#Team Comtress 2 Megathread - It's finally here

1 messages · Page 7 of 1

tight nexus
wheat herald
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#dev-log📻 message

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team comtress 2 crack just dropped

chilly nova
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cracking is when i put my goldberg dll into my game files

clever creekBOT
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*cracking is when i

put my goldberg dll

into my game files*

eternal jungle
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Erm isnt goldberg bad™

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Idk someone linked an article about it being bad

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I didnt read tbh

chilly nova
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yeah i wonder who that was

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goldberg is so funny

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this pr sure is

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Interesting

eternal jungle
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Wtf is up with it

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Like why did he add everyone else's commits like that

chilly nova
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didnt rebase i bet

eternal jungle
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😿

chilly nova
shell temple
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what about it?

chilly nova
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oh did it not link to the file

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rip

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the pr just has a copy of (presumably the goldberg) steamclient

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as a compiled library

wheat herald
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team comtress 2 crack steamhappy

chilly nova
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anyways i dont really see the point of it

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if you want to run tc2 without steam then you can just copy in the goldberg dlls

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no need to have it in the tc2 repo

shell temple
eternal jungle
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nothing of note

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perfectly normal PR

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you can go ahead and merge 👍

chilly nova
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coming soon™️ to a repo near you

wheat herald
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😭

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bro is NOT helping with the stereotype

chilly nova
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???

wheat herald
chilly nova
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um how is sideloading piracy

wheat herald
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team comtress 2 no steam crack

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is this like not how most cracks work you just have a steam emulator

clever creekBOT
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*is this like not how

most cracks work you just have a

steam emulator*

chilly nova
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me when i "crack" a free to play multiplayer game

rich moat
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steamhapp medigun PRs on the SDK repo now

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hopefully they get merged (for my ears sake)

wheat herald
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just have the server play it bro

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just turn it off have the server do it

rich moat
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should clarify i guess, proper way without changing current intended behavior

dusky sapphire
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more countries should pirate

jaunty fractal
wheat herald
sour sedge
fossil vault
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Seems pretty.."niche" as well to add something like this

fossil vault
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this is more spooky than the normal cosmetic

vernal hull
ruby arrow
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GOOD MORNING TEAM COMTRESS 2

rich moat
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I suppose this probably would be a question better suited to the huds.tf discord (if i ever joined it) but thoughts on a change like this?
essentially instead of the maxhealth value getting wiped when you are at maxhealth - 5 or above, it simply hides the panel which shows it, allowing custom huds to always show the max health value if they want by simply using a different panel that reads the same variable, while keeping vanilla hud behavior the same. (in theory, haven't tested it yet)
My main but probably unnecessary concern is that any huds that for some reason change the panel name of the max health currently even though there is no reason to would be opted into this change automatically

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Ideally I think that preferably every single instance of a variable in VGUI should always be accurate, and then whether or not it is visible should be up to an animation, or in some cases, direct code, but doing so would probably require a pretty sizable overhaul of not just the code but also the default hud

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not to mention requiring like every single custom hud to be updated to support it

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so I think thats out of the question

wheat herald
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yeah i feel like all hud developers would approve of this but at the same time barely any huds use the max health in the first place because it's easy to just remember

rich moat
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I'm also not sure the performance cost of animation vs directly changing visibility in code

rich moat
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just in general I don't think a massive overhaul of how the hud works is warranted without a hud version change, and even then I just think thats silly and I don't think valve would implement it

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at the very least I feel like I'd need to add back compat for the current version out of obligation but that would add so much bloat and i really don't think valve would implement that

rich moat
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how exactly can you get the mod_tf custom folder to work?

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I've tried messing with gameinfo.txt but its not loading anything

eternal jungle
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Idk same issue for me

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changing it to game+mod+custom_mod still nothing

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it loads custom stuff from tf2 if you uncomment that though

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the |appid_440|

chilly nova
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what if you use the sdk appid?

eternal jungle
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maybe gameinfo_path would work?

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I doubt sdk appid would

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huh neither seem to work

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when you have the mod_tf in sourcemods folder anyways

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tbh the searchpaths are really jank in the sdk

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launch options are weird too

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can't get -novid working when launching through steam

wheat herald
chilly nova
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mod_tf, so the sdk

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ohmygod the \ bind suuuucks

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and it doesn't work on the main menu

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😭

eternal jungle
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just loading stuff from a custom folder for any game in sourcemods folder

wheat herald
eternal jungle
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console bind was changed to backslash :/

wheat herald
wheat herald
eternal jungle
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idk

chilly nova
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-1!?

eternal jungle
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like really stupid

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I have mod_tf in multiple locations and I put my custom folder in the wrong one

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I blame windows quick access

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|gameinfo_path| works

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|gameinfo_path|custom/*

chilly nova
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gameinfo has a custom folder setup already though doesn't it

eternal jungle
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by default it's mod_tf/custom/*

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I'll check if that works since i check it wrong the first time

chilly nova
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oh i think coms changed it lemme check sdk2013

eternal jungle
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okay yeah that doesn't work when you have it in steamapps/sourcemods

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but |gameinfo_path| does

eternal jungle
rich moat
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I swear i tried that

chilly nova
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steal the changes from tc2

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they work for me

rich moat
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but i'll try again i guess

chilly nova
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what custom content are you trying to load

wheat herald
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have you tried uncommenting

chilly nova
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uncommenting what

rich moat
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specifically hudplayerhealth.res

chilly nova
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set the ui_version to -1 maybe

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in info.vdf

wheat herald
chilly nova
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for the tf2 custom folder it is

eternal jungle
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the mod_tf is uncommented by default but the default thing doesn't work if you have the game in steamapps/sourcemods and launch through steam

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at least for me

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I guess it's probably looking in the sdk2013 folder for it

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I'll test

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yep that's where it looks

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and searchpaths only actually get added if they exist, so nothing was being added to path in game

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unless files are actually there

chilly nova
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what happens if you use the launcher app

eternal jungle
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probably works correctly

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I guess seems like it still doens't

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even using launcher exe

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I don't know why though

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it seems like that should work

rich moat
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max health visible even when above max health- 5

umbral siren
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what did i do wrong

rich moat
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gave him 430 extra health

umbral siren
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scouts when engineers "steal" their health packs

chilly nova
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engineers when i steal their ammo packs

wheat herald
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i should play scout and follow friendly engineers constantly shooting my scattergun and running ahead of them to steal their ammo packs

umbral siren
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knowing you, you already do that

solemn fossil
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I'm currently drafting a PR to TC2 to add a convar to fix the extended melee range

solemn fossil
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Made a PR

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This time its under a ConVar

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tf_demoextendedrangefix

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So a server can opt into the behavior

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Could even make it a hidden weapon attribute

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To enable the behavior

strong remnant
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@solemn fossil will it be enabled by default

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would like to see that if it is possible

solemn fossil
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To preserve the balance

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Servers can optionally enable it

wheat herald
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TF2 Is installed too

flat perch
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you need to update source 2013 multiplayer to its latest version

