You could probably replicate what shounic did here with Cheat Engine or similar to set the value of gpGlobals->tickcount over about a billion, so that gpGlobals->curtime (that keeps the current time in seconds as a 32-bit float) gets close to the magical 16777215.0 offset. Due to the nature of floating-point numbers, even long before 6 months anomalies start to occur. For example, the face-melting level 1 sentries begin after about 3 months (since 0.2 is getting rounded down to 0 instead of 0.5) and the flamethrowers might stop shooting particles after as little as 24.3 days.
Garry's Mod with being pretty intense with lua and stuff i suppose(?), is even worse in that servers start to feel "off" around the 6 hour mark, which is why servers that stay on one map, tend to restart every day or so. The developer wiki for Garry's Mod even recommends this.
I did, and weapons look kind of retarded when you use them on wrong class. Shounic still probably t-poses while using batsaber but first person animations looks dope
@@GeneraliskYT you really can't, the way levels are designed (bsp) prevents you from really being able to build levels that far out, and IIRC you cannot move past the grid
2:22 I've noticed something similar when playing on x10 servers. Flamethrowers don't work there unless you use them point-blank. I guess flamethrowers' range gets extremely reduced and thus can't reach enemy players or something, but it must be even more severe in this case
The cause is different. In a times 10 server, all stats, including negative stats, both hidden and shown, are multiplied by ten, which means the range reduction on a weapon will become ridiculous. Here, it's due to the flame's lifespan being ridiculously short due to the server time being messed up.
@@thefunpolice2645 multiple stats are affected by x10, some being arbitrary and unrelated to any visible weapon stats, which is why the airblast is hilariously fast on the stock flamethrower, or why the backburner's airblast sends you into orbit (there is no visible stat on the backburner which increases airblast strength, this is just what was chosen by the original x10 mod to compensate for a single airblast use).
It's because ever since jungle inferno valve moved the flamethrower's stats from hardcoded cvar variables to weapon attributes and the server owners haven't updated the attributes file to accommodate for this.
Hmm, those laggy animations remind me of the weird skeleton/sentry animation effects. Apparently it is caused by different interp settings? I haven't tested it but if you change your interp settings to full default, those laggy animated skeletons become full smooth animations.
I noticed it is nothing special anymore to see glitched sentry build/upgrade animations. I mean, instead of animating between a previous level and the new level, it is already in the new level but motionless. Then after the animation is supposed to end it just starts working. When that glitch happens with level 3 sentries, they also have some smeared metal-textured polygons connecting the right minigun and right side of base.
2:04 we not gonna talk about how all of the rockets shot in a straight line? Either Shounic got incredible luck or it also breaks the beggars' deviation stat
this happens in gmod too, you can't spawn certain props after the server being up for a day and it gets unstable, it requires a restart every 12 hours or so good vid my man
This is what happens when you go outside the effective range of floating point numbers. In exchange for precision for smaller numbers, large gaps between big numbers result. So the longer the timer runs, the more inaccurate the timer becomes. I'm surprised the global timer's data type is not an integer.
@@arstulex it is source engine. I would not be surprised if the "decision" for using a float there happened a long long time ago, before considering multiplayer, let a lone online servers, let alone windows being able to not crash within a day. Such "decisions" do not have to happen consciously (you just write up mock up code, clean it up, review, commit to head/develop) and even when you find them, you have to prove that they are relevant... then you have to prove that and int solves the problem, write a mock up, clean it up, identify edge cases, fix bugs, ... or you just shrug and consider reloading the map after 24h to be reasonable, as even a crunch season is interrupted by involuntary falling a sleep.
@@sarowie based off the tf2 leak, valve doesnt exactly do the whole "clean it up, identify edge cases, fix bugs" part. interestingly, that decision could have been made while developing quake, and seeing as the timer is a core component it would be early on, so late 94/early 95. i doubt it though, as id was pretty good with optimizations and efficiency, especially while making one of the first full 3d games
@@arstulex the global time is a result of the tick counter * tick interval, predicted across commands. Trying to add 0.03 to an already large time results in the same issue. Using solely the tickcount you won't be able to perform smooth actions, such as smoothing an animation to make it end at a specified time. You'd have to use clients time, which can drift, and won't be in sync for when you want to use a timer shared between both realms.
