Major Update Speculation XXX: cp_orange_x3 confirmed!
5,003 replies, posted
[QUOTE=printme;49672153]I also got stuck on those stairs a bunch of times for some reason, but after a few updates this issue went away. Btw great job on pl_snowycoast, I love that map![/QUOTE]
If you notice it happening again in the current version of the game, let me know on the tf2maps thread. There's still a little time before I send in the new update to valve, so if you guys catch me before I do, I can take another look and make sure it's fixed.
One thing about the stair model I've noticed... it's common in fps configs to use the lowest LOD of the models, which for these stairs makes the railings vanish. As a result I used to bump into them ALL the time on cp_well when I had that setting, so it makes me wonder if that was the case here, too.
Edit: NINJA'D.
[QUOTE=Upgrade;49672457]Tested this on a listen server and an empty one.
Apparently, the guardrails on the stairs disappear when models are set to low. It still shows up on medium and high.[/QUOTE]
[QUOTE=EArkham;49672477]If you notice it happening again in the current version of the game, let me know on the tf2maps thread. There's still a little time before I send in the new update to valve, so if you guys catch me before I do, I can take another look and make sure it's fixed.
One thing about the stair model I've noticed... it's common in fps configs to use the lowest LOD of the models, which for these stairs makes the railings vanish. As a result I used to bump into them ALL the time on cp_well when I had that setting, so it makes me wonder if that was the case here, too.
Edit: NINJA'D.[/QUOTE]
I think I set my graphics settings to low after Tough Break came out (because of performance issues on Highpass and Vanguard I think). I tested it just now and the clipping feels fine, so I just probably didn't notice that rails appeared after I went back to high graphics settings after some updates.
Would you consider creating a new version of that model without the rails, or recreating the stairs with brushes or something? (I assume you don't want a ramp there because it would block more visibility.) Those rails are pretty annoying to get stuck on, even if you know they are there.
Fingers crossed for a first wave tonight. :joy:
oh fuck wrong thread
I'll give it 1-4 more weeks, and anywhere in-between
[QUOTE=facepunched8;49673816]I'll give it 1-4 more weeks, and anywhere in-between[/QUOTE]
for the beta?
why even make the group last week then :what:
[QUOTE=pepetoads;49673825]for the beta?
why even make the group last week then :what:[/QUOTE]
well they put asteroid in beta a year ago and it aint out yet. I dont think they mind having us wait for this kind of thing. Besides, more people get a chance to join.
[QUOTE=facepunched8;49673838]well they put asteroid in beta a year ago and it aint out yet. I dont think they mind having us wait for this kind of thing. Besides, more people get a chance to join.[/QUOTE]
Yeah but atleast people can use asteroid this beta group currently serves like no purpose
[QUOTE=facepunched8;49673838]well they put asteroid in beta a year ago and it aint out yet. I dont think they mind having us wait for this kind of thing. Besides, more people get a chance to join.[/QUOTE]
Numbers are already plateauing, and plus, why get more people if it's a) been a fairly long time already, long enough for most to join and b) not everyone from the group will get in?
Update just came in for me. Any idea what it is?
[QUOTE=TwoYearLurker;49678351][URL="https://github.com/SteamDatabase/GameTracking/commit/d9a1447ddef5d7048653b602295dc2cdb33f7e81"]Looks like all it did was take off Ms. Pauling's santa hat.[/URL][/QUOTE]
[t]http://puu.sh/mWU8q/1a2c421330.png[/t]
Yep.
800~ KB for me, seems like a really tiny thing.
[URL="https://github.com/SteamDatabase/GameTracking/commit/d9a1447ddef5d7048653b602295dc2cdb33f7e81"]Looks like all it did was take off Ms. Pauling's santa hat.[/URL]
[quote]- "image" "../console/characters/pauling_tough_break_title_xmas2015"
+ "image" "../console/characters/pauling_tough_break_title"[/quote]
good, more for me
maybe a ghost took it haha
[QUOTE=ComodoreBluth;49670924]
I do think TF will eventually be ported to Source 2 but it will probably be a long time, I would imagine getting DOTA working right is the highest priority then CSGO will probably be ported over next.[/QUOTE]
CS:GO is currently their biggest competitive FPS, so you're most likely correct on that. But Valve stated that they will not port TF2 to source 2
these are not valves reasons but my speculation on why they might have decided not to do it
-Too many hats and weapons and item qualities
-Would likely break rocket jumping/sticky jumping (source uses havok for their physics engine which is not made by valve, and source 2 uses rubikon which is entirely new and it's made by valve)
-probably gonna take 9 years to port it over
[QUOTE=Cpt. Cakes;49678651]-Would likely break rocket jumping/sticky jumping (source uses havok for their physics engine which is not made by valve, and source 2 uses rubikon which is entirely new and it's made by valve)[/QUOTE]
the entire concept of rocket jumping and sticky jumping is not a very complicated one. it may feel different, but i'm sure it won't take much for it to feel like the original
[QUOTE=Cpt. Cakes;49678651]But Valve stated that they will not port TF2 to source 2
[/QUOTE]
Well yes and no. They said they have no plans to port source 2 at the moment, but they never said outright that they're not going to.