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it wont work with the previous2021 build

wheat herald
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Oh

sour sedge
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Coms can I add deployable shield walls to engie

rich moat
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mcginnis <-- you

sour sedge
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They'll probably behave more like a bullet trajectory disrupter while active, so bullets still "penetrate" but they get sent in a random direction afterwards

sour sedge
rich moat
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lol sorry

sour sedge
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McGinnis is a pretty good evolution over engie though

clever creekBOT
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*McGinnis is a

pretty good evolution

over engie though*

rich moat
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sourcemod that backports deadlock into tf2 when

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we can call it "deadlock: source"

sour sedge
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Pay for my dinner and I'll consider it

rich moat
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oof, i'm a bit short

sour sedge
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Yeah we know you're only 5'5

rich moat
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ivy <-- me

rich moat
sour sedge
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Yeah sorry typo

umbral siren
wheat herald
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will there ever be another tc2 playtest? steamsad

eternal jungle
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Never

wheat herald
chilly nova
charred shadow
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um i kinda eated it sorry

chilly nova
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how did it taste

charred shadow
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crunchy, a bit cheesy

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kinda like a nice pizza

wheat herald
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oh okay i missed that

strong remnant
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pack up everyone we are leaving

spark birch
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No, Mastercoms must sacrifice their physical, mental and emotional wellbeing on the altar of TF2 development hell.

wheat herald
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no dont even joke about that

tight nexus
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this code works, but not for the pistol smg etc

shell temple
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fr fr

tight nexus
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and idk why do they have different reload conditions

shell temple
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check idle time

tight nexus
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do you know coms?

shell temple
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yeah

tight nexus
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Ah there is singly and normal

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I see

wheat herald
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wait, the sdk does have sixense?

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can it be reenabled?

chilly nova
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what's actually stopping sixense from being used

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is it just that there's no 64bit library for it

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you could probably reimplement it with some work

chilly nova
wheat herald
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ok so what if we ripped out all of the sixense drivers and put wii remote drivers in their place

chilly nova
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ok so what if you did that

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it would be pretty cool

wheat herald
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can this be included in upstream team comtress 2

barren glacier
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TF2 gets Wiimote support before proper gamepad support trollfig

tight nexus
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works now for all weapons

high wigeonBOT
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@tight nexus has leveled up! (26 ➜ 27)

tight nexus
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except flamethrowers

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but airblast works

tight nexus
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why is all dragon's fury code in client_dll? shouldn't it be in game_dll?

chilly nova
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it's not

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only Precache is guarded by a !CLIENT_DLL

tight nexus
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because of the endif?

chilly nova
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yes

tight nexus
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but the client_dll closes with endif too

chilly nova
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yeah

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virtual void Precache(); will only be compiled in if CLIENT_DLL is not defined

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this is shared code

shell temple
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oh lol

chilly nova
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it took me far too long to realize what they were asking 😭

eternal jungle
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Is the confusion about how the preprocessor definitions and directives work or is it something else?

chilly nova
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actually i'm not so sure now?

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um

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@tight nexus did coms or i answer your question

tight nexus
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Yeah ...?

chilly nova
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ok great lol

tight nexus
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I mean yeah it's shared but i just don't know where to put my new variable

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Im just doing trial and error

eternal jungle
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If you want it used in both the client and server put it outside of any ifdefs for CLIENT_DLL or GAME_DLL

chilly nova
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why is it GAME_DLL and not SERVER_DLL

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consistency aaaaaaa

eternal jungle
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Maybe it stems from ancient singleplayer games or dedicated servers or something idk

chilly nova
eternal jungle
#
#if defined(SERVER_DLL) || defined(CLIENT_DLL) || defined(GAME_DLL)
        if (!(seqdesc.flags & STUDIO_ACTIVITY))
        {
            // AssertMsg2( false, "Sequence %d on studiohdr %s didn't have its activity initialized!", i, pstudiohdr->pszName() );
            SetActivityForSequence( pstudiohdr, i );
        }
#endif```
chilly nova
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i was just going to post that one smh my head

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i wonder what the deal with that is

eternal jungle
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Idk

chilly nova
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oh yeah unrelated fun fact: goldsrc ships with DWARF debug symbols on linux

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types and all

tight nexus
chilly nova
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what compiler error does it give you?

tight nexus
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LNK2001

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and 1120

chilly nova
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your CanInspect method is not implemented on the server

tight nexus
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ohh

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i see

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in cpp, i didn't see the ifdef things

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it works now, thanks

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🫂

tight nexus
umbral siren
tight nexus
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tc2

round coyote
tight nexus
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ctapping

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cilinder hitboxes when?

rose yoke
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would cylinder bounding boxes affect rocket jumps in any meaningful way?

wheat herald
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yeah

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it would make rocket jumping easier on diagonal walls

rose yoke
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intradasting

wheat herald
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cyllindar hitboxes would just be a good thing but that's like engine level stuff that could never be added

rose yoke
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engine level stuff that could never be added
screaming and crying

clever creekBOT
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*> engine level stuff

that could never be added

screaming and crying*

chilly nova
eternal jungle
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Fiendhook

chilly nova
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exactly

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next fiendhook update will add "cyllindar hitboxes"

wheat herald
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what if you reflect with the dragons fury the recharge rate is reduced so it follows the similar theme of awarding accuracy

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to make the reflect actually useful instead of the enemies being able to just infinitely spam at you whether you hit a reflect or not

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airblast is so cool why does every single non stock pyro primary have to nerf it in some way

rich moat
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because its too good

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:( i wish we got an airblast focused primary

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I know there were some tests with different airblast types

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like a charged one that iirc would also push you back so you could jump with it

wheat herald
rich moat
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no i meant airblast is too good

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but also yeah df kinda is too good, source: i use it a lot

wheat herald
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fake............

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nobody has ever died to airblast or the dragons furry

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fury

rich moat
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dragon's furry

wheat herald
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#tc2-comtress message

spark birch
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No access 🐲

rose yoke
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i will Bounce with Joy and horray if cylinder bounding boxes became a thing

eternal jungle
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🤐

rose yoke
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🫡

chilly nova
sour sedge
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And they use several techniques specific to cuboid bounding boxes

sour sedge
sour sedge
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And at that point you might as well go with the objectively superior capsule

chilly nova
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i think we should make bounding boxes into pyramids

eternal jungle
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:trollfig: emoji was created specifically for you

vernal hull
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pyramids are pyra mid

tight nexus
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i redownloaded tc2 and this appears when compiled

chilly nova
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you compiled a debug build, you need to build it in release mode

clever creekBOT
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*you compile a

debug build, you need to build

it in release mod*

tight nexus
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huh

chilly nova
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oh wait did you download a build or compile it

tight nexus
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this didn't happened to me before

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i compiled it

chilly nova
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yeah you need to use release mode

tight nexus
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and also it compilers way faster

tight nexus
wheat herald
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you need to use the release build configuration instead of the default debug configuration

tight nexus
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ohhh i forgot about it

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srry

tight nexus
eternal jungle
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What the sigma

wheat herald
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doubletap is officially supported now

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on all weapons

shell temple
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yeah, known issue

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if you can find a case besides on spawn then it'd be nice to see those as well

stray laurel
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Hello, should I report bugs and make suggestions for TC2 here, or is it better to post it on GitHub?

shell temple
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whatever is easiest for you

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ultimately what's important is getting the feedback out there

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as long as im able to see it, then it's okay by me!

