• Final Major Update Speculation V37 - This is the last MUS thread. Speculate in General Chat.
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[QUOTE=Jboby1;52368653]Just throwing this out there, don't really believe it myself, but it might be an ARG.[/QUOTE] nay, after takin' a closer look, it seems t' be many, [I]many[/I] years out of date, only goin' as far as the MVM update. in fact, as far as i can see, it be the same as [url=http://steamcommunity.com/sharedfiles/filedetails/?id=97406463]the STS pirate language pack[/url] released around th' same time, in [I]september 2012.[/I] pirate speak aside, this looks like old unused content that got shipped by accident or as a joke. it's a lot of fun to read through, but it would be totally impractical to use in-game since everything added in the last five years would have missing strings. hope you like having a "MMenu_PlayList_Casual_Button" button right in the middle of your main menu alongside all the quirky pirate text. :v:
[QUOTE=Upgrade;52367099]The in-game tips were community-submitted. Remember the Frying Pan/Shovel one?[/QUOTE] Valve still accepted it into their game.
[QUOTE=ComodoreBluth;52368747]I think the Steam pirate translation is a test or a joke, if you look at the [URL="https://translation.steampowered.com/"]STS stats[/URL] pirate is something that's not really actively worked on like real languages. It's not nearly done enough to actually be usable and as far as I know there's no way for someone to actually use it.[/QUOTE] in CSGO you can do -language pirate in launch options but that doesn't work with TF2
[QUOTE=Mockingbird;52366446]I honestly found it pretty annoying that the bison could long range spam and deal damage that varied wildly according to arcane map position details. I never really thought about it before the nerf, but I don't know if I want soldier to have a long range harassment secondary, especially one with such a gauzy projectile.[/QUOTE] lol just move to the side
[QUOTE=TwoYearLurker;52368774]nay, after takin' a closer look, it seems t' be many, [I]many[/I] years out of date, only goin' as far as the MVM update. in fact, as far as i can see, it be the same as [url=http://steamcommunity.com/sharedfiles/filedetails/?id=97406463]the STS pirate language pack[/url] released around th' same time, in [I]september 2012.[/I] pirate speak aside, this looks like old unused content that got shipped by accident or as a joke. it's a lot of fun to read through, but it would be totally impractical to use in-game since everything added in the last five years would have missing strings. hope you like having a "MMenu_PlayList_Casual_Button" button right in the middle of your main menu alongside all the quirky pirate text. :v:[/QUOTE] If they have an automated process for pulling the latest strings from STS each time they want to do a localization file update, then there is a good chance that they might pull pirate each time from now on, so in theory we could keep it up to date. Checked it, there are about ~6000 strings waiting to be translated. So if anyone's feeling up to it, 'ave at it mateys.
[QUOTE=ComodoreBluth;52368747]I think the Steam pirate translation is a test or a joke, if you look at the [URL="https://translation.steampowered.com/"]STS stats[/URL] pirate is something that's not really actively worked on like real languages. It's not nearly done enough to actually be usable and as far as I know there's no way for someone to actually use it.[/QUOTE] Minecraft hasn't something similar ? the pirate language [B]EDIT[/B]: it has [IMG]http://static.fjcdn.com/pictures/Minecraft+pirate+language+its+my+own+repost+i+fixed+it_2f7173_3168546.jpg[/IMG]
In regards to the custom soundscapes on Workshop uploads and the -prerelease branch. [img]http://i.imgur.com/YrUnsbC.png[/img] Moreso important for mappers - essentially, you have nothing to worry about or any extra work to put in at the moment.
I am curious on how the art pass will happen now for these maps, since there will be no prerelease of the Jungle assests.
[QUOTE=CoolJosh3k;52368999]I am curious on how the art pass will happen now for these maps, since there will be no prerelease of the Jungle assests.[/QUOTE] The mapping community has been doing absolute wonders with assets made by mappers themselves and even friends of mappers who know what others need and want. Just watching from the sidelines personally, there have been many beautiful jungle-themed maps made without any Valve-made assets at all. Mappers have been kicking butt with what they do. If specific prop packs don't have what some mappers need, a lot of the time they'll whip them up on a whim to share amongst everyone. I've seen custom assets such as new palm trees and region-specific props made for a lot of these mappers alone. The TF2Maps/mapping community in general have all this down-pat, I'm really surprised at what they've accomplished by themselves. I don't think there's any worry to have at this point.
