#Team Comtress 2 Megathread - It's finally here
1 messages · Page 5 of 1
HighlightBuildPoints just shows the blueprint doens't it
I don't think it does anything else
hold on i'll test that
It just shows the blueprint model if you're allowed to build
otherwise it shows the can't build thingy
it's like a red x or something can't really remember
hm
yeah
that's all highlightbuildpoints does, right?
is change between the white outline and the red x
wouldnt the easiest way be to just place the building back down and then attach it to the engineer and make it intangible?
the x marking the spot
guys i think mcoms is typing
yay!!
doesn't the game have a function to detect if a player is in a respawnroom?
0.15.0
Funny Experimental Changes
Teleporter
- Now upgrades passively, at a rate of 50 metal every 5 seconds
- Max level increased to 10, but Engineers cannot upgrade past level 3
- Levels past 3 exponentially improve teleporter cooldown rate, but do not increase health
- This makes a teleporter that remains alive an ever increasing threat that must be destroyed with greater urgency
- Teleporter cooldown now increases for each successive teleport within 5 seconds, to prevent flooding a single teleporter and requiring teams to maintain multiple teleporters to sustain teleporter rates
Dispenser
- Engineer now backpacks his dispenser, making it active while hauled, healing and replenishing ammo/metal to nearby allies
- Will be destroyed if the engineer dies
- Can use all weapons while hauling a dispenser
- To place the backpacked dispenser, use the build remote
- All weapons are now eligible to receive ammo/metal from dispensers while active
Short Circuit
- Now applies a stacking damage reduction to projectiles hit, rather than removing the projectiles
- Now always applies self damage to the Engineer upon impact explosion
- Increased damage 15 -> 20
Wrangler
- Removed shield while active
- Made fire rate bonuses actually doubled (including for rockets)
- Shield still comes up and disables Sentry when Wrangler is no longer active
General Changes
- Improved how some settings are set for user by default
- Set default volume to 0.5
- Made buildings consistently take damage like players (rounding up damage and health)
- Made various healing/ammo effects consistent
- Improved performance of some math functions
- Improved default keybinds (thanks @tight nexus!)
but can you use the ` to open the console?
for some reason in the main menu only function keys work
yes
i gave up
Neato, Imma join.
:(
why am i stuck in first person while taunting, is that a balance change
github actions for the linux builds is now live, so you can download the game from https://github.com/mastercomfig/tc2/actions/runs/13513879601/artifacts/2646182987
*why am i stuck in
first person while taunting, is
that a balance change*
Wait is it open or closed..?
its open
how much glue do you sniff to come up with these balance changes
anyone can join
LMAO
maximum amount without dying
bro is a professional beggars bazooka user i see
the best mindset
wtf i just read those patch notes
@shell temple what about these binds?
you really are trying to go for the tf_beta style changes
engineer is credit to team indeed
Nah bro it's epic.
bro imagine a 10x server with these changes
nah
how does anyone open console
fr?
no wait
\
Do you open the game with Itch?
i lie, just a weird changelist
indeed!
pushing crash fix
i guess tomorrow we'll have an update
I think engineer should not have 200 pistol ammo
Yes he should.
no he needs it
That's powerful
It isn't that powerful, and he needs it.
i think engineer needs an AK-47 copy and pasted straight from csgo
Bro watched Voreby and said Engineer's pistol needs a nerf. 😭 🙏
Give engy the gluon gun from half life
server back
Neato!
does launching tf2 with -nojoy genuinely make it less fun or is that just a myth someone told me
Does this only have changes for Engineer?
yes, keep joy on at all times.
Where.. Is everyone..?
also til that using just retry in the console for the first time attempts to connect to localhost
How do I join the server..?
@round coyote has leveled up! (4 ➜ 5)
is tc2 up to date?
I just downloaded it earlier today.
A few hours ago.
Like this server says to do this.
it was updated 15 minutes ago
redownload it, it just got updated
or use the itch app
uhh click your profile and click check for updates in that menu
in the top right corner
Thanks
now those are some wacky changes
After I do that.. How do I actually join the game..?
Do I type somethingin the consol?
Or join what server..?
submitted 2 of my medigun PRs 
er, it should show up in the server browser if youre up to date
Oh sure.. Maybe it isn't.
For some reason it just doesn't pop up here.
And when I search for it, it doesn't pop up.
