• Major Update Speculation XXX: cp_orange_x3 confirmed!
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[QUOTE=Snowshoe;49667842]Please no Source 2.[/QUOTE] you have no idea how many things it would bring. orange box branch is outdated.
We have no idea how much would break. I mean, SteamPipe was bad enough, Source 2 will break so much more. Especially seeing as, currently, sv_pure isn't a thing with Source 2.
I just want TF2 optimized/reworked in a way that we could have more cosmetics without killing people's computers. Gotta do it in a way that physics and gameplay are unaffected.
[QUOTE=testinglol;49668165]you have no idea how many things it would bring. orange box branch is outdated.[/QUOTE] TF2 hasn't been on the Orange Box engine in years. TF2 is on one of (if not the) most updated versions of the Source 1 engine, excluding CS:GO's lighting system and some features used in singleplayer games like Portal 2/L4D2. It's certainly ahead of 2013, 2009, and 2007. Source 2 will pretty much break every mod (client and server) as we know it. Maps and textures/models can be ported over but that's all I've seen.
[QUOTE=Jetamo;49668206]We have no idea how much would break. I mean, SteamPipe was bad enough, Source 2 will break so much more. Especially seeing as, currently, sv_pure isn't a thing with Source 2.[/QUOTE] [B]"You can't make an omelette, without breaking some eggs"[/B]
[QUOTE=X marks it;49668358][B]"You can't make an omelette, without breaking some eggs"[/B][/QUOTE] Sometimes you really don't need an omelette though. I'm neutral to porting TF2 to Source 2. It might fix things; it might not. It might break things; it also might not.
Rule of thumb is that it will probably break things before it fixes it.
The problem with overhauling TF2 under the hood could mean a mass breakage of many mods including custom HUDs, plugins, scripts, etc. with no easy way to migrate. Valve seems committed to adding performance enhancements in TF2's current engine (they added texture streaming a few months ago, with another performance update yet to come), and personally that's how I want things to stay. The VPK thing would be a walk in the park compared to Source 2. Trust me.
[QUOTE=Snowshoe;49668421]The problem with overhauling TF2 under the hood could mean a mass breakage of many mods including custom HUDs, plugins, scripts, etc. with no easy way to migrate. Valve seems committed to adding performance enhancements in TF2's current engine (they added texture streaming a few months ago, with another performance update yet to come), and personally that's how I want things to stay. The VPK thing would be a walk in the park compared to Source 2. Trust me.[/QUOTE] Source 2 might not be the huge change people expect from it anyway, it might be just better to continue iterating on TF2's current build of Source and bring stuff from Source 2 over to it. SFM is already like 70% Source 2 code (iirc) and it's not that different from TF2's version of Source.
I just want new Stranges and all-class Crowbar melee
[QUOTE=Spectre1406;49668634]I just want new Stranges and all-class Crowbar melee[/QUOTE] valve would probably just take the model from the HL2 files and pop it into tf2.
[QUOTE=Spectre1406;49668634]I just want new Stranges and all-class Crowbar melee[/QUOTE] Strangifiers for all weapons(and be careful with making ultra-rare unobtaniums) Chemistry sets for all weapons and most major cosmetics that aren't super rare. The chemistry sets already take a good amount to get the result out. I like the idea of X amount of items to get a special one. Australiums for more weapons as well. Also the [URL="https://wiki.teamfortress.com/w/images/2/2c/Botkiller_Wrench_Uranium_1st_person.png?t=20140114222740"]unused uranium botkiller[/URL] would be sweet. And the all-class crowbar would be awesome. I'd be 100% fine with it being the HL2 model too.
[QUOTE=_Dalek;49668708]Strangifiers for all weapons(and be careful with making ultra-rare unobtaniums) Chemistry sets for all weapons and most major cosmetics that aren't super rare. The chemistry sets already take a good amount to get the result out. I like the idea of X amount of items to get a special one. Australiums for more weapons as well. Also the [URL="https://wiki.teamfortress.com/w/images/2/2c/Botkiller_Wrench_Uranium_1st_person.png?t=20140114222740"]unused uranium botkiller[/URL] would be sweet. And the all-class crowbar would be awesome. I'd be 100% fine with it being the HL2 model too.[/QUOTE] The deal with strangifiers for all weps is that it could kill prices. Like I know you did say (careful with the ultra-rare unobtaniums) but it'd still bring all stranges down to whatever price the strangifier is. I'm assuming you mean a universal strangifier that is
I'm thinking of Black Mesa crossover once the game's out of Early Access.
It's all in the workshop and ready to go, so I don't see why not
[QUOTE=Spectre1406;49668866]I'm thinking of Black Mesa crossover once the game's out of Early Access.[/QUOTE] That'd be badass
[B]-Added a Gordon Freeman announcer voice pack![/B]
[QUOTE=Dookas;49668864]The deal with strangifiers for all weps is that it could kill prices. Like I know you did say (careful with the ultra-rare unobtaniums) but it'd still bring all stranges down to whatever price the strangifier is. I'm assuming you mean a universal strangifier that is[/QUOTE] I was thinking weapon-specific strangifiers. Certain things are far too rare, such as HHHH, and others are just not in the game at all. I'd like to strangify my collector's scorch shot, but I don't wanna pay $5+ to do so.
