#Team Comtress 2 Megathread - It's finally here
1 messages · Page 7 of 1
cracking is when i put my goldberg dll into my game files
*cracking is when i
put my goldberg dll
into my game files*
Erm isnt goldberg bad™
Idk someone linked an article about it being bad
I didnt read tbh
didnt rebase i bet
😿
what about it?
oh did it not link to the file
rip
the pr just has a copy of (presumably the goldberg) steamclient
as a compiled library
team comtress 2 crack 
anyways i dont really see the point of it
if you want to run tc2 without steam then you can just copy in the goldberg dlls
no need to have it in the tc2 repo
yeah but i saw the file, just was confused what was of note
please also merge the pr where i add myself to the powerplay list
coming soon™️ to a repo near you
😭
bro is NOT helping with the stereotype
???
russia piracy stereotype
um how is sideloading piracy
team comtress 2 no steam crack
is this like not how most cracks work you just have a steam emulator
*is this like not how
most cracks work you just have a
steam emulator*
me when i "crack" a free to play multiplayer game
"I'm not sure there is a proper way to fix that caveat" couldnt you just network the vaccinator noises
just have the server play it bro
just turn it off have the server do it
should clarify i guess, proper way without changing current intended behavior
ur talking like its a bad thing
more countries should pirate
I wonder if he succeeded with his plan
worst case scenario computers are 32 bit
how would it change current intended behavior
I'd reject and close. It's easy to install Goldberg and I'm pretty sure you don't need to be online on steam to use the sdk either
Seems pretty.."niche" as well to add something like this
this is more spooky than the normal cosmetic
But thats the best part it makes it feel insane
GOOD MORNING TEAM COMTRESS 2
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
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
not to mention requiring like every single custom hud to be updated to support it
so I think thats out of the question
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
I'm also not sure the performance cost of animation vs directly changing visibility in code
yeah part of the reason I made the change is that for my custom hud i want it visible since its supposed to emulate the hud from a different game
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
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
how exactly can you get the mod_tf custom folder to work?
I've tried messing with gameinfo.txt but its not loading anything
Idk same issue for me
changing it to game+mod+custom_mod still nothing
it loads custom stuff from tf2 if you uncomment that though
the |appid_440|
what if you use the sdk appid?
maybe gameinfo_path would work?
I doubt sdk appid would
huh neither seem to work
when you have the mod_tf in sourcemods folder anyways
tbh the searchpaths are really jank in the sdk
launch options are weird too
can't get -novid working when launching through steam
is this for tf or tc2
mod_tf, so the sdk
ohmygod the \ bind suuuucks
and it doesn't work on the main menu
😭
I mean it should be the same for either right
just loading stuff from a custom folder for any game in sourcemods folder
?
console bind was changed to backslash :/
no it's fixed in tc2 and tc2 has a different ui version
wtf who did that when
idk
-1!?
Wait I might be stupid
like really stupid
I have mod_tf in multiple locations and I put my custom folder in the wrong one
I blame windows quick access
|gameinfo_path| works
|gameinfo_path|custom/*
gameinfo has a custom folder setup already though doesn't it
by default it's mod_tf/custom/*
I'll check if that works since i check it wrong the first time
oh i think coms changed it lemme check sdk2013
okay yeah that doesn't work when you have it in steamapps/sourcemods
but |gameinfo_path| does
@rich moat
I swear i tried that
but i'll try again i guess
what custom content are you trying to load
have you tried uncommenting
uncommenting what
hud file
specifically hudplayerhealth.res
i think in the sdk the custom path is commented out by default maybe they missed that
for the tf2 custom folder it is
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
at least for me
I guess it's probably looking in the sdk2013 folder for it
I'll test
yep that's where it looks
and searchpaths only actually get added if they exist, so nothing was being added to path in game
unless files are actually there
what happens if you use the launcher app
probably works correctly
I guess seems like it still doens't
even using launcher exe
I don't know why though
it seems like that should work
yeah this works, i thought i had done that but instead i did |gameinfo_path|mod_tf/custom/* like a fool

max health visible even when above max health- 5
why is he looking at me like that
what did i do wrong
gave him 430 extra health
scouts when engineers "steal" their health packs
engineers when i steal their ammo packs
i should play scout and follow friendly engineers constantly shooting my scattergun and running ahead of them to steal their ammo packs
knowing you, you already do that
I'm currently drafting a PR to TC2 to add a convar to fix the extended melee range
Made a PR
This time its under a ConVar
tf_demoextendedrangefix
So a server can opt into the behavior
Could even make it a hidden weapon attribute
To enable the behavior
@solemn fossil will it be enabled by default
would like to see that if it is possible
No
To preserve the balance
Servers can optionally enable it
you need to update source 2013 multiplayer to its latest version
it wont work with the previous2021 build
Oh
Coms can I add deployable shield walls to engie
<-- you
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
Shut up
lol sorry
McGinnis is a pretty good evolution over engie though
*McGinnis is a
pretty good evolution
over engie though*
Pay for my dinner and I'll consider it
oof, i'm a bit short
Yeah we know you're only 5'5
<-- me
erm actually 5'6
Yeah sorry typo
she's cute
will there ever be another tc2 playtest? 
