SERVER INFO: search for the "shounic" tag in the server browser, or: add | 45.62.160.71:27015 | to your server browser favorites, but you really should join the discord specifically for the server: discord.com/invite/5RutXa3dGh (important updates, FAQs, voting & report a player) every time i stream people ask me about 100 players on < insert funny map>. maybe i should make a video on the "100 player meta"/what happens on hydro, junction, etc? vsh, arena?🤔 also lmk if the video was hard to follow etc, appreciate the feedback :)
Well, they didn't just throw it. A significant amount of work had to be done, presumably. And the Source engine has two physics engines: the Quake-originated one, which deals with simple collisions of polygons on polygons (players on walls), and the actual physics engine which deals with wind, things bouncing and non-trivial collisions.
overwatch maps could work, unironically they're built to fit the large characters and movement from the mobile ones so there's plenty of space for both teams to see where they are shooting at
@@sheikh_freddymy guy is the Justin Y of tf2, any good or interesting tf2 content and he will be in the comment section he’s the boogeyman of tf2 video comments
I don't remember if this was mentioned in the video but Source Engine actually supports proximity chat out of the box. It just needs to be enabled in the server code. It should be possible to do it with a SourceMod plugin in any Source game, I think.
“AAAAAAAAAGH ENGINEE-“ “RUN!” *Demo charges past* “I’LL HOLD THEM O-“ *Heavy gets deleted* *Turns to deafening, layered screaming as a horde of enemies destroys your team*
Shounic is like TF2's guardian angel. Bug? Sweeps in and instantly diagnoses/fixes the problem. 100 player server not working? Gets it running like oiled butter I never fail to be impressed by what you can do. Now where can I donate to keep the place running and to also play Hydro and Goldrush?
I'm honestly impressed that y'all managed to get this working so well that only one single map out of all of them is unplayable. Huge kudos to shounic and the rest of the team behind this server!
It's damn impressive indeed. I do wonder what makes Bloodwater so "special" though, since every other Halloween map is apparently fine. Too many ropes? :P
@@QuintessentialWalrusA lot of Halloween maps released in the same year as bloodwater are super heavy on objects. Map devs got pretty wild with decor. Map devs also forgot optimization is kind of important.
i commented right now about he creating someone to help donate money for the server lmao, he can also "advertise" it on the server too, so people playing can see it
People always have something to disagree about, personally I’ve sat in on two of his streams and I don’t like a few of his private opinions that he shared with no logical explanation, that and he decided to turn the sprays on in the end, which we all can admit that at least one person is going to put a NSFW spray (I know you can disable them client side, but I don’t care, personal preference)
@@luisapaza317I assume the physics engine is its own dll. maybe the rewrote the physics engine to match the signatures of it. idk it's just a guess, Im not sure how strong sourcemod is
My assumption is, that items call events and events are pretty much global. So you have to hijack the physics engine events system or somehow remove it and map it to event system of your new physics engine. I think the physics engine is still there, it just doesnt recieve any requests.
Ngl, seeing them without hats, skins, or any cosmetics makes me happy. It feels like back in the simpler days, another thing This is not probably for everyone, but you minimise the clutter and optimise the game, which makes me more proud of you and the 100 players, and all-talk communication is good enough to keep me entertained.
@@M50A1 most tf2 players probably still feel that way towards hats. but now I think there's a decent sized group of ppl me included who do think a lot of the hats added hurt readability and the game's art style. most people who agree with this were probably able to experience tf2 before big sweeping changes like meet your match or before some of the more egregious hats were added
In his case he mentioned a 7800x3d which has 8 cores. 2 cores are important for source games. 1 core runs the bulk of all the calculations, the 2nd core handles the heavy lifting when a player joins, running on a single core will cause the server to have a huge lag spike when someone joins because of that.
@@MINIMAN10000realistically the gain for 7800X3D is that it has a massive cache and very fast single thread performance, plus additional cores for any secondary functions like VOIP proxy chat don't hurt
@@reuven2010its less about how much the CPU costs and more about the cost of holding that share of the server stack from the provider. They charge that high because its an in demand service that is fairly intensive to maintain
12:51 You know, it’s quite amazing. I’ve seen so much content, talent, and garbage that the TF2 community will collaborate on for no discernible reason, yet no achievement comes close to the shared brain structure where everyone will come together to spray the most unhinged and horrific shit on a wall.
