@@spideraba769tf2 joke/snark because T.R.T.R(The red tape recorder) is crap, it reverses the upgrade and continue to do so until, the engineer Will just destroy it cuz it slow TL:DR: TOO SLOW!!!!!
Im Mad At Video Games I don’t think it’s frame perfect tricks but instead they don’t have the same limitations of using abilities as the player does (like an invisible nightcap being able to shoot you).
The timing seems so specific that I'm somewhat skeptical that it would be as gamebreaking as it sounds. It'd be useful for fucking up an Engie who's *starting* to build his stuff, but Engies who already have their stuff built (which is a lot) can't really lose anything from this unless a Spy just goes to fuck with an Engie behind lines. Not to mention the Sentry is still active, so if you ever try to fight the Engie, he's just going to get more advantage against you because his sentry will also be firing at you (and most good Engies are gonna go fight the Spy). Then once you die, he just picks it up and puts it back down. It'd be good for maybe giving your team time to push while he has to do that, but the situation seems awfully specific.
@@orangegouice Someone said in the replies it does. But even still, the Red Tape is awful so I'd barely even say it's worth it lmfao Plus like, think about it. Both the Spy and the Engie have to be co-operating for this to even work - the Engineer has to upgrade the sentry, and the Spy has to basically guess when the gun is upgrading to even put it on at the right time, a 0.1 second window. What happens if the Engie simply notices the Spy and stops upgrading, just going to go attack him? What if the Spy misjudges how much is required to upgrade the Sentry? So forth, so forth. There's too much involved for this to be an actual thing, ESPECIALLY when you consider shit like ping/lag. There's a reason it's been deemed this very rare glitch - the situation in which it occurs is SO SPECIFIC that it almost never happens.
The Man Very rare soon becomes normal when bots get to the exploit and/or when people find other ways to make this exploit even more consistent and less specific
hey, i've seen some comments about how this video is locked to 720p and 1080p only. i have the same issue on my end. i want to make it clear that i have no clue why this happened and there are absolutely 0 controls you have as a creator over quality options at all. in fact, youtube CLAIMS standard definition is available too i.imgur.com/TTmkh8o.png . perhaps youtube's servers are exploding? idk. either way, i'm sorry but there's nothing I can do and i'm sorry about the difficulties you're having watching this video. in other news, since i'm already writing a comment - this was the video i wanted to release last time but we had to revise our theory like 3 times. in the past, we could've been lucky, but things were pretty straight forward and we figured things out first try. this sapper thing took quite a few turns. also, i'll probably make a follow up video for extra clarifications, testing the red tape recorder, and some other requests. okay, that's it! hope you enjoyed the video :)
This has only happened to me once, I was Engineer on turbine and we were kinda rolling the opposite team, yet we didn't cap yet we were just in control of the main area. Then a Spy sapped my Sentry and my team dealt with him rather fast, i hit the sapper yet it didn't come off i told my team about the problem and no one was helping, i was just forced to use up all the saved Dispenser metal to keep it alive until the Sentry inevitably broke, the Pyro next to me saw that my Sentry wasn't unsapped yet, so he hit it with his Homewrecker (thank god he had one) and my Sentry was unsapped. After that,the Spy that sapped my Sentry saw that i was venting in the chat that my Wrench wasn't getting the sapper off the Sentry, and once it was finally removed, we both had a laugh about it. It was scary yet funny at the same time.
@@nyrand8249 not one with hassapper=true, but the reason this glitch exists is because there's a sapper there when there shouldn't be, hassapper=false, so you can pick it up, and because of how buildings work, the sapper teleports to the spy, no longer affecting your building
I feel like I was the Spy. I had a similar experience on Turbine where I was playing Spy and the glitch happened. I remember laughing about it too. I can't remember what name I was using though
I accidentally did that with an engie's teleporter, the sapper got removed by a pyro using the neon annihilator, so it probs can be broken by pyro's with melees that can remove sappers
Might be some thing with the Teleporter specifically because this happened to me as Pyro with an Engy's Sentry. I couldn't remove the Sapper with my Homewrecker. I even have it recorded ruclips.net/video/Ooa_o4Ulc78/видео.html
"you see because of this system we've managed to make not only the classes have loadouts, we also have engineer building loadouts, so you can choose differing variants of every building and combine them with different attachments using a separate menu and to actually construct these attachments it does cost time and metal, we don't actually know what to do with this system however."
Disable picking up buildings and the Homewrecker, one team are all engines who have to keep a sapped sentry alive as long as possible while dealing with some kind of complication to make it a challenge?
