#Team Comtress 2 Megathread - It's finally here
1 messages · Page 6 of 1
illegal afaik
anonymous accounts can download them
but it seems like misyl is interested
misyl could probably fix the vstdlib stuff entirely
probably not
:(
can they also add engine code :^)
@jaunty fractal how do I actually run the server? Running it with /home/user/.local/share/Steam/ubuntu12_32/steam-runtime/run.sh ../SteamLinuxRuntime_sniper/run -- ./srcds_run_64 -game tc2 +map itemtest (without the runtimes it doesn't load) gives me the following error log:
Auto detecting CPU
Using default binary: ./srcds_linux64
Server will auto-restart if there is a crash.
Using shader api: shaderapiempty_srv.so
Using Breakpad minidump system. Version: 120021 AppID: 244310
No SteamApps connection.Add "-debug" to the ./srcds_run_64 command line to generate a debug.log to help with solving this problem
I just ran it outside of sniper the same way you usually run a dedicated server
I used steam from steamcmd
when I do that it doesn't even say anything about steamapps, it just exits
like instantly?
yeah
huh
well not instantly, it mentions the breakpad stuff but then exits
so it's starting up at least
nativevotes 😢
did you run the current PR specifically?
No I'll try it in a bit
By default I'm pretty sure it wants ~/.steam/sdk64/steamclient.so
at least if you run it outside of sniper
I just symlinked it from steamcmd and it worked
I think you could also put it in gamebin rather than in your home folder
Looks like I cant use the default nomination plugins either. for some reason the source mod menu thats controlled with slot keys wont show up
Btw replay for server setup I pretty much just downloaded sdk 2013 dedicated server and then put tc2 and tf folders in there
and took srcds 64 stuff from sdk 2013 multiplayer
I can't remember having to do anything special
Replay: Creating thread pool...succeeded.
Replay: Starting thread pool with 4 threads...succeeded.```
replaycoded?????????????
what is ccache?
compiler cache
tested subtick stuff with some mge friends today and they loved it
🙂
caches the output of compiler invocations so that they can be reused
"too easy to hit airshots"
@fast terrace you should fix that kv issue with compiled vstdlib_srv
i mean the issue is they literally never updated the other onw
yeah so fix it
🧌
No
@shell temple For the ccache commit you made the logs show Warning: Unexpected input(s) 'restoreKey', valid inputs are ['path', 'key', 'restore-keys', 'upload-chunk-size', 'enableCrossOsArchive', 'fail-on-cache-miss', 'lookup-only', 'save-always'].
that something to worry about?
also should I close my PR since this does makes it obsoleteclosed it
also does the cache key only need a ref or does it also need the commit hash. the current action only has the ref
how do you even remember to use the correct symbols for programming? i don't even know when to close lines
maybe it becomes easier the more time you practice
gonna wait til the fixed dedicated server becomes a little more accessible to set up
I think misyl will maybe merge the dedicated changes into base sdk
and then comtress can probably set up actions builds for dedicated
so should happen soon (hopefully)
yeah, i think ill wait for valve to fully officially fix it
depends on the symbols you’re dealing with
if it’s it basic syntax like marking the beginning and end of a definition, i view it like punctuation in any human language. it just becomes natural after a while
there will be symbols for other things though, like formatting strings. those i tend to google since i just don’t use them all that often
like when you forget what side of the exclamation mark a sentence starts with?
oh yeah, that's just in spanish
we use ¿? and !¡
but you get what im talking about
@tight nexus
yea
rip 💔 no more mp3 support
in theory tc2 should not have those credits right?
i'll see what I can find out, i'm curious now and I have some free time
prop_door_rotating I think is the only exception because C_BasePropDoor (which CPropDoorRotating inherits from) just so happens to have its own TestCollision() function, it doesn't fix the bug as far as I can tell, it just worked around it by accident
otherwise i'm gonna start placing breakpoints and see if i can find something :)
lmao (this is unrelated to this issue its related to water)
@shell temple interested in playing some wip mvm tonight? can either do a comtress run, or just play on the potato testing servers on live tf2
sure
They still ship the stuff
Idk if it's used anymore or not
I mean obviously in the 64 bit version it's not but the 32 bit tf2 stlll ships like bink and miles and speex and all that
do they ship telemetry on 64bit
iirc they do but i could be misremembering
Idk what telemetry even is
there's a telemetry32.dll in the normal bin folder
but nothing named telemetry in the 64
i see
its a profiler
RAD Game Tools' web page. RAD makes Bink
Video, the Telemetry Performance Visualization System, and Oodle Data Compression - all popular video game middleware.