Gotta say though its quite an outstanding achivement to accomplish goes to show how long TF2 will go on for with this awesome community! so props to you and the people who helped and the people that play on the servers, Also the editing in this was great!
@@Oswaldo_Godoythey would need to update so many things to properly support 100 player servers. Like TF2 being able to comprehend more than 2GB of VRam 🤣
Bloodwater very obviously has a very high object count. The cart itself uses about 40: - 16 ambient_generics (which could have easily been condensed into just 3 by using sound scripts), - 12 models (which could have been merged into just 1 by using any modeling program), - 6 particle systems (could have been merged into 1 because they all play at the same time anyways), - and essential entities, like the func_tracktrain itself, the invisible dispenser, and several trigger volumes. All wooden fences are made from brushes and are tied to func_illusionary entities, same for all the cobwebs (even though there's a cobweb model in the game) and all the windows (even though they could have just been playerclipped instead), totaling to another 64 objects. Almost every stair also has a func_lod, because the original Badwater used those to fight the t-junct limit. (That's another 31 objects right there.) Then, being a Halloween map, it is littered with various particle effects, such as fire on the torches or souls rising everywhere (224 particle systems, including the cart), and gameplay objects such as spell books (54), pumpkin bomb spawnpoints (98) and soul gargoyle spawnpoints (only 5 somehow). Being a payload map, it has 124 path_tracks for the cart path. So, counting everything I just said, we have 634 objects. And there is still more I ignored, such as the entities related to the bosses (the bosses themselves + func_nav_avoid volumes), ropes, lights and doors. There are also 4 separate env_beam entities in one spot, all named "test_beam1". And another 27 ambient_generics in hell, some of which are duplicates to make the sound louder. DISCLAIMER: I'm not sure if the pumpkin bomb spawnpoints actually count towards the limit. The resulting pumpkin bombs definitely do, though.
Now my next desire is having all of this stuff used to make the server run nice and crashless public, while this thing is expensive, I'd love to see more of these out there.
I imagine it would require a lot of changes to get working. The game is rather archaic in a lot of regards (it's still a 32bit game after all). I imagine it, and many other issues, would be addressed if Valve updated TF2 to use the Source 2 engine.
I played on a 50v50 server with a friend and not having hats makes it really difficult to find your buddy but I do like the cleaner gameplay. Maybe JUST the hat slot- whichever item slot is in the top-right.
you can ban specific items, not specific slots. you'd have to go through the entire blacklist and see which hats can't be worn at the same time and allow only those
Your videos are so entertaining to me because they are technical, but also explain them in a way that anybody can understand, as well as having great humor to go along with it.
12:41 Love this part. Everything about it. Just the Phlog Pyro going Weee :] and then he's immediately followed by 3 uber medics. So much whimsy in one clip. It's incredible. I have rewatched this part about 10 times already.
Thanks for creating this amazing server! It’s been a blast the last few months and has helped me enjoy playing tf2 again via trying to gunspy in this chaos.
The amount of testing to figure all this out is amazing, and great editing as well. I have spent most of my tf2 career just doing dumb things in game and avoiding the edict limit, so watching progress on optimizing 100 player servers has been fascinating. Proximity voice in particular, was something I thought would be essential
You definitely need to make VIP or donations available for the server, I'm sure multiple people would be down to donate, say, $5 each and that could pretty quickly cover the server cost.
I think it would be cool if the ragdolls were client only and only appeared on servers for one frame just to tell the client’s that one spawned and then the client simulated the rest
I'm fairly certain that's how it works already. I've had a bunch of experiences playing with friends where one of us will see a spectacularly funny ragdoll moment and mention it, only for everyone else in the group to have seen it play out completely differently. "Wow that medic got blasted by a rocket and his body flew up and landed on the top of that platform!", being met with, "uh no, his body is just here on the ground where he died". Stuff like that. We'd take F12 screenshots, compare and make sure we were talking about the same person in the same moment, and came to the conclusion that ragdoll bodies are all client-side. If ragdolls were 100% server-side, we wouldn't be able to routinely see the same player's body in completely different places and positions as we so often do.
