TF2's Stair Problem

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  • Опубликовано: 17 янв 2025

Комментарии • 468

  • @FBombFitzgerald
    @FBombFitzgerald 11 месяцев назад +1708

    Stair-ghetti code.

  • @mcluigi117
    @mcluigi117 11 месяцев назад +2443

    Rocket jumping was invented before stairs in the TF2 universe; they just haven't perfected the technology yet at this point in the timeline.

    • @Spai798
      @Spai798 11 месяцев назад +53

      underrated comment

    • @chypethechilean
      @chypethechilean 11 месяцев назад +106

      Yeah, i don't think we have to """fix""" them if they are clearly just canonically accurate

    • @258thHiGuy
      @258thHiGuy 11 месяцев назад +48

      Thank you Abraham Lincoln

    • @FGC292
      @FGC292 11 месяцев назад +23

      Thank god for Abraham Lincoln and his invention of stairs.

    • @Gron_Here
      @Gron_Here 11 месяцев назад +21

      Abraham Lincoln, the first Pyro and the first man to create stairs!

  • @Banjo1756
    @Banjo1756 9 месяцев назад +81

    so this is why Abraham Lincoln invented rocket jumping before stairs

    • @Quickstein
      @Quickstein 12 дней назад +1

      It was Shakespearicles that invented rocket jumping. President Abraham Lincoln invented stairs

  • @historiasdeinternet2585
    @historiasdeinternet2585 11 месяцев назад +826

    another posible solution: replace all stairs with ramps

    • @FBombFitzgerald
      @FBombFitzgerald 11 месяцев назад +309

      The Americans with Disabilities Act salutes you!

    • @mundanest
      @mundanest 11 месяцев назад

      This is a pro-ramp agenda and we will not follow silently

    • @ihavenoideadanny
      @ihavenoideadanny 11 месяцев назад +19

      should we tell him

    • @NetherFX
      @NetherFX 11 месяцев назад +8

      Did you watch more than 5 minutes?

    • @Xezian
      @Xezian 11 месяцев назад +177

      guys he meant literally replace them with ramps so that you don't have to use clip brushing at all, which makes the appearance of the ramp match up with the collision perfectly, no gaps to trick you into thinking you can shoot through when you can't, decals apply perfectly, the sound matches up, and rockets can't pass through.

  • @DrHundTF2
    @DrHundTF2 11 месяцев назад +332

    An alternative for those who are obsessed with stairs, is to have a ramp, of the material of your choice, then have the steps added on them, but be a func_illusionary or any other non-solid brush entity. This way, it acts like a ramp, and sounds like the material below. May or may not have decals, I can’t remember.

    • @LEDs
      @LEDs  11 месяцев назад +90

      That's an interesting idea

    • @WaffeFIN
      @WaffeFIN 11 месяцев назад +53

      Note that a func_illusionary adds one entity towards the entity limit. If it causes issues you can (according to the wiki) change the func_illusionary to a func_detail with a %CompileNonSolid material

    • @0Blueaura
      @0Blueaura 8 месяцев назад +2

      @@WaffeFIN perfect!

    • @deixos2224
      @deixos2224 7 месяцев назад +1

      Wouldn't that make the player's feet clip through the steps

    • @DrHundTF2
      @DrHundTF2 7 месяцев назад +2

      @@deixos2224 and is that worse than player legs constantly being on a flat plane no matter what angle they’re standing on while floating?

  • @cossetta
    @cossetta 11 месяцев назад +183

    i like the bump at the bottom of stairs, i find it helps especially when you're walking backwards! subconsciously makes it easier to tell where you are going

    • @LEDs
      @LEDs  11 месяцев назад +29

      I feel that

    • @DragonsHidden
      @DragonsHidden 7 месяцев назад +1

      whynot add a tiny block bullet ramp to the bottom? so rockets dont get caught in that lip, and lets players still experience that bump

    • @disappointedcucumber
      @disappointedcucumber 6 месяцев назад +3

      @@DragonsHidden Block bullets also affect players though.

