#Team Comtress 2 Megathread - It's finally here
1 messages ¡ Page 2 of 1
My point being.
Heavy lacks variety
Heavy lacks an alternative way to play
Heavy lacks "good items" other than like, 5.
Heavy lacks a "skill check" mechanic, making his skill ceiling very low.
@shell temple my gun gets cut off literally unplayable
just dont rotate the model? skill issue?
:(
Blocked
Opening no less than 12 github issues right now for this
Should we add bhop convvar?
not rn
its pretty valve didnt like it and i want to steer clear from stuff like that for now
in a later patch sure
Fair enough
i mean.
it's possible to source srcds_linux64 binary and dedicated_srv.so from tf2 dedicated server and put them into SDK Base 2013 to work with 64 bit mods
the problem is lack of 64 bit binary launcher for srcds within 2013 SDK dedicated server
@jaunty fractal has leveled up! (3 â 4)
Can anyone cross check if i'm missing something before posting this as issue on git?
[Dedicated Server] Dedicated Server depots not containing 64 bit launchers
Currently available Source SDK Base 2013 Dedicated Server distribution does not contain launcher necessary to run 64 bit compiled mods.
Workaround on linux which allows for selecting importing custom game is sourcing binaries of srcds_linux64 and linux64/dedicated_srv.so from TF2 dedicated server instance or just using TF2 dedicated server as base
list of all the other weapons that are like this
-
fortified compound (reskin huntsman)
-
C.A.P.P.E.R
(its a pistol reskin thats a ray gun but it can be debated whether the damage penalty should apply bc it could be pay to win technically despite how niche it is ig?) -
pomson
-
righteous bison
-
all of medicâs primaries
-
shooting star (also debatable if the resistance should still apply)
we need a meet your watch update which adds a day and night cycle to maps
i donât think thatâs even possible in source
0.9.0:
SDK upgrades
- Updated how local loadouts work, to copy your current TF loadout preset to all local loadout presets when you sync from TF, instead of just setting the first preset and having all the other ones full stock. This will hopefully fix having to re-equip cosmetics when setting up loadout presets.
- You'll have to reset your local loadouts to get this change if you've played TC2 before the update
- Possibly fixed a weird crash with unusuals and changing maps
General updates
- Added a character loadout panel to the main menu showcasing one of your class loadouts
- Fixed the sentry gun not aligning to tickrate properly
Firing speed reworked
There's been longstanding issues with how firing speed was handled in Source / TF2, where it was tickrate dependent and some weapons did not do the proper firing rate / DPS. This is now fixed. Here are the details:
- Fixed fire rate being incorrectly calculated at certain intervals (most famously affected MvM firing speed upgrades for Heavy's minigun, but a lot of items have minor firing rate accuracy improvements now)
- Rebalanced the Sentry Gun now that firing rates are accurate:
- Changed internal fire rate values to the Sentry Gun to how they were manifesting in the game before this fix
- Changed the boosts for the Wrangler to how they were manifesting per level / type of Sentry Gun before this fix
- Changed Crit Canteen to 2x fire rate on Sentry Guns rather than 2.5x fire rate, since the fire rate is now accurate and does not need the extra boost
- Since Sentry Gun fire rate no longer has a cap limited by the tick rate, add decay to additional sources of fire rate, so there are diminishing returns and Sentry Gun DPS is kept under normal ranges in MvM
- Even with firing speed improvements, careful attention was put to make sure that the Widowmaker crits on a Crit Canteen would not be outclasses by the extra fire rate of a combined Wrangler + Crit Canteen.
Wrangler: Mini: 200%, Level 1: 166%, Level 2 & 3: 150% (these are all de facto from a base firing speed)
Mini Sentry: 125% (de facto speed, was coded to be 133% in live)
Each firing speed boost stack above 1 adds a decay of 94.5%
Crit Canteen boosts fire rate by 200%
These Sentry Gun changes result in the following base bullet DPS in MvM:
3 firing speed + Wrangler = 240 DPS (in live 356 DPS)
3 firing speed + Crit Canteen = 320 DPS (in live 356 DPS)
3 firing speed + Wrangler + Crit Canteen = 536 DPS (in live 356 DPS)
I assume Heavy is affected by this fix too?
Yes
mcoms question, is it possible to import parts of the engine, replace those parts with imported code and modify it?
in a way similar to how Minecraft fabric does it
What approach did you take for fixing it, damage boosting or firing extra bullets when necessary?
extra bullets
Nice
this is just a fix i did and playtested in 2020
meet the engineer
Is there a way to choose which class displays on the menu or is it just random
its random
freaky
Setting up TF2 dedicated server with custom modded game starts game without connection to inventory servers.
Server has been bootstrapped using TF2 Dedicated server instance with few library rearrangements, server so has been compiled using
Steps taken on linux for starting dedicated server:
- Copy compiled mod_tf instance to main server catalog
- From catalog mod_tf/bin/linux64/ rename server.so -> server_srv.so
- Replace `gameinfo.txt` with one prepared for reading tf2ds hl2 and tf catalogs
- copy maps from tf to mod_tf
- copy entire scripts catalog from tf to mod_tf
- now missing libraries
- `soundemittersystem_srv.so` and `scenefilecache_srv.so` have to be duplicated as `soundemittersystem.so` and `scenefilecache.so`
- depending on what's missing on system from SDK source code catalog `src/lib/public/linux64/` copy over `libtier0.so` and `libvstdlib.so`
Applying correct steam game server token `+sv_setsteamaccount` doesn't fix the issue but server correctly uses token refreshing last logon on manage game servers page.
I guess currently only option is to work with working item server is to host a game from game client.
Can someone check the second issue whether or not am i missing something before posting it?
mcoms could you remove bullet spread to the revolvers
it's already hard to aim and spy doesn't any more caveats to kill
and i'm sure sniping wouldn't be an issue because of dmg falloff
im working on fixing various issues with friendlyfire and im having some trouble deciding how i should handle stuff like the crusaders and sydney sleeper
where is tc2 server located btw
didn't the mvm station already have music??????????????
uhhh. What server?
the file or some specific server?