@@sarowie how does it feel to roleplay as a developer? This is not the pipeline at all for valve, they leak their debug symbols every 4 seconds, let developers jump projects, push shit updates that have to get hotfixed (case in point, dota disruptor w cooldown, dota sell items on illusion, dota sell any item for infinite gold). Delusional if you think their testing is that rigorous.
Before the pyro update, the length of your flamethrower could be extended with high latency. My guess is that to fix the issue they tied the duration of flame particles to the global timer, and they way they did it might have some weird interactions with "removing" the timer. Since the dragons fury fires a normal projectile rather than fire particles, that is probably why it still works, although the projectiles themselves have a maximum lifespan, so idk.
Pretty sure the engineer's buildings build at the same speed. The animations are buggy, but the sound plays at the same speed as normal and the building is finished until the sound finishes playing. Although, I suppose that if those moments of lag are actually the server just calculating things and not buggy rendering, then they are stupid fast relative to the game's simulation speed.
Yeah my guess is the buildings are building relative to the closest second. So if the timer is at 15 seconds, and the sentry gun takes 5.5 seconds to build, it will be finished at the 21 second mark (6 seconds). For example. The only thing we are losing here is rounding.
It's a 32-bit float, but only 24 of those are used for precision, so it's actually just under 8 digits. The largest number with a decimal in it in 32-bit floats is 8388607.5.
2:45 why is the teleporter entrance building by square numbers? I would guess that it has to do with the build progress increasing by consecutive odd numbers, but idk.
I want to see a server that forces a server to always be in this state, and still have a variety of maps (like every time a new map loads, it sets it to 6 months passed automatically), it could be a cool gamemode
*I'm likely incorrect. See edit* Timers are rarely floats. It takes about two months for a 32-bit integer to roll over if incremented once a millisecond. 32-bit floats aren't accurate enough to measure milliseconds in the time span of several months. Floats are a really bad fit for this sort of application. *Edit: I commented before watching the whole video. They might really use floats. The strange behavior is one reason floats generally aren't used as timers. A 64-bit float would improve performance but this sure seems like a bad application for floating point numbers.*
@@ddegn the way I understand it is: floats are for physics, movement, rendering, and the loop, and doubles are used for timers and other times when accuracy is important.
@@ddegn Not for improved performance, for accuracy. Yea it is a bad application and shouldn't really be done. Although some really popular game engines like Unity or Unreal will use its own time and pass it to you as a float if you wish to use it; for whatever reason. So that mistake probably won't go away anytime soon if the built in timer is used :P. In Unity's case they use it internally as a double then convert it to a float. So the inaccuracy will remain an slight inaccuracy of the decimals. I'm sure in most games their own clock would be used instead that is a double.
Hilarity aside, why would someone use a float for this instead of an integer? Realistically that integer doesn't even have to store that much info, as that one wraps around in a very well behaved way which you can account for to still keep temporal coherency as long as the communication lag doesn't exceed some expected value, say 30s - and you could (and probably should) just kick players exceeding that latency.
This also makes Spread less and less functional, you can get multiple bullets in a row with the same exact spread. This also happens way quicker because spread bases on uptime * 1000.0f
0:06 *information that’s common knowledge in the tf2 community* People who get trickstabbed: “wTf I wAs LoOkInG rIgHt At HiM! hE mUsT bE aBuSiNg InTeRp!”
there's a timer that the game uses to keep track of everything, and synchronize everyone's games' at home together. if you shoot a gun, tf2 uses this timer to mark when you can fire a weapon again (for example). marking these events are done relative to the timer, ie the current timer is at 100, so the game writes down - "you can fire again when the timer hits 105". computers can't infinitely hold numbers, so when this timer becomes too big, the game breaks in some ways.