would you rather comtress or potato?
potato better be on comtress or else
i dunno if it would work
make it work
but the missions i plan on testing dont use rafmod
cool
we can probably just switch over to live
should be fine on comtress
the mission has no vscript or rafmod
heres the map and mission
there might be missing wavebar icons, but thats not really an issue, I just dont feel like sifting through every material file on the potato servers lol
brain hurt :(
i'll take another look later
the only thing I've found is that I can't find if/what TestCollision function ragdolls use for other objects, only the one for the rotating door
any commands to set up?
dont think so, besides whatever is need to make mvm run
might be too late for today but i can still run it if needed
yeah no worries can play tomorrow
Will the afterburn duration on the flare guns be fixed?
cant wait for TC2 on steam. >< just saw the news today of the whole SDK thing.
whats broken?
it lasts way longer than the afterburn given by the flamethrower like 30 seconds
ive heard it's a bug before
it gives full afterburn duration iirc
should i pr subtick stuff
whereas the flamethrower is dependent on the amount of time theyre directly lit by the flamethrower
that's me
it's completely busted
you will take like 30 damage from a random spam flare and then die because there's no healthpacks nearby and the afterburn depletes the remaining 60 heath you have slowly or whatever and it's completely agonizing
skill issue
me when 4dmg is too much
actually no they just use tinymp3 now
minimp3
vaudio_
MASSIVE skill issue
I mean it is kinda crazy that a single flare can do 90 damage isn't it
Up to it, depends on the map tbh and how spread out health recovery is without a medic.
or a dispenser or mad milk, or a candy cane, or a thrown heavy consumable.
No not up to it
It can do up to 150
xd
The damage it goes up to is 0 cause my flare aim sucks! :D
IDK if I'd call this a bug, but I agree it seems like just a flat out oversight of the afterburn changes in JI. It'd kinda make sense as a unique stat on the flare gun, but the detonator / scorch shot getting full afterburn damage just strikes me as odd in the context of the afterburn duration change in JI.
thats what the scorch shot is for
It's also just not fun. I also don't think it's particularly balanced, but regardless of balance I think its unfun enough and over-sighty enough to be considered for changing.
its okay because i can use it to annoy snipers
and thats all that matters at the end of the day
no one really bitches about it unless you're using the scorch shot.
I think the splashable flares having afterburn duration splash-falloff would make a lot of sense. Like getting 60 afterburn damage from a direct or even close splash would be reasonable, but a max range flare splash should do something like 30, or just whatever minimium afterburn duration is.
Eh I definitely bitch about the detonator too. It's just so overshadowed by the scorch shot and the scorch shot has so many other issues that it gets drowned out.
None of the flare guns compare to the shotguns anyways 
Too bad the best sniper secondaries mitigate either flinch or afterburn
Gotta run wrap assassin to counter darwins
We should make a shotgun that causes players to burn 
switch to spy and use voice commands while cloaked
cereberus
even if you see it as balanced id rather the afterburn be reduced and the base damage be increased so it's just a lot less annoying and helpless feeling
Switch to spy and switch on and off the ap-sap
lmao
That actually makes noise? sounds like it would be a fun troll.
Also ap-sap being audible to enemies seems like it shouldn't be a thing. I think it's cool, and if anything helps me. But I still remember hearing "Oi!" and immediately knowing there was an enemy spy in the 6s match and catching him cloak and daggered in a corner.
Also helps that ap-sap is probably my favorite weapon skin in the game.
Imagine you're getting ready and then the ap sap does a afk voiceline.
