TF2 General Chat and Speculation Station: Whiteboard Blues
5,005 replies, posted
[QUOTE=FUTURE10S;52661099]I was legit expecting him to count 1, 2, episode 1, episode 2... *coughs*[/QUOTE]
[video=youtube;_vRwTOIevjQ]https://www.youtube.com/watch?v=_vRwTOIevjQ[/video]
Skip to 17:43 and listen
Also, What do you guys want to see in the future of TF2? I'd personally love to see Random Crits get removed.
[QUOTE=HiddenShadow;52660917]But first lets look at the original jungle blog post:
[QUOTE]consider this a call to action for all things tropical over the next few months: particles, maps, items,[/QUOTE][/QUOTE]
storms
[QUOTE=rolfum;52660901]I actually hope it's not next week because I'm going to get fucked by hurricane Irma then hurricane Jose is coming for sloppy seconds, and if I die before the jungle update comes to me I swear to god[/QUOTE]
Stay safe. I mean that for you and everyone else living in the southeast US right now.
[QUOTE=socks_;52661141] Also, What do you guys want to see in the future of TF2? I'd personally love to see Random Crits get removed.[/QUOTE] I wanna see the graphic restrictions removed from Competitive Mode.
I can't help but be a bit concerned about the new atomizer. Yes, it's too good atm and needs a nerf. However, I really like the Winger, and their proposed changes make that weapon useless. Since the atomizer's jump is only available while the atomizer is out, you can't combo it with the Winger, which also only has an active effect. This would be fine if you could do two winger jumps, then quickly switch to the atomizer for a triple jump, but the extra deploy time penalty makes that impossible. What we're left with is people having to choose between two +20% jumps (+18 Hammer Units total extra jump height), or a third jump (+45 Hammer Units). Since the atomizer gives you 27 extra HU of height, why would you ever equip the winger?
Basically the changes are a massive nerf to scout's vertical mobility, which I never thought was too big of an issue (scout's real problems have more to do with his massive burst damage with certain unlocks) and have replaced the high jumps with a clunky, slow-switching triple jump.
The minicrit thing seems dumb too. The main downside of the atomizer is you can't deal damage as effectively as with stock or the Boston Basher. Why are we also giving it an upside that buffs your damage output with it? It's not like being airborne is a rare thing as scout, you can basically always be airborne if you want to, just jump around as you're meleeing. Why even bother with any of those stats then? The minicrit thing and the damage penalty basically negate each other, why are they even present?
I think the idea of the atomizer needing to be active to be used could work, but not if it completely invalidates the winger.
The Atomizer
[I]Level 12 Bat[/I]
[IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] 15% faster deploy time
While active:
[IMG]https://facepunch.com/fp/ratings/tick.png[/IMG] User can triple jump
[IMG]https://facepunch.com/fp/ratings/cross.png[/IMG] This weapon holsters 100% slower
Now you can do two high jumps, then quickly switch to the atomizer and do a smaller triple jump. Useful for rollouts and making an escape, but you don't get a free triple jump in the middle of a fight without having to put your scattergun on cooldown for a few seconds. And the winger is still usable.
[QUOTE=HiddenShadow;52660917]
Now we know that cosmetic creators find out only hours before that there items are accepted (normally) so we can rule that out easily so we are left with one thing
[/QUOTE]
item creators dont find out until the update hits
unless you're like, maybe void, but I don't think he gets any heads up either
we're as in the dark as you are, don't think we get special privilege
[QUOTE=ikes;52661483]item creators dont find out until the update hits
unless you're like, maybe void, but I don't think he gets any heads up either
we're as in the dark as you are, don't think we get special privilege[/QUOTE]
Being an item creator makes the wait even more painful, if anything, since it's unknown if you'll get anything in or not
[QUOTE=ikes;52661483]item creators dont find out until the update hits
unless you're like, maybe void, but I don't think he gets any heads up either
we're as in the dark as you are, don't think we get special privilege[/QUOTE]
didnt the creator of the banana hat say he woke up the day of the update and got an email saying his item was in the game after the update launched? :v:
[QUOTE=starblaster64;52660359]Actually, there's 2 other methods of displaying HUD text.