I took a break from watching about half way through, came back 30 min later and hit play. I forgot what the video was about but it didn’t matter, great video as always
I have actually found this exact server and idk when they last reloaded the map but everything that happened here in this video also happened there weird experience
What I’m wondering is what it would look like if you tried to use the shortstop’s shove ability in a situation like this, would you just become an unstoppable wall of shove that pushes away anyone who gets close?
For the flamethrower, I think that it's probably that the flame particle's life time is getting "rounded" to zero, and with the flame particle's "think" routine checking for if it should die before anything else, and with it's first "think" cycle being set to the same time it was created, it gets killed before it has a chance to be visualized or collide with anything. If I recall correctly, the Dragon's fury uses a distance-limited projectile instead, so it still works.
yeah this is annoying when i am practicing my trimps on upward i hope they fix it
Demoknight tf2
Demoknight tf2
Pyrom2ight tf2
Coochieman Tf2
Demoknight tf2
Theory: This isn't a glitch nor a limitation, it's just one of Valve's measures to get people to play other goddamn maps than 2fort 24/7
How can we play other maps when 2fort is the only map?
@@alfiemccalfry6635 you should rest your eyes
I remember being in a whole 2fort game that went on for 2 hours
I can't begin to imagine other 2fort servers.
@@aerodynamo4874 only 2?
@@alfiemccalfry6635 i haven't seen 2fort's true form haven't i
Somewhere out there, a 2fort casual server has these effects, we have just yet to find the one with the 12 Engineers on both teams
And every inch has a nest
There's a really old server with a mario kart map on it that's never restarted. Forgot the name, but it basically has these exact effects.
@@adirblazkowics7717 Can you recall the name?
You could probably replicate what shounic did here with Cheat Engine or similar to set the value of gpGlobals->tickcount over about a billion, so that gpGlobals->curtime (that keeps the current time in seconds as a 32-bit float) gets close to the magical 16777215.0 offset.
Due to the nature of floating-point numbers, even long before 6 months anomalies start to occur. For example, the face-melting level 1 sentries begin after about 3 months (since 0.2 is getting rounded down to 0 instead of 0.5) and the flamethrowers might stop shooting particles after as little as 24.3 days.
2 years ago everyone copied me and became a 12 engineer tram on dustbowl.
Good times
I've found Half-Life 2 Deathmatch servers like this, they were running dm_overwatch for atleast half a year
Jesús Christ that’s crazy
I wanna see this
I wonder.. people still playing that game?
@@davisdf3064 i've mainly seen overwatch, but I remember runoff servers like it to
@@sipeb587 Yes, surprisingly.
Imagine if community servers didn't restart every now and then lol
That has been a real thing and might still be. There are other errors that show up much earlier
>Imblying they do restart
@@seatoad951 your about me page holy shit
@@EMOTIONOGRAPHY welp,they tried to boost it to 7 and then 20,guess that it didn't work out,but the survivors' number is still rising magically
@@EMOTIONOGRAPHY I completely forgot about that tbh. it was before i rebranded.
So any CTF map is not Eternal , it's just temporary for 6 months like every map in the game.
It's still eternal, but just doesn't work well after a while. You can't escape 2Fort.
Nah, the *real* game starts after 6 months in ctf.
se
so your telling me hightower maps can stop? Yay
It can be if you're not a coward
actually, this is more standard to source engine as a whole, not just tf2
So if I play Half Life 2 for 6 months straight, it will crash?
@@nothere1578 If you keep it running on one map until the global timer reaches the maximum value, then yeah, it will.
So uh, why do you know this?
Actchually
Garry's Mod with being pretty intense with lua and stuff i suppose(?), is even worse in that servers start to feel "off" around the 6 hour mark, which is why servers that stay on one map, tend to restart every day or so. The developer wiki for Garry's Mod even recommends this.