Honestly I don't know what would be worse. I wish I could have heard the dude's comms when it happened. I was just like "YO WTF I HEARD WHEATLY, THERE'S AN ENEMY SPY"
https://github.com/mastercomfig/tc2/pull/28 ok done i am sleepign now
🙂
I'm not sure if other sappers make sounds, but if you can hear the bread bite then that probably also seems like a problem. Though I would admittedly be less atuned to the sound of mutate bread snarling than I would be to wheatly.
The code is not good as is and will break demo compat unless you impl the usercmd sentinel stuff
but it should be good enough for testing
i've validated it on local and on dedi with a friend
and fakelag
(and real lag)
have not tested on linux because i dont know how to install it sorry
but it shouldnt be any different there
sv_airaccelerate 9e9; sv_accelerate 9e9; sv_stopspeed 9e9; addcond 32 sets you to max speed for testing
lets be honest nobody cares about demo compat anymore
just add another 20 branches 
i dont even know if it breaks demo support i dont have any demos
is the new data at the end of the usercmd
itll probably work then
no clue
1 at a time afaik
obviously we should shove protobuf in like csgo does
no engine 😢
why would you need engine for that
oh nvm i forgot you can just do it for usercmds
i thought you meant replacing all the netmessages
which iirc would require engine modifications
unrelated but this is the best developer text area of all time
i dont make the rules sorry
idea: what if there was a all mini crits gamemode
source engine
like everything does mini crits?
Yes
what else do i play if no other class is interesting for me 😔
he's pissed
Vaccinator Sounds (recommend reading above for context)
7
8
1
Vaccinator noises for everyone!
what was the thought process behind buffing explosives im genuinely curious
@ me when i get a response my goofy ass is gonna forget i asked but i srsly need to know
Buff the caber
Probably so map geometry doesn’t eat explosions if specific scenarios
I think 
oh gosh people are taking my announcements seriously
Which ones?
this
i didnt "buff" explosions
i just added better hit detection so map geo doesn't eat explosions
like stairs
but i called it an explosion buff because technically it is and its silly to call it that
and i like being silly
"Wait, they were supposed to be like that from the start?"
It's the equivalent of fixing lighting and other engine bugs that just so happen to make Spy better. Therefore Spy buff. 
anyone wanna help test subtick mge
Does anyone else crash when tryna build anything as engi? I open the pda and just crash immediately
yeah
Alright apparently theres a bug then
no null check here
Ah makes sense
fixed, thanks for catching that
oooohhh
we be a lil silly
we can do a subtick playtest
in mvm

I LOVE MVM I LOVE MVM LETS PLAY MVM
version string not changing when itch updates are pushed............
are build numbers possible on itch
add the commit hash to the version number 
literally evil
literally good 
mastercringe
When are we playing mvm :(
not my call
We will play tonight
Ill be home from college in like 3 hours
I wonder if potatotf will end up using the sdk
I hope they do it’d be sick as hell..,
SIGSEGV resurrected from the dead
Rafmod is sigsegv
Right now there are no plans, vscript and rafmod already give us more than enough for what we want to make
A standalone mod would just split the playerbase, which we dont have much of outside of events
True
The biggest bottleneck potato has right now is maps
Not many people making maps compared to missions and vscript stuff
i'm pretty sure you can let normal tf2 clients connect to a custom sdk server if you put your server dll in the tf2 dedicated server files and run that
^
but that's more of a "you can technically do this", rather than a "you should do this"
For now at least
i'm fairly certain it works though
But still right now most people there aren’t really doing much with the sdk
yeah
Wouldn't there be like issues with the loadout requests at the very least
probably
The other way around though (run real tf2 server dll with sdk2013 dedicated server and connect to it with real tf2 client) definitely works, I tried that
hack the official gcsdk behaviour back in 
lol
please add this
uhhhhh
did you do something to code to achieve this
ahh...
that's why nothing in ui was updating
you applied changes only to client side?
no, it's just failing to deserialize the buffer on the server
lul
hacker
epic debugging solution: write buffer to file every frame
*epic debugging
solution: write buffer to
file every frame*

it's probably way less efficient compared to the old implementation but it does work now
What was it
I printed the wrong value 
but like what causes that number, I want to understand it
if you change the sign bit you get -0.0000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000048131532779326176
tbf you've done stranger things 
prolly just reading garbage data that wasn't initialized
*prolly just reading
garbage data that wasn't
initialized*
buggy:
Msg("write.set_viewangles_x( to->viewangles[ 0 ] ); %f %f\n", to->viewangles, from->viewangles[ 0 ] );
correct:
Msg("write.set_viewangles_x( to->viewangles[ 0 ] ); %f %f\n", to->viewangles[0], from->viewangles[ 0 ] );
yeah
or is it some kind of vector?