@@da_pwo For the same reason he had to remove cosmetics. That one frame of the object can add up quickly multiplied by 100 people. Like he said in the video, that one singular frame of cosmetics could cause an issue, so the one frame ragdolls are server-side can also be an issue.
@@Exkhaniber but I like my ragdolls ahhhh, but they could also be part of that emergency mode so whenever the server is about to crash they stop doing ragdolls until it stabilizes
This is so cool, I stopped playing TF2 years ago but honestly the community has never been more alive! Had no idea you could modify the physics in TF2.
I swear this server is bringing in half of the tf2 players every time it hits max players. Really cool experiments, glad to see the amount of work that goes on behind the scenes.
Oh, wow, I had no idea that this server was so special and the result of so much dedication and hard work! I have shit ping, so the short time I spent on there was just to take a peek at it - and it runs just like TF2... so I had no idea that it wasn't just... somebody hosting a big server haha. Really cool stuff man.
Just wondering if you tried merging all the models on the map into one/few combined megamodels so there's less entities but the same amount of stuff? Cheers
Fantastic video!! I always look forward towards the visuals and graphics during these and they keep on improving. Love the information and happy to have been a part of this!
I like how the 100 people server series tied into previous videos like the one about the object limit and became a saga, it's been great having been there to see this happening.
This is uttermost insanity... Simply amazing. The research, the solutions, everything. (Also, um, there's "content for mature audiences" in a spray shown in this video that could possibly take the video down if flagged by the system. I guess that's the curse of sprays. Not mentioning where because that would probably make people go crazy - and I want to see the witch hunt happen :3c -. Anyway good luck fixing that, as well as keeping the server running)
You are an incredible guy! in your editing and in the work you put into this project, it's amazing to someone who's a peasant like me who doesnt even understand anything and yet you simplify things in a stylish way that looks good and also is understandable. Congratulations on your work my dude!
Thanks! A little something to keep the server up and running as long as possible! Gotta find some really really big Community maps to make this even more viable! pl_angkor comes to mind!
thank you so much for this thankless task, shounic. This is the most fun I've had in a videogame in years, I can't even play normal tf2 anymore. I'm completely rooted and chained to these trenches
Shounic please mention your Patreon in your video about the 100 player servers and your server too, some people would want to donate some money to help with the amount of money you have to give to keep the server up.
Can you make a video on all of TF2's network console commands and how they work? I think you have a pretty good eye for explaining complicated backend stuff to people who've never done programming before, and it'd make an interesting video.
The way you show and educate the most complicated of problems into simple to read and understand answers and explanations is nothing short of amazing. Great work!
Genuine question(s): is it not possible to change the entity limit of the server by disassembling through IDA or something and patching a new hardcoded value? Would patching the binary trigger VAC or something? Would the clients also need to patch their engines as well?
the thing is, 2k entities sounds like a reasonable limit even for a 100 players, it's just a shame that valve implemented the netcode part of their tf2's systems so lazily. In Left 4 Dead they actually made all the common infected share a single server entity in order to optimize the synced data, imagine if they went the same smart way about tf2 updates instead of just spamming new entities to synchronize every little detail in the game.
people are making 100 person servers with consistent wifi and minimal issues in gameplay and australians are still struggling to get normal servers online
It’s so nice that even after all these years, the drama and Valve basically using TF as a cash cow, you can still see a community that brings fun and, sometimes, big projects like this one. Things like this it’s what keeps the game alive and the reason why I think this game will be immortal: its fans just love it too much. Thanks for all this crazy work !
The object limit is coded into the game itself, to my knowledge there's no way to change it via a single custom server. Even if it was possible, object limits are generally programmed into games for a good reason. Increasing it in TF2 could cause lots of other things to break.
SERVER INFO: search for the "shounic" tag in the server browser, or: add | 45.62.160.71:27015 | to your server browser favorites, but you really should join the discord specifically for the server: discord.com/invite/5RutXa3dGh (important updates, FAQs, voting & report a player)
every time i stream people ask me about 100 players on < insert funny map>. maybe i should make a video on the "100 player meta"/what happens on hydro, junction, etc? vsh, arena?🤔
also lmk if the video was hard to follow etc, appreciate the feedback :)
Thank you. Everyone, please join the server because it is for your own good.
people are on their way as of now lmao
I would really love to see a video about the meta, specifically Hydro! :D
this is all extremely impressive work, and the details are all really interesting
12:55 FYI there is porn on the screen
The fact that you can grab a modern physics engine and throw into a 15 years older game and it just works, explodes my head.