I assume they mean where the TC2 test server is hosted
If i recall someone left dedicated server running somewhere in US
but sadly current method for creating dedicated servers cannot connect to inventory servers
for now i guess only client hosted servers are able to properly use steam inventory
friendlyfire != teammates are enemies
does it?
i also thought so but i checked the wiki
yeah
and there wasn't any changes listed in upgrade station so i felt like i was misremembering
ive got something planned for this already
are you gonna do the thing tf2c did with syringes btw , i think that would be cool
that being ,
I don't think so
wow
Unused MvM upgrade music
Audio was created and is owned by Valve Corporation.
it was unused
I find it remarkably funny how almost every engine level fix is also a Spy buff.

Oh speaking of which. Please for the love of god fix spawn wallhacks on enemy spies.
Or perhaps have it so that using a teleporter ends the effect.
make spawn wallhacks more visible on enemy spies
I shall gutt you like a Cornish game hen.
Uncle Dane be like "Spawn wallhacks only effect spies camping spawn. They don't need removing." Whilst building a level 3 tele and taking it.
maybe spies should just play better?
just like get a cloak and dagger if you want to watch for people?
tbh i just uncloak directly behind my enemies and most of the time they dont notice
camping is one of the least effective ways of playing spy and not because of spawn wallhacks
actually using your disguise to blend in is much more effective
*actually using
your disguise to blend in is
much more effective*
when will every disguising bug be fixed
Yeh honestly itâs a super niche issue like youâre disguised but sitting somewhere that blatantly an enemy wouldnât be, while uncloaked⌠why? The only reason is like camping DIRECTLY to the side of the spawn door, in which case just disguise as a friendly scout or just m1 to get rid of your disguise.
Iâve never once been screwed by wallhacks, but I also use friendly disguises more than enemy disguises đ¤ˇââď¸
what hte hell??
In 6s itâs a lot easier to tell if someone is a duplicate of your teammate. If they catch a glimpse of you disguised as your own teamâs scout they arenât clued into to the fact that you have a disguise. So you can milk your cloak a lot more so you can get into position faster than theyâd expect.
And in pubs I just use friendly disguise and gun spy because frankly itâs just more fun. Itâs basically scout but disrespectful. Playing knife spy in pubs feels like an NBA player breaking the ankles of toddlers.
what hte hell do they even allow that
Super Niche? Happens to me every other game. It's not a matter of camping in one spot, if you see a teammate in a weird spot behind a wall you're automatically going to spycheck them. In addition, you basically have to always undisguise before decloaking otherwise your outline just pops into existance.
stop being in a weird spot behind a wall
Just donât be in a weird spot close enough to spawn for the wall hacks to take effect
Teleporters simply aren't a thing.
If you look sus being somewhere where you can be seen, you should be cloaked
Youâre the class that can do something about the teleporters
Or just play away from the teleporter if thereâs a spawn wave incoming. Itâs really never been an issue for me. If Iâm around a teleported and uncloaked itâs because I look reasonable and/or im stabbing something and dipping out
I think a Shounic style vid explaining some comtress fixes and then talking about how they can join and playtests and would definitely bring people in..,,
Like performance (you can get technical people like it, kinda like kaze emanuar) > balance testing (show some crazy ideas so people are like wtf why not ((but also stress they are not permanent and are simply experiments)) > recruit people
And then live stream whenever we playtest after the fact
Team Comtress Standalone mod launcher on Steam when?
Not sure if this has been answered anywhere but will tc2 get content updates at one point? Stuff like new weapons/mechanics? Or is it supposed to be just fixes and balance changes?
it's supposed to be a continuation of the development of tf2 in a new fresh style
so I won't discount the possibility of that
wait why isn't it supposed to be merged into main tf2??
individual patches are selected to be merged
but on the whole, the mod's branch isn't going to have only those sorts of changes
is there still much more potential for improving the game's performance?
*is there still much more
potential for improving
the game's performance?*
Yes
what why??
yay 
what do you mean
that "why" could be so many different questions
idk you're already so ambitious does there need to be more projects đ˘
i dont necesarrily think this is more
They are quite capable.
i dont think soldier should be nerfed
i think every class should be brought up to a new power level
*i think every
class should be brought up to a
new power level*
some of that will be shifting their strengths and weaknesses, without fundamentally changing the identity of the class
theres definitely ways to make classes strong without just making them all the same
but you nerfed sniper and he's way weaker i can top score on soldier with like no effort at all
sniper got buffed actually
waitwht
huntsman is much more consistent now, the sniper rifle does more total damage, his SMGs are buffed, he has a much more reliable way to get minicrits
also sniper has a better time in sniper vs sniper
it isnt entirely based on counter scoping
also sniper is a bit better against spies now (though spy also has counter play of his own)
I was thought this would have been just performance and bug fixes and probably a good base for other mods
i am experimenting with some balance changes too, but those are actually going to come much later
they wont be officially integrated for now
first update will be "The Spring Cleaning Update"
which will be entirely focused on qol, bug fixes, performance improvements
did you remove the weird collision hull collision on the hutnsman
or what
i cant find the patch notes
those can be later cherry picked down the line
if comms grants us permission
sorry * coms
holy fuck jumpscare
is it this commit? https://github.com/mastercomfig/tc2/commit/0b3d329cf17a4465b709580776de5c13638e9a1f
âŚan as oriented boxes
i wonder how CS:Source has no problem with fonts where both TF2 and SDK 2013 have
Sorry for out of topic but have you tried building just a dedicated server yet?
I won't be able to test for a few days. I also built the server with everything
but to be frank CS Source just recived 64 bit upgrade so maybe that helped avoid problems???
i was trying, there's 2 issues on github but nothing out yet
frankly, that just sounds like slave labor
True
its not fair to me for people to say i cant have fun
obviously though, what im trying to do is ultimately make something useful, valuable and enjoyable for everyone
whether thats through bug fixes, performance improvements, quality of life, OR balance changes
i am open to it all
theres fundamentally broken, unfun things in this game, and its not just bugs or lag
i wonder if there's possibility to attach additional license to your code so for example mods that utilize your project as baseline would have to for example credit by saying powered by Team Comtress 2
or support mastercoms ko-fi
i dont want to complicate things with an explicit blanket license
true
Simply make a better version of TF2, and people will come.
what else was updated besides TF2 CS:S and DoD:S?
