Major Update Speculation XXVI: Much Ado About Nothing
5,023 replies, posted
Why isn't there already a 64 bit version of TF2 already? I heard that people with 64 bit processors and quad cores don't have good performance on TF2, which is a damn shame.
[QUOTE=Gentleman Cat;48128987]Why isn't there already a 64 bit version of TF2 already? I heard that people with 64 bit processors and quad cores don't have good performance on TF2, which is a damn shame.[/QUOTE]
Source 1 is a 2004 engine. It doesn't support 64-bit. Source 2 on the other hand does support it, but I doubt TF2 will get ported to it.
[QUOTE=Zadrave;48128849]Then there's the people who are saying the artstyle is ruined even though we already knew this since 2009[/QUOTE]
More like since 2008. Remember the übersaw is the first weapon with blood on it, breaking away from the previously-established theme of unsullied yet worn weapons.
[QUOTE=TomatoFlakes;48128898]As similar as it looks, many of the dots aren't in normal braille patterns (for example, there's no 6-dot pattern, no backwards variant of Q, etc)[/QUOTE]
There are in other languages and also in this chart
[url]http://media-3.web.britannica.com/eb-media/35/6835-004-2DC278FC.jpg[/url]
But you're right, it doesn't seem to make sense anyway, that's why I said that it looks a lot like braille, not that it is braille.
[QUOTE=Gentleman Cat;48128987]Why isn't there already a 64 bit version of TF2 already? I heard that people with 64 bit processors and quad cores don't have good performance on TF2, which is a damn shame.[/QUOTE]
and who the hell knows why there's an OpenGL TF2 on Linux and Mac and not Windows
apparently Valve scrapped OpenGL TF2 for Windows a long time ago, probably explains at least a little bit why so many of us need configs to keep FPS up because we're still using shitty DirectX
at least Source 2 uses Vulkan
A Word of advice: "artstyle" its not a concept to be used when you are angry about Bright colors like pink and lime applied to items. Color scheme is the term you're looking for. Or theme, in regards to certain items not fitting a character's personality.
Even though you could still say that "x stuff broke the artsyle", bear in mind that tf2's desing choices are composed of múltiple factors such as the characters's sihoulettes, their dialogues, the color schemes used in maps, etc.
Its the reason why stuff like final combat and battlefield héroes look and felt like tf2: they followed similar desing choices(at least the later, final combat is something far from what it initially was). For something to really kill the "artstyle", most if not all of said desing choices would have to be drastically changed - like the differences between tf2 and tfc.
So, dont do that. Because its painful to see people saying stuff "they heard someone else said" without really been aware of what they're talking about.
[QUOTE=poptart TF2;48127932]if you dont like it dont play it, problem solved[/QUOTE]
Partially off-topic here but I honestly hate this straw man argument that a lot of people seem happy to throw around when they don't want to talk about the problem anymore.
Right, ok. So how does not playing it fix the problems it suffers from? Will not playing it magically fix the problems it suffers from? (Spoiler: It won't); How can you tell future map makers where issues lie (ie in gameplay mechanics) because you never played the map of the same type because you don't like it? If another map comes out in the future, with issues, will you not play it because you don't like it - removing potential (helpful) criticism from the author so they can improve the map?
How about we all learn to listen to criticism, instead of trying to defend something a lot of people have brought valid points up about and to stop using that straw man argument whenever you want to stop a conversation.
Snip
[QUOTE=Ol' Pie;48128995]Source 1 is a 2004 engine. It doesn't support 64-bit. Source 2 on the other hand does support it, but I doubt TF2 will get ported to it.[/QUOTE]
At least, not until they have a reason to port it over (in their own words).
Speaking of which - what made VALVe port Dota 2 over to the Source 2 engine? Is purely because Dota 2 ranks #1 in Steam's "Most played" games list?
[QUOTE=Zenamez;48129514]At least, not until they have a reason to port it over (in their own words).
Speaking of which - what made VALVe port Dota 2 over to the Source 2 engine? Is purely because Dota 2 ranks #1 in Steam's "Most played" games list?[/QUOTE]
Custom gamemodes, which will make future events much easier to deploy, as well as a larger fanbase to gather feedback and bugs.
I have no doubt tf2 will receive such a port. However, I don't think it will be soon. I'd say the closest we could hope for is about a year. And that is the [I]closest.[/I]
from contracts thread:
So why did we all get a third contract yesterday? Is this because
1. Instead of 2 per week we're getting 1 per day now? (If so, anyone have any ideas when we'll be getting one today?)
2. Instead of 2 per week we're getting 3 per week now? (If so, I guess it's a little better but it's still annoying since that will be done in around an hour at most.)
3. Valve's just weird and gave us an extra for no reason?
I assumed the 3rd one was compensation for the fact Cases weren't dropping when a lot of people did the first two.
[QUOTE=Zenamez;48129514]At least, not until they have a reason to port it over (in their own words).
Speaking of which - what made VALVe port Dota 2 over to the Source 2 engine? Is purely because Dota 2 ranks #1 in Steam's "Most played" games list?[/QUOTE]
Valve must have a plan for Dota 2 that will make truckloads of money. I mean, why else would you spend a year (or years?) porting something to a new engine? However, I wonder if those plans were changed when people freaked out about paid mods in Skyrim.
I'm a bit upset that Valve didn't add the[I] REAL[/I] [URl="https://www.youtube.com/watch?v=_wq1AnqK-0M"]PowerHouse[/url], it was way better than the map
[QUOTE=Zenamez;48129514]At least, not until they have a reason to port it over (in their own words).