QAngle
so it's not really an carray
so it read the memory as float?
mostlikely
well, shouldn't a float already be there
they might've overloaded [] operator for QAngle
QAngle is 3 floats
Well it must have read something as a double right
yes
so why would it read the pointer
shouldn't it just get the first element
viewangles isn't a pointer
i forgot the structure
okay
i thought it was an array but its .Base
that is the array conversion
yeah so probably read it as a double
floats are non terminated memory right
why would it read it as a double?
given that QAngle has x,y,z as attributes i assume they overloaded []
yeah they did
i think Msg doesn't do checks on what's being put as parameter to format?
but that just casts to an array and accesses the element
i don't remember it screaming at me when i put something that shouldn've been put
ohhhh is it some weird pass by value thing maybe
this why i dont fw c++
modern c++ actually does have nice string formatting stuff
*modern c++
actually does have nice
string formatting stuff*
well... if compilers would've supported that
but this is good old c printf-style shit
you're talking about that C++20 formatting?
from 13 huh
interesting
well that's just shows my ignorance or i'm just living under t he rock
i don't blame ya c++ standards support is a pain to keep track of
could've sworn that i've checked this year ago wasn't supported
but at the same time c++ is rarely used in embedded
that aswell
wasn't c++20 supposed to suppport modules 🤔
supposed to
it's in the standard
idk if anything supports it yet though
seems like it's half-finished in gcc
well it makes sense for c
cause c sucks
va_list is a crime against humanity
testing a fix for this https://github.com/ValveSoftware/Source-1-Games/issues/4407 
is there any chance that for the next playtest my medigun prs (#20 & #21) be merged in? id like to be able to test them in a real game where i’m not the listen server host before i make them PRs on the sdk repo
although i still need to download tc2 and i’m not sure how free i’ll be today (definitely not for the next 2 hours), but alternatively just people playing with vaccinator to test if it plays loud noises at them would work
also cl_showerror 2 with any medigun to check for prediction errors
make everything singleplayer fix prediction errors
cant you test on dedi with fakelag
idk
i’m always wary of fakelag since i feel like i’ve heard of issues with it
as for dedicated servers, are those fixed?
last thing i remember reading was that they didn’t work
listen server has normal fake lag as long as you do cl_clock_correction 0
hm good to know
what I ended up doing for testing lag was using netem/tc on linux
idk what the equivelent is on windows
ok but i’m not cool and use windows
also for some reason dropping packets on localhost breaks steam in very weird ways 
net_fakelag should be fine on dedi though afaik
although it'll only delay packets one-way iirc
i forget which way
incoming data
i see the PR for dedi fixes on linux, i guess i could test if it works on windows
so you probably want net_fakelag set on the client
but it would have to be later
use clumsy
this is gonna sound weird but is the engineer head hitbox fucked
fucked how
I cant get the linux client (latest itch io version, already tried reinstalling) to join any server other than the mvm_ghost_town one. The windows can join every server exept that one.
I tried on my server (windows built on latest git with some patches), hoffers 'dedicated' server and some other player hosted servers. Linux cant join a server created by the host a game button on windows, and windows cant join a server created the same way on linux
is this a skill issue on my end? im running itch on a steam deck
also happens if i download manually
it should work, is it possible for you to try building the linux version and seeing if that works
could be a version mismatch of some sort
IT WORKS
What's happening?
