hi. i'd appreciate some feedback on whether i should make more of these videos for future updates. personally it feels like i'm just being captain obvious but i've also seen a lot of comments asking me to clarify things, so idk. maybe people also prefer i take my time and dig deeper into each change and describe _how_ the issues were fixed? (though of course, some stuff would be impossible to investigate, like vague patch notes on "improved melee hitreg" - that could be anything.) let me know, thanks :)
I think that giving some insight to how things were fixed would be very nice to see, though I'd personally want to avoid speculation to avoid people spreading it as The Gospel of Shounic™, as the internet has done time and again. That said, if that feels too tedious to do, I'd also be fine with more "surface-level" videos, as not every single thing needs to have an essay written about it.
It's so weird to see the halloween bosses not lagging. I never ever even fully realized they were lagging, I never thought about it, but now it feels wrong lol
Honestly the skeleton animation fix is what blew my mind the most. I have *never* seen the actual animations and just thought they were meant to look like that because of some kind of engine limitation or something.
@@azzor4134 Why be rude when he is literally just sharing what he thought the problem was? It’s not even that crazy or outlandish to assume it was due to engine limitations.
I love that the fix for Macs running out of memory wound up being “Wait for Apple to just stop us from running the game in a decade so we don’t have to care.” Outstanding play, Valve.
It feels like a fever dream seeing updates and bug fixes come back to TF2. Also, thanks for the short explanations of the updates. They're great for showing exactly what was changed rather than just words on a screen.
I feel like these updates are mostly a response from Valve to the recent uptick in interest for TF2 and it’s problems outside the TF2 community. On the one hand I’m happy to see something from Valve even if it’s just patches and debugging but on the other hand I feel like the second all the pressure on Valve to “fix” TF2 from major gaming articles/creators starts to die down the “updates” will die again with it
It feels wild to see so many of these ancient bugs go I got so used to jigglebones being nonfunctional, spy disguised being unreliable due to obvious visual bugs, And occasionally seeing %killername% that I didn't even think about it anymore The jigglebones especially, I forgot they even existed anymore, just because they have been completely stiff for _years_ . Got such whiplash seeing the fish flop around again.
@@ArcKanosie im not a cheater and neither are most people. What we truly "don't deserve" is to have these jerks who dedicate their time to ruining a video game.
The network edict fix has brought some issues with entities that are attached in some way to other entities not affected by the change. That's why the patch made the turntable from Barnblitz black. It is black because it uses as lighting origin the path_track above it. Since it is no longer networked to the dynamic prop, and the prop is slightly under the floor, it messes up the lighting. A similar problem occurs in Asteroid with the lasers Edit: This was fixed already!
@@ValoPlay724 that's a different issue, cosmetic lighting has been screwed for a while, thankfully there was a code fix for that on the workshop, I hope it gets fixed at some point.
@@TaRAAASHBAGS I’ve never been able to find a server that has Asteroid ever since the Meet Your Match update (including community servers). The closest I’ve ever gotten was finding variants that changed the gamemode to either Capture the Flag (which causes matches to last forever like 2Fort) or Control Points. It’s a shame; I was really looking forward to Asteroid’s official release once the map was finished.
I'm glad you clarified that you found something broken and reported it. I'm sure many do the right thing, but there's a certain stigma to "Look at this crazy glitch!" in RUclips videos that help popularize the exploit rather than try to get it fixed, and it's nice to hear that you made the effort. Here's hoping they can see it. Edit: Since some of the replies seem to think I'm targeting a certain channel, I would like to emphasize my optimism with the "I'm sure many do the right thing" excerpt. I understand the logic of reporting a bug, having nothing happen, and then making the bug more known to spread awareness of it, but my goal was just to compliment shounic disclosing that he reported a bug in this video. My goal was not to comment on the potential chaos of a specific person, but rather just the environment of the internet as a whole, as every glitch in every game ever probably has a video showcasing it for fun. I just wanted to say that I admired the professionalism here over the more zany corners of RUclips. Sorry to start any arguments, that was not my intention.
@Damsen Yeah I know, it's stupid excuse since VALVE works slow as fuck. For how long bots were crashing the servers when they were kicked before VOLVO did something about it
honestly still blows my mind that the skeleton animation wasn't intended to look weird and choppy because of some weird design choice or something, it's just always been that way so figured it was how it's supposed to look
By far the saddest fix is the ap sap. It was hysterical playing 2fort and randomly hearing a cloaked spy spamming voice commands to torment our engineers. But its gone now, forever.