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no point in putting obstacles

stray laurel
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Okay, thanks. Also, will TC2 ever touch material files and models? And if the answer is yes, then to what extent? Will it be limited to only fixing some oversights, or it will also include some improvements and more personal changes?

sage schooner
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Scout pant fix when

wheat herald
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can you enable ofast

chilly nova
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but why

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actually we should disable fastmath steamhapp

fossil vault
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is there a server build yet?

wheat herald
shell temple
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<@&1060283751701172314> What would you be interested in seeing next for TC2's Spring Cleaning update?

gray skiff
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Fixes and Performance improvements as many as possible

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I want to play TF2 MAX everything at 165 hz at all times

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Pretty much everything you listed in you mock Spring Cleaning update page

next tiger
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Groundwork for TF Bot improvements similar to TF2 Bot Overhaul? Longshot, I know, but it'd be neat to see

gray skiff
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Thouhgh I would love if you could fix the back scatter not being able to mini crit players that are looking straight up or down

gray skiff
next tiger
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I'd love to see more work done to Training mode too, sort of like the leaks

clever creekBOT
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*Implementation of

its mission would be great for

onboarding players*

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*I'd love to see more

work done to Training mode too,

sort of like the leaks*

next tiger
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I'd be nice if training actually taught you anything about how to play the game lol

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Could also include a practice option that would take you to tr_walkway or a similar map

raw orchid
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If we're doing an extensive overhaul, a better Walkway would be a nice inclusion. One that's not all hacky about making the bots move and such.

next tiger
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There is tr_walkway_h1 which uses vscript for the bot movement, but the bots tend to get stuck in spawn (also its not maintained)

wheat herald
barren glacier
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Are the default settings going to be updated

next tiger
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Do we already use Ultimate Visual Fix? That would be a nice QoL change if not

chilly nova
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please please please undo that console bind change

storm cargo
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Ooh a default setting update would be nice, set fov to 90, enable hit and kill sounds, enable medic auto call when people are at 25% health, etc.

storm cargo
barren glacier
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Maybe have the medi gun one-click targets by default

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Would a revamp of tf2's option menu be feasible or is that out of scope for a spring cleaning update? Using TF2c as a example

next tiger
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Let me fire the Classic while falling or floating in water. If the huntsman gets to do it, I don't see why the Classic shouldn't be able to too

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This has made me irrationally frustrated for years

chilly nova
eternal jungle
delicate schooner
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R7 3700x, RTX 3070 OC, 32 Gb RAM dual channel

eternal jungle
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3700x is mid unfortunately

tranquil mirage
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how much can you do for performance? because we don't have access to the engine itself

dusky sapphire
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i feel like base tc2 already does a ton for performance and could do a bit more even

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runs great

midnight surge
stone saddle
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Although I do have a 7700x which might matter more

eternal jungle
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It does

tight nexus
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this is not what i wanted steamhapp

delicate schooner
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I do plan to upgrade my 3700x to 9800x3d

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But then I will probably not upgrade to another CPU

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I just new mobo, CPU and RAM.

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And that will be around 900-1000€

young osprey
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I remember pre-SDK TC2 having a version of the tf2 ultimate visual fix pack integrated onto it, this mod has long since been improved and I would really enjoy seeing it back.

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Also, was the Caber not being mini-crited by Demo's sheilds fixed yet?

stray laurel
wheat herald
#

i have never had this issue your gpu has schizophrenia im afraid

royal ravine
# shell temple <@&1060283751701172314> What would you be interested in seeing next for TC2's Sp...
  • Update DXVK to the latest stable release for every OS that can use DXVK (Windows, Linux, etc.). Currently, the newest stable DXVK version is 2.5.3
  • Allow players to upgrade and downgrade DXVK themselves, and do the same with other APIs and translation layers if DXVK isn't the only one that can be changed, without getting VAC banned or any other kind of ban, and without causing TC2 to break, crash, glitch, etc.
  • Let Windows users choose between DX9, the DXVK version that comes with TC2 by default, and the DXVK version that the user has installed (that's at least 3 choices), while in the game's settings menu (not necessarily while in a map, but if it works, it would be a handy feature)
  • Let Linux/macOS users do the same with DXVK and whatever other APIs and translation layers that TC2 could use on Linux/macOS
wheat herald
#

nah

spark birch
# wheat herald nah

Curious, are you always contrarian or do you just find it fun to disagree with everyone?

wheat herald
#

neither

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dxvk is engine level and cant be replaced

spark birch
#

Ah, it's knowledgeable sarcasm. My mistake.

wheat herald
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the sdk doesnt even support macos

ruby arrow
#

However, for some reason

#

I don't think tf2 works with recent versions of DXVK

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MacOS does not support DXVK 2.0 or later due to DXVK 2.0 required Vulkan 1.3

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MoltenVK only implements Vulkan 1.2 the last I checked

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Also, was the latest version of the source sdk released for mac?

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I don't think so

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So macos support is reliant upon valve

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There is no user control over the game engine

spark birch
# shell temple <@&1060283751701172314> What would you be interested in seeing next for TC2's Sp...

The ten billion bugs relating to Spy. Including but not limited to this one. Please? https://youtu.be/2t0PLoPGcTA

re

You can spam "f" or your inspect keybind on disguised invis spies, it shows a pop up of the item that their disguise is holding, if it pops up, then you should know there's an invis spy there

Watch the video down below for an example

https://youtu.be/_ockGNgxFMU?si=YRVEDlwmWOlEsD3d

I hope you enjoyed the video, comment what i can do next.
ma...

▶ Play video
#

You can inspect disguised cloaked spies. Because god forbid Spy uses his disguises. If spawn wallhacks don't get you, this will.

gleaming radish
#

any place to discuss future balance changes for the planned beta release?

eternal jungle
#

You could discuss it here

gleaming radish
#

Can i read up anywhere what mcoms' main goal for the balance changes are? Is it just about throwing things on the wall or is there any larger philosophy behind it?

eternal jungle
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#announcements📰 message

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I think that's all that has really been announced about it

sage schooner
#

Would it be theoretically possible to have a seprate steam inventory for a tf2 mod? Could then get then get the items from both tf2 inv and the mod one, and only the mod inv would have write permission

spark birch
chilly nova
#

Is it? I don't think mods have access to the inventory APIs

eternal jungle
#

I think you can

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like tf2classic is its own steam app

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or will be

shell temple
#

mods dont get economy or workshop features

eternal jungle
#

not even for their own steam app?

shell temple
#

a steam app ID != game app

eternal jungle
#

:(

shell temple
shell temple
# gleaming radish Can i read up anywhere what mcoms' main goal for the balance changes are? Is it ...

The balance philosophy is making each class/item more fun and interesting, and viable in a larger set of circumstances, while not homogenizing the game and making sure we keep each class to their role.

In some cases this will be extending the capabilities of the class but keeping the traditional base kit the same, so players can augment the power level of their class by taking advantage of the new available functions, but players used to the traditional game loop don't have to change. Total class reworks which change playstyles entirely isn't fun to anyone who has been playing the game. Instead, we want to reward players for mastery and give them more mechanics to have in their toolbelt.