3rd one (change to what sounds play for whom) is on hold a bit because i'm tired of working on implementing the different ideas I have to try out and one of them isn't working
game crash
omg its me
XD
@round coyote while having the itch launcher open click the address bar and paste in this https://mastercoms.itch.io/tc2
and click install (~28 mb)
it should work
note you also need source sdk base 2013 multiplayer (3 gb)
this should be pinned
i had no idea how to install it for a bit since i couldn't find a search bar
perhaps
also if you cant launch through the itch launcher try opening the executable in the file directory
Oh thank you.
yw
when we do playtests, we often shut the server down for a quick game update to fix some gamebreaking issues so when that happens, you can right click on the game and click check for updates
Thought this would be more vanilla. Is it the plan to stay as vanilla as possible, to 'upgrade' or create a new game?
Thanks!
i feel like maybe i should make a tutorial video on the installation xd
i feel like the current installation instructions put too much faith on the end user
cause like two people (including you) had no idea how to install to play
i feel like this will help increase the amount of players
cuz we need more players for better playtesting
Yeah. ^-^
since were trying to make fun changes for 12v12
whats the right channel to talk about tf2 code related stuff
*whats the right channel
to talk about tf2
code related stuff*
from what ive seen, this and the other tf2 thread is fine for it
*from what ive seen, this
and the other tf2
thread is fine for it*
#programming💻 might be fine too but its been used for mostly general programming things
not rly tf2
https://discord.com/channels/389089828249010188/1072696252162117752 or #programming💻
subtick impl should be done today
long awaited buff to the bat
What's the roadmap for anticheat? This would be a great opportunity to create a module that other variations can use as well 🙂 as a security specialist I would love to help
there's no point to adding an anticheat, users can just be manually banned since all servers will be run across a set of distributed servers
#1341667410280972299 message
I beg to differ, I don't mean a full anti cheat module, but something that prevents aimbotting for example
tc2 should use vanguard
Just might be hard sometimes when Linux is involved :p
most of the cheating problem would be gone if we stop involving linux
I will start making cheats for tc2 if linux is dropped
Not like most cheats + cheaters use Windows
It would fix the botting issue if it was still a thing
i knew i was on to something
You can run bots just as easily on windows
tc2 should have a backdoor that will blowup your PC if you use cheats
I was about to type that lmao
not all cheaters are linux users, but all linux users are cheaters
This is true /srs
/s
I cheat all the time. See, before the match, I practice
so when I finally get to the match, I am prepared ahead of time
So true how do I toggle mine?
might as well have walls at that point
i3 keybind
i would never have known unless you said it
yes I am very secretive like that
Using Linux is cheating: it's unfair that you get better performance
im saying you're bad at the video game idiot
jk
If we remove linux and dx8 we would have the henry update
sex update
coming out with dx12 support
how could you treat me like this
does this mean TF2 would get raytracing?
yes
I wanna see heavy's head reflect my scattergun when I blast it
I will airdrop you 50 crunchwraps
for this
at 12 fps
i want to see the reflection of medics in my market gardener
erm acshtually i get a full 60 with 720p upscale through dlss 4 on my 6090 ti
Yeah guys
the rtx 5070 performs like a 4090
the future is so awesome
god bless our AI overlords
wonder how intel’s gpus will be
and if they’re actually decent on linux
it’d be nice to have something good on both platforms
I think Intel still has a lot of work to do
Since they're rewriting their kernel driver
or, making a new one for their newer GPUs, getting rid of the cruft of their APU focussed i915 driver
They have problems with Wayland
what is the tc2 server ip?
and kind of exist in a parallel ecosystem from the rest of the graphics stack
169.254.{0-255}.{0-255}:{0-65535} 
thats the default windows one or something
edit: like when you have a network adapter that's set to automatic, but no dhcp server to automatically assign an ip address?
right?
no but really, im a little clueless, there are playtests that happen? but when? and where can i play with others
I don't think there's any set server yet
oooh okay
0.0.0.0\256
it's random SDR address each time for now
either mcoms playtest servers or random ppls servers
im gonna take a break from daily updates and playtests for a few days to recover
the lack of sleep is affecting me physically and mentally i think
that would do it
I tried building mine again but for some reason it keeps crashing, hopefully I can get it up tmr
how much sleep have you got recently 
You mean dedicated or client?