“Suck it Tod!”
It just works.
It’s mostly just mathematical calculations probably. Not as hard to port as it seems I assume.
Well, they didn't just throw it. A significant amount of work had to be done, presumably. And the Source engine has two physics engines: the Quake-originated one, which deals with simple collisions of polygons on polygons (players on walls), and the actual physics engine which deals with wind, things bouncing and non-trivial collisions.
You said modern physics and I got flashbacks
Now we just need somebody to develop maps actually made for 100 people
Edit: turned out it was somebodies lol
Make it bigger
Just play on snakewater, that map is huge
mario kart maps
overwatch maps could work, unironically
they're built to fit the large characters and movement from the mobile ones
so there's plenty of space for both teams to see where they are shooting at
@@dkskcjfjswwwwwws413 I look up cp_castle and immediately find a video about old competitive maps where the guy says exactly this xD
Now you can easily get that one Rainblower achievement that's pretty much impossible to get in normal matches
You again?
you're new to this aren't you @@sheikh_freddy
@@sheikh_freddymy guy is the Justin Y of tf2, any good or interesting tf2 content and he will be in the comment section
he’s the boogeyman of tf2 video comments
Who is this legend
Is that BFF^2, or something else
I didn't think of it until now but the idea of a TF2 proximity voice chat is hilarious, especially with this many people
battlebit
I don't remember if this was mentioned in the video but Source Engine actually supports proximity chat out of the box. It just needs to be enabled in the server code. It should be possible to do it with a SourceMod plugin in any Source game, I think.
I’m just imagining the doppler effect on a charging demo passing by
@@thehoodedteddy1335I laughed so hard I farted and made my cat sneeze
“AAAAAAAAAGH ENGINEE-“
“RUN!” *Demo charges past*
“I’LL HOLD THEM O-“ *Heavy gets deleted*
*Turns to deafening, layered screaming as a horde of enemies destroys your team*
"There's lots of people. There's lots of problems."
People with social anxiety in public places be like:
For me, there's no difference between the two sentences. It's just "There's lots of problems." twice
True 😔
Yeah but here they excpect you to scream and explode and dont impose so many ruelz
Shounic is like TF2's guardian angel. Bug? Sweeps in and instantly diagnoses/fixes the problem.
100 player server not working? Gets it running like oiled butter
I never fail to be impressed by what you can do. Now where can I donate to keep the place running and to also play Hydro and Goldrush?
He has a patreon
Ur weird bro
@@unr34L-???
@@unr34L-what’s so wrong with he’s said? Chill out bro
@@unr34L- Underage comment.
I'm honestly impressed that y'all managed to get this working so well that only one single map out of all of them is unplayable. Huge kudos to shounic and the rest of the team behind this server!
It's damn impressive indeed. I do wonder what makes Bloodwater so "special" though, since every other Halloween map is apparently fine. Too many ropes? :P
@@QuintessentialWalrusA lot of Halloween maps released in the same year as bloodwater are super heavy on objects.
Map devs got pretty wild with decor. Map devs also forgot optimization is kind of important.
@@curlybrace4984 perhaps somebody could make an optimized version to work on the server
HOW ARE WE MEANT TO PLAY TF2 WITHOUT PORTALS
Edit this is the first time I got 1k likes thank you guys so much
No compromises my ass smh
@@anon-y8w???
tf2 with portal guns would eb fun
WE CAN'T PORTAL BREAD ANYMORE
@@rkeykey Uh, wha-hoah! Not exactly, Soldier. You Portal as much Bread as you like. That goes for all ya.
You need to advertise your patron more. I think many people would be willing to donate to cover the cost of server
I didn't know he had one.
@@Flamme-Sanabi exactly he never mentions it and it's just buried in his description with the rest of his socials lol
i commented right now about he creating someone to help donate money for the server lmao, he can also "advertise" it on the server too, so people playing can see it
People always have something to disagree about, personally I’ve sat in on two of his streams and I don’t like a few of his private opinions that he shared with no logical explanation, that and he decided to turn the sprays on in the end, which we all can admit that at least one person is going to put a NSFW spray (I know you can disable them client side, but I don’t care, personal preference)
@@yellowice0what private opinions?!?!
