• Major Update Speculation XXX: cp_orange_x3 confirmed!
    5,003 replies, posted
[QUOTE=Homura;49843929]If i trade up 10 gentlemanne strange civ weapons i'll get a strange mercenary from the gentlemanne collection or a random strange mercenary? Also what about the wear level, is also random?[/QUOTE] You should get a weapon from one of the collections you included in your trade-up. So if you use 10 Gentlemanne skins as input, you will get a Gentlemanne skin as your output. Also, I'm pretty sure the wear level works in a similar manner to CS:GO. You can guarantee yourself a factory new freelancer skin by using 10 factory new civilian skins as input. However, I'm not sure what happens if you mix wear levels in TF2, such as 6 factory new and 4 minimal wear... My understanding is that TF2 float values are fixed for each wear level (e.g. 0.2 for factory new, 0.4 for minimal wear). If you mixed wear levels in your trade-up, I don't know if the wear would be rounded down to factory new, or rounded up to minimal wear. I might test this later...
[QUOTE=Cpt. Cakes;49844035]What if a server owner enables tf_competitive_mode 1 (that might be the wrong command) on their server, and they get ranks?[/QUOTE] No, you just get disconnected with a thanks for playing message at the end, and return to the lobby. The fancy scoreboard won't show up, only the old one.
- optional bool phone_verified = 19 [default = false]; - optional bool two_factor_enabled = 22 [default = false]; + optional bool competitive_beta_access = 23 [default = false]; + k_EGCMsgAccountTradeBanStatusChange = 510; + k_EGCMsgAccountLockStatusChange = 511; + k_EGCMsgDPPartnerMicroTxns = 512; + k_EGCMsgDPPartnerMicroTxnsResponse = 513; + k_EGCMsgGetIPASN = 514; + k_EGCMsgGetIPASNResponse = 515; + k_EGCMsgGetAppFriendsList = 516; + k_EGCMsgGetAppFriendsListResponse = 517; + k_EGCMsgVacVerificationChange = 518; + k_EGCMsgAccountPhoneNumberChange = 519; + k_EGCMsgAccountTwoFactorChange = 520; + k_EGCMsgCheckClanMembership = 521; + k_EGCMsgCheckClanMembershipResponse = 522; +message CMsgGCCheckClanMembership { + optional fixed64 steamid = 1; + optional uint32 clanid = 2; +} + +message CMsgGCCheckClanMembership_Response { + optional bool ismember = 1; +} + Clans? + k_EMsgGC_DailyCompetitiveStatsRollup = 6516; + k_EMsgGC_DailyCompetitiveStatsRollup_Response = 6517; + k_EMsgGC_WorldStatusBroadcast = 6518; +message CMsgTFWorldStatus { + optional bool beta_stress_test_event_active = 1 [default = false]; +} + + optional uint32 score_medal = 13; + optional uint32 kills_medal = 14; + optional uint32 damage_medal = 15; + optional uint32 healing_medal = 16; + optional uint32 support_medal = 17; + optional uint32 rank = 18; + optional uint32 kills = 9; + optional uint32 damage = 10; + optional uint32 healing = 11; + optional uint32 support = 12; + optional uint32 last_score = 13; + optional uint32 last_kills = 14; + optional uint32 last_damage = 15; + optional uint32 last_healing = 16; + optional uint32 last_support = 17; + optional uint32 score_bronze = 18; + optional uint32 score_silver = 19; + optional uint32 score_gold = 20; + optional uint32 kills_bronze = 21; + optional uint32 kills_silver = 22; + optional uint32 kills_gold = 23; + optional uint32 damage_bronze = 24; + optional uint32 damage_silver = 25; + optional uint32 damage_gold = 26; + optional uint32 healing_bronze = 27; + optional uint32 healing_silver = 28; + optional uint32 healing_gold = 29; + optional uint32 support_bronze = 30; + optional uint32 support_silver = 31; + optional uint32 support_gold = 32; + optional uint32 last_score_medal = 33; + optional uint32 last_kills_medal = 34; + optional uint32 last_damage_medal = 35; + optional uint32 last_healing_medal = 36; + optional uint32 last_support_medal = 37; + optional uint32 rating = 38; + optional int32 last_rating_change = 39; +message CMsgGC_DailyCompetitiveStatsRollup { +} + +message CMsgGC_DailyCompetitiveStatsRollup_Response { + message RankBucketEntry { + optional uint32 rank = 1; + optional uint32 records = 2; + optional uint32 avg_score = 3; + optional uint32 stdev_score = 4; + optional uint32 avg_kills = 5; + optional uint32 stdev_kills = 6; + optional uint32 avg_damage = 7; + optional uint32 stdev_damage = 8; + optional uint32 avg_healing = 9; + optional uint32 stdev_healing = 10; + optional uint32 avg_support = 11; + optional uint32 stdev_support = 12; + } + + repeated .CMsgGC_DailyCompetitiveStatsRollup_Response.RankBucketEntry rankdata = 1; +} + These appear to be medals for each stat. +CAudioSourceMP3::CAudioSourceMP3(CSfxTable*) Maybe why some sounds seem to be low quality now? +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_Response_RankBucketEntry_descriptor_ +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_Response_RankBucketEntry_reflection_ +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_Response_descriptor_ +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_Response_reflection_ +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_descriptor_ +(anonymous namespace)::CMsgGC_DailyCompetitiveStatsRollup_reflection_ +Announcer.CompFinalGameBeginsFight +Announcer.CompGameBeginsFight +Announcer.CompMatchWinBlu +Announcer.CompMatchWinRed +Announcer.CompRoundStalemate +Announcer.CompRoundWinBlu +Announcer.CompRoundWinRed +TF_COND_COMPETITIVE_LOSER +TF_COND_COMPETITIVE_WINNER In the same area as status effects like bleeding. +TF_COND_NO_TAUNTING +_mp_tournament_post_match_period +beta_stress_test_event_active +clanid + T CEquipMvMCanteenNotification::Accept() + T CEquipMvMCanteenNotification::BShowInGameElements() const + T CEquipMvMCanteenNotification::CanBeAcceptedOrDeclined() + T CEquipMvMCanteenNotification::CanBeTriggered() + T CEquipMvMCanteenNotification::Decline() + T CEquipMvMCanteenNotification::IsNotificationType(CEconNotification*) + T CEquipMvMCanteenNotification::MarkForDeletion() + T CEquipMvMCanteenNotification::Trigger() + T CEquipMvMCanteenNotification::UpdateTick() + T CEquipMvMCanteenNotification::~CEquipMvMCanteenNotification() [editline]1st March 2016[/editline] + T CTFGameRules::PlayWinSong(int) +"game_player_joined_game" "%s1 has joined the game" +"game_player_left_game" "%s1 left the game (%s2)" +"game_player_joined_team" "%s1 joined team %s2" +"game_player_joined_autoteam" "%s1 was automatically assigned to team %s2" +"game_player_changed_name" "%s1 changed name to %s2" + +"TF_Comp_Scoreboard_Score" "Score" +"TF_Comp_Scoreboard_Kills" "Kills" +"TF_Comp_Scoreboard_Damage" "Damage" +"TF_Comp_Scoreboard_Healing" "Healing" +"TF_Comp_Scoreboard_Support" "Support" +"TF_Canteen_EquipAction" "No Power Up Canteen equipped. Accept to equip your Power Up Canteen in the Action slot to use it." +"TF_Competitive_Stats_Season" "Season" +"TF_Competitive_Stats_Match" "Last Match" +"TF_Competitive_GameOver" "Game will end in %s1 seconds. It is safe to leave." +"TF_Competitive_NoData" "NO DATA" +"TF_Competitive_Stats" "STATS" +"TF_Competitive_RankUpper" "RANK:" +"TF_Competitive_Next" "NEXT:" +"TF_Competitive_Ladder" "LADDER:" +"TF_Competitive_Games" "Games:" +"TF_Competitive_HighestRank" "Highest Rank:" +"TF_Competitive_Score" "Score:" +"TF_Competitive_Kills" "Kills:" +"TF_Competitive_Damage" "Damage:" +"TF_Competitive_Healing" "Healing:" +"TF_Competitive_Support" "Support:" + +"TF_Competitive_MedalsHelp_Title" "Performance