Never


um i kinda eated it sorry
how did it taste
yes
oh okay i missed that
no that was the last playtest ever for this project
pack up everyone we are leaving
No, Mastercoms must sacrifice their physical, mental and emotional wellbeing on the altar of TF2 development hell.
no dont even joke about that
this code works, but not for the pistol smg etc
fr fr
and idk why do they have different reload conditions
check idle time
yeah
what's actually stopping sixense from being used
is it just that there's no 64bit library for it
you could probably reimplement it with some work
actually there is but it's part of the separate sixense sdk on steam
ok so what if we ripped out all of the sixense drivers and put wii remote drivers in their place
TF2 gets Wiimote support before proper gamepad support
To put it simply, gaming isn't fun anymore. However, I've decided that I'm going to fix that. BreadMann is going to take modern gaming; going to take TEAM FORTRESS 2 and return them to a different era. An era of time ruled by Nintendo, THE AGE OF THE WII. Will connecting my old Wii hardware fix my disdain for TF2 and modern gaming as a whole? Ho...
works now for all weapons
@tight nexus has leveled up! (26 ➜ 27)
why is all dragon's fury code in client_dll? shouldn't it be in game_dll?
because of the endif?
yes
but the client_dll closes with endif too
yeah
virtual void Precache(); will only be compiled in if CLIENT_DLL is not defined
this is shared code
that means its shared
oh lol
it took me far too long to realize what they were asking 😭
Is the confusion about how the preprocessor definitions and directives work or is it something else?
Yeah ...?
ok great lol
I mean yeah it's shared but i just don't know where to put my new variable
Im just doing trial and error
If you want it used in both the client and server put it outside of any ifdefs for CLIENT_DLL or GAME_DLL
Maybe it stems from ancient singleplayer games or dedicated servers or something idk
erm
#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```
Idk
oh yeah unrelated fun fact: goldsrc ships with DWARF debug symbols on linux
types and all
my variable caninspect is shared, i suppose, but it won't compile
what compiler error does it give you?
your CanInspect method is not implemented on the server
i think ctap may be broken
is that tf2?
tc2
I have no idea what you are doing.
would cylinder bounding boxes affect rocket jumps in any meaningful way?