like what is "can't join"
eg. does it only show 2 bars in the loading dialog and not even ever start connecting, or does it start to connect then crash, or do you get an error, or what happens
question: would it be possible to make maps to load very fast? so maybe we could use background_map
like in hl2
looks like a version mismatch
im downloading latest build from github actions
can the linux client join your windows server from the latest git
because it might be that coms didn't update the itch.io windows version
yes but you wouldnt like it
most of source 1 load times are because of the godawful vpk system
filesystem async is used basically nowhere in tf2 branch afaik
the vpks arent compressed
or aligned
or anything
this is easily solvable and i did it in r1d and cut down 2 minute loading times to 15 seconds flat
but you need to repack all the vpks
so
r1d?
rn im adding data blocks from titanfall into team fortress 2
data blocks in resource are like basically wasted tech because the only three large things sent over netchan are playlists, persistent data definitions, and large snapshots
and that doesnt happen that often
the first 2 should never happen unless someone fucked up
and the 3rd one only happens in apex legends because the maps are huge so a lot changes on full update
but in team fortress 2 there is a much more obvious reason to implement them
custom maps
Latest github actions build also has this issue
Also I built my server on the latest commit so I don't think that's the issue
as is you either:
a.) don't use fastdl and it takes 6 eternities to download (79.2 kilobytes per second ass)
b.) use fastdl and claw your eyes out because it's a buggy mess that requires entirely too much time to set up for the reward
c.) use the workshop for maps LOL just kidding this shit doesnt work either
oh yeah are workshop navmeshes still broken
probably
yippeee
data blocks would allow you to join a server
no fastdl
and download the map as fast as it can actually download it
rather than being capped at MTU * tickrate
pick a random tf2 player who wants to play a gamebanana custom map with their friends without needing them to manually download it
40 sorrycoin if you can walk them through setting up fastdl without gouging your eyes out
also now it's a web server you have to manage along with the game
Just leach off public fast dls skill diff smh
sorry i just compiled my custom map its not on public fastdl
Yeah I guess
that kind of stuff probably accounts for like under 10% of custom map downloading
@eternal jungle has leveled up! (27 ➜ 28)
but it's definitely someplace where faster resource downloading through net chan would be nice
roll 1d20 to connect to karma gaming jailbreak server
how peculiar, +dedicated /dedicated works normally without any library modification on windows
Host_Error: Map is missing
except that SteamGameServerHTTP
yeah I noticed this the other day
can you not just copy the _srv stuff to not srv and then just compile without dedicated
yes because there are functionally no differences between listen server dll and dedicated server dll
id say "no differences period" tbh if i go check the depots
the only difference is the _srv shit
the _srv shit is the exact same
The differences are just in the vstdlib and the libtier0 yeah
Who was it saying they couldn't join their mvm server?
I just did a fresh build of latest and can't so I assume whats on itch is outdated
tbh what would be really cool and what im also working on is
what if you could host tf2 servers using tc2
ok not tc2
I was thinking of the opposite, letting tc2 clients join tf2 servers using sourcemod or something similar
the sdk
You can
you could do that but issue: vac
so youd need participating servers
so itd just be easier to make tc2/tf2 compatible servers
the most annoying part is the inventory stuff
tc2 hvh
there's like a correct solution to every problem
for instance the correct one would be like
idk
looking at the leak
or something
i don't like correct solutions
HMODULE origServerDLL = LoadLibraryA("..\..\..\..\Team Fortress 2\tf\bin\x64\server.dll");
the webapi is still just forwarding protobufs from the gc iirc
^
so it's probably possible to shove them back through the gc instead of the webapi
tbh on server what would you even need to do if it has the real inventories
i mean who cares if its webapi vs gc as long as it matches
also why is it even a webapi they have gcsdk right there
because they don't want you touching the real gc inventory api 😢
but like
I mean they could make a separate mod_tf gc
i straight up dont understand what went on with the sdk
they don't want mods to be able to modify real player inventories
that's the reason why i'm guessing
No viruses allowed here sorry
Maybe they kept it so people could implement their own matchmaking and have it be compatible with existing hud mods?
or maybe they just forgot or rushed it out or didn't care
both seem equally likely tbh
i guess but they also deleted a bunch of random mm functions and made them just return true
there doesnt seem to be any rhyme or reason
how do you rush out something this hard
like thats not an insult i genuinely dont believe thats why
they had unlimited time to do it like
i mean tbf in this case it's just a ui change
it's not gonna change much if they remove it
weird hack but it does work
wasn't it leaked already?