talking more about this, shifting sniper from a one dimensional click class to something much more dynamic and active, i think will attract more people to the class rather than JUST people looking for headshot dopamine
obviously, sniper still has the same weaknesses
he has low mobility, low health, and thus gets caught out easily
make headshots apply bleed effect 
thats what was done actually
the changes i experimented with yesterday (not part of any upcoming update)
was the last 50 damage of a headshot would be replaced by 56 damage of bleed over 7 seconds
this still gives sniper his area denial potential in a sightline but does not make it instant death
theres counter play, you can heal off the bleed, which devastates your push since you need to retreat
but you arent sent back to the spawn room
so it doesnt feel as frustrating
theres also all sorts of interesting knock on effects
sniper v sniper is no longer about counter scoping
two equally matched snipers will neutralize each other
because both snipers will be alive for them to take their shot
so it also reduces ping diff too
give him the grappling hook
spy also can use dead ringer after being headshot to clear off the bleed
Please can Spy have a grapple gun that replaces the revolver?
no
Aww
im not going to change the mobility options of the classes
thats part of their identity
theres other ways to buff classes rather than just mobility
see medic
Spy never gets any vertical mobility while pyro gets a jetpack
why is medic a 6s class despite being the odd one out when it comes to mobility
the answer is that hes essential and strong
in other ways
talking about balancing, isn't the game pretty much perfectly balanced in its current state
i dont think so
So many maps with all the flank routes that Spy can't use. Engineer sentry jumps into stupid spots and camps up there with no way to counter as Spy.
I always thought that was the case
theres lots of issues
like it all works really well
can't spy already survive a headshot with the deadringer because it has an insane 75% resistance
i dont think so. pyro's update did a lot of good things but didnt manage to actually bring pyro to the power level of the other classes
which was the express intent
"Today I shall put a dispenser in front of the door and deny all spies."
revert bison so i can die in peace listening to hitsounds of shredded tank on ghost_town
engineer, heavy are still situational or outright bad classes that arent fun to fight against when theyre strong
theres all sorts of unlocks which need rethinking
a good sniper can shut down the server
Razorback?
not in normal tf2
the only classes i think are generally in a good place are the 6s classes
scout, soldier, demo and medic
and scout has some unlocks which are problematic but the base of the class is good
soldier is in the best place i think
theres like max 3 unlocks which need to be changed probably
i dont want to buff engineer in a way that slows the game down
but i also want to retain the identity of each class
im not here to make the game unfun or unplayable
if theres any change thats bad or disliked im not going to insist upon it
every change is going to be precise, very focused on increasing overall enjoyment and fairness
and its going to be very active and adaptive
so we can get the game into an even better place
engineer needs to be nerfed he is so overpowered
if there is 3 engineers on last it's literally impossible to win it's never happened
all it takes is one competent medic and heavy
I am unsure if that is a class problem or a class limits problem
that's why time limit exists
it's a class problem'
there should be no class limits
people should just pick what they want
That's my point, the more freedom you have, the more unbalanced things are capable of being.
Balancing the engineer as if they will always have 4 on last will screw over whenever there isn't.
the problem is turtling, not engineer's kit
just balance it so that there will sometimes be 4 on last
i think it's heavily map dependant
its the playstyle
and thats derived from people being emotionally attached to their buildings
due to the huge time investment
increase the sentry's hitbox so it's easier to be countered when there's a bunch of them
reduce wrangler shield timeout
if sentries were more disposable and engineers were able to play a more active role, then i don't think itd be a problem
increase vulnerability to bullets so any class other than soldier and demo can actually counter
What about the homewrecker?
worst weapon design ever
i think its interesting for other classes to be able to help engineer
because then the solution to a problem isnt just another engineer
which might make things worse
Being able to remove sappers in one swing isn't fun though
but what if that pyro was another engineer who could build 4 more buildings?
6 brave engies on 2fort intel
I'm sure I could stab at least two of those engineers and sap a whole bunch of their buildings, but a single pyro come in and remove all the sappers in 3 seconds
rewriting the client leaf system is one
It is exciting to hear that.
impossible...
i just remembered. make the disguise smoke and the crit effect not to follow the spy if he's invisible
it's very not fun if you're playing spy or coordinating with a spy to move in on buldings, also, the upside that it does extra damage to buildings is literally useless
We're gonna have so much performance, you may even get tired of having such good performance. And you'll say, 'Please, please. It's too much performance. We can't take it anymore. Mastercoms, it's too much!'
its not useless
ive never been in that situation as pyro or seen a pyro use it to destroy buildings
I'm fine with other classes assisting the engineer in counting Spy's sapping, but to do so in one swing is stoo strong. Especially when it does it better than engineer himself.,
two swings is too much though
hopw
if you want you could slow down the swing time and fire rate of the homewrecker
Anything to stop the pyro being able to unsap a nest in three quick swings in under two seconds
Thats a skill issue then
I love the homewrecker
oh okay
coms where are these files located?
I used to run it 24/7 because its the second best pyro melee
in cfg
nope they aren't
they are in cfg
I hope this makes its way into the game soon
sdk game files i think
@shell temple remove startupmenu
doesn't do anything in tf2
3 wasted cpu cycles
good catch
If anyone's interested on fixing broken UI on linux
you would have to copy marlett to whatever font store you have
on arch it would be /usr/share/fonts/TTF/ or for only user ~/.local/share/fonts/TTF/
for some reason Base SDK is not able to reach that font from hl2/resource of multiplayer installation
broken spy disguises
it just werks i guess
yeah, put it on a list
Call it "issues"
maybe host on a server or something, using git, so we all can contribute
like a git hub
Make sure to document these so I can use them
Provide specific instructions on how best to utilize them
phlug cacel
Yeti cancel is sacred and should not be touched
ohokay
i want to get to fixing the health bonus vgui but i havent found the motivation to actually do it
how the health bonus doesn't scale with resolution
I think yeti canceling should stay unpatched
it's fun and doesn't ruin anyone's experience
i never have motivation to do anything
Ăber is janky, in certain conditions when Ăźbering effect is not applied to you or just removes effect
Often present when Ăźberchaining
this also affects mvm canteens
not sure if that has been fixed
If teams are even you can spam the "autoteam' command while dead to join the other team even of you can't through the team select menu
shit nooo why did you have to leak the exploit
Skill issue
Should be fixed either way
I do regret telling shounic about the extend freeze allowing you to spectate your killer though
It was a funny exploit
why did they fix it
genuinely
i feel like valve did that just to help cheaters
and for no other reaosn
like why
You can use "menuopen" instead
Everything must be designed for comp, regardless of cost.