@@kirtil5177 Ah so just a quest to find metal faster than the sentry loses it. Could work. Maybe have robots you have to fight that drop metal instead of money.
@@yoshimasachong2766 I still respect him. I mean, he's changed, and his content is worse than it used to be (and I never thought his content was that good), but he's making more money doing whatever the hell he's screaming at compared to being a lawyer. He knows this won't last forever, and he's trying to give himself a comfortable nest egg as a result. He knows where the money is in regards to his audience, and it's not TF2.
@@BottomOfTheDumpsterFire I'm actually more pissed by the fact that he ditched overwatch after like half a year and moved straight to BR stuff. (This is not a ow vs tf2 thing you kiddies can STFU) I liked both games a lot evenly and was really hoping to see him show a bit more love for the game than he did. He barely recognize it now
@@ExEBoss That is an atrocious idea. That variable is 100% referenced *every tick* to perform constant sapper-related behavior such as the animation and turret disabling.
@@somdudewillson The difference between checking a boolean flag and checking list with 0 or 1 elements is going to have no performance impact, even if performed every tick. In any case, you are "100%" wrong. There's a different flag for checking whether a building is disabled: m_bDisabled. This is what causes the animation to start and end (actually, there is no specific animation for this, all that happens is that the sentry gradually starts to angle itself towards the floor, see CObjectSentrygun::OnStartDisabled). I couldn't find any instance at all where this flag is used every tick. It is used by bots for some of their behaviour, when the rescue ranger arrow hits something, one special case for MVM, when the engi is trying to destroy or pick up a building, and a few cases when the sentry takes damage.
i actually love these videos. the way that you're able to explain the intricacies of this code in a very simple manner, and make this really educational and easy to follow, is something i've rarely seen on other channels
This video is such a masterfully executed explanation. Everything's presented in a way very easy to understand despite these being pretty complicated things not everyone could tackle. Really thankful for this channel.
i remember when NISLT used to upload regularly and had compilation of what people called 'Chinese Sappers' and there were instances where the engi DID manage to remove the mysterious second sapper after hours and hours of whacking at the sentry. Is there a reason why it suddenly DOES work after attrition settles in? Or was it because of the spaghetti code being different back then??
People in the comments have had different experiences with this glitch, so I can only assume it has to do with the spaghetti code. Could be proven if they gave their dates.
Yep. I encountered this glitch before and just kept hitting the saper for a loong time and it solved the problem. Granted, it was a teleporter instead of a sentry, so maybe that's different. But I'm pretty sure I've also seen someone doing it with a sentry.
From my experience screwing around with invincible sentry guns via console commands, sappers will eventually break on their own if the building doesn't go down. It seems like they have some time limit after which they destroy themselves, so if you could keep your sentry alive long enough that would happen. Very unlikely to happen though since you'd usually run out of metal first.
@@aneasteregg8171 That could be a fun mechanic if they ever added a new sapper. A sapper that doesn't deactivate the sentry, does more damage to it, can't be destroyed by the wrench but has a time limit until it destroys itself.
the thumbnail images for all of his videos are hilarious. that is the reason i started watching his videos. Specifcally, the one with two gabens aiming pistols at eachother's heads.
Great video! What would happen if the same glitch was used with the red tape recorder? Would the sentry reverting to previous upgrades 'reset' the sentry, make the glitch worse, do nothing, or reveal the pyro's role as a class?
Something similar to this more commonly effects teleporters where (like in this video the sapper is immortal and cannot be removed) the glitch sapper appears on both teles and cannot be picked up, but is still able to be fixed via going to the opposite teleporter and breaking that sapper.
I saw once a lad who could do this glitch quite well, and he managed to team up with an enemy Engineer. I remember turning around a corner for the last point in Badwater map, and finding myself in front of a pool of these 8:04 .
i remember getting an immortal sapper on my teleporter one time, but the sapper was only on one side of the portal, and it was the one i wasn't near, so i was unable to just pick it up and i had to let it die
"Don't be upsetti, have some spaghetti" This all begs the question, how is an "accidental reality" so seamlessly sensible, when flawed mortals can't manage to successfully create a perfectly stable virtual world?
Repetitive trying, error and retrying also Something being "sensible" is an illusion. It's coming from our neet little human mind making connections and logical hooplas to say "I know". That's why sometimes you just can't convince people with logic.
Oh dude I was in an organized 2fort game where everybody went engineer and we were all in a discord and this happened. It took like 6 engineers hitting it to fix.
Also since they are kind of limbo, they might not despawn unless the spy disconnects/changes class. So you could keep doing that and confuse everyone with floating sappers.