There's still the issue with items
apart from that dedicated works fine though
but items thing can be figured out
This latest build makes the server instant crash for some reason
Last build didn't cause that
do you have a backtrace
It's a missing file most likely
I wonder how valve is able to allow anonymous accounts to make use of SDR
seems like it would be abused
With their infinte money glitch that is steam
What if I just opened 4 billion sdr sessions and used up all their addresses
That would be humorous in my opinion
@eternal jungle
static ISteamHTTP *GetISteamHTTP()
{
if ( steamapicontext != NULL && steamapicontext->SteamHTTP() )
{
return steamapicontext->SteamHTTP();
}
#ifndef CLIENT_DLL
if ( steamgameserverapicontext != NULL )
{
return steamgameserverapicontext->SteamHTTP();
}
#endif
return NULL;
}
i wonder if it's using steamgameserverapicontext
and that's why it works for the schema
It must be
idk for sure
if not we could init that first
idk where you would do that
i mean yeah, but there are application issues from time to time that are annoying
i can’t use any tauri (webkitgtk) app right now without two random env vars, and then they run like trash compared to windows
not to say mesa doesn’t also have issues
it’s linux
but they’re rarer
you can also do fun stuff like reliably use rc kernels
#ifndef NO_STEAM
// this context is not available on dedicated servers
// WARNING! always check if interfaces are available before using
static CSteamAPIContext s_SteamAPIContext;
CSteamAPIContext *steamapicontext = &s_SteamAPIContext;
// this context is not available on a pure client connected to a remote server.
// WARNING! always check if interfaces are available before using
static CSteamGameServerAPIContext s_SteamGameServerAPIContext;
CSteamGameServerAPIContext *steamgameserverapicontext = &s_SteamGameServerAPIContext;
#endif
uhh
that might explain things?
(though nova and nvk might improve that a lot more soon)
Yeah I mean that's why it doesnt work
actually no, why would this affect SteamHTTP()
The client steam context is client only
Doesn't steam http come from there?
client context?
i thought steamhttp was an export from steamapi
fair enough
https://partner.steamgames.com/doc/sdk/api looks like there's specific mention of dedicated server stuff, so it's probably a client vs server context issue like you said
so of course initing a client instance of steamapi will fix it, because it wants the client context
yeah it should be possible
people use steamtools sourcemod plugin on gameservers with anonymous accounts
and it has http
anyways i'm going to look at this more tomorrow
this is from mid december 
I heard people saying cs2 is just worse on linux
on everything
so maybe not intel specific issue
the game wouldn’t start on linux with the other two cards
maybe nvidia is really good
we even have hw accel in chromium now
nvidia has firmware that runs on the arm core in the gpu now
enabled for linux drivers
yeah but it SUCKS
so the drivers don't even have to bother with like power management stuff
they can just do driver things
i think up until the most recent driver version, there was a bug with reclocking in it
actually GSP firmware does like all kinds of shit that the drivers used to have to do
I tried enabling it on windows but it didn't work
so it affected the open and proprietary modules, unless you used a specific argument on the proprietary modules to use the built in driver equivalents
unless i was playing a game or something, the animations on my desktop would stutter like crazy
Is that the origin of these crazy changes?
replaycoding I think it would be enough to just change SteamHTTP to SteamGameServerHTTP
no those are because im goated
Yeah that makes sense

For 18 years XD
Valve stopped caring at some point after blocking it from sourcemodders for years
And then at some point gave us a netprop to freely let us do that again
(Which we used for custom weapons)
It turns out the problem is entirely different, it's not even getting to the http at all. It's not even getting to clientcommands.
You and I think alike lol
- The L'Etranger can always attack while cloaked.
- All Spy Revolvers can headshot.
maybe i was wrong
mcoms may be actively ruining tf2 to prop up hazard crew
it's the ultimate game of chess with valve
Found a bug, I think, teleporters now auto upgrade to level 10. is that intended?
Based on some of these changes, mcoms will prob go "yeah thats balanced and if you dont like it, do more crack"
TC2 is being tracked on the new H.A.T.S. (Hub for Amazing TF2 Stuff) wiki I made, to have an overview of the nice new tf2 mods. Feel free to update the page, or suggest other projects.
https://github.com/DeWolfRobin/HATS/wiki/Team-Comtress-2
apparently yes
patch notes ^
surprised no widowmaker changes in the funny engy changelist.