intradasting
cyllindar hitboxes would just be a good thing but that's like engine level stuff that could never be added
engine level stuff that could never be added
screaming and crying
*> engine level stuff
that could never be added
screaming and crying*
simply hook the engine functions

Fiendhook
what if you reflect with the dragons fury the recharge rate is reduced so it follows the similar theme of awarding accuracy
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
airblast is so cool why does every single non stock pyro primary have to nerf it in some way
because its too good
:( i wish we got an airblast focused primary
I know there were some tests with different airblast types
like a charged one that iirc would also push you back so you could jump with it
wdym nobody uses the dragons fury
no i meant airblast is too good
but also yeah df kinda is too good, source: i use it a lot
dragon's furry
#tc2-comtress message
No access 🐲
is fiendhook real or is it a meme im confusd
i will Bounce with Joy and horray if cylinder bounding boxes became a thing
🫡
a real meme
Except for the fact all the movement code isn't designed for them
And they use several techniques specific to cuboid bounding boxes
Ineptitude then it's objectively the best
Would need to rework most of the player collision handling code
And at that point you might as well go with the objectively superior capsule
i think we should make bounding boxes into pyramids
:trollfig: emoji was created specifically for you
pyramids are pyra mid
i redownloaded tc2 and this appears when compiled
you compiled a debug build, you need to build it in release mode
*you compile a
debug build, you need to build
it in release mod*
huh
oh wait did you download a build or compile it
yeah you need to use release mode
and also it compilers way faster
don't know what you are talking about
you need to use the release build configuration instead of the default debug configuration
i found a bug
What the sigma
yeah, known issue
if you can find a case besides on spawn then it'd be nice to see those as well
Hello, should I report bugs and make suggestions for TC2 here, or is it better to post it on GitHub?
whatever is easiest for you
ultimately what's important is getting the feedback out there
as long as im able to see it, then it's okay by me!
no point in putting obstacles
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?
Scout pant fix when
after changing classes
also this
can you enable ofast
is there a server build yet?
Related Issue
None - ValveSoftware#715
Implementation
Dedicated server build script with access to inventory servers through SteamGameServerHTTP
Screenshots
Checklist
No other PRs implement...
<@&1060283751701172314> What would you be interested in seeing next for TC2's Spring Cleaning update?
Fixes and Performance improvements as many as possible
I want to play TF2 MAX everything at 165 hz at all times
Pretty much everything you listed in you mock Spring Cleaning update page
Groundwork for TF Bot improvements similar to TF2 Bot Overhaul? Longshot, I know, but it'd be neat to see
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
Implementation of its mission would be great for onboarding players to TF2
I'd love to see more work done to Training mode too, sort of like the leaks
*Implementation of
its mission would be great for
onboarding players*
*I'd love to see more
work done to Training mode too,
sort of like the leaks*
I'd be nice if training actually taught you anything about how to play the game lol
Could also include a practice option that would take you to tr_walkway or a similar map
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.
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)
tons of fixes and features to help hud develoeorps
Are the default settings going to be updated
Do we already use Ultimate Visual Fix? That would be a nice QoL change if not
please please please undo that console bind change
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.
It was in the swiper build of tc2.
Maybe have the medi gun one-click targets by default
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
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
This has made me irrationally frustrated for years
or actually, fixing the bind to work on the main menu
This
You already can just buy a fast computer 
I have a fast computer
R7 3700x, RTX 3070 OC, 32 Gb RAM dual channel
3700x is mid unfortunately
how much can you do for performance? because we don't have access to the engine itself
i feel like base tc2 already does a ton for performance and could do a bit more even
runs great
idk what kind of changes we're talking but a "disable hats" option would be nice
I have a 1080ti and hit 165 fps consistently
Although I do have a 7700x which might matter more
It does
coms revert pls
this is not what i wanted 
I do plan to upgrade my 3700x to 9800x3d
But then I will probably not upgrade to another CPU
I just new mobo, CPU and RAM.
And that will be around 900-1000€
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.
Also, was the Caber not being mini-crited by Demo's sheilds fixed yet?
Since fix for botkiller weapons was added, would be great to see these fixed too
i have never had this issue your gpu has schizophrenia im afraid
- 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
nah
Curious, are you always contrarian or do you just find it fun to disagree with everyone?
Ah, it's knowledgeable sarcasm. My mistake.
the sdk doesnt even support macos
TF2's dxvk version can be changed by just chaning the dll or so
However, for some reason
I don't think tf2 works with recent versions of DXVK
MacOS does not support DXVK 2.0 or later due to DXVK 2.0 required Vulkan 1.3
MoltenVK only implements Vulkan 1.2 the last I checked
Appendix D of the Vulkan spec and the VK_VERSION_1_3 man page summarize the extension list below, and adds additional Vulkan 1.3 enhancement requirements. Extension MoltenVKSupport Status Notes VK_...