It extends your respawn time this way
worst part of tf2 development
but it doesn't let you spectate your killer
I know but at least you can still spectate your own team
didnt they fix that
some servers fixed it with a plugin
@wheat herald has leveled up! (62 â 63)
and casual isn't affected by it and never was
yeah you can
how
Title. This allows a gameplay info leak (Medic's position, for example) to the enemy team. 2022-10-23.23-40-30.mp4
extendfreeze doesn't exist anymord
I'm talking about this
weirdly enough hl2:d, cs:s and dod:s have 64 bit dedicated_srv.so and game server_srv.so aren't comming with 64bit srcds launcher
lol
remove spawn wallhacks, this is ridiculous!!
dont remove spawn wallhacks it genuinely helps so much with playing medic
if youre having that much trouble finding teammates theres a deeper issue
its a bad mechanic that adds a ton of visual clutter and directly interferes with a baked in class ability
The only upside to Valve ending development of TF2 is that it also ends them unintentionally screwing over Spy with each update.
Also, what's up with certain knifes having the "Silent Backstab" attribute but the backstab still makes a loud sound?
Also please remove the hidden nerf on the YER in MvM.
whats that
In MvM, stabbing a robot with the YER has a one second disguise delay.
please add facestabs to comtress 2 đ
I believe that if you removed spawn wallhacks would make it easier to identify enemy Spies
so having them makes more sense for the enemy Spy
In direct line of sight? Yes, but that is rare compared to seeing enemy spies through walls throught the entire map.
hmm, fair
That in combination with disabling the effect if you take a teleporter would resolve almost all issues
Can someone try running this? You'll have to run it with steam-run ~/.steam/steam/ubuntu12_32/steam-runtime/run.sh ~/.steam/steam/steamapps/common/SteamLinuxRuntime_sniper/run -- ./tc2_linux64 after extracting it
@ruby arrow
new linux trojan just dropped
I will once I get back home
Picking up pizza for the fam
I literally cannot download this file
it downloads at slower than dial up bro
can you send me this file on something else please
I think she did
Thanks
i stand with the remove respawn wallhacks crowd. what it does add, that isn't screwing over spies, can already be done by cycling through the cameras while respawning
i like spawn wallhacks so it should stay
I don't have nixos
So I did it without steam run
It loads the game just fine
oh oops i thought i removed steam-run, thanks for testing it!
no way she did it
cubemaps or something are fucked up
{"code":0,"message":"Unknown File","status":404}
Hey I just realized...
Due to this being an improvements and a bug fixing thing..
Aren't you able to like...
Sneak a balance hidden balance change or two..? đł
*Aren't you able to
like... Sneak a balance hidden
balance change or two..? đł*
Sneak a backdoor instead
đ That's what I meant.
Though only like, one or two at a time.
Hidden things like, flipping the Buffalo steak sandwhich vunrablility to resistance.
Or sandman..? o-o
sneak as in sneak it past valve? not a chance
Nothing happened on the test server 2/21/2025
lol
The heavy update is real
10 to 20
Im certain theres people that wait for steam release
Yeah I might have to do the same thing, since updates are coming out in the middle of the night for me 
Steam release could make it popular enough for me to play during my normal hours
that AND they are too frequent so every time I want to play I would have to update haha
Thankfully TC2 is only like a few dozen MBs
once we actually do updates
like update pages
then i suppose people will play more
first update being the spring cleaning update
I'm trying to apply my driver-side settings that I use in main TF2 to TC2 and for some reason some changes aren't applying 
The stuff like DXGI swapchain + debug flag do, but antialiasing doesn't
@shell temple maybe in a future playtest we could test some potato mvm missions 
we have some (vanilla) missions that could use a fresh pair of eyes on them and this might be a good excuse to test the mvm changes
yippee
I work weekends but im typically free around 10pm est weekends and any time after 5pm weekdays
is comtress compatible with vscript stuff
hwite rope and even hwiter milk (radioactive)
i think
mcoms can you please work on fixing the back registering on pyro/scout/spy weapons?
also I was checking and couldnt find linux version of the tc2
Correct me if im wrong but i believe some work has been done on the back hitbox for backstabs
I compile it myself
They made compiling on linux sooo easy
the script setups a podman container and does everything for you
*the script setups a
podman container and does
everything for you*
*Oh my, haiku bot
You are so fucking awesome
I want you so bad*
Mcoms playing with fire touching sniper XD
As someone else mentioned, I also think it would be fun to see a shounic style video of changes you're making
the gameplay changes arent really set in stone or planned as a part of the nearest big update
just playing around, having fun and experimenting
Pls fix this

on this page ? https://github.com/ValveSoftware/source-sdk-2013
Honestly, Marvel rivals had a neat idea with hawkeye
The targeting system is nice
although a bit lenient
Although I don't know how feasible it would be to do something like that for sniper
If possible at all
@shell temple Are you okay if I fork TeamComtress2 as a base for my own mod?
whats your mod?
my opinion is that we should probably only have one tf2 mod that we all gather together to make with PRs and stuff, unless the mod is intending to be radically different from base TF2
or else theres just gonna be like 15 tf2 but enhanced mods and itll be really disconnected
even stuff like improving stuff for mvm or passtime or whatever should be done in the same mod because that means people can hop in and out of different gamemodes and theres more potential there for shared benefits
now, to say if that should be this mod or some other mod
thats for the community to decide really
but id really like to strongly advocate and encourage it to be tc2
Oh yeah it intends to be very different moddy custom game mode kind of thing
Not improved base game ish like you're doing, but I like the good bugfix and upgrade work you are doing
I agree 100% that it will be silly if everyone tries to make TF3 / BetterTF2 / Etc
@shell temple just wanna say that I made a PR to fix demoknight to the TC2 repo
Love the mod BTW, from testing it looks great
I just simply pushed the patch from upstream to yours
As I checked and there aren't incompatibilities
I'd love to get it merged
IDK either
Though nice they include my patch
As without it, I just find demoknight bugged
Like why can't the caber minicrit
And why is the sword extended reach only if you charge after starting to swing the sword?
