Major Update Speculation XXX: cp_orange_x3 confirmed!
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I do all of the above, and go one further: I disable that final cart trigger until the cart has passed one of the last path_tracks. Then even if I screwed something up with my filter names (like I changed the name or replaced the cart in a later version or something), the trigger simply won't work until the cart is almost at the end anyway.
Speaking of payload, I submitted an update to pl_snowycoast a few days ago, so perhaps we'll see that in an update this week (fingers crossed).
I get so defensive when people say something bad about TF2 lately. I enjoy playing the game a lot and I just tend to ignore everything that's bad about it. I know it's not a very good thing to do, but it breaks my heart to see so many people that liked TF2 say that it's terrible now.
TF2 is by no means a terrible game, it's a great game that's had a lot of bad decisions regarding headwear made to it.
[QUOTE=EpicRandomnes;49715125]TF2 is by no means a terrible game, it's a great game that's had a lot of bad decisions regarding headwear made to it.[/QUOTE]
the hats aren't where the bad decisions were made, worst offender is a couple ugly and unfitting ones
quickplay is the big mistake
[QUOTE=knifekeeper;49715067]I get so defensive when people say something bad about TF2 lately. I enjoy playing the game a lot and I just tend to ignore everything that's bad about it. I know it's not a very good thing to do, but it breaks my heart to see so many people that liked TF2 say that it's terrible now.[/QUOTE]
For the most part I don't have any issues defending TF2.
Most of the criticism boils down to "there are hats now" and the rest is ridiculous prejudice like "they added 300 overpowered guns it's a shitshow now"
It's an understandable concern if you saw the uber update unfold and ignored the game ever since. The former argument more often than not simply means they got bored of the game early on which is just fine, but there's no need to make up shitty excuses.
Don't get me wrong, I still love TF2 but the way Valve has been lately as a company puts its future in jeopardy, and that worries me.
[QUOTE=Drury;49715435]For the most part I don't have any issues defending TF2.
Most of the criticism boils down to "there are hats now" and the rest is ridiculous prejudice like "they added 300 overpowered guns it's a shitshow now"
It's an understandable concern if you saw the uber update unfold and ignored the game ever since. The former argument more often than not simply means they got bored of the game early on which is just fine, but there's no need to make up shitty excuses.[/QUOTE]
While I love TF2 I do think there are some pretty bad things that happened to it. Quickplay was one and so is SV_Pure and the trading stuff is pretty annoying but I still think the positives of it outweigh the negatives overall and I have a feeling TF2 will last atleast 1 year over a decade I mean sans a few weapons the game is expertly balanced and still feels fun to play and pull off crazy tactics
The "hats ruined it" criticism is a bit much, but I can't deny someone coming back from a few years' hiatus saying that the game got pretty ugly now, at least where the players are concerned. Especially stuff like unusuals or overly flagrant paints can be a bit... much.
All it really needs, though, is a "Don't show cosmetics" option. It's kind of telling that Overwatch immediately installed that, day one :v:
[QUOTE=Drury;49715435]
Most of the criticism boils down to "there are hats now" and the rest is ridiculous prejudice like "they added 300 overpowered guns it's a shitshow now"
[/QUOTE]
I like people that want more weapons in the game, but then complain about all the weapons being unbalanced.
So where is that update we were supposed to be getting in "less than 24 hours" two days ago?
[QUOTE=Tinker;49715492]
All it really needs, though, is a "Don't show cosmetics" option. It's kind of telling that Overwatch immediately installed that, day one :v:[/QUOTE]
I was just about to suggest hatless servers. I want to try playing TF2 with cosmetics disabled, it would probably feel really fresh at this point.
[QUOTE=facepunched8;49715599]So where is that update we were supposed to be getting in "less than 24 hours" two days ago?[/QUOTE]
With the comic that was meant to come out quicker than the last.
[QUOTE=Tinker;49715492]The "hats ruined it" criticism is a bit much, but I can't deny someone coming back from a few years' hiatus saying that the game got pretty ugly now, at least where the players are concerned. Especially stuff like unusuals or overly flagrant paints can be a bit... much.
All it really needs, though, is a "Don't show cosmetics" option. It's kind of telling that Overwatch immediately installed that, day one :v:[/QUOTE]
Then again, cosmetics aren't essential to Overwatch' monetization scheme.
Hey, look at me defending TF2 :downs:
[editline]11th February 2016[/editline]
[QUOTE=knifekeeper;49715559]I like people that want more weapons in the game, but then complain about all the weapons being unbalanced.[/QUOTE]
Hey I want more weapons in the game.
We can afford it now that the game is finally somewhat balanced.