[QUOTE=CoolJosh3k;52368999]I am curious on how the art pass will happen now for these maps, since there will be no prerelease of the Jungle assests.[/QUOTE] There's quite a few jungle-y asset packs out there, combined with Borneo stuff I'd imagine its quite possible to get a fully artpassed map out of them. Also the community is full of modellers and texture artists, I'm sure if the map is promising enough then it'd be possible to ask someone nicely for some custom stuff.
[QUOTE=TwoYearLurker;52368774]it would be totally impractical to use in-game since everything added in the last five years would have missing strings. [/QUOTE] So nothing would be amiss then?
[QUOTE=CoolJosh3k;52368999]I am curious on how the art pass will happen now for these maps, since there will be no prerelease of the Jungle assests.[/QUOTE] There are many resources readily available for mappers working on submissions for the Jungle update, with plenty of other members in the community that'd be more than willing to help with assets, I'm sure. If anyone needs any help with their map or assets, [url=http://tf2maps.net/]TF2Maps[/url] is always a good place to ask and start. [b]Edit:[/b] Guess we had a hive mind moment there, but hey, it works!
Imagine all those map makers who were waiting for the assets, but now realise they have about 2 weeks or so to do an art pass using community made assets. In other news, I tried playing around with modifying the Bison. Seems it was changed by adding more bandaids, rather than a proper coding treatment. For example, trying to force damage to be 55 per hit with no reduction, just does not work at all. Hooked the damage values and server data even tells me 55.0, even though it does not in fact do this.
[QUOTE=CoolJosh3k;52370091]Imagine all those map makers who were waiting for the assets, but now realise they have about 2 weeks or so to do an art pass using community made assets. [/QUOTE] I'd imagine there aren't many and the group that isn't aware of this is small. TF2 mapping community is relatively small in the first place. Just look at how many people actually have taken part on the jungle themed maps right now on the workshop. There's only 2 pages of maps and some of those are rather questionable work that doesn't belong under jungle tag. Originally, they didn't even announce assets releasing before update. Crash asked about those and the first idea was that they are going to release them in advance, but things change and we were told in another mail not to wait for valve assets. Now it has just been confirmed that they aren't coming. So people who pay attention to the game development, mapping scene and game itself, already should know these things. This asset release and not releasing was 2nd hand information, so unless they keep tabs, they propably never even knew about this and just used mayann assets or the jungle props by heyo like i did too, both of them.
Here's my dream schedule: Week 1: TF Team checks out workshop stuff + posts the Blog Posts/answers a couple of emails. Week 2: More emails Week 3: Update iself. Ranging from "that aint happening lmao" to "yeah that seems likely" how far am I off?
iirc the Pirate entry is so they can practice using the translation stuff without mucking about with a real language people would use.
[QUOTE=CoolJosh3k;52370091]Imagine all those map makers who were waiting for the assets, but now realise they have about 2 weeks or so to do an art pass using community made assets. In other news, I tried playing around with modifying the Bison. Seems it was changed by adding more bandaids, rather than a proper coding treatment. For example, trying to force damage to be 55 per hit with no reduction, just does not work at all. Hooked the damage values and server data even tells me 55.0, even though it does not in fact do this.[/QUOTE] As far as I know, the Bison's–and by extension (probably) the Pomson's–projectile totally ignores [I]most[/I] attributes on the weapon it was fired from (at the very least I know it ignores damage and projectile speed modifiers), you'd need to manually override the damage when it hits a player. There are other things that are a bit hardcoded like that. For example: the Loose Cannon's cannonball will never Double Donk! unless it was fired by a weapon with the Loose Cannon's classname (tf_weapon_cannon), as far as I've tested.
[QUOTE=starblaster64;52370542]As far as I know, the Bison's–and by extension (probably) the Pomson's–projectile totally ignores [I]most[/I] attributes on the weapon it was fired from (at the very least I know it ignores damage and projectile speed modifiers), you'd need to manually override the damage when it hits a player. There are other things that are a bit hardcoded like that. For example: the Loose Cannon's cannonball will never Double Donk! unless it was fired by a weapon with the Loose Cannon's classname (tf_weapon_cannon), as far as I've tested.[/QUOTE] I have seen lots of Spaghetti code over the years but this truly takes the cake.
I feel like I'm forcing myself to have fun with TF2 at times. The game has really stagnated for me and I don't really play other games (other than CS:GO) because I do not get the same enjoyment as I do with TF2. I don't know if anyone else feels the same way or it is just me...