My thought was instead of damage bonus vs sentry target, damage bonus vs sentry-damaged targets for 3 seconds or w/e duration.
thinking abt the dispenser backpack again and ngl itd work 10x better as an unlock because you could just turn it into the mini dispenser
having a fast deploy dispenser would actually benefit the stat a lot, since you waste a lot of time building dispensers randomly after getting into scraps or placing other buildings
very epic
my game keeps adding the hidden cvar so noone can see or join my game
fixed players being able to enter the enemy spawnroom with taunts c:
I'll look into fixing the invis dispenser backpack soon™️
I passed the fuck out last night so I didn't check it out
bruh was it this easy?
having dispenser on you changes the widowmaker
oh right
wouldnt be faster the github workflow if it didnt use ccache?
i dont think it does much in ci/cd
replaycoding the items problem is not the steam http at all
I was mislead by the 2 people on github issues who said it was
but it's not
oh?
this?
pKeyValues->GetName() is null in CTFGameRules::ClientCommandKeyValues
so none of the clientcommands work
Idk how to fix it even
I'm gonna look in a while though
feel free to ping me for things btw
What the fuck
It might be a vstdlib issue
either that or string tables question mark
I really don't understand it
I also only tried on linux I'm gonna try windows to see if it's the same or different
So, I talked about improving the localization files yesterday and decided to give it a go. During my work I realised that most of the community created items and weapons that have actual support for item descriptions actually had thoses written on theirs steam workshop pages by theirs original creators, and that Valve, in theirs old fashion, did not make use of any of them. So I did... All of them, almost every single cosmetic and weapon in this game that was made with the intent of having it's own item description received either the original one made by theirs creators or brand new ideas written by me when there wasn't anything to go by. By the time TC2 begins to work on better localization files, please feel free to make use of my work as a base of you so decide to do so. I've also added a few tips for the loading screen making mentions of Scream Fortress, the comics, the wiki and the community server browser.
Wtf bro it's a linux only issue
I got dedicated working perfectly fine on windows
got items working
the clientcommand thing is linux only problem
I wonder if it has to do with sdk 2013 dedicated server not including vstdlib
Maybe because the release build gives you debug symbols anyways so nobody cares?
idk
I need to get hot reload to work on my build at some point
Has anyone else had an issue w changing loadouts? I go up to the resupply cabinet but it doesn't update
It's normal
limited to updating loadouts only every 20 seconds
for all players
so if anyone has gotten a loadout update in the past 20 seconds you'll have to wait
You could change the behavior but maybe valve would ban you for spamming
Ohh alright, thanks
@shell temple would u be open to hosting a subtick playtest
they should also release the havok code it was leaked anyways 
is this exploitable by cheaters
yeah
but not today, sorry
probably
Has anyone tried a 32 bit build
no
you already have a fork
but from tc2
@chilly nova I think keyvalues are messed up on linux dedicated
hm, i'm still trying to get dedicated to run
I'm getting stuff like CSoundscapeSystem::Init: Manifest 'scripts/soundscapes_manifest.txt' with bogus file type '1a.dx90', expecting 'file'
and the keyvalues getname is null for clientcommand
on windows everything is working perfect
it's segfaulting in CAppSystemGroup::OnStartup()
what am i doing wrong here
Is your server named server_srv.so
Do you have libtier0 and libvstdlib
I had to take them from either the sdk 2013 multiplayer, or the source-sdk-2013 github
renaming/linking _srv ones to no _srv didn't work
Someone already implemented subtick??
to get it to build, but it should be linking with the ones in the dedicated server dir at runtime, right?
Oh I didn't build dedicated I didn't think you needed to for sourcemods
I just took the server.so from normal build I didn't do anything special for build
oh huh
would be very nice if gdb wanted to work
it worked for me
i'm a cringe nixos user
cringe
#programming💻 message
yeah sure let me just recompile engine
Yes
ok FINALLY
oh no it's not intel syntax 
looks like a nullptr deref
wait i may actually be incredibly stupid
i was running the 32bit version 😭
bruh
i'm so good at this
I was gonna try to build 32 bit version against the libraries from sdk depots to see if it works
I bet 32 bit server would fix the keyvalues problem
plus people like 32 bit servers for sourcemod stuff
can you even build against 32bit
I think?
cause you're missing static libs
doesn't work like that
:(
only shared libraries are shipped in the depots
and you can't build the server against the shared libraries?
you're missing a bunch of these for 32bit
and only some of them can actually be built from the source we have
*and only some of
them can actually be built
from the source we have*
What if you take them from here https://github.com/ValveSoftware/source-sdk-2013/tree/singleplayer/src/lib/public/linux32
maybe that would work, assuming the abi hasn't changed
OK well maybe that's a problem for another time
I wanna figure out this key values bug
ping me if i messed up the engy changes revert
ok amazing i've managed to crash in the error code
some error in PhysParseSurfaceData(IPhysicsSurfaceProps*, IFileSystem*)
i must be doing something really wrong here lol
steam error?