Im having a panic attack about the missing dust now. BRING IT BACK! BRING IT BACK!
These are LOAD-BEARING dust particles
@@thewolfofthestars1847 load-bearing bread
@serialistic4321 you mom is load bearing
@@serialistic4321 boad-learing bread
@@sauliusvitkauskas8741 bogos binted?
the fact you can change the physics engine in tf2 is pretty impressive. didnt know it was even possible.
Same, I would've assumed it's some kind of hardcoded thing.
I need to know the technical information about that
@@luisapaza317I assume the physics engine is its own dll. maybe the rewrote the physics engine to match the signatures of it. idk it's just a guess, Im not sure how strong sourcemod is
@@MaxCEthere's probably an interface mapping the game's demands to the corresponding engine calls
My assumption is, that items call events and events are pretty much global. So you have to hijack the physics engine events system or somehow remove it and map it to event system of your new physics engine. I think the physics engine is still there, it just doesnt recieve any requests.
10:21 i love how a singular grenade launcher survived
Grenade launcher with a villain backstory
I love how you used "singular" over single or solitary
I never knew how much I wanted a phd in scanning bar codes until now
shounic deserves a community quality item dude
metemela shifu
🤣🤣🤣 ajjjjaj CHUCHETUMARE
@@fede7362 dislike 🖕
Community sparkle cheater’s lament
Ngl, seeing them without hats, skins, or any cosmetics makes me happy. It feels like back in the simpler days, another thing This is not probably for everyone, but you minimise the clutter and optimise the game, which makes me more proud of you and the 100 players, and all-talk communication is good enough to keep me entertained.
The anti-hat faction rises.
@@PlatinumAltariakinda strange when just 3 years ago, the hat part of TF2 was proudly shown off as part of the game's identity
@@M50A1 most tf2 players probably still feel that way towards hats. but now I think there's a decent sized group of ppl me included who do think a lot of the hats added hurt readability and the game's art style. most people who agree with this were probably able to experience tf2 before big sweeping changes like meet your match or before some of the more egregious hats were added
@@_dibbs Yeah, that makes sense.
Hats were wrong then and they're wrong now. Everyone should be wearing guns.
i wonder how many RUclipsrs have done videos on this. this feels like a really cool topic to talk about.
Remember kids, it isnt a TF2 spray wall without at least one piece of NSFW art 12:56
Whoops
ITS FURRY CP AUUGHGHHHER
@@ghoulbuster1 random cp mention, potential MAP beware
Good eye you are faster than YT jannies
i miss sprays in valve servers, tf2 just isnt tf2 to me without a spray wall
I've never understood the need for multiple cores and you've just helped me understand perfectly in 15 seconds
Same. All ik it does good shit just dont know what
In his case he mentioned a 7800x3d which has 8 cores. 2 cores are important for source games. 1 core runs the bulk of all the calculations, the 2nd core handles the heavy lifting when a player joins, running on a single core will cause the server to have a huge lag spike when someone joins because of that.
@@MINIMAN10000 surprising to me that it's a 200$/m hosting cost? it's just a 350$ cpu ?
@@MINIMAN10000realistically the gain for 7800X3D is that it has a massive cache and very fast single thread performance, plus additional cores for any secondary functions like VOIP proxy chat don't hurt
@@reuven2010its less about how much the CPU costs and more about the cost of holding that share of the server stack from the provider. They charge that high because its an in demand service that is fairly intensive to maintain
12:51 You know, it’s quite amazing. I’ve seen so much content, talent, and garbage that the TF2 community will collaborate on for no discernible reason, yet no achievement comes close to the shared brain structure where everyone will come together to spray the most unhinged and horrific shit on a wall.
Gotta say though its quite an outstanding achivement to accomplish goes to show how long TF2 will go on for with this awesome community!
so props to you and the people who helped and the people that play on the servers, Also the editing in this was great!
Realest man this side of the mississippi. Love that you've found ways to make the server work without compromise
Which side of the Mississippi would that be?