I’m pretty sure this is what would happen if everyone went Engineer on 2Fort and built sentries everywhere
lag?
i once made an engi only 2fort server on the xbox 360 version of tf2 and it was so fun.
oh shit hello there
YEEEEEEEEEEEEEEEEEEEEEEEE HAAAAAAAAAAAAAAAAAAAAAAAAAAW
@@jazepol More like because the match will never end if there are loads of sentries not only in the intel rooms, but in each and every corner
tf2 source leak is as mysterious as shounic using batsaber on every class
Hol' up
I only just now realized that, hold the fuck up
Man I wish
bruh its just a simple plugin, have u never played randomizer servers before?
I did, and weapons look kind of retarded when you use them on wrong class. Shounic still probably t-poses while using batsaber but first person animations looks dope
3:46 A Sniper that can headshot twice in rapid succession is a beast I do not want to ever face
*Hitman's Heatmaker would like to know your location.
@@sedij2358 that shit's a beast if you could hit shots consistently
cheaters be like
ñ
TF2C's Hunting Revolver exists
good snipers can already do this pretty much
this is like the source engine equivalent of the Far Lands.
but its caused by you 100% instead of the game partly causing it
Makes me wonder in source if you go out too far
@@pawprint1 I mean so is the far lands for you walking millions of blocks. Fundamentally both glitches are just precision losses in 32 bit floats
@@GeneraliskYT you really can't, the way levels are designed (bsp) prevents you from really being able to build levels that far out, and IIRC you cannot move past the grid
@@donovan6320 ik about that, but I mean if you noclip out too far
2:10 HL1 when you're punching someone's corpse with a crowbar
Good ol' glitch
obvious
lmao
so that ISN'T just me
When you’re gibbing a Scientist corpse.
2:22 I've noticed something similar when playing on x10 servers. Flamethrowers don't work there unless you use them point-blank. I guess flamethrowers' range gets extremely reduced and thus can't reach enemy players or something, but it must be even more severe in this case
Flames have a lifetime countdown so it probably immediately runs out of time
The cause is different. In a times 10 server, all stats, including negative stats, both hidden and shown, are multiplied by ten, which means the range reduction on a weapon will become ridiculous.
Here, it's due to the flame's lifespan being ridiculously short due to the server time being messed up.
@@thefunpolice2645 multiple stats are affected by x10, some being arbitrary and unrelated to any visible weapon stats, which is why the airblast is hilariously fast on the stock flamethrower, or why the backburner's airblast sends you into orbit (there is no visible stat on the backburner which increases airblast strength, this is just what was chosen by the original x10 mod to compensate for a single airblast use).
It's because ever since jungle inferno valve moved the flamethrower's stats from hardcoded cvar variables to weapon attributes and the server owners haven't updated the attributes file to accommodate for this.
"I'm curious about the sense of incompleteness I almost always have..." Same, Gabe. Same.
That hit harder that I thought it did
Let me guess, then it starts to accelerate and turn into a new universe, where every player knows when they are killed?
juice reference
This better not be a JoJo reference
I feel like its a jojo reference
The time for 2fort... *has arrived!*
now everyone can change their destiny
Hmm, those laggy animations remind me of the weird skeleton/sentry animation effects. Apparently it is caused by different interp settings? I haven't tested it but if you change your interp settings to full default, those laggy animated skeletons become full smooth animations.
it happens with sentry animations too
Oh so that's why Halloween seems to run like shit
Aside from it actually running like shit
These would be smooth if you set your interpolation settings to exactly 1 second, as the animations are being quantised to the nearest second.
I noticed it is nothing special anymore to see glitched sentry build/upgrade animations. I mean, instead of animating between a previous level and the new level, it is already in the new level but motionless. Then after the animation is supposed to end it just starts working. When that glitch happens with level 3 sentries, they also have some smeared metal-textured polygons connecting the right minigun and right side of base.
What the hell kinda interp settings are you guys running on? I have never seen this stuff.
2:04 we not gonna talk about how all of the rockets shot in a straight line? Either Shounic got incredible luck or it also breaks the beggars' deviation stat
this happens in gmod too, you can't spawn certain props after the server being up for a day and it gets unstable, it requires a restart every 12 hours or so
good vid my man
ah yes you must be talking about the abysmal model precache limit of 4096
@@CamAlert2 how did you find me
also I don't even remember that comment it was like a whole year ago lmao
@@clunkonester4884 no idea
1:45 dude that's just highertower
x10 highertower yeah
I wanna actually see this become a mod.