[QUOTE=_Dalek;49668996]I was thinking weapon-specific strangifiers. Certain things are far too rare, such as HHHH, and others are just not in the game at all. I'd like to strangify my collector's scorch shot, but I don't wanna pay $5+ to do so.[/QUOTE] The best way for Valve to allow all weapons to have strangifiers without making current prices plummet even more would be to add blank Strangifier Chem sets where whatever strange weapon put in is the weapon the strangifier output is. Then add the weapons without stranges to new supply crates. That way, existing stranges won't go down in price (may actually go up) and all of the qualities can have strange counting applied to them. I could easily see a rise in the value of all qualities across the board if Valve were to do this, and it would make people who want to track kills but also use high quality items happy.
[QUOTE=pepetoads;49668948][B]-Added a Gordon Freeman announcer voice pack![/B][/QUOTE] "..." Really though it should be that HLDM robot voice.
[QUOTE=TectoImprov;49669589]"..." Really though it should be that HLDM robot voice.[/QUOTE] Just get Ross Scott to be the announcer and we'll be ready to go.
[QUOTE=chandlerj333;49667771]pd_trumpwall[/QUOTE] [img]http://i.imgur.com/prt3o5i.png[/img]
[QUOTE=Rajikaru;49652018]At this point the hype has died out so much that even if the comic were released tomorrow, chances are that's when people would even care. It's been, what, 2 years since the comic started? And we've only gotten ~5 chapters?[/QUOTE] Actually, it's getting closer to three years. The first chapter came out August 28th 2013. (Which is close to the amount of the last time we had a MVM update that wasn't bug fixes. Go figure.) Originally we were getting 2-3 a year updates, but last year we got only one update, despite promises from Pinkerton that it would come much faster and we'd get an update every 3-4 months. Which was...7 months ago. And technically it's six chapters if we're counting the catch up comic. I don't usually as that's less TF comics and more a general "in case you weren't paying attention." update. It's grouped with TF comics, but it never felt a part of those comics to me. If they manage to bump it back up to two updates a year, we'll have the comic finished out by the the end of 2016. If it's back to once a year updates, though... then the comic might be finished in 2017-2018. Might being the key word here. We've yet to see anything from Pinkerton's "the updates are going to come much faster now." For me, the wait time had nothing to do with my hype loss. The unceremonious dropping of plots I was interested in and shoving in a whole new thing at the very end, along with poor editing and shoving too much plot into infodumps was what killed it for me. If the whole plot was supposed to be "The Admin was the true evil all along" that would've been a great end after Gray Mann had a fitting arc and got his last stand. It'd be a wonderful hook for the next set of comics that was teased as possibly happening on Pinkerton's twitter. But as it is, dropping the MVM plot for the Admin Is Eviler Than We Even Thought or Admin Is The True Evil, that's shoving a ton of info dumping into two chapters. I don't know how they'll manage the end of the Australium plot, possibly tying up Scout's father plot, the rest of the TFC plot and any tied up loose ends to the MVM plot and whatever they're doing with Miss Pauling plot in two chapters. Thematically, they should've just stuck with the MVM plot, then gone on to a middle case of the TFC betrayal plot, and gone on with the Admin Is Evil plot. It would've taken longer, but ultimately it would've resulted in a smoother narrative. There's real potential in the TFC plot, but everything is so rushed that we don't even get to see key things, like how would Heavy react to Medic betraying the group, since the game showed they've always been close comrades. How is Engineer going to deal with fighting against his father? As it stands now, the TFC were just brought in to be killed. Occasionally they say something like an in joke (the classic pyro is female! Look at that Spy do..spy things!) but we know little more than we started, and that means other characters are getting shafted for characters who could've been replaced with Scoutbots who said nothing but Beep Boop and added just as much dramatic effect. As it is, I don't even know what they'd do in a sequel comics Pinkerton was talking about. The TFC are about to be killed off, the Admin may be dead by the end of the comic, the Australium plot that's been going on since Pyromania is about to wrapped up. I can see plenty of room with the campaigns considering that they mostly focus on day to day things and humorous quips by Miss Pauling, but unless they pull some more worldbuilding and plot out, the writers wrote themselves into a corner, took to long to do it and ruined a perfectly good plot in the process with meandering and being indecisive about what the narrative really was about. Though, seeing how long MVM has been abandoned makes me sad all over again. I really liked MVM and everything connected to it, and to see them just randomly drop it and clumsily tie up the lore surrounding it is pretty disheartening. Typical Valve behavior given all the other things they've dropped (like replays, duels, etc) but it still is disappointing. As much as I like the classic TF2 version, MVM is just a blast with friends. In classic PVP my friends are always getting autobalanced, and pocketing my one friend makes me kind of an asshole. With a smaller group, I can easily spread the healing around without having to ditch the people I logged on to spend time with.