Only issue is, other team can’t hear your voice lines. Not even your own team can hear your voice lines. The only time anybody else can is when you’re sapping something and even then they only hear the sapping voice line. Cool story but false.
@@Goldenleyend Yes. Judging by how you are speaking you do not have an Ap-Sap while I do. I tested the voice lines with my friends and brothers at one point and nobody could hear it other than the sapping lines.
@@Goldenleyend Has Valve ever stated that you can hear the Ap-Saps voice lines when on another team or something? Because if they have even they are wrong.
Artistic interpretation: this is the shadow of old broken code that will never leave the game for good, new players may not notice it but old players will be forever haunted by the dark days
@@LazyJesse The game is unoptimized as shit and people have to resort to disabling stuff like shadows to get increases in fps, that is what I am saying.
Something interesting regarding the Shortstop shove bug fix: because it was self-damage before, it had an exploit in MvM where players would shove robots coated in gas by the Gas Passer. It was mostly used to kill players using an upgraded Gas Passer.
@@cavemanpretzel9520 I think basically since the shove was counted as self-damage, a scout could shove a robot doused in gas passer gas and if the pyro who threw it had the explosive gas upgrade, the shove would also kill them (the pyro who threw the gas). I'm not very sure about this though so i may be wrong
@Moosay Cadoosayus: "Valve please fig bugs that break the game, do something about cheaters, and maybe balance weapons to make everything more fair" Valve: does a bit of everything but also does one thing no one asked for Us: "damn, can you undo just that one thing? Thanks for everything else tho." 🅱️itch, the fuck are you talking about?
%killername% I'm just gonna be conflictingly happy-sad when they fix the bug that spawns a death animation in the middle of the map. And the one that makes gibs explode from you. And the one that suddenly spawns water particles in the corner of the room.
It's surreal seeing things like the shotgun disguise bug, crossbow bug, or the boss animations fixed. They've been around so long that they basically became part of the game.
I like this, Shounic. Keep it up! I think "stating the obvious" is great, but you're going above and beyond with the graphics and simple explanations of things you've clearly already put a lot of time into understanding for yourself
actually it was never meant to affect client-side handling of msgs, only to toggle whether the server would show the reason in chat (but the convar's logic was in shared code so it unintentionally affected both). this was confirmed by a tf2 dev in the hlds mailing list, and has been fixed ("- Fixed net_disconnect_reason affecting disconnect messages on the client") it's no longer needed to put it in your config since disconnects show regardless of the value
@@Thespikedballofdoom it is a server convar that toggles whether the server shows disconnect reasons in chat to other players. it doesnt affect anything for clients
Really something how TF2 has been straddling the line between active development and dead development for so long that some of these bugs have made the transition from "flaw" to "classic jank."
4:55 Found out if you backstab someone with the YER, who doesn't have a primary weapon to hold, eg. Boots on someone playing Demoknight, the bug still takes effect.
non laggy skeletons and similar animated NPCs is such a pleasent surprise to see for sure in fact, most of the changes are so notable it makes me happy seeing them
Please keep us up to date! I don’t play the game anymore but I really enjoy hearing the news. This happens in all big patches, but i’m glad to see it done now too. Many old exploits, bugs and other messy things get taken care of. Going through old code like this is really hard work and requires a lot of testing and tinkering to not accidentally break some functionality while implementing fixes. Seeing Valve go through this effort is genuine show of effort. While many fairly point out that this isn’t solving the bot-infestation, it should be interpreted as a genuine effort to do something. Kicking all the bots and countering their evolution is a monumental task that will need research and planning before any code can even be written, let alone delivered. Same with big updates. The best a dev-team and individual developers can do is start going through the list of reported bugs. Having bugs in the product is not a sign of bad game development or spaghetti code in itself - it’s a fact of life. So actually patching old quality of life bugs is something that can be started and shipped quickly, but communicates a clear allocation of resources towards the product. So at least right now Valve seems to care. Will they continue the work or is this just a momentary response to momentary public pressure remains to be seen.
At least the server's don't crash as easily and they helped getting rid of bots by quite a bit. Buffing the Bison is the real highlight of these updates though.
The "fixed broken transparancy on cosmetics" also applies to how a lot of glasses cosmetics in the game were broken where the lenses would not render unless crouching for some reason. Most notably the Honcho's Headgear and Ground Control for Soldier.