im not going to accept the PR, sorry @solemn fossil
i have my own caber patch which I will apply (which also does include the minicrit fix)
the sword range extend, I'm just not sure about it
Way back when the swords just came out it worked
But then it broke
Okay
Understand
do you have evidence of that? if so, i would be happy to consider it
IDK if I can dig up those old versions
especially if you can find when it broke
because then we can probably make a better system for it instead of a player flag
i will accept a PR though that fixes the achievements
the sword extended reach should stay how it is
I'm gonna say that this is a skill issue
and having to properly time it is more fun
I'll work on that when I get back from visiting a family member
Also, I think the code is intended to extend the range and did so at one point
But was broken because of the bottle and swords not hitting instantly
@solemn fossil has leveled up! (3 â 4)
As it is right now, only samurai demobots get any use
Which would be strange
As the code was added before the samurai
The extended range is definitely not WAD but I think having it WAD is also potentially bad for the game so
Maybe have the fix as a convar
Like we can opt into it
And see how it affects demo's balancing
Sure, I could get behind that
I wonder what valve's thoughts would be in regards to running our own econ servers, or if that's best kept to use the steam api itself
but I am also kinda of wary of doing anything against Valve's intentions
I mean, I'd like to at least have custom item schema support for rebalancing attrs..
will there be custom schema support for servers and the like ?
likea tf2classic type beat
I might expose a custom weapons api via vscript for servers as well, maybe, we'll seeâ˘ď¸
@shell temple Thoughts on making m_hMyWearables accessible to vscript, if you try to give a demo shield via vscript you currently can't charge (or bash) with it since it expects it to be in that list
How do I set the -vulkan launch option?
I think a good idea is give all players stock items
Like a default one
No cosmetics
Then cosmetics are gotten from Valve
So players don't need every weapon on stock TF2
But can still use decorated items
That'd be nice
So basically:
- Cosmetics and painted/exclusive items are gotten from Valve servers
- Gameplay affecting things are available to all
I'd think that's a good compromise
Also about this, custom econ servers will count as a commercial use
So no
i dont think so, tf2c already has that niche
Not necessarily, unless you're selling items
Just wanna stay clear
We don't want to be on Valve's bad side
As that'd get us screwed over
I want gabe newel to come punish me in person
Anyways I'll make a PR to fix the demo range (as a ConVar) and fix the achievements with the caber
@shell temple is that good?
sure!
Does anyone know how to launch TC2 through itch with the -vulkan launch option?
try creating a shortcut with the executable
add whatever launch options you want after the quotations marks (at the end) in the target field
Ill try that thanks, what about editing the itch.toml file?
cant say anything abt that, its just the method im using xd
Saw there were launch options there
you can edit that
it will revert after every update
@gray skiff are you on windows? Right click on tc2 and open the file location. Create a new text file and put ".[tc2executable].exe -vulkan" and save
(Replace [tc2executable] with the. Exe name in there I'm not home I can't check.
Replace .txt to .bat
Or you can add it as a non steam game and do it that way
I have one running but the item servers are broken
Ur better off using the host a game button instead
i'm open to explore any ideas that aren't connected to trying to patch in GC
i've seen this work but i assume that has different purpose
https://github.com/AgentAgrimar/tf-sdk
Speaking of things that need looking into, autobalance and the autobalance system activating close to the end of the game, sometimes miliseconds before the game ends.
that's funny
I don't want that to change
and yes it has happened to me multiple times
https://github.com/mastercomfig/tc2/pull/6 @fallen moat
i might have stumbled upon something, Dedicated server is not able to properly assign MVM upgrades
thank you so much I was planning on fixing this but hadn't gotten around to it yet
my current assumption is now that ClientCommandKeyValues is not being utilized
im so smart and fast
(you should also put this PR on the SDK repo and explain what the issue is)
I was going to say "and reference the issue on the issues repo" partially because i wrote it but then i realized you already did that for this PR
although this would probably require changes to the default hud too
mastercoms said i didn't have to change the default hud
i'll admit i'm not actually sure how it looks on like 640x480 but it probably does just look like the images you sent
idk how many brazilians and latinos there are on the server but would be cool if someone hosted for SA
any idea why this returns empty string when on dedicated server
but not on client hosted server instance?
wait when
what does have to do with anything sorry i dont undertand huds
*what does have to do
with anything sorry i
dont undertand huds*
the base size assumed by vgui is 480p so the pr changes the size to be based on the proportions used on 480p
ok
its so big lol
i'm so used to it not being this big
that's a start but what the hell is act1_collection_mythical
ripgrep is your friend when looking for random strings
just search the entire game folder 
seems like adding tf2 soundemittersystem.so to server breaks things
how... idk
linux library file
As in, by Valve?
@spark birch has earned the Level 1 noob role!
by tc2
Please fix the sword range thing. It is a bug.
I don't think they would even care.
valve doesn't verbatim copy paste code into their game
they aren't stupid
they usually reimplement it themselves
They say, whilst accepting Wutville.
So there is a real chance.?
i think thats kind of unrelated
yeah.. Proof that they do not care.
I was going to suggest an alternative method of "hiding it".
Just pass it through with a list of "bugfixes".
For example, the demoknight range thing is a real bug.
Fix several other ones and in that list add
"fixed the Sandman stun not working" for example.
But to do it only like one per bugfix update.
- wutville was a choice, not something "snuck in"
- stolen assets is valve not doing proper background checks on who made the content sent to them
code is different in that they kind of need to look at it, and looking at it involves actually seeing the code itself
also this sounds like a great way to ruin everything for everyone
Ruin? A new balance change is a warm welcome.
Remember the Neon combo with the Gas passer?
People loved that.
because shocker, everytime the communty has tried to go behind valve's back it has absolutely ruined things for times to come
we used to have community updates
now we don't
because the community fucked it up
if valve didn't care they won't add anything the community sends in
so you wouldn't be sneaking anything in
Why would they care about a single balance minor change..?
Let's end the discussion here, it's not productive and doesn't belong in this channel
Sure
agreed
Stuff like this make me regret not getting into coding as a child.
I really would've liked to help in this.
Not even in like "my own interests", but like, as a whole.
This is really awesome that this is happening.
never is too late to learn
i'll prolly crack another one beer before sleep / going to train ( 4AM in poland )
0.11.0
Gameplay changes
- Fixed The Ullapool Caber damage being affected inconsistently by falloff
- Fixed The Ullapool Caber not receiving the Mini-Crit buff from charging
- Fixed The Jag dealing less damage than intended to enemy Engineer buildings.
- Fixed The Phlogistinator MMPH! taunt cancelling early if the player was knocked off of a surface
- Fixed Medics having an accelerated Ăbercharge build-rate when healing a Heavy who is using The Fists of Steel.