yea
the old leak doesn't have as much of the new mm code though
I mean it just doesn't matter
at least they removed the item schema verification functions 
do they even have any anticheat on those though
yes
That are pretty well known and easy to reimplement
yeah but it wouldve made cheaters lives exponentially harder
But you shouldn't obviously
Yeah it's weird that they half cared
yeah
whats also weird to me is the implication that the inventory stuff is "operating in SDK mode" because to me that implies the sdk was literally just gonna be pinned to the latest tf2 source at all times
I mean its not that they didn't care its probably more so they didn't have every single possibile thing they needed to scrub in mind when they released it because there's a lot of stuff to scrub in a massive game lol
so that its one codebase for sdk and the actual game
otherwise what's the point of merging prs
maybe that is the intention
^
oh right hm
They're pinned to the exact same engine branch rn though
yeah right now
yeah because everything was updated to use the tf branch
^
we'll wait and see but i doubt its gonna stay that way
who knows if they'll continue to drop future updates from the tf2 engine into the sdk2013 one or not
would be nice if it did, but we'll just have to wait and see
I doubt they'll go that far out of sync
cant wait for a sdk specific security vuln like the strtoken shit and it just never gets patched
well yeah
why isnt this just called sdk 2025 anyway
Because there's not much left to update the engine for lol
it's not like live is particularly out of sync from the pre ji leak
*it's not like live is
particularly out of sync
from the pre ji leak*
SDR
despair
before the 64 bit stuff it was almost identical
yep
you could even mostly get away with using the old sdk2013 headers
also sdk 2013 SP is just Gone™️
It's the same as the old right
oops
yeah
why is there even a difference in the first place
also enhanced source just rotting in the corner
if you actually wanted to make a new sourcemod in 2025 youd be better off forking alien swarm reactive drop at this point
Has anyone tried to get vac enabled on the mod_tf client
just for fun
I'm not saying you wouldn't get banned for it but it seems like you could spoof it into working
wouldn't you have to get steam to think the sdk has vac enabled or smthing
idk much about how vac works
there's a check buried somewhere to just drop you for Disconnect: Disconnected by VAC: You cannot play on secure servers..
good luck diffing that out of the sdk
not really like it matters
vac on sourcemods does about as much as eac on linux
also more importantly tf2 vac only functions if client.dll is signed and yours isnt so
They don't ban people for that for some reason
it just vac auths you
mmm
enjoy your 10 minute ban!
does anyone remember jbmod release where it was fucking sdk 2013 sp in 2024
I tested playing with a modified client.dll for like 50+ hours once
and that account never got banned
cheating discussion isn't really allowed here so let's stop here
nono im not talking about cheating
Me neither
im talking about how jbmod was just like
straight up a virus if you tried to play it online
because of how outdated the sdk was
i joined one server and every single key on my keyboard was rebound to rcon
so whenever i tried to move i'd get ip banned from every server for rcon hacking attempts
that one was clever
i give them props
Banned by server would fill your console immediately so you had no idea what the fuck was going on
obviously if there was steam networking it wouldve gone even better
enabled by default on listen servers
nowhere is safe
why the fuck is that the default in tf2 now lmao
*why the fuck is that
the default in tf2
now lmao*
keeps you on your toes
it's default in hl2 i think
so they just forgot
it's a really stupid default for anything imo
fun fact for 3 weeks until they fixed it after the hl2 20th anniversary update i was the only person on the planet capable of running hl2dm servers
they updated server.dll but not dedicated engine.dll
so i hosted 10 servers named "32 player test <n>" (and bytepatched server.dll to allow 32 players because 16 is the max in hl2dm by default but not really??)
then i ran into my uncle at thanksgiving and he told me that he started playing hl2dm and it turns out he was on one of my servers LMAO
hl2dm was overrun by those fake servers right?