On the other side of things, adding counterplay and interesting decisions to items/classes, while not feeling like a set of hard counters (rock paper scissors) is extremely important as well. There's a number of interactions in the game (primarily from unlocks) that may feel a bit sour to enemies because of this, so these will be getting some form of rework or change.

Now, some changes in TC2, especially after we release Spring Cleaning and have a separate beta branch, will be entirely for experimentation/learning purposes and not actual intended balance changes (as explained in the announcement linked above). Sometimes, you just need to see how certain factors affect play in a game to better understand it. Pushing these limits and playing around with them will help me better designer for anything I want to do in the future for TF2. Sometimes it's a matter of retreading old ground and realizing why certain things were done by Valve, or trying something entirely crazy to see the bounds of gameplay in TF2.

But back to serious balance discussions, I'm not here to be stupid. I'm here to seriously reshape TF2 into something much grander, without being timid about new mechanics. I want the mystical feeling back to balance updates, where things felt new and profound, rather than what the community has seemingly devolved into, with just very basic number tweaks and uninspired mechanics. Other games get changes like this all the time, to give players more tools and add a sense of whimsy to learning how to deal with the changes. This contributes a healthier metagame. Ultimately, I want to balance TF2 like how Valve would, given a modern perspective that they have now and revisiting TF2 as a whole, rather through the increasingly more conservative changes we got up till Blue Moon.

gleaming radish
#

Ah thank you, that is quite detailed

gleaming radish
#

So what I'm getting from the first paragraph is that you aim to convert the specialist classes into generalists while retaining the core design principles/ ideas of each class?

#

and I definitely agree that "the community has seemingly devolved into [...] very basic number tweaks and uninspired mechanics"

gleaming radish
shell temple
spark birch
#

Thinking about it, that does bring up a new question. Considering the scope of Team Comtress, including the vast amount of feedback that will start to grow. Wouldn't it be better to have it's own dedicated Discord Server? Or other platform/Forum? With so many questions being asked and experimental changes, might get a bit too much for this server alone.

#

Though that does come with it's own issues like upkeep and juggling servers.

clever creekBOT
#

*Though that does come with

it's own issues like upkeep

and juggling servers.*

eternal jungle
#

So true haiku bot

spark birch
#

Thank you HaikuBot

gleaming radish
# shell temple Yes

Well that has been long overdue, I'm glad somebody is finally doing it after a decade of the community identifying and discussing this problem. IIRC b4nny tried to get that ball rolling with valve (with the Dragon's Fury and the Jetpack for example) but we all know that they had little motivation, a lack of getting creative and suffered from major dev burnout in general. I'll definitely be interested in what you come up with since it's rare for somebody to have both the technical know-how and the passion/creativity to think a little bigger balance-wise

shell temple
#

Oh also, one thing I forgot to mention, I am super against the loadout system in TF2, I think it was a bad idea. So my balance changes are not really going to be centered around adding new unlocks or subclasses, just because of my aversion to them as a designer. That doesn't mean I want to change anything about the existing system, and the unlocks that are in the game will stay, they're a necessary evil to continue the identity of the game that has been created. I will balance unlocks with the original philosophy, though. Just though I'd note that I will tend to not add more.

#

I am much more in favor of adding things to the base kit.

gleaming radish
#

The unlocks bloat the game anyway. It was unwise of valve to add so many items which lack any real purpose. They just exist to fill backpack space

#

Ideally you reach a point where every unlock actually serves a unique and useful purpose

shell temple
#

I won't write a full response to why I am against loadouts, but here's a laundry list of points that I can elaborate on if asked:

  • Class readability
  • Little opportunity for artists
  • Opportunity costs
  • Perceived need for tradeoffs/downsides
  • Inaccessibility to new players
  • Loadout permutations (interconnected interactions between items)
  • Lack of cohesive set or kit (individual items)
  • Not everything is a niche
shell temple
clever creekBOT
#

*Yeah, that's the goal. I'm

okay with being given

that design problem.*

shell temple
# shell temple I won't write a full response to why I am against loadouts, but here's a laundry...

I know some people like these things. For example, people like how opaque class abilities are, since it supposedly "adds decisions" for people who don't know what item you have equipped. But this isn't true, and Valve seems to agree, adding "must be deployed" conditions to most of the unlock stats. But some remain, like Dead Ringer. People will say, oh, it's interesting because you don't know if the Spy has DR or not! But this is a surface level observation. What actually happens is people just act as conservatively as possible to the bounds of their enemy's abilities. In this example, people usually just act like EVERY spy has a Dead Ringer, and Spy check a little bit after the Spy dies. This isn't interesting, it's just a waste of time.

#

I know people like there being opportunity costs. You can't have one item if you equip another. It adds choice/tradeoff even outside of the stats of each item. But that isn't interesting enough on its own, and I think the cost of missing out on cool class abilities because you can only equip one, is much more damaging than the "decision" of equipping one over another. It also makes balancing a nightmare, because now you can't really give a class a "fix" to their identity without making the the unlock.

gleaming radish
#

Yeah I definitely agree, balance took a backseat to Valve experimenting & pioneering micro-transactions and focusing on some sort of progression by unlocking all the items over time

shell temple
#

I mean, I won't really speculate on the exact motivations that Valve had, but I will say they were obviously very inexperienced in this whole live service thing, and were making it up as they went. Their future live service titles CLEARLY learn from the mistakes of TF2. For TF2, it was too late to save seemingly.

gleaming radish
spark birch
#

Incentivising people to play spy as an actual spy and not diet scout is a massive yes from me.

shell temple
#

I think the backstab and cloak mechanics can't be the only thing Spy does.

#

It should be an option, but it should be a mechanic of opportunity, rather than a requirement.

gleaming radish
#

hard agree

shell temple
#

If you have the opportunity to get a stab, you should be able to act on it and punish an enemy for being unaware.

#

The current backstab/cloak limitations I think are a bit outdated for the current playerbase and the general experience of the FPS crowd.

#

So we can improve the opportunity threshold to punish slighter unawareness, but there is always going to be a fundamental flaw in that part of Spy

#

Being that, Spy being completely invisible and able to instantly kill anyone, is way too strong to be 100% of Spy

gleaming radish
#

The Sapper only having a use against an enemy Engineer has almost the exact same problem, a whole weapon slot used to counter one class and one class alone is a waste

shell temple
#

There will always have to be limitations on that mechanic unfortunately, so we need to give Spy more options

gleaming radish
shell temple
#

I think Spy players are looking for an assassin role still

#

There's ways to balance assassin classes that are team oriented, and thus can fall into support

#

One common way is enemy marking

gleaming radish
#

yup

#

Shared reveal of approximate enemy position, not going full wall-hacks but close

chilly nova
#

I think giving spy more options to trick people would be interesting but im not sure how fun or feasible it would be

gleaming radish
#

You could even give him a smoke to block line of sights and help with area control if you really want to get creative

shell temple
gleaming radish
clever creekBOT
#

*Apex Legends has

an interesting take on this

with Mirage's decoys*

shell temple
#

Yeah Spy could be way more interesting as a class

gleaming radish
#

IIRC somebody once made a plugin for Spy to have decoys and uploaded it on youtube

gleaming radish
clever creekBOT
#

*reminds me of when

valve experimented with

building disguises*

raw orchid
#

What might be interesting is an alternative to the sapper that, when deployed, enables player outlines on the enemy team within a certain radius of the device.

