TF2 General Chat and Update Speculation Station - One of Several Edition
5,001 replies, posted
[QUOTE=Darth_Toast;52642724]Remember when there were countdowns? I'd love to see one of those again.[/QUOTE]
I'd imagine they'd do something like that, considering that they seem aware of how long we've waited.
[QUOTE=SirGentlemann;52642782]I'm ready to get up and stretch after being on Mr. Riller's Wild Ride™ for 400+ days.[/QUOTE]
But the ride never ends.
[QUOTE=Darth_Toast;52642724]Remember when there were countdowns? I'd love to see one of those again.[/QUOTE]
[QUOTE=knifekeeper;52642801]Remember ARGs? Those were great.[/QUOTE]
Overwatch had an ARG that was like 6 months of nothing but countdowns. Best of both worlds!
Just got vote kicked in a pub for "hacking chat". I guess they don't know what mvm tour prizes are 🙃
[QUOTE=bobpineapple;52643007]Just got vote kicked in a pub for "hacking chat". I guess they don't know what mvm tour prizes are [/QUOTE]
how do mvm tour prizes affect the chat for them to believe you were "hacking it".
[QUOTE=Dumpus;52642097]But if they really wanted to date to get out why didn't they just...release the date?
Saying that Valve planned to leave the release date for a major update that they know everyone is impatient about on a whiteboard because they knew that a major tf2 youtuber was going to see it and release it to the public is a little far-fetched.
Heck, if they wanted Dane to release the date they could have just told him to directly.[/QUOTE]
They are being subtle. Chances are they want it to be a surprise either way but dedicated people might have a chance of knowing it earlier. Maybe even tease a bit.
I can totally see this as Jill's doing.
Personally I'm expecting a raw 2 day update, blog post on wednesday.
It feels pretty good to have expectations with a glimpse of something substantial to hold onto.
Think about it: for what reason would any member of the TFteam write (possibly) a date on a whiteboard? I think that they can remember for themselves what the release date would approximately be. Either they wanted to hint any visitors or they were trolling them. I think the former is true.
[QUOTE=m4x;52643109]Think about it: for what reason would any member of the TFteam write (possibly) a date on a whiteboard? I think that they can remember for themselves what the release date would approximately be. Either they wanted to hint any visitors or they were trolling them. I think the former is true.[/QUOTE]
I'd bet they were scheduling a playtest.
I'm expecting multiple short but content filled days that lasts at most maybe a week following the blog post, with the update fully releasing at the end, much like the uber/pyromaina update which this update has been compared with before on terms of amounts of content
This thread will end up without anything happening.
A few reddit posts have shown what appears to be a hack that enables players to instantly cap points.
[editline]3rd September 2017[/editline]
[QUOTE=Metaru;52643090]how do mvm tour prizes affect the chat for them to believe you were "hacking it".[/QUOTE]
I'm guessing they played a two cities map and didn't click on the new items alert until they joined a normal match, thus spamming the chat with "X found robot part"
[QUOTE=chandlerj333;52643508]A few reddit posts have shown what appears to be a hack that enables players to instantly cap points.
[editline]3rd September 2017[/editline]
I'm guessing they played a two cities map and didn't click on the new items alert until they joined a normal match, thus spamming the chat with "X found robot part"[/QUOTE]
I think that this "cheat" works in familiar way to the instant bomb plant/defuse exploit in CSGO.
I have zero knowledge about this, but that cheat is basically doing some changes server-side, could be fucking with packets, i really have zero idea.
Video that shows the issue in CSGO (although they fixed there, i think)
[video=youtube;7Dm4guzNXvI]https://www.youtube.com/watch?v=7Dm4guzNXvI[/video]
EDIT
[URL="https://www.reddit.com/r/3kliksphilip/comments/666h6z/new_instant_defuse_and_bomb_explode_hack/"] reddit post that gives a better explaination for this[/URL]
Keep in mind that the whiteboard could be reminding them of their biweekly vacation to Fiji.
[QUOTE=chandlerj333;52643508]A few reddit posts have shown what appears to be a hack that enables players to instantly cap points.[/QUOTE]
This has been around for a while. It also removes player conditions like Jarate, fire, etc. and allows getting full health and ammo from any small pickups.
[QUOTE=rolfum;52643267]I'm expecting multiple short but content filled days that lasts at most maybe a week following the blog post, with the update fully releasing at the end, much like the uber/pyromaina update which this update has been compared with before on terms of amounts of content[/QUOTE]
For some reason I have this vision of a multiday update that goes for way, way too long.