they werent fake servers
redirect servers
i mean it was overrun by fake servers
but thats like
irrelevant
my servers were real
so for 3 weeks valve fixed that issue in source github 
dude like how do you forget to ship the 64 bit engine.dll
oops
it was so flagrant like i dont understand how that happened
the hl2dm dedicated server just DID NOT WORK
What
there was a leak 4 years ago
we had a whole story arc about it
it's over now
^
and 8 year old code
anyone wanna celebrate the anniversary next month
they somehow shipped a debug dota server dll once i wouldn't put anything past them
its right next to my birthday too
no i mean this
debug dota server dll
yeah
i regret to inform you they also shipped a debug build of the entirety of dota
wait what
with panorama symbols
no
replaycoding firing up depotdownloader as we speak
god no
smh my head
and i dont remember where the hell it is
but its like
full symbols
var names and everything
that's hilarious
Wait is this related to those guys who found security bugs in dota
yes
and like blog posted about it
I kinda remember that
random fun fact: the kill replay system in titanfall 1 is literally the replay system from tf2
i dont understand why
but it is
it has replay demos and everything
it spawns a bot named "Replay" and literally every convar is still present
so it has Replay
but no sourcetv
amazing
i mean it's like technically a different system
would team contress ever introduce community made settings requests? (the options in game for no hats, no unusuals, no skins, flattf2 etc)
its like 3 lines
yeah shit like that
yeah i know i wrote a patch for the previous comtress
i want that sort of customization
just backport the l4d2 addon system its like infinitely better than custom folder slop
maybe one day team comtress can have an addon page in game lol
no reason it cant
isnt that in live already
dont think so
Yes
tf_hide_custom_decals 1
Disable decals option

@inland solstice has leveled up! (0 ➜ 1)
i forgro
would you do Thris
no
sad
fart tf2
how come no hat n all that stuff
i think it'd be a nice option for a lot of different kinds of players
yaaay
idk if itd really effect the market though
people already mod out all those things
not about the market
about the player's feelings
also modding is different from an official setting
an official setting is basically the developer saying: yes we do not care about player customization
would you consider team comtress to be a more official setting, i just thought it'd be a neat qol for the many players who already mod in those options for various reasons
and how is being given the option to disable cosmetics not apart of player customization
i dont think any one who loves their items is gonna care if 2% of the playerbase disables ugly hats
in a non-official or official setting
i dont see how its any different from huds, changing particle effects, hit/kill sounds, and even configs like yours
please add an option to remove all player models
wait true
It is different
It's very obvious why
It's the same reason why valve didn't want to add an option to hide custom agents in csgo
didnt custom agents have different hitboxes tho
that would actually impact your ability to play the game
esp in a comp shooter like cs
yes exactly
No
Linux build might be out of date, it can't join servers built on latest commits while Windows can. I think undefinedbhvr also tested and got the same result #1341667410280972299 message
and yet valve still doesnt provide an option
linux build is definitely up to date
it would be the windows build thats out of date
It can join servers built on latest commit though?
the custom agents hitsboxes were bigger
Idk how source works
idk what the deal is tbh
valve spilled coffee on the windows hard drive
iirc in csgo they did have different hitboxes
in cs2 they dont
so at some point disabling agent skins would hinder the actual game itself
ah i see, lag switch
youre saying you dont throttle your connections to 2mbps and cap fps at 15 when playing tf2?
only sometimes
i don't need a program to do that
Linux is a program though
im running a phenom x4 9500 you know how it is
true true
Linux is a windows program
WSL1 
using a computer = running a program.. this fella a liar
can we ban them?
no sorry
why
cause i'm epic
i am hitting my table with a gavel very angrily rn
no i only have nintendo consoles
wow github desktop is so dogshit its only showing me the base SDK 2013 PRs
since xbox one havent cared abt the new games
let me merge tc2 ones
solution: use git cli
oh its because i have it set for contributing to parent
you'll be unhappy, but at least you're not using github desktop
Why not just use the visual studio git integration
on windows
it's pretty ok isn't it
i've never really messed with it
I'm not really a big git user tbh I'm kind of a novice with it
I've only ever used it from cli and Idk what makes a good or bad gui git client
but the visual studio one seems fine to me
git fucking sucks
have fun!
i hate using cli so much lol
because your a windows user
true
everything cli on windows just sucks
windows is awesome sauce because i said so
it's actually impressive
how annoying to use it is?
yeah 
good command
ok i don't hate cli on windows
i hate git cli on windows
because i hate git cli
but are you using git bash
no
god fuck git bash i hate it so much
I mean it's basically the same as msys2 right
yeah
like same terminal emulator and probably same bash
yeah and it sucks
q?
ctrl-c?
q works
q
didn't try that
i just hate how it looks
and also the copy paste is weird af
it's like the insert key or smthing
i don't use it anymore so idk if they made it better
Tbh on windows I mostly use windows terminal and it's fine I guess
but it sucks compared to anything on linux or mac
uninstall edge?