Also, was the latest version of the source sdk released for mac?
I don't think so
So macos support is reliant upon valve
There is no user control over the game engine
The ten billion bugs relating to Spy. Including but not limited to this one. Please? https://youtu.be/2t0PLoPGcTA
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...
You can inspect disguised cloaked spies. Because god forbid Spy uses his disguises. If spawn wallhacks don't get you, this will.
any place to discuss future balance changes for the planned beta release?
You could discuss it here
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?
#announcements📰 message
I think that's all that has really been announced about it
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
Most certainly possible yes, though I'd believe you'd have to be careful with it.
Is it? I don't think mods have access to the inventory APIs
mods dont get economy or workshop features
not even for their own steam app?
a steam app ID != game app
:(
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.
Ah thank you, that is quite detailed
you should pin this
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"
I'm guessing that gamemode/map balance has little priority or are you also looking in to that?
That feels a bit more solid but maybe problems will reveal themselves as we go on
Yes
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.
*Though that does come with
it's own issues like upkeep
and juggling servers.*
So true haiku bot
Thank you HaikuBot
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
I don't see a reason to add anything more than a channel category for Team Comtress channels, like was done back in the day. I think Discord servers are a community hub, and separating them means we will have split offtopic/general chats.
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.
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
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
Yeah, that's the goal. I'm okay with being given that design problem.
*Yeah, that's the goal. I'm
okay with being given
that design problem.*
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.
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
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.
Even with the base kit, in my opinion you'll need to get a bit creative and ambitious with what you do with Spy
Incentivising people to play spy as an actual spy and not diet scout is a massive yes from me.
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.
hard agree
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
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
There will always have to be limitations on that mechanic unfortunately, so we need to give Spy more options
One way to solve this would be to push Spy more into a supportive role
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
yup
Shared reveal of approximate enemy position, not going full wall-hacks but close
I think giving spy more options to trick people would be interesting but im not sure how fun or feasible it would be
You could even give him a smoke to block line of sights and help with area control if you really want to get creative
Also another clarification: that isn't to say there won't ever be new unlocks, some new unlocks are sometimes required to balance other unlocks (for example what Valve did with 2nd banana kinda)
Apex Legends has an interesting take on this with Mirage's decoys
*Apex Legends has
an interesting take on this
with Mirage's decoys*
Yeah Spy could be way more interesting as a class
IIRC somebody once made a plugin for Spy to have decoys and uploaded it on youtube
reminds me of when valve experimented with building disguises
*reminds me of when
valve experimented with
building disguises*
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.
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
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.
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
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.
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.
Demo getting a Glock is just from racial stereotypes.
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
This could also just be a sapper alt mode. Looks enough like a radio it could also plausibly relaying information.
Yeah that would be way better imo
i think spy should jump higher
because to be effective his gameplay relies somewhat in map geometry
5 seconds · Clipped by Delta · Original video "TF2: New Spy Watch Idea" by Salty Phish
A Timeless Classic.
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#halo #halomcc #haloinfinite
I mean, we all can admit that part of the reason why some classes are bad is they can't keep up with the pace/momentum of play. However, that doesn't mean giving every class a rocket jump or necessarily a mobility option. Some classes rely on positioning to create opportunities rather than raw mobility. There is a slight distinction there and one that I will use to direct any changes
and jumping higher would allow him to access more areas, like those common boxes can can't be jumped on with jumpcrouch
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.
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
Don't know how a utility weapon could recharge without a cooldown unless it's one time use.
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
yeah definitely agree, though there are ways to combine positioning and mobility, demoknight is a good example of how you have to think a bit more about when you charge and where you go if you don't want to be caught with your pants down/ not being able to fight at range with your sword
agree
Makes sense, they've been devving for 19 years at that point. I would've burnt out severely after adding majors and developing for that long.
9 years for devving tf2 itself plus the 10 leading up to Jungle Inferno.
Also Valve has a new hero shooter, Deadlock
why work on the old stuff if you have a new shiny baby
Deadlock is severely different but ok I guess.