DAY 75: You thought we were finished, you were wrong! Here's some more hats and a new gun(skin)! See you tomorrow!
[QUOTE=chandlerj333;52643508]A few reddit posts have shown what appears to be a hack that enables players to instantly cap points.[/QUOTE]
At least this is actual cheating - circumventing rules to win, and not just making people's lives miserable with aimbots, spam, infinite ubers et c.
Here are some completely unrealistic ideas that would make the game more polished and modern
Source 2 engine: TF2 is now ported to a modified version of the Source 2 engine, now with the Havok physics engine!
Full controller support! The whole game now supports DS4, Xbox, and Steam Controllers! Now with proper button glyphs and menu navigation!
New training system with basic and advanced modes! Now you can learn to airblast and rocket jump!
New, detailed weapon models! Now the shells actually eject in the correct place, and better yet the weapons actually have proper lighting!
New graphics options with an Ultra setting for the textures setting it to mat_picmip -10!
All of these could be done if Valve decided to hire more people to work on TF2. I would honestly see this as a 2017 game if it had these features, instead of a 2007 game.
They could probably do all of these with the current team except for Source 2.
[QUOTE=st00pid;52643708]At least this is actual cheating - circumventing rules to win, and not just making people's lives miserable with aimbots, spam, infinite ubers et c.[/QUOTE]
I asked Delfy his .demo files when he recorded a cheater doing it, I'm actually trying to find out how the client can do that and I'm comparing the actions in game with the pseudo server code I have and I'll see if I can e-mail something/a fix to valve hopefully, they are busy with the update and I doubt they will spend time on fixing that exploit/cheat anytime soon, so let's speed things up and send a fix.
[QUOTE=Cpt. Cakes;52643710]Here are some completely unrealistic ideas[/quote]
[quote]training system![/quote][quote]shells actually eject in the correct place[/quote][quote]weapons actually have proper lighting![/QUOTE]
I'm sad at the accuracy of this
[QUOTE=Benoist3012;52643721]I asked Delfy his .demo files when he recorded a cheater doing it, I'm actually trying to find out how the client can do that and I'm comparing the actions in game with the pseudo server code I have and I'll see if I can e-mail something/a fix to valve hopefully, they are busy with the update and I doubt they will spend time on fixing that exploit/cheat anytime soon, so let's speed things up and send a fix.[/QUOTE]
IIRC this is the offending LOC that allows the RemoveCond exploit: [URL]https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/player.cpp#L3072[/URL]/[URL]https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/player.cpp#L3137[/URL]
They basically turn back time during player simulation by dropping packets
(I didn't know this exploit could be used to insta cap points, but somebody on reddit or facepunch mentioned that hackers use the RemoveCond exploit to do so. I didn't test it myself, though)
[QUOTE=zoox;52643741]IIRC this is the offending LOC that allows the RemoveCond exploit: [URL]https://github.com/ValveSoftware/source-sdk-2013/blob/master/mp/src/game/server/player.cpp#L3072[/URL]
They basically turn back time during player simulation by dropping packets
(I didn't know this exploit could be used to insta cap points, but somebody on reddit or facepunch mentioned that hackers use the RemoveCond exploit to do so. I didn't test it myself, though)[/QUOTE]
What's funny is that it accepts to revert the changes.
Also said removecond code is public so that shouldn't be too much of an issue to patch that one: [url]https://github.com/nullifiedcat/cathook/blob/c6eba15cfa26e0345584bdf76b9a57a0404cf705/src/hacks/ac/removecond.cpp[/url]
Edit: Well the secret is easy then, it's just some magic with player position I suppose.
[url]https://github.com/danielmm8888/TF2Classic/blob/d070129a436a8a070659f0267f6e63564a519a47/src/game/server/trigger_area_capture.cpp#L208[/url] "CTriggerAreaCapture::StartTouch"
if you manage to spam it, you'll call CTriggerAreaCapture::CaptureThink, which then calls CTriggerAreaCapture::SetCapTimeRemaining using m_fTimeRemaining, that will then update the value of m_fTimeRemaining and since StartTouch keeps on being called you enter a loop, so that explains the instant cap I guess.
