Via HLDS:
Valve- Fixed a dedicated server crash related to the dispenser
- Fixed a client crash related to the material system
- Fixed a client crash related to ragdolls
- Fixed a client crash related to demo playback and skipping ticks
- Fixed not being able to launch the game in fullscreen on Windows 10 Preview
- Fixed sentries not being able to hit players who are ducking while airborne. This was most noticeable when used in conjunction with the B.A.S.E. Jumper.
- Fixed not being able to preview paint changes in the backpack, Mann Co. Store, and Workshop import tool
- Fixed the Strange Dalokohs Bar incorrectly counting food eaten
- Fixed missing ambient sounds in some maps
- Fixed the Festive Targe not using the correct Blue team material
- Fixed the Ap-Sap causing stuttering on dedicated servers
- Added ETF2L 6v6 Season 20, ETF2L Highlander Season 8, and ETF2L Ultiduo 5 medals
- Added the Tip of the Hats community medal
- Added a "no hat" style for the Batter's Helmet
- Updated the localization files
Rumor has it:
- Item schema update: http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=3434c72d079253b159b81f502cca8e61111c038c
- Strings and VPK contents diff: https://github.com/SteamDatabase/GameTracking/commit/cea88113ad881d2d699dbee209b03a5bf1c3ba1b
- Size is ~30 MB
Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]- Fixed a dedicated server crash related to the dispenser
- Fixed a client crash related to the material system
- Fixed a client crash related to ragdolls
- Fixed a client crash related to demo playback and skipping ticks
- Fixed not being able to launch the game in fullscreen on Windows 10 Preview
- Fixed sentries not being able to hit players who are ducking while airborne. This was most noticeable when used in conjunction with the B.A.S.E. Jumper.
- Fixed not being able to preview paint changes in the backpack, Mann Co. Store, and Workshop import tool
- Fixed the Strange Dalokohs Bar incorrectly counting food eaten
- Fixed missing ambient sounds in some maps
- Fixed the Festive Targe not using the correct Blue team material
- Fixed the Ap-Sap causing stuttering on dedicated servers
- Added ETF2L 6v6 Season 20, ETF2L Highlander Season 8, and ETF2L Ultiduo 5 medals
- Added the Tip of the Hats community medal
- Added a "no hat" style for the Batter's Helmet
- Updated the localization files[/quote]
Rumor has it:
- Item schema update: http://git.optf2.com/schema-tracking/commit/?h=teamfortress2&id=3434c72d079253b159b81f502cca8e61111c038c
- Strings and VPK contents diff: https://github.com/SteamDatabase/GameTracking/commit/cea88113ad881d2d699dbee209b03a5bf1c3ba1b
- Size is ~30 MB
Oh god, i'm so hyped for the next update!
Also, ToTH community medal, whats that look like?
Oh god, i'm so hyped for the next update!
Also, ToTH community medal, whats that look like?
wickedplayer494Via HLDS:
Valve- Fixed a client crash related to demo playback and skipping ticks
Rumor has it:
- Size is ~30 MB
HYPEEEEE
[quote=wickedplayer494]Via [url=https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlds]HLDS[/url]:
[quote=Valve]
- Fixed a client crash related to demo playback and skipping ticks
Rumor has it:
- Size is ~30 MB[/quote]
[/quote]
HYPEEEEE
The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
- Fixed sentries not being able to hit players who are ducking while airborne. This was most noticeable when used in conjunction with the B.A.S.E. Jumper.
THANK GOODNESS
[quote]- Fixed sentries not being able to hit players who are ducking while airborne. This was most noticeable when used in conjunction with the B.A.S.E. Jumper.[/quote]
THANK GOODNESS
emkayThe demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
sounds better than it crashing, plus it means i no longer have to watch closely and try to get it as close as possible
[quote=emkay]The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)[/quote]
sounds better than it crashing, plus it means i no longer have to watch closely and try to get it as close as possible
Valve- Fixed the Strange Dalokohs Bar incorrectly counting food eaten
http://puu.sh/hvzxR/52d66d1db5.jpg
RIP
[quote=Valve]- Fixed the Strange Dalokohs Bar incorrectly counting food eaten[/quote]
[img]http://puu.sh/hvzxR/52d66d1db5.jpg[/img]
RIP
#5 From what I'm reading, it was always like that. But there was a multithreading related crash before. They must've fixed it by adding a lock somewhere.