  • @Die-Coughman
    @Die-Coughman 11 месяцев назад +86

    There's one more thing to consider with the model solution. The model solution causes lighting to be done per vertex instead of per luxel(with lightmaps). For those who don't know what this means, this basically means that the model will have lower fidelity lighting than just using brushes. This can be fixed by enabling lightmaps in the entity properties of the prop but I've read doing that for a bunch of props quickly inflates map sizes.

    • @irregularassassin6380
      @irregularassassin6380 11 месяцев назад +20

      I think a lot of players aren't going to be too bothered with some lower quality lighting on staircases. The differences in some of the before and after lighting fixes I've seen in LED's videos seem so inconsequential to me, that I think no one but a mapper would really notice. That's not to say it wouldn't bother the mapper, but sometimes "good enough" really is good enough! At the end of the day, gameplay functionality trumps everything else.

  • @shizamikaze
    @shizamikaze 11 месяцев назад +90

    watching you trying to snipe that heavy in between the stair steps makes me remember when i was fresh new and tried the same in those windows with chicken wire lol

    • @LEDs
      @LEDs  11 месяцев назад +18

      Lol I think we all tried that

  • @id85181
    @id85181 11 месяцев назад +40

    soon enough tf2 will have an essay on every single element of every map. droplets from a leaking pipe.

    • @jpuc5568
      @jpuc5568 7 месяцев назад +2

      That’s how little content is being added to the game

    • @psy-fi64
      @psy-fi64 3 месяца назад

      ​@jpuc5568 I think it's also just a result of how old the game is and how much the community is tied in to it (i.e. the fact that most maps in the game are made in the workshop)

  • @infinityheart_tm9270
    @infinityheart_tm9270 11 месяцев назад +95

    I warned you about those stairs bro.

  • @Vexruna
    @Vexruna 11 месяцев назад +77

    tf2 has Skeletons, Monoculus, HHH, Robots from rd_asteroid and Merasmus.
    I believe they count as NPCs and therefore can pass through playerclip brushes and get blocked by clip brushes.
    MVM robots don't count as they're reskinned bots.

    • @drucy.
      @drucy. 8 месяцев назад +2

      So giant robots are just upscaled bots ?

    • @Vexruna
      @Vexruna 8 месяцев назад +3

      @@drucy. same technique as on halloween map Crasher.

  • @durrbill
    @durrbill 11 месяцев назад +9

    excellent deep dive into stair clipping, i've been wanting a video like this in relation to tf2 for quite some time. it's genuinely fascinating stuff

    • @LEDs
      @LEDs  11 месяцев назад

      Thanks for watching!

  • @scantyer
    @scantyer 11 месяцев назад +672

    TF2 is just like my grandpa, they both have a stairs problem

  • @Watertowers_and_sirens
    @Watertowers_and_sirens 10 месяцев назад +6

    In tf2 mobile edition, you have to jump up stairs because it renders them as a "wall" but going downstairs is normal.

  • @TF2SA
    @TF2SA 11 месяцев назад +7

    Very well-done video my friend, I am fond of such details and happy someone would go over them and their potential solutions in such detail 🔥

    • @zerrrp
      @zerrrp 11 месяцев назад +2

      why does my brain automatically read anyone that says "my friend" with a arab accent?

    • @TF2SA
      @TF2SA 11 месяцев назад

      @@zerrrp Because I am indeed arabic.

  • @A7o36pr
    @A7o36pr 11 месяцев назад +29

    Never thought stairs could be this interesting

  • @keeb__
    @keeb__ 11 месяцев назад +17

    I can't believe there isn't just a brush you can change the properties of to fit your needs. It's just silly to me that hasn't been implemented in hammer for all of the games

    • @LEDs
      @LEDs  11 месяцев назад +9

      Yup. We should be able to control many more things, but we're restricted to a finite amount of settings that often can't even be adjusted (like how sticky bombs bounce off of func_brushes, there's no way to get around that)

  • @Rraichuu
    @Rraichuu 11 месяцев назад +118

    The difference between the Clip brush and the Playerclip brush is that bots can pass through the Playerclip brush and all

    • @LEDs
      @LEDs  11 месяцев назад +70

      This isn’t true in TF2.