There's the [I]'training_annotation'[/I] entity:
[T]https://image.prntscr.com/image/YoTDj6qnR9iaqCc15UshPQ.png[/T]
[url]https://developer.valvesoftware.com/wiki/Training_annotation[/url]
And there's the [I]'ShowTrainingMsg'[/I] and [I]'ShowTrainingObjective'[/I] inputs for the [I]'tf_logic_training_mode'[/I] entity:
[T]https://image.prntscr.com/image/Wz0MRlL1TsO29HU-mgHGVw.png[/t]
[url]https://developer.valvesoftware.com/wiki/Tf_logic_training_mode[/url]
Both of these methods also allow you to specify any duration you want.
The annotations are [I]technically[/I] coded to be able to follow a moving target (like when you're Coaching another player and target something that moves), however you can't actually use that functionality without the help of SourceMod. At least, not that I've found anyway.
EDIT: In fact, [I]tf_logic_training_mode[/I] probably has all the inputs/outputs you'd need to make a fully playable tutorial map. If someone was dedicated enough, I don't think it would be terribly difficult to just reverse engineer a decompiled Valve training map and go from there.[/QUOTE]
Fun fact; The TF2Maps servers' feedback system utilizes the training_annotation entities to help visualize where people are talking about iffy spots. It's a really clever system, and especially helpful for people going like "this sightline is garbage" "i got stuck here" "why is this duck here" "it is good" etc.
[editline]8th September 2017[/editline]
[QUOTE=bobpineapple;52661526]didnt the creator of the banana hat say he woke up the day of the update and got an email saying his item was in the game after the update launched? :v:[/QUOTE]
Yep, that's been the going MO for a good few years now. Exceptions being the more... catered updates like Robotic Boogaloo, End of the Line and Invasion I believe, where the people in charge had more of an idea of what was going to be in or not.
[QUOTE=bobpineapple;52661526]didnt the creator of the banana hat say he woke up the day of the update and got an email saying his item was in the game after the update launched? :v:[/QUOTE]
the way it generally works is when eric sends out the "update released" email, the schema updates to include our items (and the rest of the update's items)and we automatically get an [URL="http://harry.tf/pics/2017-09-08_20-49-13.png"]email[/URL] at the same time that the self-mades are distributed and the same time that the keys and items become available in game.
basically we don't know shit in advance
[QUOTE=ikes;52661483]item creators dont find out until the update hits
unless you're like, maybe void, but I don't think he gets any heads up either
we're as in the dark as you are, don't think we get special privilege[/QUOTE]
makes my theory about maps even stronger
[QUOTE=HiddenShadow;52661632]makes my theory about maps even stronger[/QUOTE]
Nobody knows anything. Not the contributors, not the YouTubers, and judging by the whiteboard nonsense, apparently not even valve themselves.
I wish I knew how to create hats. I tried one time but I had to use some software that cost like $400. Maybe I'm just some super creator newbie (I am), who knows. I tried using some free software but it seemed dodgy.
I'm pretty confident to say I've done literally everything there is to do in TF2 except create content.
[QUOTE=blueNES;52661501]Being an item creator makes the wait even more painful, if anything, since it's unknown if you'll get anything in or not[/QUOTE]
worst part is not knowing what you're doing wrong. it's a gamble and it's easy to think the quality of your work is what's wrong despite additions like the spy rabbit hat, the cats, and the surgeon's sidearm among others.
[editline]8th September 2017[/editline]
[QUOTE=C. Blades;52661662]Nobody knows anything. Not the contributors, not the YouTubers, and judging by the whiteboard nonsense, apparently not even valve themselves.[/QUOTE]
pretty sure map creators are alerted ahead of time because there's far more money on the line with maps
map creators get fat payments from valve (in the thousands) for their maps when they get added, since maps dont really make a whole lot of money over time, just from stamps and map filters. (all of which still goes to map creators, at least via stamps). at least that's my understanding.
I wish we got an ARG so we would know something was coming soonish.