@@iamthekingof1omillionsunsets It is unknown.
which fucking side is “this” side that’s ambiguous 😊
Imagine the chaos if Valve sees this video and updates entire game to 50 vs 50
if valve sees this then they should update the object limit to double current at 4096
Nah @@Oswaldo_Godoy they should increase it to 16384 that way hats and stuff will (might) work
@@Oswaldo_Godoythey would need to update so many things to properly support 100 player servers. Like TF2 being able to comprehend more than 2GB of VRam 🤣
this is like not knowing plumbing and telling your plumber constantly how to fix something.
@@Oswaldo_Godoy yea no easier said than done
I remember when the intire blue team gathered in their spawn and started spamming kazotsky kick as engineers, it sounded like demon summoning
0:52 i dont know why but this scene is really funny to me
Is it because of goke ?
"I heard you're carrying a lot, let me see if you can pay for it."
it killed me, too. the analogy slowly broke down but still made sense
i too require my 500 different groceries to be scanned by Goku, who holds a PHD in cashiering
Bloodwater very obviously has a very high object count.
The cart itself uses about 40:
- 16 ambient_generics (which could have easily been condensed into just 3 by using sound scripts),
- 12 models (which could have been merged into just 1 by using any modeling program),
- 6 particle systems (could have been merged into 1 because they all play at the same time anyways),
- and essential entities, like the func_tracktrain itself, the invisible dispenser, and several trigger volumes.
All wooden fences are made from brushes and are tied to func_illusionary entities, same for all the cobwebs (even though there's a cobweb model in the game) and all the windows (even though they could have just been playerclipped instead), totaling to another 64 objects. Almost every stair also has a func_lod, because the original Badwater used those to fight the t-junct limit. (That's another 31 objects right there.)
Then, being a Halloween map, it is littered with various particle effects, such as fire on the torches or souls rising everywhere (224 particle systems, including the cart), and gameplay objects such as spell books (54), pumpkin bomb spawnpoints (98) and soul gargoyle spawnpoints (only 5 somehow).
Being a payload map, it has 124 path_tracks for the cart path.
So, counting everything I just said, we have 634 objects. And there is still more I ignored, such as the entities related to the bosses (the bosses themselves + func_nav_avoid volumes), ropes, lights and doors. There are also 4 separate env_beam entities in one spot, all named "test_beam1". And another 27 ambient_generics in hell, some of which are duplicates to make the sound louder.
DISCLAIMER: I'm not sure if the pumpkin bomb spawnpoints actually count towards the limit. The resulting pumpkin bombs definitely do, though.
I wonder how OG Wutville would fare
Now my next desire is having all of this stuff used to make the server run nice and crashless public, while this thing is expensive, I'd love to see more of these out there.
Hopefully the item limit will be raised so we can get hats back!!! There's no possible way raising the limit could ever go wrong, right? ...Right?
I imagine it would require a lot of changes to get working. The game is rather archaic in a lot of regards (it's still a 32bit game after all).
I imagine it, and many other issues, would be addressed if Valve updated TF2 to use the Source 2 engine.
I assume it is tied to packets sent between client and server and it might be a massive change to increase it.
I played on a 50v50 server with a friend and not having hats makes it really difficult to find your buddy but I do like the cleaner gameplay. Maybe JUST the hat slot- whichever item slot is in the top-right.
you can ban specific items, not specific slots. you'd have to go through the entire blacklist and see which hats can't be worn at the same time and allow only those
@@Frozander oh yeah that's probably why it can't just be raised. it's probably bitpacked and so you'd have to mod the TF2 client as well.
Your videos are so entertaining to me because they are technical, but also explain them in a way that anybody can understand, as well as having great humor to go along with it.
12:41 Love this part. Everything about it. Just the Phlog Pyro going Weee :] and then he's immediately followed by 3 uber medics. So much whimsy in one clip. It's incredible. I have rewatched this part about 10 times already.
Silly
Thanks for creating this amazing server! It’s been a blast the last few months and has helped me enjoy playing tf2 again via trying to gunspy in this chaos.
The amount of testing to figure all this out is amazing, and great editing as well. I have spent most of my tf2 career just doing dumb things in game and avoiding the edict limit, so watching progress on optimizing 100 player servers has been fascinating. Proximity voice in particular, was something I thought would be essential
This really shows how much effort other servers like Skial put into optimizing their own 100 players servers
Ok dude, the explanation for the CPU core count vs Speed was actually insanely easy to understand
You definitely need to make VIP or donations available for the server, I'm sure multiple people would be down to donate, say, $5 each and that could pretty quickly cover the server cost.