Medals" +"TF_Competitive_MedalsHelp_Text" "Medals are awarded at the end of matches to players whose performance in a particular stat considerably exceeds that of their peers for all recent competitive matches." + "MatchSummaryTeamScores" + "MatchSummaryStatsAndMedals" - "competitive_skillrating_update" + "competitive_stats_update" models/vgui/versus_doors.mdl + "MedalsHelp" competitive/comp_background_tier001a + "ModeBackgroundImage" competitive/comp_badge_ui_spotlight + if_competitive_stress_event + { + // Move up/left 10px, bump up to 20x20 + "ypos" "165" + "xpos" "c-285+205" + "wide" "56" + "tall" "56" + "image" "beta_stress" +"Resource/UI/match_summary.res" + "scriptsound" "MatchMaking.ScoreboardPanelSlide" + "scriptsound" "Announcer.CompSummaryScreenOutlierQuestion" + "scriptsound" "Announcer.CompSummaryScreenOutlierYes" + "scriptsound" "Announcer.CompSummaryScreenOutlierNo" + "scriptsound" "Announcer.CompGameBeginsFight" + "scriptsound" "Announcer.CompFinalGameBeginsFight" + "scriptsound" "Announcer.CompGame1Begins60Seconds" + "scriptsound" "Announcer.CompGame1Begins30Seconds" + "scriptsound" "Announcer.CompGame1Begins10Seconds" + "scriptsound" "Announcer.CompGameBegins05Seconds" + "scriptsound" "Announcer.CompGameBegins04Seconds" + "scriptsound" "Announcer.CompGameBegins03Seconds" + "scriptsound" "Announcer.CompGameBegins02Seconds" + "scriptsound" "Announcer.CompGameBegins01Seconds" + "scriptsound" "Announcer.CompRoundWinBlu" + "scriptsound" "Announcer.CompRoundWinRed" + "scriptsound" "Announcer.CompRoundStalemate" + "scriptsound" "Announcer.CompMatchWinBlu" + "scriptsound" "Announcer.CompMatchWinRed" + "scriptsound" "Announcer.SummaryScreenWinners" + "scriptsound" "MatchMaking.MatchEndBlueWinMusic" + "scriptsound" "MatchMaking.MatchEndRedWinMusic" + "scriptsound" "MatchMaking.RoundEndBlueWinMusic" + "scriptsound" "MatchMaking.RoundEndRedWinMusic" + "scriptsound" "MatchMaking.RoundEndStalemateMusic" + "volume" ".65" Giant Soldier sounds? 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+ T CEquipMvMCanteenNotification::Accept() + T CEquipMvMCanteenNotification::BShowInGameElements( ) const + T CEquipMvMCanteenNotification::CanBeAcceptedOrDecli ned() + T CEquipMvMCanteenNotification::CanBeTriggered() + T CEquipMvMCanteenNotification::Decline() + T CEquipMvMCanteenNotification::IsNotificationType(C EconNotification*) + T CEquipMvMCanteenNotification::MarkForDeletion() + T CEquipMvMCanteenNotification::Trigger() + T CEquipMvMCanteenNotification::UpdateTick() + T CEquipMvMCanteenNotification::~CEquipMvMCanteenNot ification() Revive canteen type confirmed. That, or it's just the default "accept equipping the canteen if you don't have it equipped". And they just needed to redefine the code.
[QUOTE=_Pai;49844160]+ k_EGCMsgDPPartnerMicroTxns = 512; + k_EGCMsgDPPartnerMicroTxnsResponse = 513;[/QUOTE] Micro Texans? New style for the [url=https://wiki.teamfortress.com/wiki/Tiny_Texan]Tiny Texan[/url] featuring an even smaller Engineer coming out of the tiny engineer's head?
Now, not to be mean but, is this the "gamechanger" ?
Anyone else notice the unused meet the medic reference [IMG]http://i.imgur.com/S9GtgfW.png[/IMG] [sp]sorry about the image size[/sp]
[QUOTE=cha0s;49844326]Anyone else notice the unused meet the medic reference[/QUOTE] Use [t] tags next time, and it's not unused, I think. I'm pretty sure the background image for the comp menu changes as you rank up, considering the last one in the files is just a bunch of money and some bullets, which is probably used for the highest ranks.