If there is [I]any[/I] change at all to blast jumping, there is sure to be outcry from people used to years of muscle memory.
[QUOTE=Upgrade;49678722]If there is [I]any[/I] change at all to blast jumping, there is sure to be outcry from people used to years of muscle memory.[/QUOTE]
Valve doesnt listen to skilled players who put time into rocket jumping though.
[QUOTE=DrCactus;49678718]Well yes and no. They said they have no plans to port source 2 at the moment, but they never said outright that they're not going to.[/QUOTE]
The issue with this is that if they haven't already started then we can be certain that it will: not start any time soon (in the next year) and will take an abhorrently long time to complete because they haven't even started. In other words, our only chance of source2 is if matchmaking boosts the games popularity so high that valve tries to finish a port by 2018.
[QUOTE=poptart TF2;49679251]Valve doesnt listen to skilled players who put time into rocket jumping though.[/QUOTE]
We don't know that, though.
[QUOTE=poptart TF2;49679251]Valve doesnt listen to skilled players who put time into rocket jumping though.[/QUOTE]
they broke blast physics a few times throughout the years and they reverted it the moment somebody noticed jump maps were broken.
I can't imagine TF2 getting ported to Source 2 anytime soon. If anything, it will be after CS:GO (and who knows how long that will take).
TF2 doesn't need to be ported to Source 2, it'd be great but not entirely necessary. What TF2 does need is a better Shaders/lighting system. Does anyone ever think of plastic when they look at a weapons, or rubber when they look at any piece of clothing?
(These are just 2 examples that happen to appear more like Plastic and Rubber as appose to Metal and Cloth)
[t]https://wiki.teamfortress.com/w/images/6/68/Submachine_Gun_1st_person.png[/t][t]https://wiki.teamfortress.com/w/images/0/07/Rogue's_Robe.png?t=20140620092701[/t]
[B]This Is IMO[/B]
I'd rather see cleaned up hitboxes first, like with CS:GO. Improve fundamental gameplay functionality before putting a new coat of paint on things.
Ya know what else would be great? Some updates to the firstperson viewmodels.
CSGO just got a huge Viewmodel update, why shouldn't we?
I mean just look at some of the inconsistencies, heavy's model's fists are brown, but his viewmodels are bluish grey, sniper has a watch and only 1 glove in third person but his first person hands have just brown gloves, no watch.
[QUOTE=Johnny Joe;49681479]Ya know what else would be great? Some updates to the firstperson viewmodels.
CSGO just got a huge Viewmodel update, why shouldn't we?
I mean just look at some of the inconsistencies, heavy's model's fists are brown, but his viewmodels are bluish grey, sniper has a watch and only 1 glove in third person but his first person hands have just brown gloves, no watch.[/QUOTE]
If this happened, I'd love if they gave more weapons unique animations too.
What i wanna see them do is also fix hit registration.
A good part of that is server/network stuff, which is hard to properly fix. But better hitboxes will help that, among other things.
[QUOTE=G. Verloren;49681819]A good part of that is server/network stuff, which is hard to properly fix. But better hitboxes will help that, among other things.[/QUOTE]
I'd be surprised if better hitboxes somehow manages to fix the bugs in the netcode which is where all of these problems are present in.
[QUOTE=G=4//\/\3!2;49681349]TF2 doesn't need to be ported to Source 2, it'd be great but not entirely necessary. What TF2 does need is a better Shaders/lighting system. Does anyone ever think of plastic when they look at a weapons, or rubber when they look at any piece of clothing?
(These are just 2 examples that happen to appear more like Plastic and Rubber as appose to Metal and Cloth)
[t]https://wiki.teamfortress.com/w/images/6/68/Submachine_Gun_1st_person.png[/t][t]https://wiki.teamfortress.com/w/images/0/07/Rogue's_Robe.png?t=20140620092701[/t]
[B]This Is IMO[/B][/QUOTE]
You're absolutely correct, there is a certain plasticity to TF2's surfaces. Some would argue that's part of the art style, though.
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