- Fixed the Boston Basher not hitting yourself upon missing an enemy that was nearby
- Fixed The Force-A-Nature fixed spread pattern being biased to the right side
- Fixed player not being able to deploy the B.A.S.E Jumper after landing and becoming airborne without jumping first
MvM changes
- Fixed Spy bots not firing their pistol when appropriate
- Fixed MvM bots not dealing explosive self-damage to a close-by enemy when it was safe to do so
- Enabled headshot and backstab death animations for MvM robots
- Fixed revives on players in between waves affecting revive speed penalty
- Fixed Sniper Rifle Explosive Headshot upgrade ignoring resistances. Now applies bullet damage.
- Fixed damage to Tank not giving Critical Hit bonus chance
- Fixed ammo canteens not affecting energy weapons
- Fixed bots getting locked in spawn in rare cases
- Added tf_mvm_max_invaders ConVar to customize the maximum number of robots
Demo Support changes
- Fixed ds_min_streak 1 not working properly
- Added a new mode for ds_enable to record competitive matches, which automatically record community competitive matches
- Added ds_rounds (default 1) to only record active gameplay during a round
Frontend changes
- Forced taunts to be from the first person perspective by default
- Enabled hitsounds and killsounds by default
- Fixed health overheal on the HUD not scaling properly on higher resolutions
- Added ConVar tf_viewmodels_offset_override to adjust the position (within limits!) of your viewmodel on screen beyond min viewmodels
- Added tf_dingaling_lasthit_repeat_delay to prevent playback of duplicate sounds when killing multiple players at once
- Disabled suicides after choosing a new class by default
- Fixed class limit being bypassable if two or more players switched to that class during a respawn wave
- Force disabled respawns upon loadout changes in a respawn zone, to fix an exploit (and it doesn't work well in the SDK anyway)
- Enabled remembering the quickswitch weapon between lives by default
- Enabled Steam avatars on floating health for non-friends by default
- Enabled Medi-Gun autoheal by default
- Enabled Sniper Rifle full charge bell by default
- Added colored console chat history
Performance changes
- Optimized how particles are animated on players and weapons
- Optimized various aspects of the animation code
- Added option to reduce water bullet impact effects
- Fixed inconsistencies with ragdoll settings
- Fixed class menu model rendering when not open
- Enabled water LOD
- Enabled better sound channel selection algorithm
General changes
- Fixed camera rolling in some cases when spectating
- Fixed a crash if the PASS Time Jack deals damage without being picked up first
- Fixed a crash when there was nothing to spectate on a map
- Fixed various issues with sounds not cooling down correctly
- Fixed prediction missing for Force-a-Nature jumps
- Fixed the Ullapool Caber being excluded from some Demoman achievements
- Fixed the disguise kit team selection resetting with high ping
- Fixed prediction errors with modified player gravity
- Fixed a crash when applying the Halloween kart condition in a map which does not support it
- Added a net prop to allow custom gamemodes to disable class-specific achievements
- Disabled servers being able to query HTML MOTD being disabled
- Fixed a memory leak from unreleased VScript variants
- Added VScript convar allowlist
- Fixed radial fog not being enabled in 3D sky on official maps
- Unrestricted the fx_drawimpactdebris, fx_drawimpactdust, fx_drawmetalspark and cl_particle_retire_cost ConVars
it was mostly vpc linking wrong libraries :F
Added a new mode for ds_enable to record competitive matches, which automatically record community competitive matches
wasn't this already?
I think it's more like prec now
Instead of recording the whole pregame and breaks
It only records active matches
Idk
no, that was mode 1, which was changed. before, it recorded matchmaking matches but was labelled as "competitive matches only". now, it's labelled accurately, that it records matchmaking matches (casual and competitive matchmaking)
đ¤
I guess that is truem
The new mode 4 is different, it records ONLY competitive matches (community competitive or competitive matchmaking)
the option to record mp_tournament didnt work either since it records mvm, and casual also uses mp_tournament
oh
this is because there is a check which used to be accurate during the competitive matchmaking beta
IsCompetitiveMode
but that was changed in MyM, to also include casual servers
so basically the demo support wasnt updated for that change
that'sfuckign stupid why did valje do that
because it made sense for how competitive mode was set up, all the checks were basically there for setting up matches in that way
g
waitng for the updade to drope
@shell temple did you forget or is it still compiling
now on itch
found a new version 
What about making sv_motd_unload_on_dismissal a client command and turning it on by default?
It would stop backround ads from playing and having a webpage that does not have to be loaded in the background.
It will break radio plugins though đ˘
it is on
Ah ok
mcoms enable console by default pls
@shell temple find a game button isnt working in the new version i cant join âšď¸
-multirun can cause this idk if thats ur issue havent tried the update yet
i dont have -multirun
Forced taunts to be from the first person perspective by default
changes made by the utterly deranged
Added tf_dingaling_lasthit_repeat_delay to prevent playback of duplicate sounds when killing multiple players at once
NOOOO I LOVE MY EARS EXPLODING
Enabled Medi-Gun autoheal by default
i love you, thank you for implementing my suggestion
Fixed class limit being bypassable if two or more players switched to that class during a respawn wave
does this work on all community servers,,,?
oh GARRYS MOD WAS DOING THIS STUPID FUCKING SHIT AGAIN!!!!!!!!!!!!!!!!!
I FUCKING HATE GARRY'S BACKGROUND CRYPTO MINER
FUCK YOU GARRY!!!!!!!!!!!!