    • @ultr4nima
      @ultr4nima 11 месяцев назад +40

      That’s true, though it’s irrelevant in TF2 since the game doesn’t have NPCs like Half-Life 2 does so in TF2 there isn’t a practical difference. Since there’s no difference I like to use one for out of bounds areas and the other to smooth out movement within the playable areas (stairs, small corners, simplifying complex geometry etc)

    • @FrenchRarity
      @FrenchRarity 11 месяцев назад +55

      "Bots" in TF2 are technically AI controlled player entities, so the brushes act the same whether or not you're a bot. That makes Clips and Playerclips virtually the same in TF2.
      HL2 meanwhile, like @@ultr4nima mentioned, have NPCs which are completely different entities. Those can walk through Playerclips.

    • @clockworkpotato9892
      @clockworkpotato9892 11 месяцев назад

      What about MVM ​@@ultr4nima?

    • @Goat_gamering
      @Goat_gamering 11 месяцев назад +6

      Bot players? No.
      Mvm robots and skeletons? Maybe.

  • @Lo-Sir
    @Lo-Sir 11 месяцев назад +5

    An eleven minute long video on stairs and their issues in a game where I barely even think of stairs.
    Perfection

  • @Blucario90
    @Blucario90 11 месяцев назад +11

    The problem is with how explosions work in general. Since it draws lines from the origin, split stair sections block the explosion. However, having a full smoothe surface doesn't let projectiles or bullets pass through. I think the only way to solve both of those would be to have stairs where each individual stair is its own sloped brush. While that is convoluted, I think it would solve both rocket splashes and passing through stair gaps. Either that or just make it so your stairs don't have visual gaps in-between the steps.

  • @Nbc66
    @Nbc66 9 месяцев назад +3

    Could fix this issue if valve made a func_brush where you can just specify whatever you want using it

    • @LEDs
      @LEDs  9 месяцев назад +2

      Yeah, it'd be nice if you could specify each type of collision for everything in the game. That'd be an all-in-one package

  • @midend
    @midend 11 месяцев назад +61

    claptrap hates this video

    • @Gyozaplanet2
      @Gyozaplanet2 11 месяцев назад +3

      Lol

    • @carbonrobin
      @carbonrobin 11 месяцев назад +3

      Stairs?!?
      NOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOO

  • @axmoylotl
    @axmoylotl 11 месяцев назад +5

    7:26 this made me laugh so hard. It's a perfect example of what developing soft is like

  • @WonkOfWonkyness
    @WonkOfWonkyness 11 месяцев назад +3

    Absolutely amazing. You're a real one hope this catches on with all the people getting into map making.

  • @Tasteful_Edits
    @Tasteful_Edits 11 месяцев назад +3

    Gotta give it to this guy. He spends a lot of time messing around to help mappers make sure that we are not mildly infuriated.

  • @thelonelylump4015
    @thelonelylump4015 11 месяцев назад +11

    2:01 I feel like it’s good for if you’re backing up. You can see the quick jolt on the screen and know where you are

  • @readyforlol
    @readyforlol 11 месяцев назад +3

    Can't believe I was teased a perfect staircase for 11m only to learn there is no such thing.

  • @pux0rb
    @pux0rb 11 месяцев назад +18

    I think the best solution would actually be to create a bunch of modular slope models at the common ratios (1:1, 1:2, 2:3) and give them each 2 skins; one opaque and one transparent, so that its easy to place them in hammer at skin 0, overlapping them to fit your staircases, but you can then change the skin to 1 and they're invisible.

    • @LEDs
      @LEDs  11 месяцев назад +9

      Hmmm, you might be on to something there...

