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Team Comtress 2
posted in Projects
31
#31
newbie.tf
-1 Frags +
TaatKevinIsPwnI agree but essentially higher than 90 fov is available in tf2 if you have a wide monitor or triple monitor setup, right? this just levels the playing field (while making me have to throw up but sacrifices must be made for in game info :o )
There's some server setting that limits the effective fov from going over what you get with 16:9 aspect ratio, it's not on by default but is used in most comp rulesets

ah, cool. ty

[quote=Taat][quote=KevinIsPwn]
I agree but essentially higher than 90 fov [i]is[/i] available in tf2 if you have a wide monitor or triple monitor setup, right? this just levels the playing field (while making me have to throw up but sacrifices must be made for in game info :o )[/quote]

There's some server setting that limits the effective fov from going over what you get with 16:9 aspect ratio, it's not on by default but is used in most comp rulesets[/quote]
ah, cool. ty
32
#32
10 Frags +

Hats off to your dedication, that's genuinely inspiring
Do you have any set goals? Is being able to play on a server one of them?
I'd be happy to cover the costs and management of a decent global gameserver infra
I might also try my hand at getting the tf2-comp-fixes plugin features in PRs

Hats off to your dedication, that's genuinely inspiring
Do you have any set goals? Is being able to play on a server one of them?
I'd be happy to cover the costs and management of a decent global gameserver infra
I might also try my hand at getting the tf2-comp-fixes plugin features in PRs
33
#33
7 Frags +

Team Comtress 0.0.4

Should be much easier to install now!

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.4

twiikuuHats off to your dedication, that's genuinely inspiring
Do you have any set goals? Is being able to play on a server one of them?
I'd be happy to cover the costs and management of a decent global gameserver infra
I might also try my hand at getting the tf2-comp-fixes plugin features in PRs

Glad to see your interest, twiikuu! I'm open to anyone hosting servers for this, so I really appreciate your offer! Having multiplayer games for this stuff will really enhance the testing we can do.

As for the quality of life fixes in game, I think that's a wonderful idea and we can probably make more powerful/more stable fixes to the game instead of using Sourcemod hacks.

Team Comtress 0.0.4

Should be much easier to install now!

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.4

[quote=twiikuu]Hats off to your dedication, that's genuinely inspiring
Do you have any set goals? Is being able to play on a server one of them?
I'd be happy to cover the costs and management of a decent global gameserver infra
I might also try my hand at getting the tf2-comp-fixes plugin features in PRs[/quote]
Glad to see your interest, twiikuu! I'm open to anyone hosting servers for this, so I really appreciate your offer! Having multiplayer games for this stuff will really enhance the testing we can do.

As for the quality of life fixes in game, I think that's a wonderful idea and we can probably make more powerful/more stable fixes to the game instead of using Sourcemod hacks.
34
#34
payload.tf
1 Frags +
mastercomsGlad to see your interest, twiikuu! I'm open to anyone hosting servers for this, so I really appreciate your offer! Having multiplayer games for this stuff will really enhance the testing we can do.

Added for interest

[quote=mastercoms]
Glad to see your interest, twiikuu! I'm open to anyone hosting servers for this, so I really appreciate your offer! Having multiplayer games for this stuff will really enhance the testing we can do.[/quote]
Added for interest
35
#35
1 Frags +

Team Comtress 0.0.5

Hopefully fixed sound issues for everyone!

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.5

Team Comtress 0.0.5

Hopefully fixed sound issues for everyone!

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.5
36
#36
whitelist.tf
1 Frags +

Someone brought up payload carts backflipping on some ramps, is that something that can be fixed?

Also what about Mann vs. Machine fixes, besides pop files, some map collision, bot pathing causing bots to get stuck there's some broken upgrades (e.g. lvl 3 sentry firing speed), or is it mostly engine upgrades you're looking in to fixing first, which might also include bots and their AI/difficulty levels sigsegv already had a go at improving.

Someone brought up payload carts backflipping on some ramps, is that something that can be fixed?

Also what about Mann vs. Machine fixes, besides pop files, some map collision, bot pathing causing bots to get stuck there's some broken upgrades (e.g. lvl 3 sentry firing speed), or is it mostly engine upgrades you're looking in to fixing first, which might also include bots and their AI/difficulty levels sigsegv already had a go at improving.
37
#37
1 Frags +

Seems like pretty much all glaring performance problems should be fixed by the next release (though please let me know if you still have issues, especially on low end hardware). I'd like to some help prioritizing future tasks so let me know:

What things would you like from Jungle Inferno and later?
What features/fixes would you like from CS:GO's engine?
What TF bugs would you like fixed? (excluding le demo det fix meme, I'm already certainly aware)

For those of you who have given feedback already, thank you, I'm investigating most of what you all have mentioned already!