I have a question: why does targe's model get randomly stuck mid air (it's not visible on hud but instead it is floating at some place of the map), perhaps it's related to sapper teleporting to spy on building pick up?
Dude it would be super cool to see the idea of more building attachments explored in the future. Stuff like more rockets, a range extender, a shield, a self repair, or some other crazy valve concepts would be super interesting to see. Sucks it seems like the idea was forgotten at some point.
This happened to me last night on class wars when it was spy vs engie. I placed a tape recorder on a mini, but instead of it sapping the mini it just caused a visual bug where it was stuck on the mini and the sentry still functioned as normel without being destroyed by the sapper. The sentry could even be moved too.
Your hunch that Valve tried to fix this in the past is correct, they did put in a patch note years ago that they "fixed" it (probably 2012-2013ish sometime?) I think in addition to making you have to sap twice, they also adjusted things such that the timing of sapper placement was a bit stricter, but I'm not sure about that second part.
Build points, interesting. This gives me an idea for an Engineer secondary; you could place it on your buildings to make them unsappable, and when the building would take damage, this takes it instead. There could be a 5 sec cooldown on it, or make the building disabled for 0.5 sec when this is destroyed, to prevent a turtle engie from spamming it. It could have a metal cost and a health of 50.
Delfy has made a very good video showing the glitch (but not explaing) a while ago. They made loads of those floating sappers and invited players. Now we know why this is a thing xd
Kind of a neat idea for a sapper side-grade. Parasapper. 90% slower sapper damage and irremovable via wrench strikes. Sentry is not disabled and can still be disassembled a 50% speed to remove sapper and must be redeployed.
can confirm that this bug was easy to reproduce on release in 2007. i was a spy main first and the obvious strat is to spam M1 when you are sapping to replace your sapper as fast as possible. on release many engies would just stand there trying to wrench the sapper in a slow losing battle as you added them back on over and over lol. awesome to get an explanation for the weird shit that would sometimes happen...
before i go further into the video i think its something to do with the timing of either when the sentry just got unsapped or while its building/going up
honestly it'd be interesting if they made another build point attachment. maybe it could be an attachment that the engi could place and it'd apply a slow healing effect at the cost of his secondary and only having one at a time. heck the model could even be a smashed and modified sapper. this would give them reason to add more build points and probably also make it so that the "hassapper" functionality checks if it already has a sapper.
i've definitely experienced it near launch people knew how to abuse it, and nobody reported it, because it was funnier to leave it broken the only thing you could do as engie was destroy because you couldn't pick up your buildings back then
There's an easy way to fix this. Check as it's updating the sentry model if it has a sapper and, if so, apply to the new build spot when it's finished upgrading. Or disrupt the upgrade.
I swear I recall a video on that glitch where even after the Engineer picked up his sentry, the sapper was right back on it when he put it back down...
This bug happened to me a couple of days ago on my teleporter on dustbowl. In short, I ended up with a level 2 entrance and a level 3 exit. I have a screenshot of it.
I had something similar like this happen to me just recently where a spy started to sap my tele exit as I was rebuilding the entrance, usually when one tele gets sapped they both get a sapper and you can remove the sapper from both by only hitting one, but my entrance was just finishing building and was in that stage where it just sits there for a second then activates so when I started hitting it hoping it would take the sapper off anyways but instead it just started to heal both teleporters until my boyfriend went and hit the exit with his homewrecker. It seems like a very similar glitch other than the sapper being removed
fix is super easy just sap out the has sapper bool for an int, like m_sapperCount. when a sapper is placed, increment m_sapperCount, and when its removed, decrement m_sapperCount. still a duct tape fix, leaving the sapper visible, but thats how the source engine is held together and it is still a damn good engine that runs on anything. as long as the building isnt draining health anymore, and new sappers can be placed, the bug wont be that much of a problem.
theres another version of this glitch where if an exit tp is existing and the entrance is *being* built and if the spy saps the exit the sapper wont apply to the entrance and only the exit that makes the sapper on the exit unbreakable from the entrance unless you go to the exit to destroy the sapper
RED TAPE RECORDER? MIXING SAPPERS? EXTRA MISC SPAGHETTI? follow up video: ruclips.net/video/E7oYZAzsNrA/видео.html
so much psaghet. when will we get fettucine
spoghetti
Delicioso
Did it get fixed?
what if you had 2 spies putting on the 2 differnet sappers? red tape, and the regualr at once?
"The sapper isnt immortal, but rather transcendant"
Oh ok lmao
Yes
the extremely rare transcendent sapper glitch
we need to make a source Spaghetti bible at this point
Spy is a god, he has a bullet wormhole, transcendent sappers, and can backstab a mile away in front of a target.