  • @MrSpecialjonny
    @MrSpecialjonny 11 месяцев назад +2

    you really left that shot in with heavy shoot the ground instead of the stairs, priceless

  • @mrrooter601
    @mrrooter601 11 месяцев назад +4

    7:22 "soliders rockets are the only thing that dont" good, like soldier needs it to be any easier to spam

  • @KimFareseed
    @KimFareseed 11 месяцев назад +7

    3:22
    A frustrating inconsistency in maps.

    • @irregularassassin6380
      @irregularassassin6380 11 месяцев назад

      I'm very glad to learn that I'm not going insane! Sometimes I shoot through stairs, and sometimes I can't. Ugh.

    • @KimFareseed
      @KimFareseed 11 месяцев назад +1

      @@irregularassassin6380
      I mostly try with the machina for sniper. Let's me know if it did get through or not in testing.

    • @irregularassassin6380
      @irregularassassin6380 11 месяцев назад

      @@KimFareseedAh, very clever! I'm terrible at sniper, so I'd have to test the stairs in every map offline to not be a dud to my team. lol.

  • @colricht
    @colricht 11 месяцев назад +3

    I won’t claim I understand most of what you say in your videos, but you do great in my opinion. Much love

    • @LEDs
      @LEDs  11 месяцев назад +1

      I'm glad you enjoy it!

  • @TwinkleNZ
    @TwinkleNZ 11 месяцев назад +2

    I love how stairs in source are just rough

  • @themoabrigade
    @themoabrigade 11 месяцев назад +2

    It's beginning to look a lot like dust bowl, sentries everywhere!

  • @tehjamerz
    @tehjamerz 11 месяцев назад +2

    8:23 i LOVE where this is going
    ...nvm

  • @Gigakoopz
    @Gigakoopz 3 месяца назад

    1:50 Just create a slope on the other angle like how you did with the staircase collision to fix that. Really easy fix that you should of mentioned in your video.

  • @VAN1UM
    @VAN1UM 11 месяцев назад +1

    I really just watched a video all about stairs in a video game

  • @SkyGrizzzley
    @SkyGrizzzley 5 месяцев назад +1

    More stair content yay

  • @BananaPhoPilly
    @BananaPhoPilly 11 месяцев назад +1

    'I feel like I am a minion who is my slave from my Indescipable movie when using the Team Fortress 2's stair." Gru

  • @TrustyGun2
    @TrustyGun2 11 месяцев назад +3

    I LOVE 10 MINUTE LONG VIDEOS ABOUT CLIP BRUSHES
    (im not even joking)

  • @Completelyregular
    @Completelyregular 5 месяцев назад +1

    Oh yeah they have a stare problem, I can never look away.

  • @CopperCogStudio
    @CopperCogStudio 11 месяцев назад +1

    I think the more appropiate solution for the camera jitter would be to interpolate the camera upper motion when climbing stairs so it stays smooth.

    • @fantastikboom1094
      @fantastikboom1094 7 месяцев назад

      But what about issues with explosives and bullets?

  • @ButterBeerChugger
    @ButterBeerChugger 11 месяцев назад +1

    It amazes me how long this game has barely held together after all these years with Source Spaghetti

  • @zedz2360
    @zedz2360 11 месяцев назад +2

    Lord help you if you have to shoot a rocket at someone on stairs

  • @ChampionOfDummies
    @ChampionOfDummies 11 месяцев назад +1

    Only tomorrow on the stream Zesty Jesus talk about "TF2 stairs youtube content" and now, today - this video comes out 😄

  • @Ice420a
    @Ice420a 11 месяцев назад +2

    This is also a problem on lfd2 custom maps when map makers add 0 clips to the stairs lol

  • @Geckur0
    @Geckur0 11 месяцев назад

    in the clip brushes segment, they could make the stairs not collide with the player, then make the clip brushes fall halfway through the stairs/ that way they wouldnt have to extend beyond the stairway

  • @_ikako_
    @_ikako_ 11 месяцев назад +2

    i know this isn't about stairs, but this reminded me of a really weird piece of clipping on pl_pier that i think you should take a look at. on first point, when you go up the tunnel to the flat area with the mega ammo pack, the very right side of the exit of the tunnel has some really weird clipping. I tried rocket jumping off the corner and i just got stuck on something. there seems to be a rogue piece of clipping that stops you from hugging the right side of the tunnel (right side if you're attacking up the tunnel) and it's really infuriating trying to use that 'pillar' to rocket jump

  • @neondead2.0.15
    @neondead2.0.15 11 месяцев назад +2

    At least Dragons Fury and scout's Christmas Ball works on them now, so they less broken than before.