gleaming radish
#

Sure, anything that adds to Spy is good in my book but I agree with mcoms that adding a mechanic to remove one is a zero sum game when you're trying to improve the class as a whole

spark birch
#

I may be slightly bias against "Gunspy" but there is just so much bugginess and jank for spies that try to use cloak and the disguise kit, that even the simplist of changes to fix them would be a significant buff by itself, let alone changing other parts of the kit for the better.

shell temple
#

I always imagine gunspy as a close range assassin, a backup to the stab which takes more than one hit, but is a bit more reliable in case the stab fails or is unavailable

#

but ultimately what's good at close range is also good at medium range

spark birch
#

One thing I wish Spy did have was some method of verticle mobility, since so many maps restrict their flank routes by requiring it, and there are many situations where it's unfair. For example, engineer sentry jumping to a spot Spy can't reach then camping up there, the wise ones not building a teleporter. Or otherwise blocking the single route in with a dispenser and 100% denying Spy.

shell temple
#

Give spy a grapple?

#

Give heavy a hook

#

Give demo a glock

gleaming radish
#

give spy a glock

#

dammit

spark birch
#

I've said it before, but I believe it's already been shot down. Either way, anything that provides Spy with more creative solutions to stupid situations would be great.

raw orchid
#

Demo getting a Glock is just from racial stereotypes.

gleaming radish
# shell temple Give spy a grapple?

That poses one more basic question though, are you laying any focus on class mobility in your quest to make more generalists? The dispenser backpack already kinda went in that direction

raw orchid
gleaming radish
#

Yeah that would be way better imo

tight nexus
#

i think spy should jump higher

#

because to be effective his gameplay relies somewhat in map geometry

spark birch
shell temple
tight nexus
spark birch
#

A balance for that would be limiting how often that mobility can be used. Long wait time between usage so it can't be spammed, etc.

shell temple
#

i think tf2 isn't the game for cooldowns

#

any cooldowns in the game already are not thought out properly imo

#

in fact, valve removed cooldowns on a lot of weapons and made them damage based

spark birch
#

Don't know how a utility weapon could recharge without a cooldown unless it's one time use.

shell temple
#

but still, it's pretty obvious the tf2 developers realized how cool uber is, being the only ult in the game, and wanted to add more, but had no idea how the meter system should work

#

regarding recharge cooldowns, i mean, arguably, time is the only resource in anything

#

everything else is an abstraction for time

#

but abstractions can be interesting

gleaming radish
shell temple
#

agree

storm cargo
#

9 years for devving tf2 itself plus the 10 leading up to Jungle Inferno.

gleaming radish
#

why work on the old stuff if you have a new shiny baby

storm cargo
#

Deadlock is severely different but ok I guess.

gleaming radish
#

TF2 would look way more like it if it were made today

spark birch
raw orchid
#

TF2 would be worse for it, too.

gleaming radish
#

maybe

storm cargo
#

Yeah especially if it was still based on Mobas lol

shell temple
#

deadlock is literally tf2

raw orchid
#

FPS games aren't even allowed to be fun anymore.

shell temple
#

the buildings are just interactive control points

#

the troopers are the payload cart but more interesting

#

the spirit vessel is ctf/special delivery

gleaming radish
#

yeah i see it as well

shell temple
#

obviously its dota as well but valve always wanted to make tf2 into dota

#

bounty mode

#

robot destruction is literally a take on a MOBA.

#

reactor core is the base.

#

the several layers of base defense are towers and other hazards in a moba.

#

in fact, theres several tf2 classes/items in deadlock

gleaming radish
#

deadlock lowkey reminds me of mannpower mode as well

shell temple
#

for example they fixed the bison but in deadlock only

#

seven has the bison

#

it slows down when contacting an enemy

#

(im lifting that btw for tc2)

#

they fixed sniper and turned him into a goth lady who does damage over time and finishes off weakened targets

gleaming radish
#

also the MvM upgrades lol, tough that's shared with dota

shell temple
#

well its not total real goth but whatever no one cares about the distinction nowadays

#

yeah

#

tf2 devs always loved dota

#

gabe loves dota, valve as a whole just really loves dota

raw orchid
#

Instead of pushing TF2 towards a MOBA, what about pushing it more towards its roots instead? TFC/QWTF

storm cargo
#

I dont like mobas but I can respect it in a sense as long as you play em in moderation.

spark birch
#

No, we must force TF2 to be a comp shooter by removing almost everything that makes it TF2 and the fun.

storm cargo
#

We must force TF2 to stay the same.

raw orchid
#

Competitive is fun, though.

storm cargo
#

Cause tf2 fans dont deserve anything good trollfig

shell temple
#

competitive is literally not fun in the true sense of the word

#

its captivating, engaging, interesting

raw orchid
#

Sounds like someone's never played it.

shell temple
#

which i guess in a sense can be entertaining/fun for some people seeking that

storm cargo
#

Its a job. lol lmao.

shell temple
#

but in terms of whimsical fun, no, comp is the antithesis to that

storm cargo
spark birch
#

Whoops wrong reply

storm cargo
#

lmao

spark birch
raw orchid
#

Neither of the popular formats sacrifices elements.

shell temple
spark birch
raw orchid
#

I've seen all 9 classes played at various points in 6s.

gleaming radish
#

Classes, Maps, Gamemodes

shell temple
#

lets not have the same discussion again

#

this has been done thousands of times

#

the competitive side just doesn't understand the context or premise of the casual side's argument

#

and they never will

raw orchid
#

Pretty sure all 9 came out in the i55 upper bracket finals alone.

shell temple
#

that's not point, again

#

comp players will never seem to understand the complaints people have

spark birch
shell temple
#

by way of participating in comp, you are self selecting for certain perspectives that isolate yourself from any other context

raw orchid
#

The match in question is on YouTube. Both teams ran Spy.

shell temple
#

and thus, this discussion is entirely pointless

#

both sides will just talk past each other

#

and get nothing done

#

my philosophy for tc2's balance is give up on catering to comp. let comp be presented with design that the best of the best need to solve for the optimal metagame. what we can do is make good and fair mechanics with interesting decisions and opportunities for skill expression. but as it stands, competitive is a separate experience that is completely incompatible with casual play

#

they can do their own work on creating their own game

#

it has no bearing on the balance of the game

raw orchid
#

Neither does half the crap casuals love so dearly.

shell temple
#

i will take into account certain aspects of play in comp, that align with values that i believe to be core to tf2, and use that feedback

#

for example, feedback regarding momentum and pacing

#

but i wont be balancing stats for competitive play, just because for example engineer isn't played in comp, i shouldn't need to nerf the cow mangler more

raw orchid
#

But how does that fit in with staring at a sandwich for 5 hours while screaming at people for pushing the cart?

shell temple
#

your opinion is weak and irrelevant tbh

shell temple
#

you're strawmaning

raw orchid
#

See that person above.

gleaming radish
#

How does [thing that doesn't concern balance] concern balance?

shell temple
#

okay, but that person isn't balancing the game?

raw orchid
#

It's the casual experience.

shell temple
#

casual at its core, is chaos

#

but chaos that averages out to some productive level of output

#

that pootis sanvich heavy is a meat shield at the very least, or a distraction

#

same as the fresh install w m1 pyro who dies before lighting anyone

#

what's the distinction?