@Jake the Astronaut "FastDL"
The longest official match I’ve seen was 9 hours long on Powerhouse. Guess I know which map to test this 6 months thing on.
we reaching stryder7x levels of content and im all for it
Playing A Single Map Of TF2 For Six Months Straight Is Perfectly Acceptable
we have not reached pannenkoek2012 levels yet
Waiting For The Sticky Timer to Run Out is Perfectly Acceptable
opening the vote screen during the Killcam as the camera is zooming into the person who killed you crashes paper mario
Playing Two Fort crashes -paper mario- TF2
Phew! Good thing my 2fort matches only last 5 months!
This is what happens when you go outside the effective range of floating point numbers.
In exchange for precision for smaller numbers, large gaps between big numbers result.
So the longer the timer runs, the more inaccurate the timer becomes.
I'm surprised the global timer's data type is not an integer.
Yeah isn't this sort of thing normally done by counting frames (or 'ticks') as a single integer?
@@arstulex it is source engine. I would not be surprised if the "decision" for using a float there happened a long long time ago, before considering multiplayer, let a lone online servers, let alone windows being able to not crash within a day.
Such "decisions" do not have to happen consciously (you just write up mock up code, clean it up, review, commit to head/develop) and even when you find them, you have to prove that they are relevant... then you have to prove that and int solves the problem, write a mock up, clean it up, identify edge cases, fix bugs, ... or you just shrug and consider reloading the map after 24h to be reasonable, as even a crunch season is interrupted by involuntary falling a sleep.
@@sarowie based off the tf2 leak, valve doesnt exactly do the whole "clean it up, identify edge cases, fix bugs" part. interestingly, that decision could have been made while developing quake, and seeing as the timer is a core component it would be early on, so late 94/early 95. i doubt it though, as id was pretty good with optimizations and efficiency, especially while making one of the first full 3d games
@@arstulex the global time is a result of the tick counter * tick interval,
predicted across commands. Trying to add 0.03 to an already large time results in the same issue. Using solely the tickcount you won't be able to perform smooth actions, such as smoothing an animation to make it end at a specified time. You'd have to use clients time, which can drift, and won't be in sync for when you want to use a timer shared between both realms.
@@sarowie how does it feel to roleplay as a developer? This is not the pipeline at all for valve, they leak their debug symbols every 4 seconds, let developers jump projects, push shit updates that have to get hotfixed (case in point, dota disruptor w cooldown, dota sell items on illusion, dota sell any item for infinite gold).
Delusional if you think their testing is that rigorous.
The dev commentaries on these are always the highlight.
"Thanks and GABEN"
sentry when time goes above 10 digits: autofire enabled
When sentry goes full auto in building
1:42 it looked like heavy was giving a thumbs up
Before the pyro update, the length of your flamethrower could be extended with high latency. My guess is that to fix the issue they tied the duration of flame particles to the global timer, and they way they did it might have some weird interactions with "removing" the timer. Since the dragons fury fires a normal projectile rather than fire particles, that is probably why it still works, although the projectiles themselves have a maximum lifespan, so idk.
"Heavy's stress eating" made me chuckle lmao
Everytime you upload a video, we learn just a bit more of the Source Spaghetti Monster's tactics.
i wonder what the source engine would be like if we somehow completely got rid of the source spaghetti monster
@@Cece-Cece It wouldn't be Source.
@@Cece-Cece It would be barren, because the Spaghetti Monster and Source Engine are one and the same.
I have to say that the choppy animations as a result of big number imprecisions are really cool to watch
*GEEE WHO KNEW RUNNING A GAME FOR 6 MONTHS STRAIGHT CRASHES IT*
IKR, WHO WOULD'VE THOUGHT
I'M SHAKING AND CRYING RN
ME TOO
it doesn't crash though
*GEEZ JUST WHEN I WANTED TO PLAY MY YEAR LONG 2FORT ROUND*
Ok but, a huge TF2 match that took place over like a week with a little bit of down time so people slept sounds cool as hell.