I just changed the steam appid stuff in gameinfo.txt
to be direct paths
or |all_source_engine_paths|
i copied the one from @jaunty fractal's pr
but still it shouldn't be crashing due to an error message
clearly, but not much i can do about that
whatever i should probably go fix ccache anyways
oh right
i think the linux one is like
uses more dedicated libs
this is a problem with sorucemod but in the inverse
?
sourcemod doesnt work on windows
Oh I guess this was already known https://github.com/ValveSoftware/source-sdk-2013/issues/562
because of like vstdlib_srv having its own ded server singleton
so sourcemod uses that one

perhaps implement protobufs 
is there really no other fix for it
can the sdk define it's own netmessages
How tf do we figure out why keyvalues works perfect on windows dedicated
and is like corrupted on linux
simply rewrite all the netmessages ourselves
and use protobuf for good measure
Stupid question but what does ccache even offer
It already only recompiles changed stuff right?
the build directory is not saved between runs
like I didn't do anything special for ccache and it's only recompiling a couple files
when I make changes
yeah that's just normal incremental building
but i'll rebuild everything if you clean your repo dir
ah
https://github.com/hendrikmuhs/ccache-action gonna give this a try
@jaunty fractal When you try inspecting a weapon on your linux dedicated server what happens?
like press f to inspect thing
Yes
is the code public?
no it is closed source
because I got locked out of my github account
for 2 hours
because I forgot my password
then it will be open source
lmao
i can just explain how it works
whenever we fire we send the timestamp relative to the current tick in the usercmd and lock the angles in place
it works
you need server versions of libraries used
the server then loops our shootpos to then and uses that time for lagcomp along with the shooting angles
i actually dont want to release this this makes sniper just way too oppressive
if you don't use server versions of libtier0 and that second one which i forgot kv's are gonna get nuked
you would have to copy those from dedicated server
or cherry pick from my pr
since it works okay
ye that one
even for build? shouldn't it get linked against the dedicated bin dir though
cause it'll link "libvstdlib_srv.so"
especially for build
wait what do you mean copy from dedicated
and then when you run it, the search path is "DEDICATED/bin/linux64:DEDICATED/tc2/bin/linux64:..."
so why would it care about what you build against?
not sure, but there's some weird things differenciating both libraries in client version and dedicated server version
for some reason it cares, mostlikely because engine runner uses it and passes through communication with different class mappings i guess
i'm really just working on assumption that those two are heavily incompatible
i cant find info about the differences between libvstdlib_s and vdtlib normal
*i cant find info
about the differences
between libvstdlib_s*
there was something i sent somewhere
about sourcemod
in some discord server or on github
but i cant find it
its steam
and it was when i was trying to get the sourcemod to work on linux client
and it wasnt working at the time
because it was only made for the dedicated server version of the game
i feel like that might be the problem
sorry, mean _srv not _s
they're definitely different
fuck.... today script shit itself :<
I don't think there's any getting around needing to use the _srv vstdlib
for dedicated
but what's the difference!!!!
using standard libtier0 propably it was that one,
it would outright crash server when starting
same goes when building dedicated server using normal libraries and putting the server one
buuut idk
maybe classes are different?
so libvstd
CUTLBuffer crash
@marsh stratus sorry to bother you but do you know anything about this
on windows this isn't even a problem, the sdk 2013 dedicaed server depot includes the proper libraries
and everything just works
emergency measures 🙏
even without building special for dedicated
ugh
offline players can't have items?
offline player cannot get checked items
buuut now i'm getting this
yesterday script was working fine
it invalidates tickets after a new one is generated
*it invalidates
tickets after a new one
is generated*
or after you basically do anything
nah
when i pass the ticket in game
it just goes through
the same
and it's active for 10 minutes
Mine were getting invalidated as soon as I generated a new one
idk... does steamhttp use something to flag the requests?
can you get it to run with an http proxy?
or you could keep https and just trust a cert
that works on windows anyways
idk much about linux
i guess you could also just make it point at a local web server that forwards stuff too
I just used mitmproxy
i think i'm still making wrong initialization in steam_http_wrapper
Low key you're going about this the wrong way
but that approach worked yesterday... idk
yes, i know but given the fact that SteamHTTP did something okay, i went and modified game server to use curl
I need to get my keyvalues stuff working and then I'll fix the steam http
keyvalues are not working for you?