[QUOTE=MarioMaster2008;49844337]Use [t] tags next time, and it's not unused, I think. I'm pretty sure the background image for the comp menu changes as you rank up, considering the last one in the files is just a bunch of money and some bullets, which is probably used for the highest ranks.[/QUOTE] i mean the image is a reference to the soldier and sniper in the beginning of the unused meet the medic video, i could be wrong tho.
He means that it was not used in the final version of Meet the Medic. I've just noticed these while snow-like dots under badlands middle. What are these? Is it new? [t]http://i.imgur.com/JOFTIps.jpg [/t]
I mean, I wouldn't call that update gamechaning. Seeing that the Passes have yet to be given out, you think theres more to it this week?
[QUOTE=UberMunchkin;49844589]It's definitely from [url=https://www.youtube.com/watch?v=8a398ROtnqM]this outtake[/url]. It's a shame, teasing off all their SFM content but the last time it received content from a promo video was [URL="http://sourcefilmmaker.com/post.php?id=8567&p=1"]back in 2012[/URL].[/QUOTE] Not to even mention that the last update to SFM 1 was January 12, 2015. Way past a year ago.
[url=https://scrap.tf/raffles/IISNA6]as promised[/url]
[QUOTE=Snowshoe;49842895]For some reason Valve changed the regenerate.wav file (Resupply cabinet sound) and it sounds really low quality now. :what:[/QUOTE] same happened with medic's contract complete voice lines, which is very noticeable when listening to the raw sounds from the vo vpk. [B]however[/B], the resupply sounds [I]seem[/I] like low quality in game, but the vpk sound file is apparently clean. no clue why. :pudge:
So the new update seemed too of introduced a new folder in the Misc / Texture .VPK files. [IMG]http://puu.sh/nrf9Q/33f1c0086e.png[/IMG] It only has two items; one is That 70's Chapeau, but the other is... [B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG] The funny thing is, it's WAAAY over the poly limit 13,993 tris, fuck me!
[QUOTE=blueNES;49845455]So the new update seemed too of introduced a new folder in the Misc / Texture .VPK files. [IMG]http://puu.sh/nrf9Q/33f1c0086e.png[/IMG] It only has two items; one is That 70's Chapeau, but the other is... [B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG] The funny thing is, it's WAAAY over the poly limit 13,993 tris, fuck me![/QUOTE] [I]Kill that abomination with fire.[/I]
[QUOTE=blueNES;49845455]So the new update seemed too of introduced a new folder in the Misc / Texture .VPK files. [IMG]http://puu.sh/nrf9Q/33f1c0086e.png[/IMG] It only has two items; one is That 70's Chapeau, but the other is... [B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG] The funny thing is, it's WAAAY over the poly limit 13,993 tris, fuck me![/QUOTE] So when the jack is picked up it will turn into a hat..?
[QUOTE=Makzu;49845527]So when the jack is picked up it will turn into a hat..?[/QUOTE] Or probably a new achievement hat. Also this new Civilian Stat'o'clock thing is neat. Bought a FN Smalltown Bringdown yesterday for like 0.12 cents and i used the clock on it. [t]http://i.imgur.com/JOa8OrJ.jpg[/t] Sold it and made 2.30 euros.
[QUOTE=blueNES;49845455]So the new update seemed too of introduced a new folder in the Misc / Texture .VPK files. [IMG]http://puu.sh/nrf9Q/33f1c0086e.png[/IMG] It only has two items; one is That 70's Chapeau, but the other is... [B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG] The funny thing is, it's WAAAY over the poly limit 13,993 tris, fuck me![/QUOTE] Ew. Looks like it belongs in the workslop thread. Maybe they want people.to play passtime again, so they are doing this like the doomsday hat? I mean passtime is basically dead on arrival.
The Smalltown Bringdown being strange is the closest thing we'll ever get to having the Rocket Jumper be strange. Use it well.
[QUOTE=blueNES;49845455]So the new update seemed too of introduced a new folder in the Misc / Texture .VPK files. [IMG]http://puu.sh/nrf9Q/33f1c0086e.png[/IMG] It only has two items; one is That 70's Chapeau, but the other is... [B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG] The funny thing is, it's WAAAY over the poly limit 13,993 tris, fuck me![/QUOTE] Jesus christ, that thing doesn't even look like a hat up close, how bad will it look farther away?