    • @LEDs
      @LEDs  11 месяцев назад

      Oh you haven't seen everything 😉

  • @RaposaCadela
    @RaposaCadela 2 месяца назад

    this was much more complex than I thought it would be

  • @octopusjacket3472
    @octopusjacket3472 11 месяцев назад +1

    I found funny how after so many years playing a game as old as this and having almost 0 changes to the game in the last 7 years, the community has found all sorts of niche stuff to go in deep about, it started with core mechanics like random crits or sniper balancing that almost nobody complained about in like 10 years of tf2, later random bullet spread and now we talk about stairs, it's curious how tf2 has such a dedicated fan base that we pay attention to things like this

    • @LEDs
      @LEDs  10 месяцев назад +2

      To be fair, not a lot of documentation exists about mapping-related stuff.

  • @Thornskade
    @Thornskade 11 месяцев назад +2

    I don't like inconsistent solutions in games. It always means one person with more specific knowledge about an area with stairs gets an advantage over someone who doesn't know. I never aim rockets at stairs since I always assume they'll get caught but it's not always the case. This is not something I as a player should have to remember. Unfortunately this is one aspect that Valve hasn't paid enough attention to during development and now we're stuck with this inconsistency which sucks

  • @BeerDone
    @BeerDone 11 месяцев назад +2

    Just imagine what would happen if they kept the ladders.

  • @eoxTF2
    @eoxTF2 11 месяцев назад +1

    that was a great lesson of how stairs works in tf2 ,great job led👍

  • @nigeladams8321
    @nigeladams8321 8 месяцев назад

    I don't know, I usually don't need an explicit visual confirmation I've taken the first step onto a staircase.

  • @hanswurst5109
    @hanswurst5109 11 месяцев назад +1

    Wheelchair accessibility denial. Truly something only TF2 could do

  • @bareth_
    @bareth_ 11 месяцев назад +3

    5:08 nice captions

    • @LEDs
      @LEDs  11 месяцев назад

      lol

  • @zetalyn28
    @zetalyn28 11 месяцев назад +16

    stairs

    • @chairwood
      @chairwood 11 месяцев назад +2

      problem 🙅🚫

    • @picuco
      @picuco 11 месяцев назад

      sairs

  • @superbasement4.567
    @superbasement4.567 11 месяцев назад +2

    in my point of view, editing the player's body movement with the stairs and similar levels would be better than a character's body floating in air while "walking" on stairs like cartoon physics.
    I admire many creators effort of fixing the stairs, but I also recommend to fix the mercs movement so it will look realistic.

    • @DrHundTF2
      @DrHundTF2 11 месяцев назад +2

      That would probably require IK leg rigs, which might be possible. I think a Gmod addon did this, and I even saw the tech used in 2002 in Ratchet & Clank, including responsiveness to the surface’s angle

    • @superbasement4.567
      @superbasement4.567 11 месяцев назад +1

      ​@@DrHundTF2 true, Ratchet & clank had that.
      I don't understand coding but as an editor I understand how it works from a directing and looking for x solution.
      So I would like to see that in TF2, and in the big update (I HOPE SO) they add it.

    • @fantastikboom1094
      @fantastikboom1094 7 месяцев назад +1

      @@superbasement4.567 The problem is Valve doesn't really care so anything related to code fixes/additions is impossible. We can only help it with maps and existing properties for assets.

    • @superbasement4.567
      @superbasement4.567 7 месяцев назад +1

      @@fantastikboom1094 Let's mention this in our FixTf2 invasion !

  • @hlibushok
    @hlibushok 11 месяцев назад +2

    The Final Solution to the Staircase Problem.