#5 From what I'm reading, it was always like that. But there was a multithreading related crash before. They must've fixed it by adding a lock somewhere.
emkayThe demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
actually i figured out (and am probably not alone on this) that even before the update you could skip 10,000 ticks at a time, but idk anything else unfortunately. Still, this is pretty amazing
[quote=emkay]The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)[/quote]
actually i figured out (and am probably not alone on this) that even before the update you could skip 10,000 ticks at a time, but idk anything else unfortunately. Still, this is pretty amazing
some of these notes were already in previous patches huh
some of these notes were already in previous patches huh
Fixed a client crash related to demo playback and skipping ticks
thank the good gods
Fixed a client crash related to demo playback and skipping ticks
thank the good gods
î was still getting some other error + crash when i tried skipping 60000 ticks
î was still getting some other error + crash when i tried skipping 60000 ticks
[quote=DanceNumber]Oh god, i'm so hyped for the next update!
Also, ToTH community medal, whats that look like?[/quote]
[img]http://media.steampowered.com/apps/440/icons/tip_of_the_hats.d122817d4cb7b02910ef080dc8ccdc59d8d9db55.png[/img]
xeroLOL my tf2 crashed when i tried to skip 30.000 frames
Classic VOLVO
http://i.imgur.com/ny8wUlb.png
What the hell why Windows Axe Pee still?
[quote=xero]LOL my tf2 crashed when i tried to skip 30.000 frames
Classic VOLVO
[img]http://i.imgur.com/ny8wUlb.png[/img][/quote]
What the hell why Windows Axe Pee still?
emkayThe demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
The skipping crash was already fixable by setting "mat_queue_mode 1" like I have on my recording config, but it's really great its solved for good, altough I haven't tested it after the update, the way you are describing makes it not practical at all, I would imagine they would skip to the intended tick directly. 600% playback still takes minutes to go accross 100k ticks.
[quote=emkay]The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)[/quote]
The skipping crash was already fixable by setting "mat_queue_mode 1" like I have on [url=http://teamfortress.tv/thread/23908/kaneco-s-recording-and-editing-resources]my recording config[/url], but it's really great its solved for good, altough I haven't tested it after the update, the way you are describing makes it not practical at all, I would imagine they would skip to the intended tick directly. 600% playback still takes minutes to go accross 100k ticks.
Well, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :(
Well, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :(
BeaterWell, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :(
The difference is that now they're at least trying to fix things and we know that whereas before it was either they didn't care or they didn't seem to care.
[quote=Beater]Well, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :([/quote]
The difference is that now they're at least trying to fix things and we know that whereas before it was either they didn't care or they didn't seem to care.
DavidTheWinBeaterWell, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :(
The difference is that now they're at least trying to fix things and we know that whereas before it was either they didn't care or they didn't seem to care.
I realize that I'm coming off really negatively, I'm just really annoyed at how this pretty much makes recording a massive waste of time more than anything right now. I have to deal with constant crashes after recording, take extreme care when jumping in demos and deal with the invisible player bug. All in all, what would normally take an hour now takes three hours. So frustrating
[quote=DavidTheWin][quote=Beater]Well, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :([/quote]
The difference is that now they're at least trying to fix things and we know that whereas before it was either they didn't care or they didn't seem to care.[/quote]
I realize that I'm coming off really negatively, I'm just really annoyed at how this pretty much makes recording a massive waste of time more than anything right now. I have to deal with constant crashes after recording, take extreme care when jumping in demos and deal with the invisible player bug. All in all, what would normally take an hour now takes three hours. So frustrating
Beater a question, does your lawena crash when you try to watch a demo at 600% speed for a while?