Regarding the Mac and mat_picmip, TF2 stopped working on that system since the release of MacOS Catalina which removed 32 bit software support entirely and the game was 32 bit on MacOS.
codes ARE scary i am trying to learn coding and it affected me so bad that now i find myself agressively staring at a lesson about STRINGS because i am used to it being hard to memorise
5:36 the demonstration shows that there is no longer a message in the chat box saying someone changed their name, for those confused by the lack of anything shown. I was expecting shounic to say something in chat to show his name was still elephant
7:23 When the update was launched, that patch added the best balancing patch MvM had in over 4 years: when you refunded, you had a chance of getting kicked from the server. Unfortunately, it was removed a day later. But while it was there, it was great.
@@Petal316 Refunding can be abused to make waves not designed around it trivial. Giant medics? Refund and switch to spy. Tanks? Refund and switch to phlog. Uber medics? Refund and switch to sniper. You can always have the most effective classes and upgrades for any given wave. Not nearly as OP as Gas passer, Explosive headshot or crit canteen abuse on slower paced missions.
Very informative video. Thank you- sometimes these patch notes are more cryptic than they have any right to be. (Of course, when it comes to in-game settings, I’m of the mind that “If I don’t know what it does and I don’t need to know what it does, it’s not in my best interest to mess with it”.)
This made me realize point_Spotlight's movement isn't being updated anymore and now favorite map looks worse because it used spinning spotlights for a disco.
no way... I always thought map delivers somehow to server information what changes should server transfer to players, but now i see this is pure server's thing But is it? Can't map tell the server what it should update?
It takes so long for these smaller bugs and glitches to get fixed, it really makes me think that there is just one poor guy at value that actually does anything
@@idk-cc1ep once it triggers , some said manually input when change map or server is needed . I myself seems to settle do it once fix the issue for that day .
I love the Dead Ringer change. It was super easy for an experienced player to not have to think at all whether a spy used it, just look if a spy appears up at the top of the screen. I think this makes the weapon that more reliable, making it at least potentially surprising for veteran enemies.
The thumbnail kills me every time lol. I can imagime a very angry Gabe walking into a room with a broom and start swinging it wildly at the insects there screaming "GET OUTTA HERE!" like he had been wanting to do this for years
I actually appreciate you “stating the obvious” because some needs to explain what this means to my monkey brain. I fell bad for writing these bug fixes off as minor, because some are very good. Except the ap-sap spam, cmon VALVe that was harmless :(
Shounic, these videos are great in a lot of ways. Staying updated with what's going on with TF2, enjoying your fluid animations, jamming out to the music and even just listening to your asmr voice 😉Keep em' coming, we appreciate them all!
Small mistake at 10:36, OOM stands for Out Of Mana, which is a common problem for people who choose the Mcdonalds Big Mac (refered to as Mac users) over Pepsi Max.
I remember the issue listed with the mat_picmip command, i used to play on MacOS years ago and always faced memory issues hell, i think it still happens, thanks apple
it actually does I had a hard time playing on my Mac on community servers, it sometimes would just cause a crash here and there well, I guess now time has come, finally
I remember finding out a friend would "crash" on Mac because they'd accidentally press Command+Q. How, one might say? Apparently the default bind for crouch on a Mac is the command key so soon as you crouch and tap Q to quick-swap = oops, game's shut down.
@@fuzzyquils weird, my ctrl key has always been bound to crouch on mac; the cmd key basically counts as the "windows key" so i wouldn't expect it there lol
I've noticed also if you spam changing classes which I would use to change spawn in 2fort it kicks you from the server due to sending too many commands to the server
the one with killername is broken i think because most people suffer from this whenever they die the freezecam will lag i don't know if it only happens with people using low config but it's really a big problem because it can make you crash or kick you out of the match and the freezecam lag will increase the more you die the longer you'll have to wait.
I also started having a killcam lag problem after the more recent updates, which gets worse the more servers I visit. Typing "hud_reloadscheme" in the console will freeze your game for a few seconds and then the killcam lag should be resolved. Granted, it's a temporary solution, as the lag will eventually come back, but it does work
Kinda wish they didn't fix the dispenser-thru-glass thing. Seems like a cool niche very rarely practical touch, sorta charm. The kind of thing you see happening randomly in a casual server and go WOAH WTF even though it isn't helping your team much at all, probably just stealing attention from the objective lol
The problem with the iron bomber wasn't bigger collision box of projectile but that instead of interacting with the player model it was triggering when the bounding box of a player was hit and other grenade launchers did not do that
I quite like this kind of video, since I know you as the "Interesting TF2 behind the scenes and more" guy, it's neat to see new TF2 update stuff like this visualized. If you're up to it I'd say these kind of TF2 updates visualized and explained is nice and cool. rip to all the players who will now be disconnected due to tax fraud, though.
this just makes me happy seeing tf2 grow and at the same time, having your high quality channel tell me all the stuff that's being changed in a way someone with a simple mind like me can understand. love it! please keep it up!
can the dispenser still heal through other transparent objects that have holes in them like like fences or nets or something like that? Cause there it wouldn't make sense if it can't
It's good that they're squishing bugs, but stuff like the 1fps halloween bosses and %killername% feel like... they SHOULD be there, it's a part of the game, since they've existed for so long, I'm sad to see them go.