  • @leevi660
    @leevi660 11 месяцев назад +1

    At 7:24 you probably meant translucency. Transparency means a different thing.

    • @LEDs
      @LEDs  11 месяцев назад +1

      I was trying to talk in Layman's terms

  • @r.g.thesecond
    @r.g.thesecond 11 месяцев назад +2

    Given how brushwork defined Valve games for like the first 20 years, frankly I expected less jank.

  • @BottomOfTheDumpsterFire
    @BottomOfTheDumpsterFire 11 месяцев назад +1

    Just re: stairs, not being able to trimp or surf up staircases imo is a feature, not a bug

  • @atticusnari
    @atticusnari 11 месяцев назад

    I don't know why RUclips decided to hide this from my subscriptions. They know I clicked these videos immediately when I see it

    • @LEDs
      @LEDs  11 месяцев назад +1

      😟

  • @Ne1vaan
    @Ne1vaan 10 месяцев назад +1

    Ahhh! Now I know why most stairs block hitscan even though I can see through.

    • @LEDs
      @LEDs  10 месяцев назад +1

      I didn't mention it in the video, but it's an especially big problem on Upward in Blu's first spawn. There's a staircase by the main exit that you can hide behind as Sniper, but cannot shoot through.

  • @teedeegremlin
    @teedeegremlin 11 месяцев назад

    reject the modernity of stairs, embrace the tradition of rocket jumping as shakespearicles intended

  • @meemdic8682
    @meemdic8682 11 месяцев назад

    “Stairs in source have always been a _bumpy_ issue”

  • @Fel1xF7W
    @Fel1xF7W 9 месяцев назад

    i actually like the jagged stair movement, but i know tf2 is a movement game, so i would suggest bringing the jaggedness back in smaller, closed areas and having the ramp-stairs in open areas

  • @UseZapCannon
    @UseZapCannon 11 месяцев назад +1

    It seems like the solution for the Bottom-Step problem is "just design your stairwells so that the bottom of the clip ramp is contained in the doorway, and can't be approached from the side anyway"

    • @LEDs
      @LEDs  11 месяцев назад +1

      It can look weird though

  • @JiyakuBuraku
    @JiyakuBuraku 11 месяцев назад +3

    I definitely watched this before, why the reupload?

    • @skinnybuggo
      @skinnybuggo 11 месяцев назад +3

      Yeah, gotta be at least a week since i've seen this

  • @CarrotStixBro
    @CarrotStixBro 11 месяцев назад +1

    Can valve just put all this shit to work already. God I love the amount of fixes from one guy.

    • @LEDs
      @LEDs  11 месяцев назад

      ❤️

  • @Drunken_Hamster
    @Drunken_Hamster 11 месяцев назад

    So what we really need is a brush that makes a smooth ramp for player collisions, projectiles, explosions, and particles, but allows hitscan passthrough, draw decal passthrough, is invisible, and has a configurable surface sound?

    • @LEDs
      @LEDs  11 месяцев назад

      Yes. But also, things like stickybombs have to stick to it and not deflect off.

    • @Drunken_Hamster
      @Drunken_Hamster 11 месяцев назад

      @@LEDs That was implied with collisions/projectiles. Anyway, I scrolled through the comments and saw some interesting stuff and want to ask if you've experimented with some of the things suggested or otherwise further done more research/testing and possibly found a solution?

  • @UberSpah
    @UberSpah 11 месяцев назад +2

    I wish the source spaghetti would be removed from TF2. Snipers, scouts, pyros are all just an annoyance, but spaghetti... is our true enemy.