TF2 would look way more like it if it were made today
The codebase is properly significantly less spaghetti.
TF2 would be worse for it, too.
maybe
Yeah especially if it was still based on Mobas lol
deadlock is literally tf2
FPS games aren't even allowed to be fun anymore.
the buildings are just interactive control points
the troopers are the payload cart but more interesting
the spirit vessel is ctf/special delivery
yeah i see it as well
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
deadlock lowkey reminds me of mannpower mode as well
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
also the MvM upgrades lol, tough that's shared with dota
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
Instead of pushing TF2 towards a MOBA, what about pushing it more towards its roots instead? TFC/QWTF
I dont like mobas but I can respect it in a sense as long as you play em in moderation.
No, we must force TF2 to be a comp shooter by removing almost everything that makes it TF2 and the fun.
We must force TF2 to stay the same.
Competitive is fun, though.
Cause tf2 fans dont deserve anything good 
competitive is literally not fun in the true sense of the word
its captivating, engaging, interesting
Sounds like someone's never played it.
which i guess in a sense can be entertaining/fun for some people seeking that
Its a job. lol lmao.
but in terms of whimsical fun, no, comp is the antithesis to that
its interesting til you actually participate
Whoops wrong reply
lmao
At the cost of sacrificing many elements of base TF2?
Neither of the popular formats sacrifices elements.
i have though, and my statement isnt subjective based upon experience, its an objective analysis of the nature of play in a competitive format
Riiiight. Because 6's doesn't exclude certain classes by it's very nature?
I've seen all 9 classes played at various points in 6s.
Classes, Maps, Gamemodes
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
Pretty sure all 9 came out in the i55 upper bracket finals alone.
that's not point, again
comp players will never seem to understand the complaints people have
You've seen the spy for one extremely specific pick then not touched again for the rest of the map. Yeah that sounds inclusive alright.
by way of participating in comp, you are self selecting for certain perspectives that isolate yourself from any other context
The match in question is on YouTube. Both teams ran Spy.
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
Neither does half the crap casuals love so dearly.
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
But how does that fit in with staring at a sandwich for 5 hours while screaming at people for pushing the cart?
your opinion is weak and irrelevant tbh
That is the spirt of TF2.
you're strawmaning
See that person above.
How does [thing that doesn't concern balance] concern balance?
okay, but that person isn't balancing the game?
It's the casual experience.
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
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.
the w m1 pyro is "trying" but gets the same amount done as the sanvich hoovy
This is bait. If the server goes friendly, that means enough players willing decided that together.
those moments are really special and cool, imo
and they happen in every game
It's not special or cool.
apex, overwatch, dota, whatever
you will always see some clip of friendly behavior
and it's always sweet and special
And it all suddenly ends when a phlog pyro kills everyone, then the game continues.
usually through the universal mode of communication: crouching and jumping really fast and moving look position
it is special, and fucking funny when it happens, the psuedo conversations you make with the enemy.
its not a problem with tf2 somehow
It is a direct result of TF2's animation style, voice acting and art style, those moments are a product of TF2's design
It's part of TF2's DNA. It's certainly what people remember.
There's so much gameplay to explore. It's a waste to reduce the game to that.
like u accidently see the enemy spy and instead of killing em, you look back, then forwards, initiate high five, they high five, killbind.
there shouldn't be a damage surge mechanic which kills people below a certain damage threshold
nobody wants to reduce the game to that lmao
also, this isn't a huge occurrence
Reduce? That implies that that event is mutually exclusive to other situations.
it happens like every so often
It's how casual is generally defined. The friendly.
Casual as used by the TF2 community.
You say I don't play comp whilst talking like you don't play casual. Ironic.
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
using the sticky jumper to kamikaze to the payload cart to push it one inch per life
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.
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
true
because comp players thought it was annoying to shift your vertical too much
Is that really worse than calling someone a slur and telling them to off themselves for calling Medic down or for a push?
who cares what's annoying, annoying to a comp player usually just means effective
can you remove friendlies from tf2
this is a super anecdotal thing but player behavior should be moderated through moderation not balance
whatever your trying to argue anymore, using a super individualistic personal experiences proves no point
It's the casual experience. The thing trying to be balanced around.
that's completely detached from casual
How is this relevant to balance? You can do the exact same in comp.