[QUOTE=Rajikaru;49845605]Jesus christ, that thing doesn't even look like a hat up close, how bad will it look further away?[/QUOTE] [IMG]http://puu.sh/nrgD0/aa2dd3cf92.png[/IMG] The only LOD. 2,467 tris. [I][sp]This is the best secret ever.[/sp][/I]
[QUOTE=blueNES;49845455][IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG][/QUOTE] That's a bit much, don't you think Valve?
[QUOTE=austin0331;49842690]Here is an accurate, scientific representation of what we will see at the end of [B]literally every[/B] comp game [t]https://i.gyazo.com/f6f56437e366f567bcd0c8cde17cd934.jpg[/t] my graphic design experience coming in very useful here[/QUOTE] correct [t]http://i.imgur.com/Fl6c1gT.png?1[/t] [editline]1st March 2016[/editline] [QUOTE=Steel & Iron;49845624]That's a bit much, don't you think Valve?[/QUOTE] no it's ok [t]http://i.imgur.com/Xkk1Wll.png[/t] this is a background object in the sourcevr performance test [t]http://i.imgur.com/f67q1Nf.jpg[/t]
[QUOTE=Cpt. Cakes;49845687]no it's ok [t]http://i.imgur.com/Xkk1Wll.png[/t] this is a background object in the sourcevr performance test[/QUOTE] Which is running in Source 2, not the horrific pile of duct tape that TF2 runs on.
[QUOTE=Saikyo;49845604]The Smalltown Bringdown being strange is the closest thing we'll ever get to having the Rocket Jumper be strange. Use it well.[/QUOTE] Welp decided to keep it. And i'll probably rename it with a rocket jumper pun or something.
[QUOTE=blueNES;49845455][B][I]JackHat[/I][/B] [IMG]http://puu.sh/nrf1G/24311b55fb.png[/IMG][/QUOTE] alright, but seriously, what is the jack even supposed to be in capture the flag, the flag is called the intelligence instead, because you're stealing top secret files from your enemies. in payload, the moving control point is called the payload instead, because you're delivering an explosive to the enemy base to blow it up. even in robot destruction, the points are called power cores instead, because you're gathering them to power up a reactor. in pass time, the ball is called the jack instead, because ??? what even is a jack? it's nothing. it's just an ugly green spikeball with some parts attached to it. either just call it a ball or replace it with something actually meaningful, because as it stands now, calling it a "jack" instead is completely meaningless and doesn't add anything.
[QUOTE=TwoYearLurker;49845764]alright, but seriously, what is the jack even supposed to be in capture the flag, the flag is called the intelligence instead, because you're stealing top secret files from your enemies. in payload, the moving control point is called the payload instead, because you're delivering an explosive to the enemy base to blow it up. even in robot destruction, the points are called power cores instead, because you're gathering them to power up a reactor. in pass time, the ball is called the jack instead, because ??? what even is a jack? it's nothing. it's just an ugly green spikeball with some parts attached to it. either just call it a ball or replace it with something actually meaningful, because as it stands now, calling it a "jack" instead is completely meaningless and doesn't add anything.[/QUOTE] It's like a repurposed Rollermine that was made into a bomb Why RED and BLU are running around tossing a sports bomb instead of just killing each other is the real question
[QUOTE=Trekintosh;49845731]Which is running in Source 2, not the horrific pile of duct tape that TF2 runs on.[/QUOTE] it's also a "performance test", kind of in the name.
[QUOTE=TwoYearLurker;49845764]alright, but seriously, what is the jack even supposed to be in capture the flag, the flag is called the intelligence instead, because you're stealing top secret files from your enemies. in payload, the moving control point is called the payload instead, because you're delivering an explosive to the enemy base to blow it up. even in robot destruction, the points are called power cores instead, because you're gathering them to power up a reactor. in pass time, the ball is called the jack instead, because ??? what even is a jack? it's nothing. it's just an ugly green spikeball with some parts attached to it. either just call it a ball or replace it with something actually meaningful, because as it stands now, calling it a "jack" instead is completely meaningless and doesn't add anything.[/QUOTE] Jack shit.
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