Ferb I know what we're going to do today!
Underrated comment
"MOM! PHINEAS AND FERB ARE BREAKING THE TEAM FORTRESS 2 GAME!!!"
@@iforgotmydamnname6325 "Candace, the boys are perfectly normal! The game is normal, everything is normal!"
*for the next six months
This is gonna be a hella long summer
I can just imagine in a 6+ month old server, all engies on both teams playing DBZ with the short circuits' M2
why was I recommended this 6 months later?
"the sentry gun just melts you instantly" Why, isn't that what always happens?
Ah, a fellow scout main I see
_Jokes on you, my 2Fort game has been going on for 6 YEARS!_
Basically, the longest 2fort game. Or just a typical match.
Pretty sure the engineer's buildings build at the same speed. The animations are buggy, but the sound plays at the same speed as normal and the building is finished until the sound finishes playing. Although, I suppose that if those moments of lag are actually the server just calculating things and not buggy rendering, then they are stupid fast relative to the game's simulation speed.
Yeah my guess is the buildings are building relative to the closest second. So if the timer is at 15 seconds, and the sentry gun takes 5.5 seconds to build, it will be finished at the 21 second mark (6 seconds). For example. The only thing we are losing here is rounding.
Ah the good old fashioned floating point error, you can always add more bits but it'll happen eventually
Shounic again with the good stuff.
Well this has probably actually happened several times considering the average 2fort match.
Yeah, this looks about the same as when tf2 would constantly send me to servers in luxembourg lol
It's a 32-bit float, but only 24 of those are used for precision, so it's actually just under 8 digits. The largest number with a decimal in it in 32-bit floats is 8388607.5.
2:45 why is the teleporter entrance building by square numbers? I would guess that it has to do with the build progress increasing by consecutive odd numbers, but idk.
it's increasing by whole numbers only because the decimal precision is being lost and it's being rounded.
Funny how this gets recommended to me 6 months later
I stopped playing tf2 a while back but this quality content makes me want to play again
Don't.
Do.
Dot.
small nitpick: the timer at 0:40 is shown counting up very quickly, so "242+8" wouldn't even be close to 8 seconds later
Ferb I know what we’re gonna do for six months straight
I am noticing a lot of things that happen in randomizer mode, I thought were just bugs with that mode like 2:27 with flamethrowers not working
You mean x10?
Nobody:
Shounic: *Well, guess I'll run a TF2 server for 6 months straight*
Por
Por
he went to 2fort
I just realized that this is from 6 months ago and it's about playing one map for 6 months
Yup
3:06 that's like how it was in the trailer
Some say most 2fort matches are still broken to this day
Yeah, I got time
Yeah, I got time
Time, yeah got I
Emie tog I ,haey
Heay tmie tgo i
Got, Yeah i time
oh jeez, thanks for the reminder! im on month 5 of 2fort currently, we should definitely restart the match now
It honestly looks like an animation style change rather then a bug
"Heavy's stress eating" dude why'd you have to kill him like that?
this is actually intended game design to help balance out rounds of 2fort
I didn’t know there was an actual objective to 2Fort until playing the game for 5 years. I thought it was an engineer sandbox
So CTF actually has a timer after all.
I want to see a server that forces a server to always be in this state, and still have a variety of maps (like every time a new map loads, it sets it to 6 months passed automatically), it could be a cool gamemode
this makes me wonder what tf2 would do if the global timer was a 64 bit float
*I'm likely incorrect. See edit*
Timers are rarely floats. It takes about two months for a 32-bit integer to roll over if incremented once a millisecond.
32-bit floats aren't accurate enough to measure milliseconds in the time span of several months. Floats are a really bad fit for this sort of application.
*Edit: I commented before watching the whole video. They might really use floats. The strange behavior is one reason floats generally aren't used as timers. A 64-bit float would improve performance but this sure seems like a bad application for floating point numbers.*
@@ddegn the way I understand it is: floats are for physics, movement, rendering, and the loop, and doubles are used for timers and other times when accuracy is important.