try building using that
https://github.com/mastercomfig/tc2/pull/13
in my case only thing that blocked keyvalues from being properly read was wrong libtier and libvstd
also does it /dedicated
i was using /dedicated +dedicated
and symlinking all the libraries to the _srv versions
but it would require you provide libtier0_srv and libvstd_srv to catalog src/lib/public/linux64
hm
ive had my health pack stolen from me 3 times today can you make it so that health packs can only be collected per player or is that impossible
i was linking libtier0 to libtier0_srv
use the server ones
karma
symlink those from your dedicated server instance to src/lib/public/linux64
only those two need to be linked from dedicated server
wait....
unless.....
libsteam_api also has server version
nope
What about replay_common_srv
When I try to vpc /dedicated it complains about that
as replay said you would need everything in lib catalog to be symlinked with _srv suffix
but there isn't even any replay_common_srv :/
ln -s replay_common.a replay_common_srv.a
there's replay_common
literally the dumb stupid brute force solution
I must have done something stupid
I accidentally moved it
everything in this catalog hast to be relinked to have _srv.so suffix
except libvstdlib_srv and libtier0_srv which has to be sourced from dedicated server install
it prolly provides different classes that server does not recognize
*it prolly provides
different classes that server
does not recognize*
since it has to go through engine first which used srv version of library
then to the game which uses yet different version
atleast that's my assumption
is adding substick to a 17 year old game supposed to be this fast
what is this
😭
God it took me longer than I thought to find this thread (Only found it because it was linked in news). Threads are kinda hidden on discord and public servers are somewhat different to navigate.
I'm guessing this thread is also good for submitting feedback/ideas?...
Tbf subtick isn't that complex
Does it break replays though?
as is yes and also bots
💔
probably the best way to fix this would be to write a sentinel at the end of the usercmd and then check for that and if its not present seek back
or just version the damn thing
@shell temple wrt the ccache thing: if you know what the issue is then please go ahead and fix it since I don't understand actions well enough
Wait TF2 subtick is possible???
yes
Will other mods be able to use Team Comtress 2 as a base?
also yes
no, source available only
How it do that
deadlock reference?
Can I play team contress on my steam deck
ohamag
yes
How does it bypass the kernel level anti cheat
is it getting stuck in the crash handler
probably
replay when you build dedicated for comtress does it build server for you
it's just doing mathlib and tier1 for me but no server and I can't figure out why
why are yall trying to build dedicated
shits and giggles
it built server for me, but i threw away the branch 
you just copy server.dll onto a source dedi i dont understand what the issue is
the dlls are the same on listen and dedicated
inventory doesn't work for one
try it I think you'll run into the keyvalues problem with vstdlib
doesnt really seem to work regardless
switching my loadout just doesnt work
oh?
wdym 20 seconds
case kWebapiEquipmentState_InventoryReceived:
// No need to keep the current request around.
if ( state.m_pKVCurrentRequest )
{
state.m_pKVCurrentRequest->deleteThis();
state.m_pKVCurrentRequest = nullptr;
}
// Don't allow spamming this api -- wait 20 seconds before we ask gc for items again
state.RequestSucceeded();
state.Backoff();
state.m_eState = kWebapiEquipmentState_WaitingForClientRequest;
break;```
are you serious
yeah
lmao
yup
do i just comment out the backoff
if you fail it's going to tell you to backoff with further requests
valve will send the police to your house 🙀
seen someone made repo which makes all backoffs as compile flag
idk why they rate limited that request so much
dude ill just go reimplement steamitems like 2013 all over again
or whatever the fuck that one interface that just had like
i mean tbh
well... it runs like crap... it's slow getting response
from 0.5 to 2.5 seconds
what if i want to change my inventory more than once every 20 seconds
they didn't write it in rust
exponential backoff btw
that's why
did they even test this shit
no i mean like
yes
why cant we have our own GC that proxies the tickets and inventory requests and caches approvals
that's why we've got steam networking with this update
so we can do this stuff faster
make your own gc
ik theres like some auth stuff
at this point why not just make a local items file with all of the items
there IS
it is there
I mean you could just make the server allow all item changes imstantly
tbh can skip the check on listen server
and then if web api check fails, revoke them
server does just check if item you want to use exists in your backpack
but then someone will have golden pan for 20 seconds
oh no
oh no!
big deal
counterpoint:
valve rocket launcher
counterpoint: coms has powerplay
delete it from the schema
delete all exploit weapons and patch all item bugs
not like it matters
Wtf is this building partial (libs only)
VPC - Valve Project Creator (Build: Feb 5 2025 02:20:23)
Copyright (c) Valve Corporation. All Rights Reserved.