[QUOTE=Snowshoe;49668421]The problem with overhauling TF2 under the hood could mean a mass breakage of many mods including custom HUDs, plugins, scripts, etc. with no easy way to migrate. Valve seems committed to adding performance enhancements in TF2's current engine (they added texture streaming a few months ago, with another performance update yet to come), and personally that's how I want things to stay. The VPK thing would be a walk in the park compared to Source 2. Trust me.[/QUOTE] [QUOTE]The problem with overhauling TF2 under the hood could mean a mass breakage of many mods including custom HUDs, plugins, scripts, etc. with no easy way to migrate.[/QUOTE] Well, yes. It's a [I]completely[/I] different engine - of course mods will break and have to be ported over. In saying that however, with the right tools and code back end- it's not as hard as you are assuming. I'm using FO4 as an example. It's a completely new engine compared to FO3, NV and Skyrim but mods from Skyrim can be ported over using FO4Edit (I've ported over custom armours using that method into FO4 and it was pretty painless). [U]That's [I]without[/I] the actual SDK[/U]. It'll be leagues easier with the SDK, but at the moment it's hardly a humongous challenge. All we needed was the right code back end (it loads esp/esm files just like the previous games) and a tool to make it (FO4Edit). [QUOTE]Valve seems committed to adding performance enhancements in TF2's current engine (they added texture streaming a few months ago, with another performance update yet to come), and personally that's how I want things to stay. [/QUOTE] Have you seen the spaghetti code for TF2? A lot of the performance 'enhancements' are long overdue primarily due to the spaghetti code, where 1 wrong move and the entire thing comes crashing down. Don't get me wrong here, I think it's great VALVe are still updating TF2 with patches like this where other developers would have abandoned it by now and either made a sequel (or 3) or just abandoned it and that's it but in this case, there's only so much VALVe can do before they're forced to [I]abandon [/I] TF2 due to engine constraints. It's like R* and GTA Online on the PS3/360. They want to add new content to that platform, but due to hardware limitations - they can't. The same sort of story can (eventually) be applied to TF2. In order to keep TF2 alive, the engine must be re-written to remove this potential issue - hence the Source 2 port. It's not going to happen for a long time, but to have the knowledge that they're working on a Source 2 port for TF2 would be much better than radio silence and TF2's eventual forced death. Mods etc can be ported over with time to a new engine, but TF2's lifespan on it's current engine is slowly dwindling as more items are added and more spaghetti code/workarounds for inefficient code is added. [QUOTE] and personally that's how I want things to stay.[/QUOTE] You sound like you fear change, and assuming VALVe won't have 2 forks of TF2: Old TF2 and Source 2 TF2 as they did with Dota (Dota 2 and Dota Reborn). With that mindset, [B][I]NOTHING[/I][/B] would ever be updated and we'd still be using programs from the early 90s-00s because "It'll break X; Can't handle it temporarily breaking X". As I've already mentioned, if we all have this mindset - TF2 will become an abandoned, low-performance mess with no future of updates. Dare I say it - this is a required update.
[QUOTE=Zenamez;49670662] I'm using FO4 as an example. It's a completely new engine compared to FO3, NV and Skyrim but mods from Skyrim can be ported over using FO4Edit (I've ported over custom armours using that method into FO4 and it was pretty painless). [U]That's [I]without[/I] the actual SDK[/U]. It'll be leagues easier with the SDK, but at the moment it's hardly a humongous challenge. All we needed was the right code back end (it loads esp/esm files just like the previous games) and a tool to make it (FO4Edit). [/QUOTE] Fallout 4 isn't running on a new engine, its an updated/modified version of the one Bethesda has been using for their past few games. 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.
I have no real basis for this of course but I think the competitive stuff (namely some invites getting sent out) might start tonight. It's been a week since the Steam group was made and when b4nny did the Q&A he said Valve want to expand the beta "rapidly". I think.
[QUOTE=Upgrade;49667478]The stairs here were really annoying. You would run up the stairs and the tiny top ledge would suddenly stop you and force you to jump over it.[/QUOTE] Dunno what you were bumping into. The clipping there has always been flush: [quote][img]http://i.imgur.com/JktgJDL.jpg[/img][/quote]
[QUOTE=Freeze;49671469]I have no real basis for this of course but I think the competitive stuff (namely some invites getting sent out) might start tonight. It's been a week since the Steam group was made and when b4nny did the Q&A he said Valve want to expand the beta "rapidly". I think.[/QUOTE] Aye, the Hype through that announcement has been high, they should likely use it instead of letting the group kinda rot.
[QUOTE=EArkham;49671721]Dunno what you were bumping into. The clipping there has always been flush:[/QUOTE] 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=EArkham;49671721]Dunno what you were bumping into. The clipping there has always been flush: [t]http://i.imgur.com/JktgJDL.jpg[/t][/QUOTE] 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. [t]http://i.imgur.com/fwW1Dy5.jpg[/t] It gives a completely different impression that you can easily waltz off the platform, but the invisible walls are still there. Trying to walk up the stairs diagonally to reach the health looks plausible, but will get you stuck on the invisible wall. [t]http://imgur.com/9mOQYzk.jpg[/t] They block shots as well and people appear to float when they stand on the "fence".
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