Via HLDS:
Valve- Added the Summer 2020 Cosmetic Case
- Contains 22 new community-contributed items
- Adds 4 new community-created Unusual effects
- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
- Fixed Australium Medi-gun/Wrench items not dropping for the Mann vs. Machine rewards
- Fixed the chat window not always being restored to the appropriate place
- Fixed Competitive badges not displaying correctly
- Increased the default caps_per_round for Mannpower mode
- Updated the Watch Streams dialog to open the Twitch page
- Updated cp_granary with a permanent Soldier statue
- Updated/Added some tournament medals
- Updated the localization files
Rumor has it:
- Medals galore, including RGL.gg, UGC, and many more: https://github.com/SteamDatabase/GameTracking-TF2/commit/0535bc9ed9f743ae4801bea83e3e33f84f174056
- Size is ~50 MB
Via [url=https://list.valvesoftware.com/]HLDS[/url]:
[quote=Valve]- Added the Summer 2020 Cosmetic Case
- Contains 22 new community-contributed items
- Adds 4 new community-created Unusual effects
- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
- Fixed Australium Medi-gun/Wrench items not dropping for the Mann vs. Machine rewards
- Fixed the chat window not always being restored to the appropriate place
- Fixed Competitive badges not displaying correctly
- Increased the default caps_per_round for Mannpower mode
- Updated the Watch Streams dialog to open the Twitch page
- Updated cp_granary with a permanent Soldier statue
- Updated/Added some tournament medals
- Updated the localization files[/quote]
Rumor has it:
- Medals galore, including RGL.gg, UGC, and many more: https://github.com/SteamDatabase/GameTracking-TF2/commit/0535bc9ed9f743ae4801bea83e3e33f84f174056
- Size is ~50 MB
- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this
- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this
- Fixed the chat window not always being restored to the appropriate place
This forces default position for chat, some custom HUDs move it, practically cant do that anymore
EDIT: seems that you can with workarounds
- Fixed the chat window not always being restored to the appropriate place
This forces default position for chat, some custom HUDs move it, practically cant do that anymore
EDIT: seems that you can with workarounds
Today I played a casual dustbowl game where a total of 5 different bots all joined at the exact same time and would veto votes to kick them. Maybe opening the new crate will make me feel better
Today I played a casual dustbowl game where a total of 5 different bots all joined at the exact same time and would veto votes to kick them. Maybe opening the new crate will make me feel better
flyingUpdated cp_granary with a permanent Soldier statue
i wonder how this is going to affect play, especially because it's permanent (also kinda sweet on valve's part if i'm being honest)
statue is out of the map so no changes to gameplay
[quote=flying][quote]Updated cp_granary with a permanent Soldier statue[/quote]
i wonder how this is going to affect play, especially because it's permanent (also kinda sweet on valve's part if i'm being honest)[/quote]
statue is out of the map so no changes to gameplay
Reero- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this
Only if you want the client to extrapolate entity movement with no server data (bad idea). This is a good change that I reported to Valve a few weeks ago because of the server desync and lag compensation problems it could cause.
[quote=Reero]- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this[/quote]
Only if you want the client to extrapolate entity movement with no server data (bad idea). This is a good change that I reported to Valve a few weeks ago because of the server desync and lag compensation problems it could cause.
imagine releasing an update fixing non issues and then not even acknowledging the rampant hacker stacks ruining valve pubs
imagine releasing an update fixing non issues and then not even acknowledging the rampant hacker stacks ruining valve pubs
Brimstoneimagine releasing an update fixing non issues and then not even acknowledging the rampant hacker stacks ruining valve pubs
"No article on RPS/Kotaku/Verge? Not my problem."
[quote=Brimstone]imagine releasing an update fixing non issues and then not even acknowledging the rampant hacker stacks ruining valve pubs[/quote]
"No article on RPS/Kotaku/Verge? Not my problem."
[img]https://steamuserimages-a.akamaihd.net/ugc/1487831149103159999/53287B848058958AFE4701A5EA947152214E9DD6/[/img]
mastercomsReero- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this
Only if you want the client to extrapolate entity movement with no server data (bad idea). This is a good change that I reported to Valve a few weeks ago because of the server desync and lag compensation problems it could cause.
i cant compete as well in jump in firstperson because i cant set my lerp to 0 on jump servers anymore thanks mastercoms
[quote=mastercoms][quote=Reero]- Fixed an issue where values computed from server bounded ConVars could be incorrect on the client and therefore possibly exploitable
this breaks ppl being able to go below 15 lerp with cl_updaterate btw
sv_maxupdaterate should be maybe higher on tourney configs to allow this[/quote]
Only if you want the client to extrapolate entity movement with no server data (bad idea). This is a good change that I reported to Valve a few weeks ago because of the server desync and lag compensation problems it could cause.[/quote]
i cant compete as well in jump in firstperson because i cant set my lerp to 0 on jump servers anymore thanks mastercoms
So why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.