@@4sythdude549 I had my ap sap since some point last year. I'm still sad about the bug. Every other fix is awesome, but a harmless little bug like that? It makes me worried that they're eventually going to patch out t-posing
The thing with mat_picmip is strange one. For most textures mat_picmip -1 through -10 don't make any difference. Valve added resource data to vtf textures which can contain LOD setting (Clamp U/V = X) that determines which mipmap should be used with mat_picmip 0. So having Clamp U = 6 and Clamp V = 6 means max texture resolution with mat_picmip 0 is 2^6x2^6 = 64x64 (where with mat_picmip -1 it's 2^6-(-1) = 128) And some textures have Clamp U and Clamp V set too low, which means to view original texture you need to set mat_picmip somewhere between -1 and -10.
best solution imo is to have a sparkle on the rifle scope like in Halo or Battlefield. So you know when you're being watched and can better play against it. And maybe even add slight bullet trails on scoped-in rifle shots.
@@seronymus just spitballing here but making wait between shots longer would probably make him less annoying to fight while not completely destroying him, although i dont know for sure cause im not a good designer
the picmip limit has nothing to do with mac because if you look at the code you showed on screen there's actually a separate limit for mac that's been at 0 and still is at 0
The dead ringer spy showing dead on the scoreboard when feinting is such a welcome change, it was always super easy to glance up or tap the scoreboard to check if they were really dead.
If they're gonna be fixing funny and harmless bugs like the ap-sap spam and phantom hoovy then we better get some fucking content updates before the year is over.
hi. i'd appreciate some feedback on whether i should make more of these videos for future updates. personally it feels like i'm just being captain obvious but i've also seen a lot of comments asking me to clarify things, so idk. maybe people also prefer i take my time and dig deeper into each change and describe _how_ the issues were fixed? (though of course, some stuff would be impossible to investigate, like vague patch notes on "improved melee hitreg" - that could be anything.) let me know, thanks :)
Ok
Keep on, your videos and explanations are gold! :)
I think that giving some insight to how things were fixed would be very nice to see, though I'd personally want to avoid speculation to avoid people spreading it as The Gospel of Shounic™, as the internet has done time and again. That said, if that feels too tedious to do, I'd also be fine with more "surface-level" videos, as not every single thing needs to have an essay written about it.
I love the visual demonstrations and extra background information behind the updates!
Very organized video, I really like it
It's so weird to see the halloween bosses not lagging. I never ever even fully realized they were lagging, I never thought about it, but now it feels wrong lol
ikr always just accepted it as intentional
Me too I always thought they were supposed to do it
choppy bosses where better.
I liked how they looked it felt like an artstyle
Nah that's pure nostalgia talking.
They definitely are less of an eyesore. Frame-stuttering in anything is NEVER pretty to look at.
Honestly the skeleton animation fix is what blew my mind the most. I have *never* seen the actual animations and just thought they were meant to look like that because of some kind of engine limitation or something.
Same - I assumed they were supposed to look janky and unnatural because, well, they're undead skeletons from hell, of course they'd look weird.
engine limitation lmao what. At worst it was a stylistical choice
@@azzor4134 Why be rude when he is literally just sharing what he thought the problem was? It’s not even that crazy or outlandish to assume it was due to engine limitations.
I always thought it was a nod to Jason and the Argonauts
@@hoodieninja_7203 That was my assumption too. It's so weird seeing them smooth now; I can't decide if I like it or not.
I love that the fix for Macs running out of memory wound up being “Wait for Apple to just stop us from running the game in a decade so we don’t have to care.” Outstanding play, Valve.
Oh yeah, it's big brain time
Valve : Checkmate.
It feels like a fever dream seeing updates and bug fixes come back to TF2.
Also, thanks for the short explanations of the updates. They're great for showing exactly what was changed rather than just words on a screen.