FUCK GARRY
erm this isn't #garry's mod megathread - skubidi toilet
For the last one yeah, I find it easier to just join the enemy team and switch to the class I want
Then switch back
Same thing just easier
I HATE GARRY SOM UCH!!!!!!!!!!!!!!!!!!!!!!!!!
it's over for uncletopia
6 stack engi on upward last
Uncletopia has a plugin to prevent this
1 morbillion years and this bug still isn't fixed with gmod
thwarted
actual crypto miner
owned
mine's normal
yeah wait what "Forced taunts to be from the first person perspective by default" what the fuck
True
i dont want to see all of the people congaing with me while congaing type beat
At least you can change it back
tf_taunt_first_person 0
Unless it's forced server side
its forced server side
Literally 1987
what the fuck why
Found an issue with the new version. The game lunches âzoomed inâ. I think it could be an issue with windows scaling
more like team comtress 1984
idk if issues are welcome in this thread but uh my viewmodels are randomly switching between world and non lol
did you only do this to avoid people looking around corners?
like it being in first person?
recompiling to let me do it anyways 
ah gotcha
please note these pre-release updates arent gonna have accurate changes to what things will be
its for experimental changes
okay so it's weird that you can taunt forward but look backwards and see your back
Better than being unable to move your view
please note im just being mean again
/mean
/evil
/banme
actually are you thinking of adding anticheat to comtress
would be kinda funny
On my way to recompile tc2 with the hl2 aimbot enabled
its required
for like comp leagues to use it
vanguard for tc2
I must try this out with my toaster that has a okay but outdated cpu but a horrid gpu and 8gb of ram >:)
floatng piss
did you enter the command manually
yeah you did
thats an issue in tf2
@flint sierra here's the thread
aaaah
thanks
Checked its also present on the other side of the map so, might just be something weird with this texture?
whatthe hell i dont remember that
your gpu is dying 
hope not
anyways, never noticed just how... not distinct, each side of this map is
got some signs hanging up and mayble a couple decals and otherwise exact same textures
yeah it doesnt work until you taunt once
but because you cant taunt outside of first person it doesnt fix i think
move closer
huh
weird how its just a band, but its definitely acting like some kind of level of detail or somethin
I love dying vram 
if its my gpu dying, first sign so far
you need to use ui_version -1 i think
@fair terrace ^
@wheat herald
@ruby arrow ^
in info.vdf
yeahg
should we be supposed to look around?
loaded into the map locally and, weird textures still there, if my gpu was dying wouldnt it be some other texture bugging out? and not look identical? the pattern seems identical, even
also i would like to make a pr but i don't really want to fork a repo
why
hey mastercoms did you add some custom animations ?
fully restarted game, exact same pattern. probably not a gpu issue, plausibly a linux + wayland issue.
native
ficool breaks everything again
for soem reason lots of model disappear depending on my view angle
could be togl issue maybe
đ
identity theft
what the hell, client hosted server msg and ticket are going through like nothing
ok now the dedicated server goes through but OnWebapiEquipmentReceived is never called back đľâđŤ
is it really worth trying to use the dedicated server
like, it might just be easier to hack up the client to do whatever you need
that could be true
thats an issue with map, happens on tf2 too
I don't think TC2 uses togl
It uses DXVK now
i forced opengl
đ
By the way, I heard this mod will "fix backstab hitreg"..
What exactly does that mean?
@round coyote has leveled up! (3 â 4)
iirc that got removed since it was causing issue for people, unless that got reverted
this is on linux, togl doesn't exist on windows
It still uses dxvk
hurricane@TheCloutPC ~/tc2/game $ ./start.sh
[S_API] SteamAPI_Init(): Loaded '/home/hurricane/.local/share/Steam/linux64/steamclient.so' OK.
Setting breakpad minidump AppID = 243750
SteamInternal_SetMinidumpSteamID: Caching Steam ID: 76561198152518803 [API loaded no]
[Source Mod Launcher] Launching default game: tc2
SDL video target is 'x11'
SDL video target is 'x11'
Using shader api: shaderapivk
info: Game: hl2_linux64
info: DXVK: v2.3
DXVK
see
because that's the default on linux
there is no reason to use togl except for driver issues
-gl
oh nvm then
it isn't the default for tc2 on windows, but it was
replay, you're messing with linux builds?
not much, currently im installing tc2 to sourcemods and then launching through steam, its different from launching with the executable?
also the build process seems weird
you would have to ask misyl about the build process
the launcher executable just launches the SDK with the right arguments, although there might be some environment differences
@shell temple https://github.com/mastercomfig/tc2/pull/8
kurwaaaaaa..... it work
gotta fix sound, when i'll wake up i'll try posting buildscript for dedicated server
also... sadly it's not that simple :/
to start steamclient i had to do runtime injection
so it's not a clean process
it's required since SteamHTTP won't work
Looks omega neato
is there any way to get sourcemod to work with it, and do vscripts work
finally
@shell temple what would you want a linux support PR to look like?
*@mcoms what would
you want a linux support
PR to look like?*
since the source already builds, the main thing is to get the packaging scripts into a workable state for it
yeah
dll should become a var
and make a toml for linux
and make the plat var conditional
then tbh id like github actions
for both win and linux
hm
i currently have a separate copy_linux.sh script
cause there are some annoying differences between the versions, but i'll see if I can merge everything back together
damn, it's forget for past tense? why did nobody told me
yeah
did you forget
mastercoms forced me at gunpoint to make it half the size so i had to sorry bro https://github.com/mastercomfig/tc2/pull/8
- the library directories and names are different (x64 on windows, linux64 on linux. libsteam_api vs steam_api64)
- linux is missing all the tool binaries, and the mapping tool dlls
- SDK vpc doesn't run gendbg, so either I have to hack that back in, or I strip everything in the script myself
Is the test server closed already? 
is there a way to host dedicated servers or is it listen servers only rn
currently only listen servers, but @jaunty fractal has done some crazy things to get dedicated running
do you think sourcemod has any chance of working with those servers?
he just got it to get items a while ago
so very soon i think
if you can get sourcemod then thats huge
i dont know a whole lot about vscript but is that a potential replacement?
@shell temple i wrote a horrible no good evil script can you test it on windows when you have a chance
just replace the copy.sh in the repo with this and run it
javascript ftw
Fellas I would love to host a server in aus if there's any hunger for it?
lol
Madlad
why would you even have to sneak it in if you think it's objectively a good change?
Wait.. That's a genuinely good question..
I guess you wouldn't need to sneak it. If it's so obvious.
I guess buffing awful items like the buffalo would be welcome...
ahhh... woke up fresh
was there any change in regard of taunts?
since the taunt both on client and dedicated server doesn't change to 3rd person view
anyways, sound now works
i wonder if removing SteamHTTP could help avoid injecting steamclient since SteamHTTP requires steamclient to be properly initialized
and only thing that it does is just send some stupid Get requests from public API
Did someone on the TF2 dev team showed up interest in pulling Team Comtress 2 fixes to the main game?