[QUOTE='[ToRn];52661892']I wish I knew how to create hats. I tried one time but I had to use some software that cost like $400. Maybe I'm just some super creator newbie (I am), who knows. I tried using some free software but it seemed dodgy.
I'm pretty confident to say I've done literally everything there is to do in TF2 except create content.[/QUOTE]
Don't want to sound like a commercial (but I probably will) but blendr has a tutorial for their program that shows off how to model, skin, and import items to TF2. I'm about halfway through and I find it useful.
[QUOTE=Ace of Butts;52662062]I wish we got an ARG so we would know something was coming soonish.[/QUOTE]
I would just be satisfied if they just did a countdown timer like L&W.
Hey Cpt. Cakes. Remember that viewmodel lighting fix you made a while back? Well, I installed it and it really improves the look of the flamethrower in my opinion.
[IMG]https://drive.google.com/a/stxtigers.com/file/d/0B19HdS_ze6QWSnVWTUZXb0JoaVU/view?usp=sharing[/IMG]
I am always weirded out that they don't just ship like a hundred cosmetics per update or don't bother to include entire sets. The system is legitimately drag and drop, it would take maybe a few minutes extra.
Of course that's only for users already in the system, but my point still stands
It still kind of baffles me just how poorly mym executed its main feature: competitive mode. Well over a year later, after multiple updates to comp, on a Friday afternoon, prime time for video games, there are 38 people WORLDWIDE playing comp mode, and I can't even seem to get into a match.
No one plays it cause it sucks.
No point playing a shitty comp mode when 3rd party websites offer a better experience
[QUOTE=ikes;52662030]worst part is not knowing what you're doing wrong. it's a gamble and it's easy to think the quality of your work is what's wrong despite additions like the spy rabbit hat, the cats, and the surgeon's sidearm among others.
[editline]8th September 2017[/editline]
pretty sure map creators are alerted ahead of time because there's far more money on the line with maps
map creators get fat payments from valve (in the thousands) for their maps when they get added, since maps dont really make a whole lot of money over time, just from stamps and map filters. (all of which still goes to map creators, at least via stamps). at least that's my understanding.[/QUOTE]
Maps are given more notice because they have to be re-uploaded to pass over the raw files, unlike the item workshop. The map workshop is solely a user-end thing for subscribing to maps. It's just the finished map file (bsp). Valve needs everything else so they can compile the map, which is actually uploaded via a private dummy item workshop page.
And few maps get a lump sum anymore, they usually just cut maps into sales or passes or keys, plus stamps, which isn't much.
[QUOTE=DrCactus;52662207]No point playing a shitty comp mode when 3rd party websites offer a better experience[/QUOTE]
And we give out medals and prizes too!
[QUOTE=Ace of Butts;52662062]I wish we got an ARG so we would know something was coming soonish.[/QUOTE]
Maybe there is one but we haven't found it...
I've never seen the pedestal end-match thing yet :v:
I managed to get a 35 killstreak in casual as a heavy today. I'd like to dedicate this slaughter to the two medics on my team, if they hadn't had their mediguns shoved up my ass the entire round it wouldn't have been possible.
[t]https://steamuserimages-a.akamaihd.net/ugc/861733042388899284/EF0F6347595623F7FD148FF67D57DE7F914F7344/[/t]
I can't wait to see everyone's reaction to Mike's project turning out to be the Artifact trailer.
[QUOTE=prizepool;52662091]Hey Cpt. Cakes. Remember that viewmodel lighting fix you made a while back? Well, I installed it and it really improves the look of the flamethrower in my opinion.
[IMG]https://drive.google.com/a/stxtigers.com/file/d/0B19HdS_ze6QWSnVWTUZXb0JoaVU/view?usp=sharing[/IMG][/QUOTE]
Thanks! I also like the look of it. I sent Eric an email with the mod, let's hope they change the lighting in the Pyro update!
[QUOTE=Lord Exor;52662282]I can't wait to see everyone's reaction to Mike's project turning out to be the Artifact trailer.[/QUOTE]
Mike doesnt do dota or csgo music he said so.
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