I feel like these updates are mostly a response from Valve to the recent uptick in interest for TF2 and it’s problems outside the TF2 community. On the one hand I’m happy to see something from Valve even if it’s just patches and debugging but on the other hand I feel like the second all the pressure on Valve to “fix” TF2 from major gaming articles/creators starts to die down the “updates” will die again with it
your pfp is a fever dream
@Jack Man It's really kind of you to assume that vore fans were had anything remotely resembling a parent at all
@Rosie
*nnoooooooOOOOOOOOOOOOOOOOO!!!* 🤬
I'm out of the loop, updates stopped?
Seeing the holloween bosses move fluidly is crazy
Yeah, I always figured that was done on purpose as a Jason and the Argonauts thing and they just reused it for the bosses.
It feels wild to see so many of these ancient bugs go
I got so used to jigglebones being nonfunctional, spy disguised being unreliable due to obvious visual bugs,
And occasionally seeing %killername% that I didn't even think about it anymore
The jigglebones especially, I forgot they even existed anymore, just because they have been completely stiff for _years_ .
Got such whiplash seeing the fish flop around again.
Fishlash
@@vistagreat9994 you're a genius
Do they still twist up and break when you shake them alot
The best explanation of those updates so far. I don't think we deserve it, but thank you for the video.
yes
why wouldn't we deserve it
@@nosepicker1999 because the cheaters and bot hosters are probably included among us
Hi Dewill oppa
@@ArcKanosie im not a cheater and neither are most people. What we truly "don't deserve" is to have these jerks who dedicate their time to ruining a video game.
The network edict fix has brought some issues with entities that are attached in some way to other entities not affected by the change. That's why the patch made the turntable from Barnblitz black. It is black because it uses as lighting origin the path_track above it. Since it is no longer networked to the dynamic prop, and the prop is slightly under the floor, it messes up the lighting. A similar problem occurs in Asteroid with the lasers
Edit: This was fixed already!
I emailed valve about just point spotlights, oh god... what else has snapped
My team spirit all father (beard misc hat) also seems to be effected, appearing darkened.
@@ValoPlay724 that's a different issue, cosmetic lighting has been screwed for a while, thankfully there was a code fix for that on the workshop, I hope it gets fixed at some point.
Man I wish people still played Asteroid
@@TaRAAASHBAGS I’ve never been able to find a server that has Asteroid ever since the Meet Your Match update (including community servers). The closest I’ve ever gotten was finding variants that changed the gamemode to either Capture the Flag (which causes matches to last forever like 2Fort) or Control Points.
It’s a shame; I was really looking forward to Asteroid’s official release once the map was finished.
I'm glad you clarified that you found something broken and reported it. I'm sure many do the right thing, but there's a certain stigma to "Look at this crazy glitch!" in RUclips videos that help popularize the exploit rather than try to get it fixed, and it's nice to hear that you made the effort. Here's hoping they can see it.
Edit: Since some of the replies seem to think I'm targeting a certain channel, I would like to emphasize my optimism with the "I'm sure many do the right thing" excerpt. I understand the logic of reporting a bug, having nothing happen, and then making the bug more known to spread awareness of it, but my goal was just to compliment shounic disclosing that he reported a bug in this video. My goal was not to comment on the potential chaos of a specific person, but rather just the environment of the internet as a whole, as every glitch in every game ever probably has a video showcasing it for fun. I just wanted to say that I admired the professionalism here over the more zany corners of RUclips. Sorry to start any arguments, that was not my intention.
I mean, usual report easily could be ignored, but tons of kids, that would start using exploit after video - not so much.
Delfy
*_KOFF KOFF_* delfy *_KOFF KOFF_*
@Damsen Delfy's argument is if it becomes big issue then VALVE will fix it quicker
@Damsen Yeah I know, it's stupid excuse since VALVE works slow as fuck. For how long bots were crashing the servers when they were kicked before VOLVO did something about it
honestly still blows my mind that the skeleton animation wasn't intended to look weird and choppy because of some weird design choice or something, it's just always been that way so figured it was how it's supposed to look
I think it actually was supposed to be choppy to replicate old stop-motion animated B-movie monsters, but that wasn't the case for the other bosses.
Congrats for making this same comment for the 900000000000⁰0000000th time about the subject
@@wm1573 thanks!
@@mattd1466 np
By far the saddest fix is the ap sap. It was hysterical playing 2fort and randomly hearing a cloaked spy spamming voice commands to torment our engineers. But its gone now, forever.