[QUOTE=RedDagger;52643735]I'm sad at the accuracy of this[/QUOTE]
Valve could fix the weapon models, it wouldn't add any extra lag to change the lighting and have a few more animations (such as the shell ejection port opening)
People are saying that they look worse because of optimization but that's not the case. They look worse because Valve was lazy when porting them over to c_models and forgot to change any of the lighting or models.
Look at the 2007 flame thrower and then look at the 2017 one. 2017 one looks like it belongs in HL2.
2007
[t]http://i.imgur.com/HugWtdN.png[/t]
2017
[t]http://i.imgur.com/ScXhsBQ.png[/t]
Try looking at some of the metal strips and bolts holding the flame thrower together, that's where you can really see the difference.
Most other weapons are fine like the Scattergun but the lighting is still messed up.
They also need to get rid of the rim lighting on the models, some of them look REALLY fugly with it on because of how much detail it washes away.
[QUOTE=Cpt. Cakes;52643781]Valve could fix the weapon models, it wouldn't add any extra lag to change the lighting and have a few more animations (such as the shell ejection port opening)
People are saying that they look worse because of optimization but that's not the case. They look worse because Valve was lazy when porting them over to c_models and forgot to change any of the lighting or models.
Look at the 2007 flame thrower and then look at the 2017 one. 2017 one looks like it belongs in HL2.
2007
[t]http://i.imgur.com/HugWtdN.png[/t]
2017
[t]http://i.imgur.com/ScXhsBQ.png[/t]
Try looking at some of the metal strips and bolts holding the flame thrower together, that's where you can really see the difference.
Most other weapons are fine like the Scattergun but the lighting is still messed up.[/QUOTE]
Weapons lighting is jacked up because Valve changed the weapon lightwarps for weapons that can have skins, but didn't bother to make unskinned stock weapons have the normal lightwarp. You can test that out by equipping a non stock weapon. They still have the old, good lighting.
[QUOTE=agrastiOs;52643813]Weapons lighting is jacked up because Valve changed the weapon lightwarps for weapons that can have skins, but didn't bother to make unskinned stock weapons have the normal lightwarp. You can test that out by equipping a non stock weapon. They still have the old, good lighting.[/QUOTE]
You're right. I just tested this by changing the lightwarp in the settings to use the normal lightwarp, and I also changed some of the values in the VMT to match the old viewmodel. Here are my results:
[t]https://i.imgur.com/K92Xpoc.jpg[/t]
[QUOTE=agrastiOs;52643813]Weapons lighting is jacked up because Valve changed the weapon lightwarps for weapons that can have skins, but didn't bother to make unskinned stock weapons have the normal lightwarp. You can test that out by equipping a non stock weapon. They still have the old, good lighting.[/QUOTE]
I'm guessing with the jungle update bringing nonstock skins they will also apply that shitty soft lightwarp and crappy phong and rimlight parameters to those nonstock weapons too, or thinking positively they might realise how shitty they made them and will fix the stock materials to look good but it's a lower chance for that to happen.
Here's a pack I made for the stock weapons that changes the lighting to match the old viewmodels:
[url]https://drive.google.com/file/d/0BxbZm1jcnVYOdXRPckowWUo1bTA/view?usp=sharing[/url]
I wonder if I could send this to Valve for them to include it in the Pyro update. It would be nice to be able to use this on Valve servers.
This actually looks better than the old viewmodels IMO, since the textures are higher quality and guns like the Scattergun aren't extremely dark
Has anyone ever bothered to make a Flamethrower fix so that it's not a low-poly mess.
[QUOTE=Cpt. Cakes;52643971]Here's a pack I made for the stock weapons that changes the lighting to match the old viewmodels:
[url]https://drive.google.com/file/d/0BxbZm1jcnVYOdXRPckowWUo1bTA/view?usp=sharing[/url]
I wonder if I could send this to Valve for them to include it in the Pyro update. It would be nice to be able to use this on Valve servers.
This actually looks better than the old viewmodels IMO, since the textures are higher quality and guns like the Scattergun aren't extremely dark[/QUOTE]
Send it to Valve, it's definitely a bug that the team oversaw.
[QUOTE=Zadrave;52644304]Send it to Valve, it's definitely a bug that the team oversaw.[/QUOTE]
naaaAaAAaaah maate, they genuinely see those materials and the soft lightwarp as an improvement, it may be that they thought the soft warp looked good on skins or something... they ain't gonna "fix" this, it isn't even a bug.
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