Source Path: /my_mod/src
Target Platform: linux64
Using Ninja generator.
Parsing: mathlib.vpc
Saving... Project: 'mathlib' File: 'mathlib_linux64_srv.ninja_inc'
Parsing: tier1.vpc
Saving... Project: 'tier1' File: 'tier1_linux64_srv.ninja_inc'
Building partial dependency set (libs only)...
..
It just stopped building server for me
it doesnt include conservatives
vpc is held together with hopes and dreams just use cmake
thats why its partial
ok but how do I fix this
vpc is perfect i will fight you on this
you ignore it
server was being built and then it just randomly stopped
vpc is the best build system
idk why people hate it
its literally perfect
has perfect incremental builds
it has no issues
i cant tell if youre being sarcastic or not
the best package manager is no package manager
vendor all your dependencies in compiled form
i did this but people got mad
ignore the haters
to build the project you must run the subst command because it requires an X: drive
i wonder if they fixed the weird perf issue in vpc with crcs
actually i can probably just check lol
Can you check wtf is this partial dependency set
in a bit
it works for me
- devtools/bin/vpc /tf /linux64 /ninja /define:SOURCESDK +everything /mksln "$solution_out"
+ devtools/bin/vpc /tf /linux64 /ninja /define:SOURCESDK /dedicated +dedicated /mksln "$solution_out"
and then symlink all the libraries
new file: lib/common/linux64/replay_common_srv.a
new file: lib/public/linux64/choreoobjects_srv.a
new file: lib/public/linux64/dmxloader_srv.a
new file: lib/public/linux64/gcsdk_sdk_srv.a
new file: lib/public/linux64/libtier0_srv.so
new file: lib/public/linux64/libvstdlib_srv.so
new file: lib/public/linux64/mathlib_srv.a
new file: lib/public/linux64/particles_srv.a
new file: lib/public/linux64/tier1_srv.a
new file: lib/public/linux64/tier2_srv.a
new file: lib/public/linux64/tier3_srv.a
maybe git clean your repo
maybe remove _vpc_
weird stuff can happen around that
hmm
also removed docker container cache and storage
clean the entire repo
it's even doing it in my mod_tf non comtress now
_vpc_ isn't the only dir
I hate vpc
yes i know that it's mangled
do you know why?
no and i tried very painfully to reverse engineer it and then gave up because it was boring and unrewarding
it's broken so badly that we stubbed ClientCmdKvs out in both OF and TF2C
but only on linux dedis
lol
thanks anyways
maybe it would just be easier to hack the client into a dedicated server
but dedicated build fixes it though?
the keyvalues stuff only happens if you use libvstd.so rather than libvstd_srv.so
libvstd_srv.so fixes it
what happens if you run the tf2 dedicated server with a replaced server binary
Idk but I got the tf2 server binary running on sdk2013 srcds
and real tf2 client connected to it
I think what you're suggesting would work fine
but wouldn't offer anything over sdk2013 server
ohmygod i need to stop leaving my random plugins in game random directories
You don't
@eternal jungle is it possible something really stupid is happening like its being put in m_pSub or m_pChain
No it's to do with the keyvalues
For some reason keyvalues are broken if you use libvstd.so instead of libvstd_srv.so with the dedicated server
Myknakryu figured it out
I think he figured it out like 2 days ago actually
no
working keyvalues -> working clientcmds
corrupted keyvalues -> fucked clientcommands
In the way it was broken for me it broke all client commands but it's like random
when it's borked you can't make voice calls, inspect weapons, do taunts, upgrade in MVM and so on
is server always open or only in test times
that includes asking server to set your loadout
Any leads to where KeyValues is being corrupted or is it just pure rng
in engine somewhere
vstdlib and vstdlib_srv seem different
for whatever reason
if you use the non _srv one with the dedicated server you get the corruption
Why would the server be trying to load the clients vstdlib though huh
Well if you build everything the default is to load a vstdlib with that name, and even if you rename vstdlib_srv to vstdlib it doesn't work
but if you build dedicated then it all works good
Mmm
if it was compiled to link normal vstdlib and compiled using normal vstdlib
^
if it were to be compiled with server vstdlib then the server binary when loading client vstdlib shits itself
same goes other way around
my server is only up for playtests
but we use steam networking, it isnt very special
Off topic but I just realized that in the x64 folder on windows there's a vstdlib_s64.dll that doesn't appear to be loaded