[QUOTE=Slip Nip;52370974]I feel like I'm forcing myself to have fun with TF2 at times. The game has really stagnated for me and I don't really play other games (other than CS:GO) because I do not get the same enjoyment as I do with TF2. I don't know if anyone else feels the same way or it is just me...[/QUOTE] I know your feeling... you can try playing payday 2 (atleast I get a bit enjoyment form it)
[QUOTE=Slip Nip;52370974]I feel like I'm forcing myself to have fun with TF2 at times. The game has really stagnated for me and I don't really play other games (other than CS:GO) because I do not get the same enjoyment as I do with TF2. I don't know if anyone else feels the same way or it is just me...[/QUOTE] Besides the obvious recommendations- play new classes, try new unlocks, start playing comp- sometimes it's just best to give it a break. I don't play TF2 daily like i used to, nor for 6-hour sessions into the night, but I still love it. I just don't force myself to play it when I don't feel particularly urged to.
I still like the game the same, but I've grown to completely fucking despise 12vs12. I feel like official servers should be 8v8 or 9v9 at worst.
[QUOTE=ComodoreBluth;52368747]I think the Steam pirate translation is a test or a joke, if you look at the [URL="https://translation.steampowered.com/"]STS stats[/URL] pirate is something that's not really actively worked on like real languages. It's not nearly done enough to actually be usable and as far as I know there's no way for someone to actually use it.[/QUOTE] this is mostly correct. pirate was largely scrapped in 2012. STS is currently focusing on DOTA2 battle pass stuff atm, anyway.
[QUOTE=Slip Nip;52370974]I feel like I'm forcing myself to have fun with TF2 at times. The game has really stagnated for me and I don't really play other games (other than CS:GO) because I do not get the same enjoyment as I do with TF2. I don't know if anyone else feels the same way or it is just me...[/QUOTE] Try some new combos: Killing Gloves of Boxing with Tomislave Detonator with Backscrathcer and Backburner Jarate with Sydney Sleeper (full charge body shots) Gunslinger with Widowmaker
[QUOTE=Annoyed Grunt;52371241]I still like the game the same, but I've grown to completely fucking despise 12vs12. I feel like official servers should be 8v8 or 9v9 at worst.[/QUOTE] I like it mainly because it doesn't feel like every death counts like lower numbered games tend to be. Which in turn allows me to experiment more in matches to see if it was worth trying or not without feel like I'm going to cripple my team.
what if they make another war team nocrits vs team fair n balanced but with a twist, players on team nocrits can't get random crits for the duration of the event, maybe increase crit chances on team fair n balanced after the event ends, if team nocrits wins then team fair n balanced are marked for death for a week kills with critical hits gives bonus score depending on which team wins, it decides if random crits are removed or not
[QUOTE=Nebrassy;52373261]what if they make another war team nocrits vs team fair n balanced but with a twist, players on team nocrits can't get random crits for the duration of the event, maybe increase crit chances on team fair n balanced after the event ends, if team nocrits wins then team fair n balanced are marked for death for a week kills with critical hits gives bonus score depending on which team wins, it decides if random crits are removed or not[/QUOTE] nebrassy i love you but that is the worst idea i've ever heard
[QUOTE=Contra132;52373280]nebrassy i love you but that is the worst idea i've ever heard[/QUOTE] well, it's mostly a joke tbh, or to be exact started as a valid suggestion and then went downhill, but having a war where the community can vote about it is still a good idea imo atleast this way they can say you asked for it if they remove it and people start complaining [sp]I love you too[/sp]
That reminds me. I was thinking about how that Bison change was because damage was too inconsistent. What about random wrench crits, or random bottle crits?
[QUOTE=Nebrassy;52373354]well, it's mostly a joke tbh, but having a war where the community can vote about it is still a good idea imo atleast this way they can say you asked for it if they remove it and people start complaining [sp]I love you too[/sp][/QUOTE] I m honestly curious if random crits were turned off but valve left it out of the patchnotes how long would it even take the pro crit people to notice. If valves going to keep pretending tf2 is a competitive game they should be off, they shouldnt preach that tf2 is capable of being a more serious competitive matchmaker based game while still leaving un necessary casual dated mechanics that completely go against there current design direction. My main issue with valve currently is they dont seem to know what they want tf2 to be, they keep talking like they want it to be competitive but most of there balance changes and releases scream casual. A part of this is that Valve shouldnt have tried to force tf2 into a completely new direction when they very well knew they didnt have the man power to back that up, and right now it just feels all the competitive stuff is sheohorned in and doesnt really fit the game at all. I wouldnt be surprised if random crits were finally turned off with the next update, valve devs have stated openly against them at this point and they are just a terrible design decision. I cant think of any other pvp fps game that has such a random bullshit mechanic
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