Yeah first person taunts was intentional
No idea
From my understanding, one of the biggest issues with adding Comtress fixes to the main game was regression bugs. But now both are on the latest SDK that shouldn't be a problem right?
regressions are just any time something existing breaks because of a new feature/bugfix/refactor/etc. Having an up-to-date codebase does make patches easier, but regressions are unrelated to that
// Yes. This causes a memory leak. Too bad.
I've already noticed quite a few patches which had to be rewritten on the new code base
so yes it does make it easier
is it normally that big lol
The scale is based on 640x480 instead of a higher resolution so now we have commicaly large overheal
I'm patching it to be 4x the size
Why can't taunts be 1st person if some sort of comp or tourney convars are set
Instead of by default
because we're not at a release stage yet so we're testing new things
this isn't a representation of the final update, this is more of a beta branch
ik its confusing but before the first major update actually releases the main branch will be the beta branch
after that, they will be split
WOKE?
@shell temple did you ever test this?
I'm even more convinced to patch out inventory checking given how slow resolving of it is
no more caching??? based???
remove texture streaming or add an option in game to disable it
add sccache
Already exists
-no_texture_stream or something
launch option
-no_texture_stream
I know that it exists
but in game would be more useful
I mean I guess
why?
but how is removing it different than you just adding a launch option and forgetting about it
it's the same end result
more accessible
yeah i guess
I also don't know how to add launch options from itch.io launcher
đ
There's an .itch.toml file or something with the launch options
I think you could add there
but idk never used itch launcher
Just have less than 3584 mb ram and texture streaming is automatically disabled 
Yeah honestly we should automatically have all weapons unlocked in normal quality
this has to be done since people start adding in their own weapons
Why have resupply binds been disabled? They always seemed to be more of a QOL thing than an exploit to me imo.
when you enter the respawn and about to die you can avoid dying
also it doesnt work well anyway on the SDK
Also you can still bypass it with class change binds
because the inventory system is laggy
Ah, I guess that makes sense
did you disable the class switching method
class changes you at least have to sacrifice uber or charge
ah i see
True
or all buildings
i mean
respawn rooms should be reworked entirely
but that requires a lot of thought to not break anything
and not be annoying
NEW TC2 
You're most certainly going to crack a few eggs and upset people to make this omelette.
yeah, this is certainly just going to be its own thing in some ways
taking the authority/position of valve
i've started some work on it but it just sucks
trying to untangle the hard dependency on webapi
in terms of mandating balance changes
theres just gonna be thing where its like "this is the new way of doing things now"
Tf2c has a "respawn" command that mimics loadout binds. But it has a few differences like being instant and resetting uber
yeah
i would much rather get rid of respawn entirely
No way all maps are arena mode
đ what
and instead make respawn rooms and cabinets heal/restock over time
yikes
and only switch class when you havent taken damage
anyways first SteamHTTP has to go,
since it makes more problems than solves
especially on dedicated servers where we could add curl dependency
in exchange, i want to make spawn camping less of a thing
respawn room like medbay in FTL?
I'd imagine that's a later project given how changing the respawn room after it being unchanged ever since release may cause massive disarray. Changing something like that without heavy amounts of playtesting sounds like an absolute disaster waiting to happen.

like i said up here
Still think your Sniper nerf is pretty ingenious, I've never seen that suggestion, as funny as it is to inject bleed everywhere.
but i do want to push the envelope in some ways
Delete sniper
framerate...
i think the fear of reworking things has ruined the game
Would be interesting though I'd imagine QoL comes first.
soldier runtime 
I suspect that the fear of reworking things is a huge part of why Valve quit working on TF2.
the first update that will come out as the first official update is the Spring Cleaning Update
yes, its hard to work with the type of audience that is core to TF at this point
same with CS2.
Also a huge part of why they didn't mess with Counter-Strike for years because that playerbase was notorious for hating changes in their game.
this will just have bug fixes, qol and small tweaks
no balance changes besides clear bug fixes
I think it's less the fear of reworking things and more the fear of Valve reworking something, it doesn't work, then they leave it like that for ten years.
will taunts be default third person
pyro might be an exception because of how blue moon and JI were so rushed
(flame mechanic)
it's a bummer having first person taunts
yes i have just set defaults of new things for testing purposes.
but they arent going to be in the final release of the Spring Cleaning Update
awesome sauce
once the Spring Cleaning Update goes live, we will have two branches
one will be the main release branch and one will be beta
beta will be experimental changes like we have right now
I mean. It's already happened at this point. And with the SDK being released, I get the impression that Valve doesn't want to mess with TF2 in any major way again. I hope that mcoms' work does get recognized eventually by Valve though.
but since we have no stable release right now to work with, its just all beta
until we get to a stable release
none of the sniper changes or anything like that are going to be live in the first update
the first update is just clean up.
I think most players would find rebalancing and tweaks a major refreshing change
yes but it has to be drip fed
Cant shock the patients system, so to speak
valve hasnt made any balance updates in the last 8 years. some people havent even played the game before blue moon
so they have played tf2 as a steady state game, which makes the problem worse
I don't remember much before mym or blue moon
I only started playing tf2 deeply after overwatch came out
But it's good
There's not really anything wrong with tf2's balance
people who played before, there was a huge slow down of actual interesting balance
First get trusted enough to make QoL to TF2 without upending the game first before trying to change game balance. I'd imagine getting QoL into the game is a tall order as is.
except the engineer stuff is annoying but whatever
yes there is
theres tons of problems
people feel its fine because they play certain classes
problem a) wrangler
problem b) short circuit
Like fixing Spy's disguise problems is probably a very tall order, but it'd buff Spy enormously.
yeah exactly
you want to show competence before doing insane shit
Or adding additional QoL to Spy's disguises probably would buff the hell out of Spy like by an insane amount.
problem c gunslinger yes i am a scout main how did you know
all balancing is, is having the authority on saying that some ridiculous shit is intended
Vac is prob first on the list for me
Every QoL update Mastercoms pushes is a buff to Spy and I am all for it.
otherwise, you only have permission to make a really boring game
vacc
oh
Vaccinator
anticheat
Let them
and that's probably why Valve quit
admittedly some of their upending was kinda questionable but still
The problem is not making the mistake, the problem is not correcting it afterwards.
i think what really killed valve's balancing is their thinking that the comp scene was salveageable into a casual experience
b4nny will never play comtress because the b4nny bind is an exploit and removed
ahh yes vacc....
gotta add shortcuts to instantly change resistance to desired one