I think it would be cool if the ragdolls were client only and only appeared on servers for one frame just to tell the client’s that one spawned and then the client simulated the rest
I'm fairly certain that's how it works already. I've had a bunch of experiences playing with friends where one of us will see a spectacularly funny ragdoll moment and mention it, only for everyone else in the group to have seen it play out completely differently. "Wow that medic got blasted by a rocket and his body flew up and landed on the top of that platform!", being met with, "uh no, his body is just here on the ground where he died". Stuff like that. We'd take F12 screenshots, compare and make sure we were talking about the same person in the same moment, and came to the conclusion that ragdoll bodies are all client-side.
If ragdolls were 100% server-side, we wouldn't be able to routinely see the same player's body in completely different places and positions as we so often do.
@@Exkhaniber so why would he have to remove ragdolls then
@@da_pwo For the same reason he had to remove cosmetics. That one frame of the object can add up quickly multiplied by 100 people. Like he said in the video, that one singular frame of cosmetics could cause an issue, so the one frame ragdolls are server-side can also be an issue.
@@Exkhaniber but I like my ragdolls ahhhh, but they could also be part of that emergency mode so whenever the server is about to crash they stop doing ragdolls until it stabilizes
@@Exkhaniber Same reason as to why clientside ragdoll mods exist that change the ragdoll physics
This is so cool, I stopped playing TF2 years ago but honestly the community has never been more alive! Had no idea you could modify the physics in TF2.
I swear this server is bringing in half of the tf2 players every time it hits max players. Really cool experiments, glad to see the amount of work that goes on behind the scenes.
12:48 All of those sprays and all of that spam... That really takes me back...
I miss 2008 TF2 so much.
Oh, wow, I had no idea that this server was so special and the result of so much dedication and hard work!
I have shit ping, so the short time I spent on there was just to take a peek at it - and it runs just like TF2... so I had no idea that it wasn't just... somebody hosting a big server haha.
Really cool stuff man.
Just wondering if you tried merging all the models on the map into one/few combined megamodels so there's less entities but the same amount of stuff? Cheers
the fake error message at 7:31 is positioned perfectly on my monitor to make it centered and look real lol, good job
Love your videos, dude!
Fantastic video!! I always look forward towards the visuals and graphics during these and they keep on improving. Love the information and happy to have been a part of this!
11:37
We cannot teleport bread anymore!
You can teleport as much bread as you want soldier
You are a legend Shounic, thank you so much for this, and rock on!
Good old dust, it's great I love when there's dust on map. I hope nothing bad ever happens to it
Wow that's the best explanation of multi-threading, I've ever hear. I'm stealing it LOL
0:26 insane analogy
Why the goku there
This is the best explanation of Cores and Clock rate I have ever heard. I will steal this to explain that to people in the future, thanks.
12:54 you probably would want to censor some of these sprays 💀there is literally a no no comic shown
Enjoying the view?
die ur self
I like how the 100 people server series tied into previous videos like the one about the object limit and became a saga, it's been great having been there to see this happening.
wtf how can you remove dust from 2fort? literally unplayable
This is uttermost insanity... Simply amazing. The research, the solutions, everything.
(Also, um, there's "content for mature audiences" in a spray shown in this video that could possibly take the video down if flagged by the system. I guess that's the curse of sprays. Not mentioning where because that would probably make people go crazy - and I want to see the witch hunt happen :3c -. Anyway good luck fixing that, as well as keeping the server running)
nvm people already yelling about it on the pinned comment :aware:
12:55 Uh... one of those sprays is not like the others.
Yeah @shounic should probably blur some before youtube notices.
You are an incredible guy! in your editing and in the work you put into this project, it's amazing to someone who's a peasant like me who doesnt even understand anything and yet you simplify things in a stylish way that looks good and also is understandable.
Congratulations on your work my dude!
Thanks! A little something to keep the server up and running as long as possible! Gotta find some really really big Community maps to make this even more viable! pl_angkor comes to mind!
7800X3D "not that good" being the second-best CPU on the market
that wallmart apron goku is such an incredible analogy lol
Lmao, TF2 really went "instructions unclear, what is a med kit?".