@@ddegn
Not for improved performance, for accuracy.
Yea it is a bad application and shouldn't really be done.
Although some really popular game engines like Unity or Unreal will use its own time and pass it to you as a float if you wish to use it; for whatever reason.
So that mistake probably won't go away anytime soon if the built in timer is used :P.
In Unity's case they use it internally as a double then convert it to a float. So the inaccuracy will remain an slight inaccuracy of the decimals.
I'm sure in most games their own clock would be used instead that is a double.
And here I thought 2Fort games just automatically ended at 5 months.
Is funny because now it's been 6 months after this video has been uploaded.
Hilarity aside, why would someone use a float for this instead of an integer? Realistically that integer doesn't even have to store that much info, as that one wraps around in a very well behaved way which you can account for to still keep temporal coherency as long as the communication lag doesn't exceed some expected value, say 30s - and you could (and probably should) just kick players exceeding that latency.
This also makes Spread less and less functional, you can get multiple bullets in a row with the same exact spread.
This also happens way quicker because spread bases on uptime * 1000.0f
and that uptime is from when the server started, not when the map did
0:06 *information that’s common knowledge in the tf2 community*
People who get trickstabbed: “wTf I wAs LoOkInG rIgHt At HiM! hE mUsT bE aBuSiNg InTeRp!”
Ah... good ol’ 2Fort never changes.
I wanna see some community server that purposefully rounds everything for this effect without breaking the game
I've watched this three times in a row and I still have no idea what Shounic is showing us here.
there's a timer that the game uses to keep track of everything, and synchronize everyone's games' at home together. if you shoot a gun, tf2 uses this timer to mark when you can fire a weapon again (for example). marking these events are done relative to the timer, ie the current timer is at 100, so the game writes down - "you can fire again when the timer hits 105". computers can't infinitely hold numbers, so when this timer becomes too big, the game breaks in some ways.
@@shounic gamer mind
I took a break from watching about half way through, came back 30 min later and hit play. I forgot what the video was about but it didn’t matter, great video as always
“Gentleman, synchronize your death watches”
Hopefully, the jump to a 64-bit engine will grant us servers for a full year.
2:17 soo, thats just the normal scorch shot I guess
I have actually found this exact server and idk when they last reloaded the map but everything that happened here in this video also happened there
weird experience
4:03
How'd you get footage of my game?
This video was 6 months ago and I've come to report my time in a server.
I wanna play 2fort for a year straight. Whos with me?
It’s been 6 months since this video came out
3:58 new sfm’ers
Yes
Ah.... So this explains that teufort match I joined that lasted 6 months.
This video was released 6 months ago, has anyone tried this?
Good to know! Will no longer play for 7 months.
Doctor: tf2 runescape doesnt exist it cant hurt you.
Tf2 runescape: 4:16
I remember playing on a CS:S server, and the server had that laggy movement you showed, I never knew why it was actually laggy untill now.
What I’m wondering is what it would look like if you tried to use the shortstop’s shove ability in a situation like this, would you just become an unstoppable wall of shove that pushes away anyone who gets close?
nah this is an average 2fort server on a wednesday
1:30 My man just achieved fuller auto
thats fullest auto
if someone started a server when this video was uploaded it would break by now
Amateur, my computer can break tf2 in just 20 minutes
"_and you best hope...not pointed at you_"-Engineer
3:06
1:12 well, there's your problem right there
"The Heavy's Stress Eating just doesn't hit the same anymore"
Yeah
3:00
*uncle_dane_theme.mp3*
For the flamethrower, I think that it's probably that the flame particle's life time is getting "rounded" to zero, and with the flame particle's "think" routine checking for if it should die before anything else, and with it's first "think" cycle being set to the same time it was created, it gets killed before it has a chance to be visualized or collide with anything. If I recall correctly, the Dragon's fury uses a distance-limited projectile instead, so it still works.
“Breaks”? More like “skearB”
lets play 2fort for 6 months
Friendly 2Fort servers be like:
1:30 this is literally in every cheat software