I don't think people hovering indefinately is "skillful". If anything it removes skill from other parts of the game if you can do that, instead of going for a crazy bomb, having good positioning, team cordination etc. Instead you're just hovering above a chokepoint/doorway waiting for people to walk through it. Where is the skill in that?
Also it's a different thing to remove a bug compared to banning it
I don't think people hovering indefinately is "skillful". If anything it removes skill from other parts of the game if you can do that, instead of going for a crazy bomb, having good positioning, team cordination etc. Instead you're just hovering above a chokepoint/doorway waiting for people to walk through it. Where is the skill in that?
Also it's a different thing to remove a bug compared to banning it
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.9
The Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI
The Dragon's Fury has it's own quirks aswell, whenever it hits flares, rockets, needles, Huntsman arrows, Rescue Ranger bolts and the fireball spell, the Dragon's Fury projectile becomes harmless.
These weapons might not be competitively viable, but I felt like posting this because these are bugs that just straight up make the weapons not work in some situations. And this seems like a good place for these bugs to be posted :)
The Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI
The Dragon's Fury has it's own quirks aswell, whenever it hits [i]flares[/i], [i]rockets[/i], [i]needles[/i], [i]Huntsman arrows[/i], [i]Rescue Ranger bolts[/i] and [i]the fireball spell[/i], the Dragon's Fury projectile becomes harmless.
These weapons might not be competitively viable, but I felt like posting this because these are bugs that just straight up make the weapons not work in some situations. And this seems like a good place for these bugs to be posted :)
VirtualSodaThe Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI
That was already fixed in 0.0.7
[quote=VirtualSoda]The Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI[/quote]
That was already fixed in 0.0.7
mastercomsVirtualSodaThe Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI
That was already fixed in 0.0.7
Oh! Fantastic! Thanks for letting me know :>
Edit: Is the Dragon's Fury specific bug fixed aswell? My apologies for asking so much, this bug has annoyed me nearing 3 years, and still hasn't seen a fix :<
[quote=mastercoms][quote=VirtualSoda]The Wrap Assassin, Dragon's Fury, Pomson 6000 and the Righteous Bison all have the same problem of disappearing when hitting a solid map entity that's invisble to players. Shounic made an excellent video that explains what the problem is better than I could ever do: https://www.youtube.com/watch?v=TaxJLWyTiFI[/quote]
That was already fixed in 0.0.7[/quote]
Oh! Fantastic! Thanks for letting me know :>
Edit: Is the Dragon's Fury specific bug fixed aswell? My apologies for asking so much, this bug has annoyed me nearing 3 years, and still hasn't seen a fix :<
The DF isn't implemented fully yet in TC2, so no.
The DF isn't implemented fully yet in TC2, so no.
mastercomsThe DF isn't implemented fully yet in TC2, so no.
Thanks for answering! Again, I'm super sorry for asking so much, you're already doing a ton and I feel like I'm being a bit of a snob asking you these things :c
[quote=mastercoms]The DF isn't implemented fully yet in TC2, so no.[/quote]
Thanks for answering! Again, I'm super sorry for asking so much, you're already doing a ton and I feel like I'm being a bit of a snob asking you these things :c
Since some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.
Since some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.
SolarLightSince some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.
Done in 0.0.1.
[quote=SolarLight]Since some of these are very nice quality of life fixes, I have some feedback of my own.
I'd appreciate it if tf_demoman_charge_regen_rate and tf_demoman_charge_drain_time were made unhidden so that players could change one or both of these values when running maps offline to practice trimping. Skipping the need for Sourcemod or having to use an impulse 101 script. Neither of which are perfect solutions.
Those commands change demo shields' cooldown and charge duration respectively. I know not many people here care about Demoknight, but the commands already exist, I'd just like them to be usable for practicing so that I don't have to give people a config file anymore.[/quote]
Done in 0.0.1.
Oh. I must have missed it. That's good to know, though!
I wonder why they hide those commands in the first place.
Oh. I must have missed it. That's good to know, though!
I wonder why they hide those commands in the first place.
Probably same reason they encrypt the weapon script files. To make TF2 a distinct thing you can't modify the integrity of, without actual mods/addons. I wish they did open those things up more, so that the community can experiment, but I'm not sure if it'll be done.
Probably same reason they encrypt the weapon script files. To make TF2 a distinct thing you can't modify the integrity of, without actual mods/addons. I wish they did open those things up more, so that the community can experiment, but I'm not sure if it'll be done.
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.10
Also, the first Team Comtress 2 playtest is live!!! connect tf2.mastercomfig.com
EDIT: server down now! thanks for playing, we learned a lot!
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.10
Also, the first Team Comtress 2 playtest is live!!! connect tf2.mastercomfig.com
EDIT: server down now! thanks for playing, we learned a lot!
Crit sounds for projectiles (and perhaps hitscan) which are no crits (only when random crits are enabled) is a thing in TF2 atm.
Hud elements updating in the background when using the mvm upgrade station kicking you out (e.g. strange PDA and someone using a teleporter)
Crit sounds for projectiles (and perhaps hitscan) which are no crits (only when random crits are enabled) is a thing in TF2 atm.
Hud elements updating in the background when using the mvm upgrade station kicking you out (e.g. strange PDA and someone using a teleporter)
Melee getting blocked by teammates (and just not working in general) sucks.
Melee getting blocked by teammates (and just not working in general) sucks.