So why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.
nice but when will i be able to play pubs with friends without them being autobalanced and needing to re q every 5minutes???????!!!!
nice but when will i be able to play pubs with friends without them being autobalanced and needing to re q every 5minutes???????!!!!
demo jump has been killed
demo jump has been killed
mastercomsSo why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.
Could you explain why it's bad to give the option to players (for projectile clases mainly) to change their settings such that their ping effectively feels lower (i.e. just using lower interp), in exchange for potential lag compensation issues (which aren't very relevant on projectile classes anyway). Just feels like taking an option away for no good reason.
[quote=mastercoms]So why did you mention tourney servers and not jump servers? Jump servers are a whole different thing and I agree that in those cases, the server owner should allow for that to happen or you can use a local session. But for the vast majority of cases, which is what we're talking about when we discuss game defaults, this is a good change.[/quote]
Could you explain why it's bad to give the option to players (for projectile clases mainly) to change their settings such that their ping effectively feels lower (i.e. just using lower interp), in exchange for potential lag compensation issues (which aren't very relevant on projectile classes anyway). Just feels like taking an option away for no good reason.
flyingUpdated cp_granary with a permanent Soldier statue
i wonder how this is going to affect play, especially because it's permanent (also kinda sweet on valve's part if i'm being honest)
In competitive a pro version of granary is used so it doesn't really matter
[quote=flying][quote]Updated cp_granary with a permanent Soldier statue[/quote]
i wonder how this is going to affect play, especially because it's permanent (also kinda sweet on valve's part if i'm being honest)[/quote]
In competitive a pro version of granary is used so it doesn't really matter
RIP Rick May
on a valve granary server and we are all soldier shotgun taunting in front of statue
RIP Rick May
on a valve granary server and we are all soldier shotgun taunting in front of statue
Because that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.
And now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.
What happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.
So in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.
Because that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.
And now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.
What happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.
So in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.
yes i cant wait to play on all the valve, community, and competitive servers which will surely respond to this update by setting sv_maxupdaterate 99999 rather than leaving it at the default
yes i cant wait to play on all the valve, community, and competitive servers which will surely respond to this update by setting sv_maxupdaterate 99999 rather than leaving it at the default
or u could have just left it alone because it was literally a non issue lol
0 lerp was actually good why report it to valve
or u could have just left it alone because it was literally a non issue lol
0 lerp was actually good why report it to valve
dont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny
dont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny
Makdont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny
i mean its not just jumper mains that use 0 lerp but for the most part 0 lerp makes it really easy for me to see my stickies which makes airpogo and speedpogo a lot easier on demoman, it essentially just makes it feel closest to offline jumping.
thirdperson on the other hand is more controversial in jump servers and is only allowed because tempus never turned it off/had it enabled before ppl knew how to abuse it
[quote=Mak]dont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny[/quote]
i mean its not just jumper mains that use 0 lerp but for the most part 0 lerp makes it really easy for me to see my stickies which makes airpogo and speedpogo a lot easier on demoman, it essentially just makes it feel closest to offline jumping.
thirdperson on the other hand is more controversial in jump servers and is only allowed because tempus never turned it off/had it enabled before ppl knew how to abuse it
Makdont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny
The higher your ping, the more projectiles appear behind where they actually are. For soldier, this is mostly something that you can get used to providing that your ping is stable. For demo, it's a massive difference since 5 ping -> 30 ping is enough to make it so you don't see stickies when airpogoing at all, which makes it ridiculously harder.
For the purpose of seeing projectiles accurately, lerp is essentially additional latency, so 0 lerp helps a lot. Thirdperson is actually a cheat, but it's tolerated since it levels the playing field for people with 60 ping who otherwise don't really have a chance.
[quote=Mak]dont get why jumper mains practise jumps using third person and different interps than they would ingame loll. maybe im ignorant and deserve a lecturin i just always found it funny[/quote]
The higher your ping, the more projectiles appear behind where they actually are. For soldier, this is mostly something that you can get used to providing that your ping is stable. For demo, it's a massive difference since 5 ping -> 30 ping is enough to make it so you don't see stickies when airpogoing at all, which makes it ridiculously harder.