that's steam vstdlib isn't it
Ah probably
someone ping me in 4 hours to remind me to fix my tf2 game files before i get vac banned
Can someone send me vstdlib and vstdlib_srv I don't want to go through the effort to setup linux rn
Gonna just open NSA spyware and rip it apart

No
:(
nah
seems like those are different beasts
mostlikely server classes have less attributes or sth
or just different mapping all together idk
I think it is the same discovery
the soundscapes errors are also caused by bad keyvalues
3 hours of trying to understand why ragdolls only collide with prop_door_rotating
didn't understand shit
let me run one more test to be sure in vm without steam
For what
to get curl authorize properly
since all i was getting was
{
"result": 21,
"error": "steamauth failed",
"steam_errorcode": 101,
"steam_errordesc": "Invalid ticket",
"identity": "1612d7493adc201e10bba41f1c9cfc"
}```
dont tell me it gates the user agent
could also maybe be Accept idk
when is tc2 coming to steam
eta soon
i have one success... i started server on Oracle Free tier ARM
but now it again shat itself and returning bad status
oh wait i can see what i fucked up
Also this should probably work since they're sync'd
Right now at least
yeag
I'll leave that up to you because I'm gonna go to the bar soontm
I'll also look at the backpack dispenser soontm I forgot to rebuild my tc2 after pulling so I didn't have that yet
So true little friend so true
ask copilot
I heard they added google gemini to that slop for some reason
*I heard they added
google gemini to that
slop for some reason*
👀
awesome
there's my overdose
the code might be janky... but it works
if someone out there wants to clean the code out i'll commit my changes to my repo
my god one fucking week
I hate force pushing
force pushing to all my repos to piss you off
Oh wait wrong channel
epic fail
Whatever, I feel like I always need to justify when I force push to one of my \branches because I am a filthy rebaser
it's still better than merging
feel free if you're interested in streamlining the code or adding defines so it works correctly
@jaunty fractal This works btw
I think I forgot to mention this morning
but it's that simple
also it still works on listen server
really tho?
Yeah
Literally just ctrl+f SteamHTTP in the file and replace with SteamGameServerHTTP
yeah yeah.. .that's what i'm building now
@jaunty fractal has leveled up! (5 ➜ 6)
The gameserver anonymous steam thing has http and it's already initialized
fuck
yeah it works
Thanks for help xD
if you have time, comment on the github issue that you can just replace SteamHTTP calls for SteamGameServerHTTP within tf_gc_server.cpp file
https://github.com/ValveSoftware/source-sdk-2013/commit/e0384fa7e0068c394d38be99bc7ccfb470a41ae8
https://github.com/ValveSoftware/source-sdk-2013/issues/715 sorry this issue
You can just comment it
The only github account I have is an IRL one that I don't want to use for this
how can i credit you?
It doesn't need credit it's a simple discovery
out of curiosity is it called HTTP since thats what it was when they made it and its HTTPS now or is it still just HTTP
i'm making updated build script for linux dedicated server
i'll ommit providing libtier0_srv and lvstdlib_srv from PR
script will ask user to provide it themselves
what happens if you just link the non-srv versions to _srv
does it cause errors
what i'm confused about is why it causes errors
because that shouldn't actually be getting loaded afaik
my only guess is that there's some difference
it shouldn't but... somehow is
and engine mapped object is unreadable by compiled game
well.. that's my theory given the fact that at some point i had this from keyvalues on server
Thanks everyone for your help and input with the dedicated server stuff 🙏
https://github.com/mastercomfig/tc2/pull/25
i sleep in test times 😭😭😭 (they happen at 3-7 am for me)
thx for the answer
i can host 1 server in EU, it started rn with mvm_ghost_town running (nearly 4AM here)
but might be slow since it runs using Box64
Dedicated works now
Or well it already worked but now the two issues (key values and steam http) have been resolved
wonderful
ill look into it at some point mayb tonight
LGTM, but @chilly nova can you give a final lookthrough?
the dedicated pr?
By using libvstd_srv.so that comes with the sdk 2013 dedicated server depot rather than libvstd.so
both for building and running
right
Maybe the builddedicatedserver script could be changed to symlink stuff rather than copying
and you only need to do it for like 5 or 6 of the libraries, not all of them