#

both have the same "impact"

#

but people like to moan about the friendly hoovy because?

#

because they hate fun and cant recognize the actual design of tf2

raw orchid
#

The fresh install isn't nearly as likely to infect the entire server and drag it into everyone being friendly and treating those who want to fight and play objectives the bad guy.

shell temple
#

the w m1 pyro is "trying" but gets the same amount done as the sanvich hoovy

spark birch
shell temple
#

and they happen in every game

raw orchid
#

It's not special or cool.

shell temple
#

apex, overwatch, dota, whatever

#

you will always see some clip of friendly behavior

#

and it's always sweet and special

spark birch
#

And it all suddenly ends when a phlog pyro kills everyone, then the game continues.

shell temple
#

usually through the universal mode of communication: crouching and jumping really fast and moving look position

storm cargo
#

it is special, and fucking funny when it happens, the psuedo conversations you make with the enemy.

shell temple
#

its not a problem with tf2 somehow

gleaming radish
spark birch
#

It's part of TF2's DNA. It's certainly what people remember.

raw orchid
#

There's so much gameplay to explore. It's a waste to reduce the game to that.

storm cargo
#

like u accidently see the enemy spy and instead of killing em, you look back, then forwards, initiate high five, they high five, killbind.

shell temple
#

there shouldn't be a damage surge mechanic which kills people below a certain damage threshold

gleaming radish
shell temple
#

also, this isn't a huge occurrence

spark birch
shell temple
#

it happens like every so often

raw orchid
#

It's how casual is generally defined. The friendly.

shell temple
#

not really

#

casual is defined by chaos

raw orchid
#

Casual as used by the TF2 community.

spark birch
shell temple
#

all the wacky stuff happening that seem uncongruent but ends up capping dustbowl last

#

thats what makes tf2 fun

#

i can decide to do some dumb repetitive strat going through dustbowl stairs over and over and annoy the enemy with some stupid spy gimmick

#

and somehow that will contribute to us winning

#

some other person just loves rancho relaxo and collecting teleporter points

gleaming radish
shell temple
#

some other person is kritzing a heavy over and over

#

people might ask like

spark birch
#

This is of course also ignoring the half the team that isn't doing the opjective and only going for kills, only to then pubpush the moment the announcer says the game is about to end. All that completely seperate to friendlies.

shell temple
#

what has comp negatively done to the game

#

id say a good example is making the base jumper into a super bland and buggy weapon

gleaming radish
#

true

shell temple
#

because comp players thought it was annoying to shift your vertical too much

raw orchid
#

Is that really worse than calling someone a slur and telling them to off themselves for calling Medic down or for a push?

shell temple
#

who cares what's annoying, annoying to a comp player usually just means effective

wheat herald
#

can you remove friendlies from tf2

shell temple
gleaming radish
raw orchid
#

It's the casual experience. The thing trying to be balanced around.

gleaming radish
#

that's completely detached from casual

spark birch
storm cargo
#

I think seperating tc2 into a new discord server would be nice, also is the balance changes going to be seperated from tc2, as much as I would like something different, I am content with just vanilla tf2 with performance and qol.

shell temple
#

dont look at comp chat logs ...

gleaming radish
raw orchid
#

Casual is that opposed to anything remotely serious.

shell temple
#

whats the difference between that and 2015 tf2, or 2016 tf2, or 2012 tf2

#

the game must move forward

#

and again, im not looking to upset anyone

#

i think people are fine if changes are actually good

#

it's super hard though

#

and thats why people are against them

#

because the fail rate is so high

wheat herald
shell temple
#

but valve also failed a lot of times

#

we sucked it up

spark birch
gleaming radish
#

valve could've tried way harder to be fair

shell temple
#

and I'm aiming to be way more communicative, responsive and responsible

wheat herald
clever creekBOT
#

*this would punish both

friendlies and bad players

for playing the game*

raw orchid
#

I mean, the game's balance feels like it's in a pretty decent state as it is. I don't think it needs major shake ups.

shell temple
#

it's not though

#

its pretty dismal

gleaming radish
#

TF2 is so extremely flawed

wheat herald
#

nerf the bison

shell temple
#

for anyone who isnt in the mainstream, its absolutely awful

#

mainstream being popular weapons and classes

gleaming radish
#

you can enjoy alomst 20 years of analysis and discussion on why TF2's balance is far from good

raw orchid
#

If you're not trying to make a moba, it's all pretty well smoothed off without major flaws balance-wise.

shell temple
#

we've just learned to accept the flaws

#

not really

#

jarate and mad milk are flawed

#

the meters system is pretty flawed and has exploits for the soldier banners

gleaming radish
wheat herald
#

we need a way to load our own patches on top the item schema from the internet IMO

shell temple
#

i want to do that at some point, no worries

raw orchid
#

Exploits aren't really a balance issue, though.

shell temple
gleaming radish
#

OW did a solid job with making support classes more fun and TF2 chose to ignore all of it lol

shell temple
# raw orchid Exploits aren't really a balance issue, though.

you don't know what im referring to. the rage meter is different values for conch and the other banners, and you can switch banners and keep the rage status while filling up the smaller conch meter. this suggests a fundamental flaw in the thinking for how meters function

#

its not about the exploit abuse or its consequences

#

its the basic premise that the systems allow for the exploit, its a gap in thinking

raw orchid
#

Sounds more like a bug than a balance issue.

shell temple
#

yes that specific issue can be patched but it raises serious questions about "what is a meter?"

#

also theres some bugs which are balance issues

#

for example spy pvs

#

sound pvs in general imo

#

theres also issues with several of scouts unlocks

raw orchid
#

"What is a meter?" sounds more philosophical than the practicalities of how the items actually function.

shell temple
#

design is often philosophical

wheat herald
#

the conch and the buff banner need stats as strong as the batalian's sentry resistance added to them

shell temple
#

and im realizing i should give up this discussion, unfortunately i dont see this as productive

wheat herald
#

you could also just remove the sentry resistence but that's like way less fun than figuring out how to buff everything around it imo

raw orchid
#

I'm speaking in terms of the practicality of all the weapons and classes in the game rather than anything high level.

shell temple
#

several classes are not practical lol

#

there are dozens of useless weapons

raw orchid
#

That's not even the definition of practical I was talking about.

shell temple
#

there are a handful of broken items

#

okay, could you clarify

raw orchid
#

In practice kind of practical.

wheat herald
#

i think balance changes are really cool you should keep testing them out

shell temple
#

not sure what that means sorry

raw orchid
#

Timmy Fresh Install isn't thinking "What is a meter?" when playing the game.

shell temple
#

im a designer, not a fresh install

#

these things matter to the resultant experience

raw orchid
#

Players playing as players rather than designers out in the philosophical weeds.