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.
dont look at comp chat logs ...
you know how often people in competitive tend to call people slurs over simple mistakes?
Casual is that opposed to anything remotely serious.
no it wont, but again, what is vanilla tf2? why does the balance where valve it off at 2018 should be what is forever frozen?
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
make it so players who havent killed in 1 minute gets marked for death
People aren't against changes, people are against changes that are found to be bad then not fixed for a decade.
valve could've tried way harder to be fair
and I'm aiming to be way more communicative, responsive and responsible
this would punish both friendlies and bad players for playing the game
*this would punish both
friendlies and bad players
for playing the game*
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.
TF2 is so extremely flawed
nerf the bison
for anyone who isnt in the mainstream, its absolutely awful
mainstream being popular weapons and classes
you can enjoy alomst 20 years of analysis and discussion on why TF2's balance is far from good
If you're not trying to make a moba, it's all pretty well smoothed off without major flaws balance-wise.
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
if that were true, why can't you play 2 medics or 2 demomen in 6s?
we need a way to load our own patches on top the item schema from the internet IMO
i want to do that at some point, no worries
Exploits aren't really a balance issue, though.
medic is a pretty boring class, medic mains like him but its pretty much an odd one out for anyone else
OW did a solid job with making support classes more fun and TF2 chose to ignore all of it lol
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
Sounds more like a bug than a balance issue.
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
"What is a meter?" sounds more philosophical than the practicalities of how the items actually function.
design is often philosophical
the conch and the buff banner need stats as strong as the batalian's sentry resistance added to them
and im realizing i should give up this discussion, unfortunately i dont see this as productive
maybe
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
I'm speaking in terms of the practicality of all the weapons and classes in the game rather than anything high level.
That's not even the definition of practical I was talking about.
In practice kind of practical.
i think balance changes are really cool you should keep testing them out
not sure what that means sorry
Timmy Fresh Install isn't thinking "What is a meter?" when playing the game.
Players playing as players rather than designers out in the philosophical weeds.
balance rage bait
You have a clear and strong understanding of TF2. I wouldn't worry about it. Let the changes you make, the experiments and the results of that speak for you.
im sorry, im going to stop responding to you steamworks
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".
youre feigning the premise of your argument
you argued to me about my perspective
this reframing is absolutely incorrect
My talk about practical was like the regular words.
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
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?
my process for designing and understanding things has no bearing on anyones feedback
idk i dont think i agree
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
*it just can't come at
the cost of those players who
already have fun*
From Engie With Love shows a more active Engineer type.
for me it's not as much as an expression thing but more of a zoning thing. it's basically impossible to get your sentry and other buildings into a sweet spot where they are both effective and doing stuff but also not getting destroyed instantly and then you have to do the multi minute process of building them back up again
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
how do you plan on doing that while still making it balanced while still making engineers feel like their buildings are a powerful tool rather than a sidegrade
oke
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
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
i dont like that, because it forces the only vulnerable spot to the be the exit, which can be more heavily guarded
i like it in concept though
and totally get the idea
that would be making his buildings a sidegrade
may as well play scout
if only spawns could be entered by enemies
do it
im pretty sure valve tried that and it went awfully
Demospam moment
better yet, a few maps have that possible via exploits and oversights, and its awful when it does happen
i would be more than happy to make the teleport exit way more vulnerable if we could place the entrance in spawn in turn
Wait, what would stop spawn camping then?