Seems like pretty much all glaring performance problems should be fixed by the next release (though please let me know if you still have issues, especially on low end hardware). I'd like to some help prioritizing future tasks so let me know:

What things would you like from Jungle Inferno and later?
What features/fixes would you like from CS:GO's engine?
What TF bugs would you like fixed? (excluding le demo det fix meme, I'm already certainly aware)

For those of you who have given feedback already, thank you, I'm investigating most of what you all have mentioned already!
38
#38
whitelist.tf
3 Frags +

- Demos having 'keyframes' for rounds, so you can skip to the next round without having to fastforward through it.

From CSGO (one can dream)
- obviously their GOTV implementation where the STV pauses where the pause happened in the server, and the gotv2 configurable delay
- better sv_pure handling of possibly exploitable files/circumvention

How's the 'hitbox/backstab' detection in CSGO compared to TF2? Any accuracy fixes they got wouldn't hurt in TF2.

Oh, did the 'randomized falldamage' when nospread is enabled get fixed yet? There are plugins for it, but not requiring that would be a lot nicer.

- Demos having 'keyframes' for rounds, so you can skip to the next round without having to fastforward through it.

From CSGO (one can dream)
- obviously their GOTV implementation where the STV pauses where the pause happened in the server, and the gotv2 configurable delay
- better sv_pure handling of possibly exploitable files/circumvention

How's the 'hitbox/backstab' detection in CSGO compared to TF2? Any accuracy fixes they got wouldn't hurt in TF2.

Oh, did the 'randomized falldamage' when nospread is enabled get fixed yet? There are plugins for it, but not requiring that would be a lot nicer.
39
#39
refresh.tf
-7 Frags +

Is there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...

Is there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...
40
#40
7 Frags +

csgo recently fixed grenade damage calculation when blocked by small bits of terrain as demonstrated here

something like this would be an absolute godsend to projectile players

csgo recently fixed grenade damage calculation when blocked by small bits of terrain as [url=https://www.youtube.com/watch?v=NE40rkJuIbg]demonstrated here[/url]

something like this would be an absolute godsend to projectile players
41
#41
1 Frags +

What's a wallbug?

What's a wallbug?
42
#42
refresh.tf
2 Frags +
mastercomsWhat's a wallbug?

This is twiiku's description of it in team fortress 2:
https://github.com/ValveSoftware/Source-1-Games/issues/2466

This is how it looked in cs:go
https://youtu.be/KkngwTNxakU?t=63

EDIT: I don't know in what patch or when this wallbug boost was fixed but I'm 97% certain it no longer works

Basically: Soldiers and demomen can get stuck on any angled brush, even far up in the sky in case of clipbrushes and just hover indefinately. It can also be used to avoid fall damage completely.

EDIT 2 - Examples of wallbugs in game
https://clips.twitch.tv/SolidJoyousAsteriskPogChamp
https://youtu.be/9egTEhsqrOk

This also has some more general things that could be looked into:
https://github.com/ldesgoui/comp_6v6_bugs/issues/1

[quote=mastercoms]What's a wallbug?[/quote]

This is twiiku's description of it in team fortress 2:
https://github.com/ValveSoftware/Source-1-Games/issues/2466

This is how it looked in cs:go
https://youtu.be/KkngwTNxakU?t=63

EDIT: I don't know in what patch or when this wallbug boost was fixed but I'm 97% certain it no longer works

Basically: Soldiers and demomen can get stuck on any angled brush, even far up in the sky in case of clipbrushes and just hover indefinately. It can also be used to avoid fall damage completely.

EDIT 2 - Examples of wallbugs in game
https://clips.twitch.tv/SolidJoyousAsteriskPogChamp
https://youtu.be/9egTEhsqrOk



This also has some more general things that could be looked into:
https://github.com/ldesgoui/comp_6v6_bugs/issues/1
43
#43
0 Frags +
mastercomsWhat features would you like from CS:GO's engine?

I do not know if this is even possible or feasible to port to TF2 or even to get from CSGO's engine (I do not know how it is implemented), but the VScript VM would be cool. A scripting environment in basically every Source game since L4D2
Obviously this is a wish upon a star kind of wish, but if it were actually possible to backport this to Team Comtress, I'd be highly impressed.