shell temple
#

its unbelievable i have to discuss this

#

this is actually comically stupid

gleaming radish
#

balance rage bait

spark birch
shell temple
#

im sorry, im going to stop responding to you steamworks

raw orchid
#

Just because someone speaks from a player perspective rather than a designer? It's like having a discussion with regular words instead of getting it on with a philosopher and getting way out there about the definition of "the".

shell temple
#

youre feigning the premise of your argument

#

you argued to me about my perspective

#

this reframing is absolutely incorrect

raw orchid
#

My talk about practical was like the regular words.

shell temple
#

you can totally speak about your experience, everyone can, but im not sure we can have anyone dictate how i should interpret or interact with things besides surface level ground rules

wheat herald
#

do you agree that engineer is just kinda inherently unfun or at least inherently less fun than other classes from like a core design perspective?

shell temple
#

my process for designing and understanding things has no bearing on anyones feedback

shell temple
#

i think a lot of people wanna log on after an exhausting day of work and watch their buildings do the work

#

but that doesnt mean engineer cant also be expanded to include higher forms of expression for those who desire it

#

it just can't come at the cost of those players who already have fun

clever creekBOT
#

*it just can't come at

the cost of those players who

already have fun*

raw orchid
#

From Engie With Love shows a more active Engineer type.

wheat herald
shell temple
#

yeah the attachment engineers inherently feel to their buildings must be designed away

#

deadlock solved this by allowing you to place unlimited sentries

#

but im not sure if it works in tf2

wheat herald
shell temple
#

still thinking about it

#

don't have a clear answer yet

wheat herald
#

oke

gleaming radish
#

it would probably go in a mini sentry direction, lower autonomous build time, less health, less metal cost, etc. You can get more creative with farther build range/ throwable buildables, having the sentry focus on targets that you shoot so the sentry supports you instead of you supporting the sentry. But that doesn't solve all of Engineers problems on it's own, Dispenser Backpack helps quite a bit in addition to that

#

One thing I have been begging for for Engy is allowing the Teleporter Entrance to be built in spawn

#

That would remove the whole Spy/Engy interaction where a Spy constantly takes a pilgrimage to your base to destroy the entrance

tight nexus
#

torbjon

#

that's the direction i guess

gleaming radish
#

i guess? except that Engy would support his team more than torbjörn, whether it be through a dispenser backpack and/or mobility support with the tele

shell temple
#

i like it in concept though

#

and totally get the idea

wheat herald
#

may as well play scout

shell temple
#

if only spawns could be entered by enemies

wheat herald
#

do it

gleaming radish
spark birch
#

Demospam moment

vernal hull
gleaming radish
spark birch
#

Wait, what would stop spawn camping then?

shell temple
#

spawns in tf2 are pretty poorly made in general

#

theres so many conundrums with respawning, resets, etc

#

its begging for a spawn rework

#

the only problem is spawns are map design

vernal hull
#

what if teleporters had a number of charges and they need an engie to periodically wrench them to recharge them or else it cannot be used anymore

shell temple
#

so design in terms of mechanics are a bit constrained

gleaming radish
vernal hull
gleaming radish
#

lmao

shell temple
#

id really like to remove babysitting from engis so not sure if itd work

tight nexus
#

if you wanted to rework spawns, i believe you would be limited to valve maps

#

since you can't legally edit licensed maps

vernal hull
#

less babysitting: cant recharge it by wrenching, you gotta rebuild it fully

shell temple
gleaming radish
shell temple
#

but rather figure out changes to the map entities that fit within the prior design premise while still meaningfully reworking the mechanics

tight nexus
#

but besides about the mods

shell temple
#

i cant edit every map in existence

tight nexus
#

can mods use licensed maps?

#

i guess so

shell temple
#

even if it was legal

tight nexus
#

ehhh whatever

gleaming radish
#

there are also more than enough maps to chose from

tight nexus
#

i mean i thought there may be a loophole but thinking about the hats

#

maybe not

#

el silencio invadio todas las casas de italia

tight nexus
fossil vault
#

Can't wait for pl_wutville_mc

tight nexus
#

Having to recompile every map is not lighter than it

#

It's easy but very time consuming

charred shadow
shell temple
#

Yeah that's correct

rich moat
# tight nexus It's easy but very time consuming

and also there's legal issues, plus the fact that you'd then be breaking compat with community maps that aren't in the game officially, so they'd need to be recomiled too and its just a whole mess

charred shadow
shell temple
#

does anyone know the best way we can replace vgui

#

for game HUD it seems pretty easy

#

but i cant figure out how to do it for the menu

chilly nova
#

could you just go around vgui entirely and have entirely custom ui rendering/input/etc code?

#

actually, i think kisak-strike used rmlui. maybe take a look at how they did it

eternal jungle
#

why do people love to troll kisak

#

also by menu do you mean the main menu?

shell temple
#

yeah and the pause menu

shell temple
#

i kinda doubt they did it solely in the bounds of the sourcemod SDK

#

which is my problem

#

its easily doable with engine src

chilly nova
#

yeah you're right

#

can you submit render commands to matsys during a vgui paint?

shell temple
#

yes you can easily do that for the game

chilly nova
#

then have a blank panel that just submits it's own commands trollfig

shell temple
#

hmm

#

dont i have to use immediate mode rendering in vgui space?

chilly nova
#

i mean going directly to matsys, CMatRenderContextPtr or whatever

shell temple
#

also heres the code for the game HUD

chilly nova
#

p sure that's not immediate

shell temple
#

but the main menu is in GameUI

#

so yeah i guess panel is the only way

shell temple
#

i thought this was the only type of call valid

wheat herald
#

replace vgui? like entirely?

chilly nova
#

i may be wrong

shell temple
#

for the menus rn

#

game HUD would be later and harder

wheat herald
#

the fuck?

shell temple
#

as in, replacing all the functionality

wheat herald
#

why

#

no

shell temple
#

because vgui sucks

chilly nova
#

yes, vgui is the devil

wheat herald
#

skill issue

shell temple
#

panorama is way better

#

but since we don't have panorama we'll make panorama at home

wheat herald
#

breaking news mastercoms wants NO HUDS in tf2...

shell temple
#

we can have HUDs

#

kid named user styles and js hooks

#

@chilly nova yeah i was planning to use imgui as a test

#

since it should be a good simple way to see if it works

#

but im too lazy to start steamhapp

#

engine cheats arent allowed on the steam store

#

overlay steamhapp

#

you dont wanna know

#

@chilly nova CExButton

#

"base button class"

#

as if

#

but coordinates?

#

OnCursorMoved

#

okay honestly

#

HTML is good reference

#

thats what im about to do trollfig

#

well

#

im gonna use something else

chilly nova
#

real panorama trollfig

#

simply steal the dll from csgo

shell temple
#

impossible

chilly nova
#

and hack all the engine stuff back in

shell temple
#

mainmenuoverride.res:

CMenuPanel

#

i WILL use ApplySchemeSettings incorrectly

#

me when i delete my repo because its on github anyway

clever creekBOT
#

*me when i delete

my repo because its on

github anyway*

shell temple
#

yes thats what im saying

wheat herald
shell temple
#

thorium cef

#

thoughts?