If you press ctrl + alt + win + shift + L it opens linkedin.com
still works on win 10
You can't even disable it
It's like hard coded into explorer.exe with no setting for it
Some debloat scripts remove it but idk if you should trust those
I've used one and edge just came back lmao
Chris titus is not good
PC in a permanent state of edging
linux.exe
Until you install lin*x
edge has a built in uninstaller
oh hey microsoft has a page on uninstalling edge no- wait a minute
"PLEASE DONT UNINSTALL EDGE PLEASE"
but you'll lose access to microsoft copilot chat 😢
I uninstalled it and it got reinstalled once by a windows update
sometimes itll be gone and summon itself when opening a link
*sometimes itll be
gone and summon itself when
opening a link*
i'd rather chat with bill gates
why is he bad
idk about that
i just use the windows util cus its easy 2 use
obvs i can uninstall edge in diff ways
but it has other uses
the util
yeah
the toolkit of windows util is just simple asf to basically do everything ud want to do to windows in a second
https://fedoraproject.org/ < pretty good method
?
ill switch to linux when my windows 10 ltsc lot runs out of support

but like slightly tweaked windows 10 ltsc iot is basically all i need
Do you still need to enable third party repos on Fedora to get nvidia drivers?
itll keep going for a good couple years
yeah itll stop working in the year 2031
might switch to windows 11 23h2 tho tbh
apparently has better performance on newer systems
yes
unfortunately
Crazy
not really fedoras fault but who knows
its mid
clumsy isn't doing shit
granted i'm still on a listen server since i was having trouble figuring out dedi
I mean it's for intercepting network packets
It won't have any effect on a listen server with the server and client in the same game and not using network
I tried net_usesocketsforloopback 1 but it didn't change anything
huh
I think in theory it should work if you do that
you could check in wireshark or something to see if you can actually see the traffic going over the loopback interface
you need to do it before starting the map
or run net_start; connect localhost
reload the map
there we go
hm i'm not able to get any choke packets
but I am able to get some really mean rubber banding
charge level prediction errors very few and far between!
occasional vacc sound duping due to the charge level getting rolled back some
but even then it was like a half second delay
rather than same tick
Wait I wonder if using real network is hiding the bug
Because didn't it only happen on listen servers
Or maybe it's a different prediction bug that you're talking about idk
uhhh, vacc sound duping I know happens on real servers
prediction errors also would happen on real servers because all of the code that modifies how much charge you get was server only
Okay I meant the thing where your game gets all jittery while you're healing someone on medic
on a listen server
but it's fine on networked servers
iirc thats due to prediction errors?
so in theory I think that is fixed simply because the client actually knows how much charge it should be getting
instead of always assuming it gets the base value every tick
*instead of always
assuming it gets the base
value every tick*
base value in this case not even taking into account item attributes, so using any medigun that had different uber rates would cause it to happen more than the stock (although stock had it a lot too)
seems good to me
note that there is no chargelevel prediction errors in the top left :)
itemtest doesn't work :c
can someone lend me their can opener? c:
also, did valve break the default hud?
i'm not using a mod rn
yeah
Kinda weird that base source-sdk-2013 pushed updates that change sendtables and whatnot but didn't update the version from 2000
Isn't it?
Like now we have incompatible versions and they're both version 2000
do they ever update the version?
Well it gives you a proper warning then
well its just the sdk
If you connect to an older or newer server
its for mods to do
But they changed the base sdk in a way that made it incompatible with existing servers for it
IMO they should update version each time they do that
Just so people at least get the proper error messages for it
*Just so people at
least get the proper error
messages for it*