  • @Shizuka965
    @Shizuka965 11 месяцев назад +1

    Ty for making another video, I love watching those vids

  • @ex0347
    @ex0347 11 месяцев назад +1

    i have an important exam in 10hours, why am i watching a video on tf2 stairs

  • @RevenaSurniak
    @RevenaSurniak 11 месяцев назад

    They should really consider teleporting airborne players upward in accordance to their max step height
    Like you hit a ledge but because the lip is below 40 hammer units, or however many the actual step height is, you get zipped up and your velocity is maintained.
    It sounds kind of complicated to program, especially considering there is already a lot of code for slopes and such.
    It still presents the problem of it looking really jagged, but this is something I've fixed in my own projects though. I use UE4 though, but something similar could maybe be done in source. The character's model's vertical position is blended over multiple frames, the speed of this "interpolation," changes depending on the movement state of the character. Grounded characters interpolate slower than airborne ones, etc.
    These two changes in combination with each other could very well fix a lot of issues with stairs and save mappers a lot of time with clipping.

    • @RevenaSurniak
      @RevenaSurniak 11 месяцев назад

      As far as what an actual example of what the code could look like as an outline, that's what this reply is for.
      Keep in mind I don't have experience with Source.
      TF2 and other source projects could make use of hit detection for when players hit a wall of some kind, similar to how they handle landing. For this to work, ideally, we'd want as little overlap with whatever code for slopes exists so we can minimize how many bugs these changes inevitably present.
      A lot of code from how tf2 already handles steps can probably be used over when the player or other characters are airborne. So a lot of this might sound familiar.
      To do that, we can probably check the normal vector of the surface the character hit, see its Y or Z coordinate, whichever corresponds to height in source, and just see if its 0. This ensures that whatever surface we did hit is a plain-as-they-come-by wall. (Or step)
      Next you can check the vertical boundaries of this brush surface and do some math to figure out how close to the top they are. Because we already checked if it was a wall, we only half to worry about height. If the difference between the player's minimum boundary (the bottom of their collision) and the top of the brush surface is less than the character's step height, then we've found a candidate for a step we can walk up.
      If we've found a proper candidate, we can do a quick collision check to see if there's any room for the player. We have to do this to ensure the player doesn't get teleported into a wall where to brushes meet or anything like that.
      If all of these conditions are met, the player can be teleported up and their momentum preserved.

  • @Green-the-military-monkey
    @Green-the-military-monkey 11 месяцев назад +1

    Unrelated to the video I found out if you sticky jump with two sticky’s you reach the sky box right but you can see out of the map idk if you already showed that but I frogot

  • @Frank_Erz
    @Frank_Erz 11 месяцев назад +1

    Stopping trimping is a good thing though

    • @fantastikboom1094
      @fantastikboom1094 7 месяцев назад +1

      I think the same. I do not consider it a game mechanic because... it is not. It's unintended behaviour that also makes no sense. Rocket jumping is more real and intuitive than this.

  • @InsnThndr
    @InsnThndr 7 месяцев назад +1

    i did not know about the mountainlab thing. ive been playing tf2 since 2009 😐

  • @MrGermandeutsch
    @MrGermandeutsch 11 месяцев назад

    I've always used a compromising solution for the "first/bottom-stair-syndrome", which was to simply make a second clip brush, but with an additional ramp on one or either side as well. However, I'm not sure how this impacts gameplay though.

    • @LEDs
      @LEDs  11 месяцев назад +1

      Several people have commented that they do this, but it's still kind of weird considering that you start floating in the air when you're not even in front of the staircase. It can work if you have a stair that is extruded outwards, but if it's flushes with the neighboring walls, it's weird.

  • @Murdo_
    @Murdo_ 23 дня назад

    every true fan would know stair technology is very new in tf2 so the stairs would be still being perfected

  • @bouazaz05_yt11
    @bouazaz05_yt11 11 месяцев назад +1

    My grandmother worst staircase nightmare

  • @Xenrel
    @Xenrel 11 месяцев назад

    How did I come to watch 12 minute videos about stairs in a 17 year old game.

  • @jefflovett5924
    @jefflovett5924 10 месяцев назад

    I don't give a fuck about stairs in TF2, but I love the dedication it took to make this video.