For the purpose of seeing projectiles accurately, lerp is essentially additional latency, so 0 lerp helps a lot. Thirdperson is actually a cheat, but it's tolerated since it levels the playing field for people with 60 ping who otherwise don't really have a chance.
what the fuck they actually fixed the cl_updaterate exploit
Ive been playing with 0 lerp the past 4 years and thats the one thing that made demoman enjoyable for me
what a bunch of retards honestly
what the fuck they actually fixed the cl_updaterate exploit
Ive been playing with 0 lerp the past 4 years and thats the one thing that made demoman enjoyable for me
what a bunch of retards honestly
mastercomsBecause that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.
Does this mean that, since you are extrapolating clientside, it will become inaccurate if some change was made in the tick (or whatever timeframe it extrapolates), but otherwise it just results in it looking like your ping is lower (I understand it isn't, but it simply looks nicer)? Hitscan seems pretty bad with it (in terms of getting missed/hit shots when you shouldn't) but subtle inaccuracies don't really mean too much for soldier/demo. From playing with it it just seems like your ping is slightly lower, at the cost of some players looking a bit jittery. It's also pretty huge for demo jumping because the inaccuracies are non-existent as the visibility of your own stickies is what matters.
mastercomsAnd now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.
Was this not possible before? Or has something actually changed that allows for better server net settings.
mastercomsWhat happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.
Does this mean that server settings can now be adjusted to approach the same visuals as '0 interp' gave, without the jitter? Or is this not achievable with reasonable (performance-wise) settings.
mastercomsSo in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.
I think it's fair to say it's not intended behaviour, but I don't think that necessarily means it should be removed. There's a lot of unintended behaviour in the source engine being used, if it doesn't cause any issues I don't understand why it has to go.
[quote=mastercoms]Because that's the server restrictions and you shouldn't be able to bypass server restrictions by default. You don't really get any sort of lower ping, because it shows you a different state than anything you'd get in the future with interp, due to it being extrapolated and/or teleporting client side rather than being what's happening on the server.
[/quote]
Does this mean that, since you are extrapolating clientside, it will become inaccurate if some change was made in the tick (or whatever timeframe it extrapolates), but otherwise it just results in it looking like your ping is lower (I understand it isn't, but it simply looks nicer)? Hitscan seems pretty bad with it (in terms of getting missed/hit shots when you shouldn't) but subtle inaccuracies don't really mean too much for soldier/demo. From playing with it it just seems like your ping is slightly lower, at the cost of some players looking a bit jittery. It's also pretty huge for demo jumping because the inaccuracies are non-existent as the visibility of your own stickies is what matters.
[quote=mastercoms]And now, if the server allows it, there won't be lag compensation issues anymore because this change acts as a forcing function to have correctly synced interp values. So it's allowed in cases where it wouldn't cause any issues beyond just the normal lack of interp.
[/quote]
Was this not possible before? Or has something actually changed that allows for better server net settings.
[quote=mastercoms]What happened before was just a shitty workaround for a client or server misconfiguration. Now you actually have to have both in sync. Furthermore, with higher update rates, it actually improves the behavior of lower interp values because server data can be sent as fast as possible according to the network tick, rather than being limited by the snapshot rate of max 66, like it was before because update rate on its own was bounded by server settings.
[/quote]
Does this mean that server settings can now be adjusted to approach the same visuals as '0 interp' gave, without the jitter? Or is this not achievable with reasonable (performance-wise) settings.
[quote=mastercoms]
So in conclusion, instead of pretending there isn't a problem, it shows an issue which can be properly resolved for a better result than the previous bypass.
[/quote]
I think it's fair to say it's not intended behaviour, but I don't think that necessarily means it should be removed. There's a lot of unintended behaviour in the source engine being used, if it doesn't cause any issues I don't understand why it has to go.
Damn wtf I was using 10 lerp for 2 years bruhhh
Damn wtf I was using 10 lerp for 2 years bruhhh
at least we have a direct line of communication to the new head tf2 dev
at least we have a direct line of communication to the new head tf2 dev
twiikuu- Fixed the chat window not always being restored to the appropriate place
This forces default position for chat, some custom HUDs move it, practically cant do that anymore
if anybody finds a workaround please post
[quote=twiikuu]- Fixed the chat window not always being restored to the appropriate place
This forces default position for chat, some custom HUDs move it, practically cant do that anymore[/quote]
if anybody finds a workaround please post