[quote=mastercoms]
What features would you like from CS:GO's engine?[/quote]
I do not know if this is even possible or feasible to port to TF2 or even to get from CSGO's engine (I do not know how it is implemented), but the [url=https://developer.valvesoftware.com/wiki/VScript]VScript [/url] VM would be cool. A scripting environment in basically every Source game since L4D2
Obviously this is a wish upon a star kind of wish, but if it were actually possible to backport this to Team Comtress, I'd be highly impressed.
44
#44
3 Frags +

Thank you mastercoms, you are my hero!

Thank you mastercoms, you are my hero!
45
#45
3 Frags +

Remove sniper

Remove sniper
46
#46
0 Frags +

at this point you should gang up with all the other tf2 community members and make your own game if u gonna do valves job but better

at this point you should gang up with all the other tf2 community members and make your own game if u gonna do valves job but better
47
#47
newbie.tf
12 Frags +
Twiggyat this point you should gang up with all the other tf2 community members and make your own game if u gonna do valves job but better

call it "sixes" and make it not suck :o

[quote=Twiggy]at this point you should gang up with all the other tf2 community members and make your own game if u gonna do valves job but better[/quote]
call it "sixes" and make it not suck :o
48
#48
0 Frags +

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.6

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.6
49
#49
whitelist.tf
4 Frags +

CSGO has gamestate, TF2 currently doesn't (officially), but there is a plugin implementing it in a similar way: TF2 GSI

CSGO has gamestate, TF2 currently doesn't (officially), but there is a plugin implementing it in a similar way: [url=https://github.com/pepperkick/TF2GSI]TF2 GSI[/url]
50
#50
5 Frags +
mastercomsWhat things would you like from Jungle Inferno and later?
What features/fixes would you like from CS:GO's engine?
What TF bugs would you like fixed? (excluding le demo det fix meme, I'm already certainly aware)

There are multiple small qol things that might be good to change e.g. melee interacting with teammate hitboxes, but it's not clear whether many these things are bugs or intended features especially considering how long so many of them have been in the game. Am I right in assuming you want this to only be things that are certainly bug fixes/performance improvements and no changes to the default game?

In any case, a few things I can think of which I think are definitely bugs and haven't been changed for years as far as I can tell are:

When skipping ticks in demos, snd_soundmixer sometimes gets set to "FreezeCam_Only" instead of "Default_Mix" leading to a bug where the game appears to be muted.

The thing where spies have certain cosmetic body groups (most notably pyro heads and demoman feet) just disappear when disguised (this might have already been fixed now, not sure, but probably not in the version of the source code you're using).

Bug where certain projectiles collide with func_lod bounding boxes for objects marked as solid as detailed in this video.

It might be interesting to see if you can fix physics issues associated with running servers at higher tick rates (pipes bouncing oddly, sentry gun turn rate) but that might not be a priority as its a non standard configuration.

[quote=mastercoms]
What things would you like from Jungle Inferno and later?
What features/fixes would you like from CS:GO's engine?
What TF bugs would you like fixed? (excluding le demo det fix meme, I'm already certainly aware)
[/quote]

There are multiple small qol things that might be good to change e.g. melee interacting with teammate hitboxes, but it's not clear whether many these things are bugs or intended features especially considering how long so many of them have been in the game. Am I right in assuming you want this to only be things that are certainly bug fixes/performance improvements and no changes to the default game?

In any case, a few things I can think of which I think are definitely bugs and haven't been changed for years as far as I can tell are:

When skipping ticks in demos, snd_soundmixer sometimes gets set to "FreezeCam_Only" instead of "Default_Mix" leading to a bug where the game appears to be muted.

The thing where spies have certain cosmetic body groups (most notably pyro heads and demoman feet) just disappear when disguised (this might have already been fixed now, not sure, but probably not in the version of the source code you're using).

Bug where certain projectiles collide with func_lod bounding boxes for objects marked as solid as detailed in [url=https://www.youtube.com/watch?v=TaxJLWyTiFI]this video[/url].