No wonder he's GabeN's favorite class
No wonder the spy is Gabens favorite class
“My favorite class is the Spy.” -Gaben 2007
After 90000 years in development hopefully it would have been worth the wait.
Anng3ls Is this any surprise? Remember the Cheaters Lament fiasco?
696 likes NICE
Why spy? Spy is not that good, sniper or demoman or other class is more intersting to play than spy, even fight against spy is not intersting.
Shounic is the type of guy that will answer the teacher before she even says the question.
@@Sam-ip6vh your next line is: Sexist idiot
@@generichandle7 Sexist idiot
He knows the teacher's next line and answers perfectly every time
Ik right?, loli Narancia?
Jospeh joestar
"Dooming the sentry to a slow, painful, and certain dealth."
Join the club, pal, you ain't special.
Dealth lmao
It'd be nice if we could remove aging by getting our parents to pick us up and place us back down again
@AlexanderRM1000 this guy gets it
AlexanderRM1000
THis Is BiG BrAiN tIME
@@AlexanderRM1000 cure all genetic defects too
"After 9 years in development, spy, thanks and have fun"
After 9 years in development... Spy, thanks and have fun
"After 9 years in development........ Spy, thanks and hace fun"
After 9 years in development... Spy, thanks and have fun
After 9 years in development Spy, thanks and have fun
Hey wait a second.. I've seen you before
the fact that the 2007 sentry upgrade animation was so smooth and non-jank made me feel strange.
Does it have the same issue as the skeletons?
@@SeventhEntropyyep
"(Sapper) proceeds to exist without a purpose"
Sounds familiar.
Hey, it's handy for demos when the medic doesn't have uber yet
yea
assasin096 what weapon are you guys talking about...
Me
@@spideraba769tf2 joke/snark because T.R.T.R(The red tape recorder) is crap, it reverses the upgrade and continue to do so until, the engineer Will just destroy it cuz it slow
TL:DR: TOO SLOW!!!!!
I GOT THIS GILITCH ONCE PLAYING OFFLINE
i was the engi and the spy bot did this glitch
odd
oh no, ai is evolving
look at the AI in PvZ BfN, there cheaters and can do micro-frame perfect tricks
Im Mad At Video Games I don’t think it’s frame perfect tricks but instead they don’t have the same limitations of using abilities as the player does (like an invisible nightcap being able to shoot you).
it's stupid either way and needs to be patched
Odd is playing tf2 offline
so what you're saying is, it's possible to consistently recreate these circumstances for a 'first of it's kind' sap technique?
Tricksapping is no longer just a meme
The timing seems so specific that I'm somewhat skeptical that it would be as gamebreaking as it sounds. It'd be useful for fucking up an Engie who's *starting* to build his stuff, but Engies who already have their stuff built (which is a lot) can't really lose anything from this unless a Spy just goes to fuck with an Engie behind lines. Not to mention the Sentry is still active, so if you ever try to fight the Engie, he's just going to get more advantage against you because his sentry will also be firing at you (and most good Engies are gonna go fight the Spy). Then once you die, he just picks it up and puts it back down. It'd be good for maybe giving your team time to push while he has to do that, but the situation seems awfully specific.
@@pac-man-world-2 But wait! the red tape recorder can degrade sentries! I wonder if this works with that?
@@orangegouice Someone said in the replies it does. But even still, the Red Tape is awful so I'd barely even say it's worth it lmfao
Plus like, think about it. Both the Spy and the Engie have to be co-operating for this to even work - the Engineer has to upgrade the sentry, and the Spy has to basically guess when the gun is upgrading to even put it on at the right time, a 0.1 second window. What happens if the Engie simply notices the Spy and stops upgrading, just going to go attack him? What if the Spy misjudges how much is required to upgrade the Sentry? So forth, so forth. There's too much involved for this to be an actual thing, ESPECIALLY when you consider shit like ping/lag. There's a reason it's been deemed this very rare glitch - the situation in which it occurs is SO SPECIFIC that it almost never happens.
The Man Very rare soon becomes normal when bots get to the exploit and/or when people find other ways to make this exploit even more consistent and less specific
hey, i've seen some comments about how this video is locked to 720p and 1080p only. i have the same issue on my end. i want to make it clear that i have no clue why this happened and there are absolutely 0 controls you have as a creator over quality options at all. in fact, youtube CLAIMS standard definition is available too i.imgur.com/TTmkh8o.png . perhaps youtube's servers are exploding? idk. either way, i'm sorry but there's nothing I can do and i'm sorry about the difficulties you're having watching this video.
in other news, since i'm already writing a comment - this was the video i wanted to release last time but we had to revise our theory like 3 times. in the past, we could've been lucky, but things were pretty straight forward and we figured things out first try. this sapper thing took quite a few turns. also, i'll probably make a follow up video for extra clarifications, testing the red tape recorder, and some other requests. okay, that's it! hope you enjoyed the video :)
i have all the options man idk
Dude this is spam, 2fort is doomed
I don't care about the video display quality, I just like watching your informative videos. Thank you, and keep up the good work!
