• Major Update Speculation XXX: cp_orange_x3 confirmed!
    5,003 replies, posted
[QUOTE=X_Sam;49709196]Got my Overwatch invite today. Game runs incredibly well despite my rig being ancient. Hell, it runs better than TF2.[/QUOTE] Listen I know TF2 is kinda like Overwatch but that really shouldn't be posted in a TF2 Thread also thanks for making me feel even more sad about not getting a pass
Rumor about the "hype for this week": [QUOTE]A high chance matchmaking might be delayed this week due to a bug causing people to crash when joining server.[/QUOTE] this is from a source that did predict opskin's involvement with tf2, but who knows. The source also said that the beta would be released this week, but then said that it may not be because of that bug. I am experiencing that bug, (crashing every other connect), and this definitely would be a problem.
So like, a while back I saw something about how every melee stock weapon (other then heavy's fist) had a viewing/inspection action for it. Soooo like, can we expect that in the near/very far future??
My favorite is the bottle. I love that inspect animation.
I hope bottle skins are different old school looking brands and not just weird textures slapped on it
There's also a flaregun animation. I wonder if that's for skins or reskins. [editline]10th February 2016[/editline] As in, wallpaper or shooting star type of thing
So today's the last day for that Dead of Night rumor, right? I'm gonna laugh if it doesn't happen, seeing how people on the subreddit have started stockpiling them.
[QUOTE=X_Sam;49711412]So today's the last day for that Dead of Night rumor, right? I'm gonna laugh if it doesn't happen, seeing how people on the subreddit have started stockpiling them.[/QUOTE] Why can't the TF2 team add it if they don't update tonight? Is its creator going to take it off the workshop to spite them?
[QUOTE=Magypsy;49711454]Why can't the TF2 team add it if they don't update tonight? Is its creator going to take it off the workshop to spite them?[/QUOTE] Because the original poster guaranteed it would be within 48 hours of him posting it. In his own words, he was "100% sure" it would be the 10th.
[QUOTE=X_Sam;49711457]Because the original poster guaranteed it would be within 48 hours of him posting it. In his own words, he was "100% sure" it would be the 10th.[/QUOTE] You better don't take things i said directly, and yes, sorry for that "i'm 100% sure" thing. Really how could i know that they'll delay the update because of bug or something? I'm just tryed to predict. Neverly gonna do something like that again without enough proofs. I gonna lose a bet to my friend if there's would be no update within a 5-10 hours :D (it costs 2 keys ::cc). I think i get enought slapped for the things i'm done there. But yes, you still can blame me for that fake information i posted if you want... D:
Wow this thread really does die this time of year... How about we speculate on major updates. Will mvm update land before competitive launches?
[QUOTE=Firetornado;49711901]Wow this thread really does die this time of year... How about we speculate on major updates. Will mvm update land before competitive launches?[/QUOTE] Don't post for the sake of posting, I am sure this thread will be more than alive when that """gamechanger""" this week happens.
there's not going to be anything for mvm exactly because the guy said "game changer" And I know compers don't give a shit about mvm
Actually, did anyone ever bother "speedrunning" MvM?
considering everything is on a timer, no not really
a bit offtopic, but weapon switch mechanic (i mean taking them from the ground) is just a endless source of exploits and game crashes. Yes they'll fix this pl_frontier_final exploit with heavy for sure, but then someone will find a mistake on the code or something and we'll see how to avoid that fix, or just something completely different.
Sorry i'm late but Heavy's fists should get an inspect animation the fist could diffenetly be skinable, well his gloves could.
[QUOTE=G=4//\/\3!2;49712187]Sorry i'm late but Heavy's fists should get an inspect animation the fist could diffenetly be skinable, well his gloves could.[/QUOTE] Now i just imagined "M I S H A" tattoo on his right fist xD Why only right fist? Because Misha is always right.
[QUOTE=Fluury;49712082]Actually, did anyone ever bother "speedrunning" MvM?[/QUOTE] [url]http://www.speedrun.com/tf2[/url] Yeah
So, should we expect a update today? I really want Borneo to be fixed, it's getting broken every update.