Used new scoped RNG to implement fixed spread for continuous fire weapons.
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.
[quote]Used new scoped RNG to implement fixed spread for continuous fire weapons.[/quote]
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.
ainoUsed new scoped RNG to implement fixed spread for continuous fire weapons.
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.
I'd like to see how it plays in practice. It's not exactly CS:GO spray patterns.
[quote=aino][quote]Used new scoped RNG to implement fixed spread for continuous fire weapons.[/quote]
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.[/quote]
I'd like to see how it plays in practice. It's not exactly CS:GO spray patterns.
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.11
playtesting here: connect tf2.mastercomfig.com
playtest over, thanks all!
If you somehow figure out how to make the source engine multi-threaded, imagine the possible performance gains, if those fixes from CSGO/Apex/Black Mesa haven't found their way back yet to Valve.
If you somehow figure out how to make the source engine multi-threaded, imagine the possible performance gains, if those fixes from CSGO/Apex/Black Mesa haven't found their way back yet to Valve.
Update on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
Update on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
Does the seed always treat the second bullet fired so that it goes at the same angle or is it based on something else?
If you want to hit an "average amount of spread" you can probably calculate what the average concentration would be with a random seed and choose one which is close to that average for each weapon.
Also, just out of interest, is spread just calculated using an azimuth and angle away from crosshair? If so is the angle away from the crosshair drawn from a uniform distribution or do they implement it some other way?
Does the seed always treat the second bullet fired so that it goes at the same angle or is it based on something else?
If you want to hit an "average amount of spread" you can probably calculate what the average concentration would be with a random seed and choose one which is close to that average for each weapon.
Also, just out of interest, is spread just calculated using an azimuth and angle away from crosshair? If so is the angle away from the crosshair drawn from a uniform distribution or do they implement it some other way?
mastercomsUpdate on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
Could a fixed, 100% accurate spray be created from, say, suppressing the getbulletspread function or returning a perfectly accurate vector when a weapon fires?
Don't know anything about the TF2 source or C++ but those hyperlinks I provided seem like the heart of bullet spread for auto weapons.
[quote=mastercoms]Update on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has[/quote]
Could a fixed, 100% accurate spray be created from, say, suppressing the [url=https://github.com/TheAlePower/TeamFortress2/blob/1b81dded673d49adebf4d0958e52236ecc28a956/tf2_src/game/shared/tf2/weapon_pistols.cpp#L43]getbulletspread [/url]function or returning a perfectly accurate vector when a [url=https://github.com/TheAlePower/TeamFortress2/blob/1b81dded673d49adebf4d0958e52236ecc28a956/tf2_src/game/server/tf2/tf_basecombatweapon.cpp#L88]weapon fires[/url]?
Don't know anything about the TF2 source or C++ but those hyperlinks I provided seem like the heart of bullet spread for auto weapons.
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.12
I'd like to suggest something for the pistol in the interest of making it consistent: increase damage falloff, but make it perfectly accurate. Idk what most of the right numbers would be, but the idea is that basically nothing would change at short range, you'd do half damage at medium range, and less than, say, 50 damage from a perfectly aimed full clip at long range. Why let random chance decide whether the pistol works or not when you can just make the pistol do an average amount of damage?
I'd like to suggest something for the pistol in the interest of making it consistent: increase damage falloff, but make it perfectly accurate. Idk what most of the right numbers would be, but the idea is that basically nothing would change at short range, you'd do half damage at medium range, and less than, say, 50 damage from a perfectly aimed full clip at long range. Why let random chance decide whether the pistol works or not when you can just make the pistol do an average amount of damage?
To add on to #83 – I have a strong disdain for anything rng so that would be a nice change along with the removal of other rng elements such as demo grenade spread/rotation given this aligns with the design philosophy of the project which I reckon does not. a cvar that makes non-original projectiles centered would be amazing as well.
To add on to #83 – I have a strong disdain for anything rng so that would be a nice change along with the removal of other rng elements such as demo grenade spread/rotation given this aligns with the design philosophy of the project which I reckon does not. a cvar that makes non-original projectiles centered would be amazing as well.
Could you clarify what you mean?
Could you clarify what you mean?
mastercomsCould you clarify what you mean?
Assists don't count sometimes. Usually it seems to happen when you shoot people at the same time, but sometimes it straight up doesn't count the assist. Something similar happens with finished-off frags, but I honestly don't know if that's the only time it happens.
[quote=mastercoms]Could you clarify what you mean?[/quote]
Assists don't count sometimes. Usually it seems to happen when you shoot people at the same time, but sometimes it straight up doesn't count the assist. Something similar happens with finished-off frags, but I honestly don't know if that's the only time it happens.
Like in Team Comtress or in TF2?
Like in Team Comtress or in TF2?
in regular tf2 you can do like 200 damage to a guy and ur scout can kill him for 3 damage and you dont get an assist on your scoreboard
in regular tf2 you can do like 200 damage to a guy and ur scout can kill him for 3 damage and you dont get an assist on your scoreboard
Another trick jumpers use is hud_reloadscheme to fix latency that shows up after 30+ minutes of playing. If you could figure out what causes that lag and why hud_reloadscheme fixes it, that would be great.
Another trick jumpers use is hud_reloadscheme to fix latency that shows up after 30+ minutes of playing. If you could figure out what causes that lag and why hud_reloadscheme fixes it, that would be great.