Speaking of which - what made VALVe port Dota 2 over to the Source 2 engine? Is purely because Dota 2 ranks #1 in Steam's "Most played" games list?[/QUOTE]
Dota 2 has the most players on steam ,so from valve's point of view the game with the most potential playtesters.
[QUOTE=omegasupreme1;48129915]I'm a bit upset that Valve didn't add the[I] REAL[/I] [URl="https://www.youtube.com/watch?v=_wq1AnqK-0M"]PowerHouse[/url], it was way better than the map[/QUOTE]
Weapon Skins kill the art style, but a poorly animated taunt is 10/10 should be added
[QUOTE=KaptonJack;48129944]poorly animated taunt[/QUOTE]
By that you mean it's the best animated taunt you've ever seen right?
Also, skins kill the artstyle, but animations kill the animation style dufus
[QUOTE=Blackavar;48129803]from contracts thread:
So why did we all get a third contract yesterday? Is this because
1. Instead of 2 per week we're getting 1 per day now? (If so, anyone have any ideas when we'll be getting one today?)
2. Instead of 2 per week we're getting 3 per week now? (If so, I guess it's a little better but it's still annoying since that will be done in around an hour at most.)
3. Valve's just weird and gave us an extra for no reason?[/QUOTE]
I thought it was because 2 per week is a bit spaced out for some players so they're doing every 3-4 days for 1 contract (while keeping to the same maximum as before). Same amount, higher frequency.
[QUOTE=omegasupreme1;48129974]By that you mean it's the best animated taunt you've ever seen right?
Also, skins kill the artstyle, but animations kill the animation style dufus[/QUOTE]
Stop
[QUOTE=Metaru;48129493]A Word of advice: "artstyle" its not a concept to be used when you are angry about Bright colors like pink and lime applied to items. Color scheme is the term you're looking for. Or theme, in regards to certain items not fitting a character's personality.
Even though you could still say that "x stuff broke the artsyle", bear in mind that tf2's desing choices are composed of múltiple factors such as the characters's sihoulettes, their dialogues, the color schemes used in maps, etc.
Its the reason why stuff like final combat and battlefield héroes look and felt like tf2: they followed similar desing choices(at least the later, final combat is something far from what it initially was). For something to really kill the "artstyle", most if not all of said desing choices would have to be drastically changed - like the differences between tf2 and tfc.
So, dont do that. Because its painful to see people saying stuff "they heard someone else said" without really been aware of what they're talking about.[/QUOTE]
But color scheme is a subset of artstyle? If something uses bright colors outside of TF2's palette, that is inconsistent with the game's artstyle.
[QUOTE=Mort Stroodle;48130170]But color scheme is a subset of artstyle? If something uses bright colors outside of TF2's palette, that is inconsistent with the game's artstyle.[/QUOTE]
But the entire game has a mishmash of random colors already so this point is moot.
And this is even before weapon skins or even hats.
[QUOTE=goofio;48129887]Valve must have a plan for Dota 2 that will make truckloads of money. I mean, why else would you spend a year (or years?) porting something to a new engine? However, I wonder if those plans were changed when people freaked out about paid mods in Skyrim.[/QUOTE]
Personal prediction, CSGO-style operations for custom games. Get unique couriers/cosmetics etc for buying the pass, can still play it regardless of pass-ownage or not.
I'm guessing that Spy vs Engineer will be a custom campaign like that.
1. Buy in through a ticket (to prevent people making hundreds of alt accounts to rig the numbers) while at the same time letting people complete a fermium participation equivalent.
2. Let people pick a side by having them pick from (but not all) a long list of possible missions per week (Eg: Cloaked spys killed, building destroyed)
3. Give a running tally of the CP progress reminiscent of the WAR update.
4. Hand out class themed skins at the completion of challenges (spytech and construction themed)
4. Give the reward(s) at the end.
Building skins pls [IMG]http://www.facepunch.com/fp/ratings/rainbow.png[/IMG]
To be honest, I wish they'd also added this Powerhouse:
[video=youtube;qaC0vNLdLvY]http://www.youtube.com/watch?v=qaC0vNLdLvY[/video]
The part everyone knows starts at 1:13
Artstyle Isa russian dota2 player. He wont get killed by bad desing choices in a game's art direction.
(Really, its not even a real word nor a concept at all, Dunno WHO started using it but stop using it.)
[QUOTE=Damoman;48130559]I'm guessing that Spy vs Engineer will be a custom campaign like that.
1. Buy in through a ticket (to prevent people making hundreds of alt accounts to rig the numbers) while at the same time letting people complete a fermium participation equivalent.
2. Let people pick a side by having them pick from (but not all) a long list of possible missions per week (Eg: Cloaked spys killed, building destroyed)
3. Give a running tally of the CP progress reminiscent of the WAR update.
4. Hand out class themed skins at the completion of challenges (spytech and construction themed)
4. Give the reward(s) at the end.[/QUOTE]
I thought this was spy vs engie, I mean there were a ton of reworks for spy and engie.
[QUOTE=poptart TF2;48134333]I thought this was spy vs engie, I mean there were a ton of reworks for spy and engie.[/QUOTE]
I checked, and all of the references to the Spy vs. Engie war are still in the files. The only things they got rid of were the bits that referred to quests (contracts) being done inside of the war journal itself, since Gun Mettle introduced the F2 contract menu instead.