, chen, oracle, ringmaster, grimstroke
mid grim is evil
Ikr?
I would go somethinh like 38/12 in your games and win 60% of them and not get banned
đ
say the line bart!
MIKE, reflect those rockets please!
Ah yes, the enemy team mindlessly firing pills and rockets at the pyro causing the death of someone else. A classic.
wait didnt that get removed?
I thought that was removed few months ago
it did but not for everyone i think
they removed voice command restrictions
lol
omg titanfall 2 update
valve's obsession with koth will never end
well, koth is the only good gamemode after all 
so true
Reduced default value for ConVar 'tf_mm_next_map_vote_time' from 30s to 15s
casual is saved
(this is a good change I'm just being annoying)
this unu is cool
Hello Bro
your disk isn't gonna fill itself...
need even MORE maps
Hey they updated the post-round map vote thing. Casual QOL improvements yay
this is to make up for the hotfix that doesn't add any maps
hi
fuck
holy shit this is massive (not)
nooo not the gay coordinator
Oh I remember the month of work to make all the websites on the company I work for work with that
99% was just tweaking nginx files but that 1% was python being a pain
this is akshually massive
why tf did valve think a vertical map was good?
whatp
this is the titanfall 2 thread
they are not going to add slaughter to the game
wait what lmao
de-halloweened version of the halloween map instead of the original map??
slaughter has a 1000 times better them than this
also 5 min timer lol
it says 4 in your image
oh it's 4
i still don't really like longer koth times tbh
yeah laughter has a longer timer because of the hell event
i know but what is the ipdate about
i am humbly asking you to parrot the changleog to me
An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
Summer 2025!
Featuring 10 new community maps: Citadel, Aquarius, Fulgur, Cargo, Conifer, Boardwalk, Blowout, Mannhole, Demolition, and Pressure
sumer
Added the Summer 2025 Cosmetic Case
Contains 23 new community-contributed items
Added 4 new community-contributed taunts to the Mann Co. Store
Taunt: The Final Score
Taunt: Bear Hug
Taunt: Texan Trickshot
Taunt: Flying Colors
Added 14 new community-created Unusual effects
7 new effects for Unusual hats
7 new effects for Unusual taunts
*Added 14 new
community-created
Unusual effects*
All cosmetic and taunt cases will grant Summer 2025 Unusual effects instead of their normal Unusual effects during the Summer event. This does not include crates.
The Summer event runs through September 15th, 2025
General
Fixed the Frontline Field Recorder not using its normal map
Fixed The Texas Half-Pants not fully using rimlight
Fixed the Das Hazmattenhatten's materials not using its normal map
Fixed The Bazaar Bargain's scope being painted when using the Saccharine Striped, Team Detail, Gobi Glazed, and Team Charged war paints
Fixed some outdated in-game tips
Reduced default value for ConVar 'tf_mm_next_map_vote_time' from 30s to 15s
Updated materials for The Candy Cane to fix consistency issues
Updated lightwarptexture setting for the blood version of the Half-Zatoichi
Updated the Strasbourg Scholar to improve clipping
Updated the Heavy's model to add a 'bullets' bodygroup for cosmetics
Updated/Added some tournament medals
Updated cp_fortezza
Reworked routes between Point A and Last
Improved lighting and visuals across the map
Clipping fixes
Updated vsh_distillery, vsh_maul, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
Big thanks to Whurr, Starfall and Bradasparky for reporting bugs and suggesting changes.
Balance changes
Consecutive Wall Climbs no longer cut your preexisting speed
Mini-Sentries now deal 80% damage (up from 50%)
Crit-boosted Miniguns now deal 70% damage (up from 60%)
Reduced the Mighty Slam's damage at point-blank range
Rebalanced Hale's damage against buildings
Level 1 buildings are destroyed with a single punch
Level 2 and 3 buildings now require two punches
The Wrangler Shield adds an additional punch to the required count
Ability-based damage to buildings is unchanged
*The Wrangler Shield adds
an additional punch to
the required count*