How quickly does dota 2 and cs go update vs tf2? In terms of big updates
CSGO hasnt gotten a real Operation since last Spring, just monthly smaller updates with engine improvements or small game changes, such as one new weapon or new animations being released as Valve finishes them.
DOTA has had just about the same schedule as TF2, just a bit more comp focused with the "Compendiums" instead of the TF2 stamps/coins, and Dota got its first Operation with their form of Contracts back in January (its a mix of TF2's item winning system with CSGO's Operation map).
tl'dr: CSGO gets monthly updates releasing a "piece" of an update at a time, DOTA is about the same as TF2
Has anyone done a speedrun of TF2 training mode?
[QUOTE=TwoYearLurker;49713001]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?[/QUOTE]
I can give you some insight to this.
The trigger is flagged to set off whenever a specific entity type hits it, which is physics objects. Physics objects in this case, are props that are affected by physics, which means almost all models in the game. The ammo is not actually a prop though, it has a specific entity, item, which it shares with health, it doesn't come under props at all. The buildables are debris, which doesn't count - the triggers are not flagged to trigger on physics debris, which I think is why gibs don't trigger it either. [URL="https://developer.valvesoftware.com/wiki/Trigger_once"]You can find the flags here.[/URL]
But, the fix is very easy.
So when you're making a door, it works the same way, you create a trigger, and then you can put a filter on it, if it would be a red spawn door, you allow only red to activate it using filter_team_red.
Similar to this, the trigger on the end of a payload level, can be filtered to only match certain inputs. On badwater, it filters by name starting with minecart using filter_activator_name. This makes the exploit impossible and it's an extremely easy fix - 5 minutes maximum time to apply fix.
Fun fact, since the minecart is actually a physics object, it's theoretically possible to knock the bomb out of the pit, during the falling towards the trigger, but this is probably impossible without a set up.
edit, I see now someone posted this already, sorry team (
Going by what the guy said tonight should be the night for something "game changing", right? As in, in around 16+~ hours from now.
Also ;
[url]http://www.teamfortress.tv/31638/updating-cp-snakewater[/url]
[QUOTE=Fluury;49718311]Going by what the guy said tonight should be the night for something "game changing", right? As in, in around 16+~ hours from now.
Also ;
[url]http://www.teamfortress.tv/31638/updating-cp-snakewater[/url][/QUOTE]
I hope
Wait, when did he say that Thursday was the "game changing" day?
[QUOTE=pepetoads;49718501]Wait, when did he say that Thursday was the "game changing" day?[/QUOTE]
I think he's just going off usual update days. We'll see :)
Speaking of upcoming update :
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=111610590&searchtext=update[/url] Doc's Holiday gonna be paintable
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=111329952&searchtext=update[/url] Mutton Mann gonna be equipable for more classes (updated by my request xD)
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=94059900&searchtext=update[/url] Exorcisor gonna be multi-class
[QUOTE=pepetoads;49718501]Wait, when did he say that Thursday was the "game changing" day?[/QUOTE]
[QUOTE=Mould;49719032]I think he's just going off usual update days. We'll see :)[/QUOTE]
It's the last day possible.
Something "gamechanging" will create bugs, and if they are doing it on Friday bugs will be left, so it'll likely be today and friday to clean up.
[QUOTE=Fluury;49719657]It's the last day possible.
Something "gamechanging" will create bugs, and if they are doing it on Friday bugs will be left, so it'll likely be today and friday to clean up.[/QUOTE]while you're probably right, it wouldn't be the first time they release a bug fix update on saturday
i don't think, anyway
Remember that the [URL="https://twitter.com/RealTalk_TF"]realtalk.tf[/URL] twitter (an "unofficial" source) said it may be postponed due to an unexpected MM bug
[QUOTE=ElderLolz;49719772]If there's gonna be an update, then today.[/QUOTE]
But if it was scheduled for today, then its next month. :eng101:
I hope they already fixed gift wraps and now they are waiting to put that patch in the nearest update of the game.
I have a feeling the beta will go out to a handful of youtubers and streamers first to generate hype, but then again that wouldn't be much of a "literal game changer"
[QUOTE=Jhejh poT;49719292]Speaking of upcoming update :
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=111610590&searchtext=update[/url] Doc's Holiday gonna be paintable
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=111329952&searchtext=update[/url] Mutton Mann gonna be equipable for more classes (updated by my request xD)
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=94059900&searchtext=update[/url] Exorcisor gonna be multi-class[/QUOTE]
Is the Exorcisor still restricted? Then what's the point?
[QUOTE=Totenkreuz;49720137]Is the Exorcisor still restricted? Then what's the point?[/QUOTE]
It is one of those halloween items that did not get restricted, like the rump o' lantern.
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