Beater a question, does your lawena crash when you try to watch a demo at 600% speed for a while?
xeroMy tf2 is still crashing when trying to skip 30k frames
http://i.imgur.com/dPlniqy.png
i'm getting this as well, any solution?
[quote=xero]My tf2 is still crashing when trying to skip 30k frames
[img]http://i.imgur.com/dPlniqy.png[/img][/quote]
i'm getting this as well, any solution?
dont skip 30k frames?
thats all we can do now afaik
they'll probs fix it soon
dont skip 30k frames?
thats all we can do now afaik
they'll probs fix it soon
you could always skip 0 - x-thousand frames with mat_queue_mode 0, what is the problem?
you could always skip 0 - x-thousand frames with mat_queue_mode 0, what is the problem?
_vittoBeater a question, does your lawena crash when you try to watch a demo at 600% speed for a while?
I don't think so, although I can't remember the last time I actually did that
[quote=_vitto]Beater a question, does your lawena crash when you try to watch a demo at 600% speed for a while?[/quote]
I don't think so, although I can't remember the last time I actually did that
BeaterWell, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :(
Exactly and actually it never crashed for me before because I used "mat_queue_mode 1" which solved demo crashes entirely for me. Now it's more unreliable and buggy than before and it takes even more time to go across demos, basically made everything worse for people who edit a lot. Although Im sure they had good intentions. I hope they do fix this in a reasonable amount of time and if possible make skipping directly to ticks possible, not without sitting through the entire demo.
[quote=Beater]Well, they fixed demos randomly crashing when jumping to ticks. Now it reliably crashes when you jump more than 120000 ticks (sometimes more sometimes less). Yay!
It also takes longer to get where you want now since you have to sit through the entire demo every single time you want to jump back. They basically just made everything worse :([/quote]
Exactly and actually it never crashed for me before because I used "mat_queue_mode 1" which solved demo crashes entirely for me. Now it's more unreliable and buggy than before and it takes even more time to go across demos, basically made everything worse for people who edit a lot. Although Im sure they had good intentions. I hope they do fix this in a reasonable amount of time and if possible make skipping directly to ticks possible, not without sitting through the entire demo.
emkayThe demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)
That's because demos are basically a dump of the network during the game. Instead of reading input from the keyboard/mouse/server, the game reads it from the demo file, and then runs as if you were in a normal game. To have true rewinds, you'd have to be able to reverse user commands: "given the current world state, apply the reverse of these actions". To have seeking (jumping directly to a different time in the demo), demos would have to record full updates periodically (I-frames). Source doesn't do any of these things, AFAIK.
[quote=emkay]The demo playback system is really neat.
If you put a tick ahead of your current one (say, putting in 20000 when you're at 10000), the game will speed up to that tick for you automatically. It is similar to doing a 600% playback, or host_framerate 1.
As for rewinding, it's a bit odd - it restarts the demo from 0, then fast forwards the game to the tick you entered, May take a little while to get to those bookmarks at tick 102000, haha.
Still a great update either way. :)[/quote]
That's because demos are basically a dump of the network during the game. Instead of reading input from the keyboard/mouse/server, the game reads it from the demo file, and then runs as if you were in a normal game. To have true rewinds, you'd have to be able to reverse user commands: "given the current world state, apply the reverse of these actions". To have seeking (jumping directly to a different time in the demo), demos would have to record full updates periodically ([url=http://en.wikipedia.org/wiki/Video_compression_picture_types]I-frames[/url]). Source doesn't do any of these things, AFAIK.
good news boys, just replied back, hope they are able to fix it soon.
http://i.imgur.com/9qngBRV.png
good news boys, just replied back, hope they are able to fix it soon.
[img]http://i.imgur.com/9qngBRV.png[/img]
Kanecogood news boys, just replied back, hope they are able to fix it soon.
http://i.imgur.com/9qngBRV.png
progress
[quote=Kaneco]good news boys, just replied back, hope they are able to fix it soon.
[img]http://i.imgur.com/9qngBRV.png[/img][/quote]
progress