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
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
so design in terms of mechanics are a bit constrained
what problem are you trying to solve here
i dont like engie
lmao
id really like to remove babysitting from engis so not sure if itd work
if you wanted to rework spawns, i believe you would be limited to valve maps
since you can't legally edit licensed maps
less babysitting: cant recharge it by wrenching, you gotta rebuild it fully
i don't wanna edit maps
i dont think that's an issue at all with all the _pro map versions on the steam workshop
but rather figure out changes to the map entities that fit within the prior design premise while still meaningfully reworking the mechanics
but besides about the mods
i cant edit every map in existence
even if it was legal
there are also more than enough maps to chose from
i mean i thought there may be a loophole but thinking about the hats
maybe not
el silencio invadio todas las casas de italia
Seems rather light compared to fixing every tf2 bug in existence. Believe in yourself 🙏
Can't wait for pl_wutville_mc
Having to recompile every map is not lighter than it
It's easy but very time consuming
Curious what you mean regarding the banana. Like it was added to add some competition for sandvich? Or an I misinterpreting?
Yeah that's correct
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
Makes sense then, banana is pretty much the only item you regularly see heavies use besides sandvich
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
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
yeah and the pause menu
id be fine with that tbh
i mean, isnt that the full engine?
i kinda doubt they did it solely in the bounds of the sourcemod SDK
which is my problem
its easily doable with engine src
yes you can easily do that for the game
then have a blank panel that just submits it's own commands 
i mean going directly to matsys, CMatRenderContextPtr or whatever
also heres the code for the game HUD
p sure that's not immediate
i thought this was the only type of call valid
replace vgui? like entirely?
i may be wrong
the fuck?
as in, replacing all the functionality
because vgui sucks
yes, vgui is the devil
skill issue
panorama is way better
but since we don't have panorama we'll make panorama at home
breaking news mastercoms wants NO HUDS in tf2...
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 
engine cheats arent allowed on the steam store
overlay 
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 
well
im gonna use something else
i have an even better idea
real panorama 
simply steal the dll from csgo
impossible
and hack all the engine stuff back in
look at classic offensive

WAIT
big news
this would be cool
mainmenuoverride.res:
CMenuPanel
i WILL use ApplySchemeSettings incorrectly
me when i delete my repo because its on github anyway
*me when i delete
my repo because its on
github anyway*
yes thats what im saying
patch slop browser
@chilly nova
what is that is that classic offensive
yippeeee
what
@chilly nova https://github.com/ReplayCoding/poopfart2000/pull/1
lol
i tried
@chilly nova
TF2 panarama :O
coms do you plan to implement cascade shadows?
i recall you showing once some pics about it
here
its an insane amount of code
why can't mappers just increase the shadow res so every map is 3 gigabytes like cs2
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
start on what
it
// My hope is that this code is so awful that I'm never allowed to write UI code ever again.
does the subtick thingy mean silentaim is back? 
Use https://www.nicbarker.com/clay for the layout engine
GRAHHHHHHHHH
panorama is kind of fucking stupid for hud developers please odnt
Make your own web renderer then I've done it before its not that bad
(its even worse)
no, cef only
no
its amazing for hud developers
they dont have to use stupid hacks just to make a menu
Tbf Clay works with an html renderer so
forcing everyone to learn 3 new languages is not amazing for hud developers
Bloat
and rewrite everything
3 languages with no domain specificity
web is everywhere
I am never going to translate my skills to anything else do not jest
@dusky sapphire @dusky sapphire @dusky sapphire @dusky sapphire @dusky sapphire
did you ask any hud developers about it
i hate css
Hold on I wonder if servo can finally render google yet
*Hold on I wonder
if servo can finally
render google yet*
Follow CSGO and bring scale form to the UI
sorry i had tro brb what happened
hi
Yea ik
web development is way more applicable to one's skillset than vgui
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
Try to reverse engineer panorama into the SDK 
Partially apparently
Some colors are still off but
I want my HUD to be chromium so it can download plugins like adblock. 
@sour sedge look at how BLUUI works
@chilly nova 1984
bloat with bloat
?
this is cybersecurity specials
???
that's me and rayne
mars players
maybe if u were in vc u would get it...
i dont get it
@shell temple vgui is what happens when ex ms devs
rewrite tf2 ui in winforms
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?
@hearty totem has leveled up! (1 ➜ 2)
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.
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.
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.
On that note, it took me way too long to figure out that Black Mesa uses Qt.
sounds like Dota 2's balance lmao
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.