I hope you follow up with the Red tape recorder.
Love the videos
Welp, I guess I'm logging in tf2 and playing spy now
It's harder than it looks
Also 7:47
This has only happened to me once, I was Engineer on turbine and we were kinda rolling the opposite team, yet we didn't cap yet we were just in control of the main area. Then a Spy sapped my Sentry and my team dealt with him rather fast, i hit the sapper yet it didn't come off i told my team about the problem and no one was helping, i was just forced to use up all the saved Dispenser metal to keep it alive until the Sentry inevitably broke, the Pyro next to me saw that my Sentry wasn't unsapped yet, so he hit it with his Homewrecker (thank god he had one) and my Sentry was unsapped. After that,the Spy that sapped my Sentry saw that i was venting in the chat that my Wrench wasn't getting the sapper off the Sentry, and once it was finally removed, we both had a laugh about it. It was scary yet funny at the same time.
Just pick the sentry up then place it down, the end, end of story, storybook closed
@@JeSuisMrCraft Can you even pick up a sentry being sapped?
@@nyrand8249 not one with hassapper=true, but the reason this glitch exists is because there's a sapper there when there shouldn't be, hassapper=false, so you can pick it up, and because of how buildings work, the sapper teleports to the spy, no longer affecting your building
@@nyrand8249 The video is only 9 minutes long bro
I feel like I was the Spy. I had a similar experience on Turbine where I was playing Spy and the glitch happened. I remember laughing about it too. I can't remember what name I was using though
Imagine the "Sappers Destroyed: X" part on somebody's wrench as they suffer through this terrible glitch.
The homewrecker would farm those so fast
I accidentally did that with an engie's teleporter, the sapper got removed by a pyro using the neon annihilator, so it probs can be broken by pyro's with melees that can remove sappers
the main problem here seems to really just be the wrench not just damaging sappers period instead of checking if there is one first
Might be some thing with the Teleporter specifically because this happened to me as Pyro with an Engy's Sentry. I couldn't remove the Sapper with my Homewrecker. I even have it recorded ruclips.net/video/Ooa_o4Ulc78/видео.html
@@scarymonsters524 wdym Engy
do you say it Engyneer?
@@board7374 that's a shortened version of Engineer's name. Some people just spell it differently. I use Engie.
Pybros are evolving
This "build point slot" thing seems like it could be used for a lot of other things. I wish Valve would make TF2 stupid convoluted. Just a little.
some comunity servers accualy use the build point on the dispencer to give it hats.
"you see because of this system we've managed to make not only the classes have loadouts, we also have engineer building loadouts, so you can choose differing variants of every building and combine them with different attachments using a separate menu and to actually construct these attachments it does cost time and metal, we don't actually know what to do with this system however."
@@emilianstaniak504 Hell yeah. I wish you could pick two guns from any class to give to the sentry
@@userPrehistoricman Sounds broken.
Just imagine: *Sentry with 2 Brass Beasts*
@@dr.cheeze5382 oh, so that's how they were doing it
Fascinating. Imagine a custom game mode based around this; the Cancer Care Patient.
I might have to try that sometime.
Disable picking up buildings and the Homewrecker, one team are all engines who have to keep a sapped sentry alive as long as possible while dealing with some kind of complication to make it a challenge?
@@AlexanderRM1000 make the engies not able to build dispencers and ammo/metal for repairing is hidden throughout the game
@@kirtil5177 Ah so just a quest to find metal faster than the sentry loses it. Could work. Maybe have robots you have to fight that drop metal instead of money.
5:27 ''Looks like an ascended engineer isn't much of a challenge for you, so let me take it up to the next level!"
Ur thumbnails get more and more cursed with every vid
Okay, that exploit can be nightmare for every engineer main.
Yeah except the sentry still works so the spy dead also he already said how to fix it
just pick it up and put it down again
and then the spy kills you and saps your sentry gun again if you even manage to put it down
@@stop4781 You fight the spy before picking up the sentry.