It might be interesting to see if you can fix physics issues associated with running servers at higher tick rates (pipes bouncing oddly, sentry gun turn rate) but that might not be a priority as its a non standard configuration.
51
#51
0 Frags +

can u fix pauses freezing the hud where it shows team health/uber?

can u fix pauses freezing the hud where it shows team health/uber?
52
#52
19 Frags +
CollaideIs there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...

dont do this

[quote=Collaide]Is there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...[/quote]
dont do this
53
#53
5 Frags +

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.7

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.7
54
#54
3 Frags +

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.8

https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.8
55
#55
4 Frags +

https://github.com/mastercomfig/team-comtress-2/commit/3da35290fa604030300d3da2ce56991e824ac8f8

based

https://github.com/mastercomfig/team-comtress-2/commit/3da35290fa604030300d3da2ce56991e824ac8f8

based
56
#56
0 Frags +

I added a form to submit requests! You can continue to use the forum if you want, but I thought I'd include a form to make tracking somewhat easier because atm I'm getting overwhelmed https://airtable.com/shrVvwlQ6Bl7F5VRk

I added a form to submit requests! You can continue to use the forum if you want, but I thought I'd include a form to make tracking somewhat easier because atm I'm getting overwhelmed https://airtable.com/shrVvwlQ6Bl7F5VRk
57
#57
3 Frags +

Cursed video no professional Team Fortress 2 online video gamer should see: https://cdn.discordapp.com/attachments/743724583697383435/745764291675816146/Half_Life_Source_2020.08.19_-_18.00.37.06.mp4

(working on getting live client parity, with comtress now supporting the latest TF2 assets (excluding HUD) and item schema!)

Cursed video no professional Team Fortress 2 online video gamer should see: https://cdn.discordapp.com/attachments/743724583697383435/745764291675816146/Half_Life_Source_2020.08.19_-_18.00.37.06.mp4

(working on getting live client parity, with comtress now supporting the latest TF2 assets (excluding HUD) and item schema!)
58
#58
refresh.tf
-4 Frags +
AlfieCollaideIs there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...
dont do this

since when and why do people think this should be a part of the game

[quote=Alfie][quote=Collaide]Is there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...[/quote]
dont do this[/quote]
since when and why do people think this should be a part of the game
59
#59
newbie.tf
1 Frags +
CollaideAlfieCollaideIs there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...
dont do this
since when and why do people think this should be a part of the game

i love MLGing an angled wall when I should die to fall damage

not necessarily saying it should be in the game but I think that shit is fun af

[quote=Collaide][quote=Alfie][quote=Collaide]Is there any chance wallbugs could get fixed?

If I recall correctly, they were fixed in CS:GO...[/quote]
dont do this[/quote]
since when and why do people think this should be a part of the game[/quote]
i love MLGing an angled wall when I should die to fall damage

not necessarily saying it [i]should[/i] be in the game but I think that shit is fun af
60
#60
16 Frags +
Collaide since when and why do people think this should be a part of the game

https://www.teamfortress.tv/46081/etf2l-bans-wall-bugs
https://www.teamfortress.tv/50391/thoughts-on-wallbugging
There is not a clear decision whether wallbugs should be banned or not to start with, considering it is not really an exploit just an unintended game mechanic in the same way c-taps, rampslides, jumpbugs, speedshots, edgebugs, and texturebugs are. I know the last time I asked an RGL admin they said wallbugs were allowed. I don't know etf2l's status on wallbugs, but randomly removing a skillful game mechanic that is allowed in competitive play doesn't make sense.

However, the most important reason wallbugs should be part of the game is how essential they are to jumping; some jump maps would become impossible without wallbugs and any world record using a wallbug could become unbeatable if it was used to save time. On some maps these wallbugs are unintended but others wallbugging is the intended strategy so it would ruin these maps and reduce the amount of skilled mechanics jumping can use.

[quote=Collaide] since when and why do people think this should be a part of the game[/quote]

https://www.teamfortress.tv/46081/etf2l-bans-wall-bugs
https://www.teamfortress.tv/50391/thoughts-on-wallbugging
There is not a clear decision whether wallbugs should be banned or not to start with, considering it is not really an exploit just an unintended game mechanic in the same way c-taps, rampslides, jumpbugs, speedshots, edgebugs, and texturebugs are. I know the last time I asked an RGL admin they said wallbugs were allowed. I don't know etf2l's status on wallbugs, but randomly removing a skillful game mechanic that is allowed in competitive play doesn't make sense.

However, the most important reason wallbugs should be part of the game is how essential they are to jumping; some jump maps would become impossible without wallbugs and any world record using a wallbug could become unbeatable if it was used to save time. On some maps these wallbugs are unintended but others wallbugging is the intended strategy so it would ruin these maps and reduce the amount of skilled mechanics jumping can use.
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