    • @LEDs
      @LEDs  10 месяцев назад

      Thank you 😊

  • @drewnitz7968
    @drewnitz7968 11 месяцев назад +1

    There really is nothing left to talk about with this game huh

    • @LEDs
      @LEDs  11 месяцев назад +1

      This is what I've always talked about

  • @TryHardCentral
    @TryHardCentral 3 месяца назад +1

    Or just use ramps instead of stairs

  • @ButtonMasherReal
    @ButtonMasherReal 11 месяцев назад +1

    Am I going crazy? I swear I watched this a few weeks ago. Did you reupload it?

  • @xinus2286
    @xinus2286 11 месяцев назад +1

    im sure someone has already asked this. but would using $additive instead of $translucent fix the rockets passing through? if you make an additive texture that is 100% black. it should just be insivible in theory.

    • @LEDs
      @LEDs  11 месяцев назад +1

      Yeah, somebody brought it up, but I haven't tested it yet

  • @user-25352
    @user-25352 11 месяцев назад

    randomly went to this video after watching some more Tunic playthroughs, and for some reason your channel's icon looks really similar to an image found there...

  • @CoaLMaN122PL
    @CoaLMaN122PL 2 месяца назад

    I presume a better solution has not cropped up since the release of this video? If not, would you say that in general the best brush-based stairs would still be made out of blockbullets2?

    • @LEDs
      @LEDs  2 месяца назад

      There's no reason to use blockbullets2 on stairs since you want those visleafs to be cut to improve compile times. Also, using block bullets as a default isn't a good approach since there are some stairs (like the ones I showed on Mercenary Park) where you want to be able to shoot through. Just gotta use the information I provided here to make the best staircase depending on the circumstances.

  • @ADRENELINEDUDE
    @ADRENELINEDUDE 4 месяца назад

    1:15 Player clip and Clip do not function exactly the same. Player Clip is designed to block players, and only players. Clip however will clip everything, including debris.

    • @LEDs
      @LEDs  3 месяца назад

      They do.

  • @Bebe-fq8yb
    @Bebe-fq8yb 11 месяцев назад +2

    Interesting to note that CSGO had this explosions issue, where HE grenades wouldn't do any damage if there was something small blocking it from the player. They fixed it in 2020 though so now even if there's something small in the way (e.g. an unclipped step) grenades would still do damage.
    3kliksphilip made a video on this here ruclips.net/video/NE40rkJuIbg/видео.html

  • @CorpsesReborn
    @CorpsesReborn 11 месяцев назад +1

    Stairs on 2fort right next to spawn can be shot though with engis turret, any info on how those stairs are setup?

    • @LEDs
      @LEDs  11 месяцев назад +2

      They use clip brushes, so your bullets can go through the spaces between the steps

    • @CorpsesReborn
      @CorpsesReborn 11 месяцев назад

      @@LEDs Ahh thanks, explains that engi spot. :)
      Edit: btw that spot is a great anti bot position. rescue ranger ontop with a dispenser and the bots tend to shoot the stairs, if you have the turret placed right its a easy strange farm

  • @OracleGamingTV
    @OracleGamingTV 11 месяцев назад

    Who paying attention to stairs whilst also seeing ur friends get kaboomed from a random crit sticky shot be a f2p

  • @_mootin6858
    @_mootin6858 11 месяцев назад

    For the invisible displacement have you tried "$alphatest 1" instead of "$translucent 1" to allow rocket collisions?

    • @LEDs
      @LEDs  11 месяцев назад +1

      Yes

  • @helohel5915
    @helohel5915 11 месяцев назад +1

    What happened to the original video for the reupload?

  • @CB66941
    @CB66941 11 месяцев назад

    Abandon flawed staircases
    Embrace ramp supremacy

  • @jackie.dee.01
    @jackie.dee.01 11 месяцев назад

    Very informative! Game levels are mostly made of props/models nowadays anyways

    • @LEDs
      @LEDs  11 месяцев назад +1

      In Source 2, they've sort of become one of the same!

  • @baconlabs
    @baconlabs 7 месяцев назад

    Professor Mann has ONE weakness!

  • @CK-eb5tq
    @CK-eb5tq 11 месяцев назад +1

    Can believe that you namage to make a video about stair in a game interesting.