@@stop4781 not if i smack them down with my wrench
Dell's Bizarre Adventure: Sapper is Unbreakable
Soviet’s bizarre adventure: Sandwich Blood
Heavy's bizarre adventure: Starboard Crusaders
Scout's Bizzare Adventure: Taunting Tendency
Question who is gonna be DIO?
@@temkin9298 Spy because he faked his death way to many times
pretty sure muselk got this and yelled "GABEN!"
Now that's a RUclipsr I haven't respected in a long, long time
@@yoshimasachong2766 I still respect him. I mean, he's changed, and his content is worse than it used to be (and I never thought his content was that good), but he's making more money doing whatever the hell he's screaming at compared to being a lawyer. He knows this won't last forever, and he's trying to give himself a comfortable nest egg as a result. He knows where the money is in regards to his audience, and it's not TF2.
Watch him make a tf2 video once fortnite completely dies
Idt that muselk will play tf2 If fortnite begins to die out but he will choose to upload another viral game.
@@BottomOfTheDumpsterFire I'm actually more pissed by the fact that he ditched overwatch after like half a year and moved straight to BR stuff. (This is not a ow vs tf2 thing you kiddies can STFU)
I liked both games a lot evenly and was really hoping to see him show a bit more love for the game than he did. He barely recognize it now
This is why you should never use two different variables to do the same thing
They don't do the same thing tho. One tracks building equipment, and the other tracks if a sapper is present.
*@Somdude Willson* `m_bHasSapper` should instead be a getter that checks whether a *Sapper* is present in a build point.
Is that a cute Kirby with a gun avatar?
@@ExEBoss That is an atrocious idea. That variable is 100% referenced *every tick* to perform constant sapper-related behavior such as the animation and turret disabling.
@@somdudewillson The difference between checking a boolean flag and checking list with 0 or 1 elements is going to have no performance impact, even if performed every tick. In any case, you are "100%" wrong. There's a different flag for checking whether a building is disabled: m_bDisabled. This is what causes the animation to start and end (actually, there is no specific animation for this, all that happens is that the sentry gradually starts to angle itself towards the floor, see CObjectSentrygun::OnStartDisabled).
I couldn't find any instance at all where this flag is used every tick. It is used by bots for some of their behaviour, when the rescue ranger arrow hits something, one special case for MVM, when the engi is trying to destroy or pick up a building, and a few cases when the sentry takes damage.
i actually love these videos. the way that you're able to explain the intricacies of this code in a very simple manner, and make this really educational and easy to follow, is something i've rarely seen on other channels
I actually had this happen in a competitive game, luckily did figure out I could save it by picking it up in time though
"Welcome to Team Fortress 2, after 9 years in development,
Spy."
thanks
@@w4wz and have fun
This video is such a masterfully executed explanation. Everything's presented in a way very easy to understand despite these being pretty complicated things not everyone could tackle. Really thankful for this channel.
I love you, dude. You make everything so easy to understand
Finally, a way to defeat the 2fort intel room
Take a shot every time he says "build points" I tried and I'm the. Fine it's challenge drunk very
**Liver has left the game**
"If i was your liver i would be screaming." Ms.pauling 20XX
you're on your way to becoming a demo main
I'm so happy to finally have this explained, love it, thank you :)
So that’s how it happens! I was wondering that earlier! Good job solving this ancient mystery!
Team Fortress 4: Sapper is Unbreakable
“There’s a sapper sapping my sapper”
Bro these videos are actually unreal awesome work
You have GREAT animations. They take your videos from good to great.
We really need to get you a job in QA Shounic lol
i remember when NISLT used to upload regularly and had compilation of what people called 'Chinese Sappers' and there were instances where the engi DID manage to remove the mysterious second sapper after hours and hours of whacking at the sentry. Is there a reason why it suddenly DOES work after attrition settles in? Or was it because of the spaghetti code being different back then??
People in the comments have had different experiences with this glitch, so I can only assume it has to do with the spaghetti code. Could be proven if they gave their dates.
somethingguy912 So this exploit last for years huh. Truly timeless. Something worth putting in a museum
Yep. I encountered this glitch before and just kept hitting the saper for a loong time and it solved the problem.
Granted, it was a teleporter instead of a sentry, so maybe that's different. But I'm pretty sure I've also seen someone doing it with a sentry.
From my experience screwing around with invincible sentry guns via console commands, sappers will eventually break on their own if the building doesn't go down. It seems like they have some time limit after which they destroy themselves, so if you could keep your sentry alive long enough that would happen. Very unlikely to happen though since you'd usually run out of metal first.
@@aneasteregg8171 That could be a fun mechanic if they ever added a new sapper.