[QUOTE=Radaghast;49712211][url]http://www.speedrun.com/tf2[/url] Yeah[/QUOTE] that is desperately forced and a call for attention and acknowledgement. Imagine if killing floor had "speedruns". Completely irrelevant.
speedruns tend to be irrelevant to the main game. people do them for fun. dunno what your problem with them is
[QUOTE=Hell-met;49712794]that is desperately forced and a call for attention and acknowledgement. Imagine if killing floor had "speedruns". Completely irrelevant.[/QUOTE] It's just a fun way to challenge yourself, like all speedruns. Beating a high score in an arcade kind of way and all that.
no but [QUOTE=Hell-met;49712089]considering everything is on a timer, no not really[/QUOTE] There's no point in speedrunning MvM, it all comes down to how fast you can kill the last batch of robots. Whatever happens up to that point is irrelevant since robots keep coming at the same pace and there's no way for the players to speed it up. [editline]10th February 2016[/editline] There's no challenge or point in it except for that last batch hence it's kinda stupid.
[QUOTE=rualdcop;49712771]So, should we expect a update today? I really want Borneo to be fixed, it's getting broken every update.[/QUOTE] I hope so! I can't expect the Update to be on Friday, since something "gamechanging" will likely produce bugs, no?
MvM's populator system heavily relies on player slots available (32). If you kite a buster infinitely and have say, snipers, spawn at the same time, this can affect the next group of boys because the populator will wait for as long as necessary until there are enough free slots open. Likewise having spybots randomly get stuck in some dark corner will also affect how many main robots you face at once.Sometimes AI can also do pathing mistakes and take much longer to come down or to randomly use a flanking route. Not to mention their actual combat performance (a bot missed while it should have hit). You will never have two perfectly similar 1:1 games even on the same mission and even if the players do the very same things each time. There are way too many factors to have a meaningful "speedrun" standard in mvm. At this point these guys should be ridiculed. Even the mannup tour count is regarded as trivial these days. Somebody with 800 tours is simply refered as a regular with a lot of money and time within the community. There is no competition to be had. I guess that web page reaaaaally annoyed me.
[QUOTE=rualdcop;49712771]So, should we expect a update today? I really want Borneo to be fixed, it's getting broken every update.[/QUOTE] Alright, now here's something I don't get. The payload last point exploit is caused by a dropped weapon getting into the pit and setting off the physics trigger that's supposed to be set off by the cart, right? It's the same as the [URL="https://www.youtube.com/watch?v=1348l-lBQiA&t=1m7s"]bread exploit on Upward[/URL] from a few years ago. Any physics object could fall into the pit and set off the trigger until they updated the map to add a filter to it. But here's the thing. Dropped ammo [I]doesn't set off the trigger,[/I] right? Otherwise we would've had players set off the Upward glitch [i]years[/i] ago, by suiciding over it and dropping their weapons (back when they were ammo packs) into it, or demolishing buildables right over it (in a spot like the teleporter exit in the video) so the metal gibs would fall into it. That means there must be [I]something[/I] preventing the ammo pack entity from setting off physics triggers, like a flag on the entity or even some hard-coded thing on the trigger that tells it to ignore that one specific entity type. Why can't they just copy that same solution to dropped weapon entities, so they won't set off payload explosions any more?
I'm no expert in using Hammer but isn't there a way for the trigger to only accept the specified entity instead of just keep expanding the exception list?
[QUOTE=ThePro1234;49713174]I'm no expert in using Hammer but isn't there a way for the trigger to only accept the specified entity instead of just keep expanding the exception list?[/QUOTE] Yeah, I'm pretty sure that's how they fixed the bread/dropped weapon exploit on some maps already, but in this case, I think adding another exception would be a lot cleaner than manually updating every payload map ever to fix one bug.
[QUOTE=TwoYearLurker;49713206]Yeah, I'm pretty sure that's how they fixed the bread/dropped weapon exploit on some maps already, but in this case, I think adding another exception would be a lot cleaner than manually updating every payload map ever to fix one bug.[/QUOTE] Most maps have different payload model name, so that would not fix all of the maps anyway. The fix is quite simple. Add entity [B]filter_activator_name[/B] into map, give it [U]Name[/U] [B]filter_minecart[/B], set [U]Filter mode[/U] to [B]allow entities that match criteria[/B] and finally add [U]Filter name[/U] the same as the payload model name is, like [B]prop_payload[/B]. Then edit trigger_once at the pit area, in which the cart travels trough and add [U]Filter name[/U] to [B]filter_minecart[/B] and you are done. Maps are easy to update now since they are on the workshop but there might be issues on the servers that run them, if the author doesn't add separate name for the new version.
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