I absolutely love playing this server. Havent had this much fun playing TF2 in a long time. Thank you.
TF2 patch note in 2028: "increased object limit to 32,768"
It would be great but unlikely to see a 64bit version of the game.
@@oblivion_2852this aged like milk
"Back in July, TF2 updated" is randomly funny to me for some reason...
It wasn't before, but it is now
Bruh it’s hilarious that the best solution was to force it with a better server
Doin the Lords work! Appreciate the breakdown video too! 👍
thank you so much for this thankless task, shounic. This is the most fun I've had in a videogame in years, I can't even play normal tf2 anymore.
I'm completely rooted and chained to these trenches
Cool beans! I really need to hop on at some point, 100 players sounds like peak comedy.
Shounic please mention your Patreon in your video about the 100 player servers and your server too, some people would want to donate some money to help with the amount of money you have to give to keep the server up.
Wow. From a computer science problem solving perspective bravo. You are my favorite channel, combining my 2 favorite things: Computer Science and TF2
Can you make a video on all of TF2's network console commands and how they work? I think you have a pretty good eye for explaining complicated backend stuff to people who've never done programming before, and it'd make an interesting video.
Editing in this vid is great. Loved the effects during the hat-deletion part.
So, if you update less, game runs better? I think Valve took that logic to heart.
0:03 always loved how they not only admitted it was unsupported, but also that they straight up DIDN'T recommend it
Playing on the server has been extremely fun, I really enjoy all the work you've done to get it the way it is now :D
8:43 I bet after he said that a bunch of people started complaining about the missing dust
I got jumpscared by my own name at 5:20
omg it's you!!!
clever way of describing the problem at start
12:55 bottom right spray 🥶
Happy to be part of Shounic History!
Being angry is now banned on this server.
The way you show and educate the most complicated of problems into simple to read and understand answers and explanations is nothing short of amazing. Great work!
Spending 200 a month to keep your own server running is some serious dedication.
This is insane, great job
Genuine question(s): is it not possible to change the entity limit of the server by disassembling through IDA or something and patching a new hardcoded value?
Would patching the binary trigger VAC or something?
Would the clients also need to patch their engines as well?
the thing is, 2k entities sounds like a reasonable limit even for a 100 players, it's just a shame that valve implemented the netcode part of their tf2's systems so lazily. In Left 4 Dead they actually made all the common infected share a single server entity in order to optimize the synced data, imagine if they went the same smart way about tf2 updates instead of just spamming new entities to synchronize every little detail in the game.
“You need to get the guy with a PhD in scanning barcodes” shows the classic vegeta png as a cashier
Classic shounic
Shounic you're legitimately a public hero
Sir thank you for this server and Merry Christmas
people are making 100 person servers with consistent wifi and minimal issues in gameplay and australians are still struggling to get normal servers online
1:33 Yeah, that's how I'd describe my bad internet sometimes.
"Slightly amusing."
You should censor the butt spray 😉 12:55
Btw Great video 👍
That's... not the only concerning spray in the freeze frame...
that's actually a drawing of a buff soldier from this one edit with tik tok by joji in the background
Look to the bottom right young one
It’s so nice that even after all these years, the drama and Valve basically using TF as a cash cow, you can still see a community that brings fun and, sometimes, big projects like this one. Things like this it’s what keeps the game alive and the reason why I think this game will be immortal: its fans just love it too much. Thanks for all this crazy work !
Quick question: is there not a way to increase the object limit in general? Is there something preventing?
The object limit is coded into the game itself, to my knowledge there's no way to change it via a single custom server. Even if it was possible, object limits are generally programmed into games for a good reason. Increasing it in TF2 could cause lots of other things to break.
What an absolute chad, fixing the code and spending all his food money on a server!
Seriously though this was an awesome rundown of the process
Phd in scanning barcodes is crazy bru 😭
Man, the amount of work is freaking amazing!
I get that TF2 still probably wants good core count, but calling the fastest consumer CPU "OK" is crazy
9:47 Man I just noticed Spy's right shoulder going in and out kinda weirdly in this animation.
12:55 Uhh.. Interesting spray on the right hand side!
Surely it wasn't a mistake adding this feature! :D
Thanks for the experience mate o7 lovin it