A sapper that doesn't deactivate the sentry, does more damage to it, can't be destroyed by the wrench but has a time limit until it destroys itself.
the way you/your editor edit these videos are outstanding!
you are epic, the fact you can explain how everything works in tf2 is amazing, great video
8:43
*my satisfaction is immeasurable and my day is saved*
Love the thumbnail
Neat explanation! Thanks for uploading!
Dude i love these videos, i swear the diagrams are so pleasing to look at lol
I was actually thinking as I was watching this "wait, can't you just pick the building up if the HasSapper tag is false?"
Yea this has happened to me before in 2fort the sapper just stayed floating in mid air
I've personally had this glitch happen to me a while back but could never prove it. Thank you for the video
the thumbnail images for all of his videos are hilarious.
that is the reason i started watching his videos.
Specifcally, the one with two gabens aiming pistols at eachother's heads.
"...it causes sentry to *believe* it has no sapper and work normally."
Ah, yes, *big brain time.*
*insert intensely spiritual Asian philosophy quote*
Sentry is now red or blupilled
Great video! What would happen if the same glitch was used with the red tape recorder? Would the sentry reverting to previous upgrades 'reset' the sentry, make the glitch worse, do nothing, or reveal the pyro's role as a class?
Based on another comment, it just kept downgrading without any way to stop. But yeah I'd like to see this tested.
Something similar to this more commonly effects teleporters where (like in this video the sapper is immortal and cannot be removed) the glitch sapper appears on both teles and cannot be picked up, but is still able to be fixed via going to the opposite teleporter and breaking that sapper.
This happened to me once and I was so confused. Thanks for explaining!
So that’s why I got killed by a sentry that I clearly “sapped” but it was still functional and shot me to death :”l
What would happen if you were to add the Red-Tape-Recorder to a bug-sapped sentry?
Edit: Clarification: as is done here with the default sapper 5:41
Based on another comment telling a story of this happening, the sentry just deconstructs without you being able to do anything about it.
I like how shounic finds these existential paradigmas in technical mistakes. Digging it.
I saw once a lad who could do this glitch quite well, and he managed to team up with an enemy Engineer. I remember turning around a corner for the last point in Badwater map, and finding myself in front of a pool of these 8:04 .
I have no idea why this is interesting but it is
Oh, hey! A random comment from a popular tf2uber that ISN'T at the top of the comments section?
Because it's always interesting and useful to learn how things works, and here it explain actual issues pretty well
So that means... Spy is most effective when engineer upgrade his sentry
The editing of this man is incredible
i remember getting an immortal sapper on my teleporter one time, but the sapper was only on one side of the portal, and it was the one i wasn't near, so i was unable to just pick it up and i had to let it die
"Don't be upsetti, have some spaghetti"
This all begs the question, how is an "accidental reality" so seamlessly sensible, when flawed mortals can't manage to successfully create a perfectly stable virtual world?
..what
@@Kaiwala just making a creationist arguement.
Repetitive trying, error and retrying
also
Something being "sensible" is an illusion. It's coming from our neet little human mind making connections and logical hooplas to say "I know". That's why sometimes you just can't convince people with logic.
our brain takes shortcuts to conserve energy, or else we'd be frying ourselves with all the details.
5:06 It's all about the mindset
“So no matter how hard you tr-“
*SUPER SAYEN SCREAMING*
Oh dude I was in an organized 2fort game where everybody went engineer and we were all in a discord and this happened. It took like 6 engineers hitting it to fix.
After the engi picks up the building, can the spy perform the glitch again, to fill the map with floating sappers?
Also since they are kind of limbo, they might not despawn unless the spy disconnects/changes class. So you could keep doing that and confuse everyone with floating sappers.
I have a question: why does targe's model get randomly stuck mid air (it's not visible on hud but instead it is floating at some place of the map), perhaps it's related to sapper teleporting to spy on building pick up?
yes
Yeh this happens with the splendid screen and tide Turner as well
@@ilikewindows3455 I meant targes in general
@@uhh12131 do you mean charge n targe or target?
@@ilikewindows3455 sorry I English no good, I meant shields in general
Dude it would be super cool to see the idea of more building attachments explored in the future. Stuff like more rockets, a range extender, a shield, a self repair, or some other crazy valve concepts would be super interesting to see. Sucks it seems like the idea was forgotten at some point.
Thanks for the video.
If you don't mind me asking, where are you from? Your accent is interesting.