#

making my own repo..

wheat herald
#

thorium cef steamhapp

shell temple
#

@chilly nova

wheat herald
shell temple
#

yippeeee

wheat herald
#

what

chilly nova
shell temple
#

lol

chilly nova
#

i tried

shell temple
#

@chilly nova

storm cargo
#

TF2 panarama :O

tight nexus
#

coms do you plan to implement cascade shadows?

#

i recall you showing once some pics about it

shell temple
#

its an insane amount of code

wheat herald
#

why can't mappers just increase the shadow res so every map is 3 gigabytes like cs2

shell temple
#

and needs engine change

#

ficool wanted me to do something

#

to support runtime encoding of vrad

#

@sour sedge im gonna start on it in like 8 months

wheat herald
#

start on what

rich moat
#

it

spark birch
wheat herald
#

does the subtick thingy mean silentaim is back? steamhapp

shell temple
#

no

#

html/css/js only

sour sedge
#

GRAHHHHHHHHH

wheat herald
#

panorama is kind of fucking stupid for hud developers please odnt

sour sedge
#

Make your own web renderer then I've done it before its not that bad

#

(its even worse)

shell temple
#

no, cef only

shell temple
#

its amazing for hud developers

#

they dont have to use stupid hacks just to make a menu

sour sedge
#

Tbf Clay works with an html renderer so

chilly nova
wheat herald
#

forcing everyone to learn 3 new languages is not amazing for hud developers

ruby arrow
wheat herald
#

and rewrite everything

ruby arrow
#

let's use GTK4

shell temple
ruby arrow
#

or idk

#

Black Mesa was cool

#

with qt5

shell temple
#

web is everywhere

wheat herald
#

I am never going to translate my skills to anything else do not jest

ruby arrow
#

@dusky sapphire @dusky sapphire @dusky sapphire @dusky sapphire @dusky sapphire

wheat herald
#

did you ask any hud developers about it

sour sedge
#

No

#

I will be making all the new huds

rich moat
#

i hate css

sour sedge
#

Hold on I wonder if servo can finally render google yet

clever creekBOT
#

*Hold on I wonder

if servo can finally

render google yet*

barren glacier
#

Follow CSGO and bring scale form to the UItrollfig

dusky sapphire
shell temple
#

scaleform is discontinued

#

also csgo used panorama in its last stages of life

ruby arrow
barren glacier
#

Yea ik

dusky sapphire
#

haiiii

#

haii omagah

shell temple
#

hell you wouldnt even be able to get a job at valve knowing vgui

#

they dont use it anymore

#

i mean, its definitely useful at valve in rare circumstances

#

but like, its not a real skill

#

hud developers when they find some random unused training panel and complain when it gets fixed

#

like why do you enjoy that lmao

#

yes id like my anims to lag everything

#

yes i like only being able to animate like 4 vars

#

yes i love not being able to use real blend modes

barren glacier
#

Try to reverse engineer panorama into the SDK trollfig

shell temple
#

thats unfortunately impossible

#

panorama is the first unreversible program

sour sedge
#

Some colors are still off but

vivid crow
#

omg

#

please

#

😭

spark birch
#

I want my HUD to be chromium so it can download plugins like adblock. DemoThinking

shell temple
#

@sour sedge look at how BLUUI works

ruby arrow
#

@chilly nova 1984

ruby arrow
chilly nova
wheat herald
ruby arrow
#

that's me and rayne

ruby arrow
#

maybe if u were in vc u would get it...

chilly nova
chilly nova
#

@shell temple vgui is what happens when ex ms devs

wheat herald
hearty totem
#

How can I have legacy and modern versions of Source 2013 installed side by side and have TC2 and other source mods use the right version?

high wigeonBOT
#

@hearty totem has leveled up! (1 ➜ 2)

hearty totem
#

I figured how to have 2 folders and rename them when I want to play other source mods, but even if I do everything properly, when I touch "betas" to make sure steam knows I'm using different version of sdk, steam decides to validate files and install 500 MB of some data.

mortal gate
# shell temple my philosophy for tc2's balance is give up on catering to comp. let comp be pres...

It's kinda interesting to read your comments on examining how Valve handles balance in Deadlock and Dota 2 because it eerily reminds me of the many different conversations that were said in interviews with Black Mesa devs (Crowbar Collective) who tried to recreate Valve game design examining various Valve projects since Half-Life while building Black Mesa (ref. interviews with Crowbar Collective, and also most notably, noclip's documentary on Black Mesa). And now that you pointed it out, it's lowkey interesting how Valve "fixed" problems in TF2 in Deadlock, so seeing the backporting process solutions found in Deadlock/Dota 2 does make a lot of sense in that context. Although that probably really confirms how TF2 truly died. Because the playerbase refused to accept change. I'm reminded of how CS was left to rot for years before finally, Valve threw their weight around and forced the community to accept the changes in CSGO/CS2. It really explains a lot, because I'm sure you [mcoms] know, but maybe some people don't know, but Valve has talked about willingly taking less money by not having a Battle Pass for Dota 2 in exchange to work on Crownfall because Crownfall was just more interesting to them. (source: Dota 2 blog a while back)

Although reading the plan for TC2 balance will likely veer away from competitive is interesting considering how Valve kinda caters to both the casual and the competitive playerbase in Dota 2. Then again, I'm also reminded the struggle of balancing something to be fun to be watchable, something fun to play across multiple axises, is a very, very difficult feat. Probably best to get the hang of balancing one thing (or bucket) before trying to start doing tightrope acts of trying to balance multiple things/buckets at once.

shell temple
#

I'm not aiming to make a less competitive experience, but I am also not seeking to serve the whims of the current competitive playerbase. I want to have somewhat of an adversarial relationship with them, giving problems for them to solve in play.

mortal gate
#

On that note, it took me way too long to figure out that Black Mesa uses Qt.

mortal gate
#

Valve ofc fixes the very dumb stuff that is out there, but they always upend the table with the various patches. I suspect those changes are what causes the Dota 2 devs to always come back even if they are called away for another Valve project.

#

But yeah reading your balancing considerations and such, it does read as someone who is a scholar in following Valve's philosophy post-TF2 dev era work.

#

Though wow, I'm embarrassed to not realize that "oh Deadlock is really building on the regrets of TF2".

#

Come to think of it, facets in Dota 2 is probably the "fixed" version of TF2's weapon loadout system.

#

It's kinda interesting now that I think about this because it was lauded as "wow they made Dota 2 more complicated" yet by paradox, it's less complex to handle than TF2's loadout weapon system.

#

(To those not versed in the history of the game, you can see the chaffing of the TF2 loadout system with how Demoman struggled with the constraints of Demoknight on the same class, and how they had to awkwardly attach nerfs to Demoman's Demoknight melees/boots to prevent cross contamination with stock Demoman. I think it's probably due for QoL so that hybrid knight is back but... that probably has knock-on effects that need testing before doing that.)

#

Wonder how many people remember when comp demos were going Ali Baba's Wee Booties when the boots gave bonus movement speed without a shield lol.

#

Yeah I'm sure if they could go back in time, they'd probably make facets for all the TF2 classes instead of having this loadout system, much to the chagrin of I'm sure, lots of other players.