I was literally about to comment that. I feel like I'm usually good at placing accents but his just stumps me
Hong Kong
@@Michael-sh1fb oh, thanks. His "s" did sound Asian
The extremely rare immortal sapper glitch; the way home
6:46 - I can not express how much I love these conclusions
This happened to me last night on class wars when it was spy vs engie. I placed a tape recorder on a mini, but instead of it sapping the mini it just caused a visual bug where it was stuck on the mini and the sentry still functioned as normel without being destroyed by the sapper. The sentry could even be moved too.
Sapper random crit?
Teufort’s bizarre adventure: Sapper is Unbreakable
Engi is having a BREAKDOWN BREAKDOWN
Your hunch that Valve tried to fix this in the past is correct, they did put in a patch note years ago that they "fixed" it (probably 2012-2013ish sometime?) I think in addition to making you have to sap twice, they also adjusted things such that the timing of sapper placement was a bit stricter, but I'm not sure about that second part.
You have the answers to all! Ty
I'm too baked for this
Hi Woohoo!!!!
It's so detailed it's satisfying.
Your videos never fail to make my day
Build points, interesting. This gives me an idea for an Engineer secondary; you could place it on your buildings to make them unsappable, and when the building would take damage, this takes it instead. There could be a 5 sec cooldown on it, or make the building disabled for 0.5 sec when this is destroyed, to prevent a turtle engie from spamming it. It could have a metal cost and a health of 50.
Delfy has made a very good video showing the glitch (but not explaing) a while ago. They made loads of those floating sappers and invited players. Now we know why this is a thing xd
The build points system is interesting... could be used to create "sentry upgrades"
I for one think it's hilarious that a video talking about a glitch, has a glitch of it's own (no quality options below 720p available)
Good lord, its been a while since I saw smooth sentry upgrade from 1 to 2.
That's Many more stories to tell, like the double cap on ctf_thundermontain ...
Kind of a neat idea for a sapper side-grade. Parasapper. 90% slower sapper damage and irremovable via wrench strikes. Sentry is not disabled and can still be disassembled a 50% speed to remove sapper and must be redeployed.
can confirm that this bug was easy to reproduce on release in 2007. i was a spy main first and the obvious strat is to spam M1 when you are sapping to replace your sapper as fast as possible. on release many engies would just stand there trying to wrench the sapper in a slow losing battle as you added them back on over and over lol. awesome to get an explanation for the weird shit that would sometimes happen...
before i go further into the video i think its something to do with the timing of either when the sentry just got unsapped or while its building/going up
engineer: breaks sapper
sapper: reveils another sapper
engineer: well crap
New upload by Delfy: Transcendent Sapper Glitch.
honestly it'd be interesting if they made another build point attachment.
maybe it could be an attachment that the engi could place and it'd apply a slow healing effect at the cost of his secondary and only having one at a time. heck the model could even be a smashed and modified sapper. this would give them reason to add more build points and probably also make it so that the "hassapper" functionality checks if it already has a sapper.
Dustforce music :) poggers
i've definitely experienced it near launch
people knew how to abuse it, and nobody reported it, because it was funnier to leave it broken
the only thing you could do as engie was destroy because you couldn't pick up your buildings back then
There's an easy way to fix this. Check as it's updating the sentry model if it has a sapper and, if so, apply to the new build spot when it's finished upgrading. Or disrupt the upgrade.
I swear I recall a video on that glitch where even after the Engineer picked up his sentry, the sapper was right back on it when he put it back down...
This bug happened to me a couple of days ago on my teleporter on dustbowl. In short, I ended up with a level 2 entrance and a level 3 exit. I have a screenshot of it.
I had something similar like this happen to me just recently where a spy started to sap my tele exit as I was rebuilding the entrance, usually when one tele gets sapped they both get a sapper and you can remove the sapper from both by only hitting one, but my entrance was just finishing building and was in that stage where it just sits there for a second then activates so when I started hitting it hoping it would take the sapper off anyways but instead it just started to heal both teleporters until my boyfriend went and hit the exit with his homewrecker. It seems like a very similar glitch other than the sapper being removed
fix is super easy
just sap out the has sapper bool for an int, like m_sapperCount. when a sapper is placed, increment m_sapperCount, and when its removed, decrement m_sapperCount.
still a duct tape fix, leaving the sapper visible, but thats how the source engine is held together and it is still a damn good engine that runs on anything. as long as the building isnt draining health anymore, and new sappers can be placed, the bug wont be that much of a problem.
theres another version of this glitch where
if an exit tp is existing and the entrance is *being* built
and if the spy saps the exit
the sapper wont apply to the entrance and only the exit
that makes the sapper on the exit unbreakable from the entrance unless you go to the exit to destroy the sapper
I think a cool engie secondary could be something to block sappers, but costs metal. At least we'd have a use for the build points!