Only issue is, other team can’t hear your voice lines. Not even your own team can hear your voice lines. The only time anybody else can is when you’re sapping something and even then they only hear the sapping voice line. Cool story but false.
@@SonicMaster519?? Have you ever played the game?
@@Goldenleyend Yes. Judging by how you are speaking you do not have an Ap-Sap while I do. I tested the voice lines with my friends and brothers at one point and nobody could hear it other than the sapping lines.
@@SonicMaster519 Your personal anecdote > Tf2 dev team 🧠🧠🧠
@@Goldenleyend Has Valve ever stated that you can hear the Ap-Saps voice lines when on another team or something? Because if they have even they are wrong.
5:00 as you were showcasing I've noticed that the shadow lags behind switching of the weapons
Huh you're right
Artistic interpretation: this is the shadow of old broken code that will never leave the game for good, new players may not notice it but old players will be forever haunted by the dark days
Sadly people won't notice because most use low or no shadows.
@@woshee_real what are you talking about?
@@LazyJesse The game is unoptimized as shit and people have to resort to disabling stuff like shadows to get increases in fps, that is what I am saying.
Something interesting regarding the Shortstop shove bug fix: because it was self-damage before, it had an exploit in MvM where players would shove robots coated in gas by the Gas Passer.
It was mostly used to kill players using an upgraded Gas Passer.
LMAO
Best
shouldve kept it tbh
I don't quite understand, what is the exploit? Are the robots supposed to be unlovable when gassed?
@@cavemanpretzel9520 I think basically since the shove was counted as self-damage, a scout could shove a robot doused in gas passer gas and if the pyro who threw it had the explosive gas upgrade, the shove would also kill them (the pyro who threw the gas). I'm not very sure about this though so i may be wrong
I love the bug fixes, but seeing the old bugs is just so nostalgic.
Bring back laggy Halloween enemy animations 😭😭
@Moosay Cadoosay Yeah, harmful ones that assist in cheating
not non-issues like laggy halloween bosses that are just kinda funny
@Moosay Cadoosayus: "Valve please fig bugs that break the game, do something about cheaters, and maybe balance weapons to make everything more fair"
Valve: does a bit of everything but also does one thing no one asked for
Us: "damn, can you undo just that one thing? Thanks for everything else tho."
🅱️itch, the fuck are you talking about?
%killername%
I'm just gonna be conflictingly happy-sad when they fix the bug that spawns a death animation in the middle of the map. And the one that makes gibs explode from you. And the one that suddenly spawns water particles in the corner of the room.
@@NotASpyReally also the one that spawns someone's hat next to you when he dies.
It's surreal seeing things like the shotgun disguise bug, crossbow bug, or the boss animations fixed. They've been around so long that they basically became part of the game.
I'm happy that they gave the shortstop such a big buff! It's the best scout weapon now!
to be frank the gun itself is good enough, with or without shove
I like this, Shounic. Keep it up! I think "stating the obvious" is great, but you're going above and beyond with the graphics and simple explanations of things you've clearly already put a lot of time into understanding for yourself
Important note for disconnect messages, it's a client-side setting and it resets to 0 every time the game is started if not placed in configs.
before this video I thought it would change disconnect reasons like "disconnect by user" to return
I heard that it’s automatically set to 1 for all new installations but isn’t for existing ones
actually it was never meant to affect client-side handling of msgs, only to toggle whether the server would show the reason in chat (but the convar's logic was in shared code so it unintentionally affected both). this was confirmed by a tf2 dev in the hlds mailing list, and has been fixed ("- Fixed net_disconnect_reason affecting disconnect messages on the client")
it's no longer needed to put it in your config since disconnects show regardless of the value
@@xela4005 Does the command affect anything anymore?
@@Thespikedballofdoom it is a server convar that toggles whether the server shows disconnect reasons in chat to other players. it doesnt affect anything for clients
Really something how TF2 has been straddling the line between active development and dead development for so long that some of these bugs have made the transition from "flaw" to "classic jank."
4:55 Found out if you backstab someone with the YER, who doesn't have a primary weapon to hold, eg. Boots on someone playing Demoknight, the bug still takes effect.
i want to hug the tf2 developpers that fixed those bugs, and you do amazing work !
Wish I could get a job where I have to work once every 10 years and get this much praise
@@Sly_rim work at valve then
Heard its just one guy. and its an unknown contractor
@@Suqordia its the janitor.
@@Hox624 😨😢
non laggy skeletons and similar animated NPCs is such a pleasent surprise to see for sure
in fact, most of the changes are so notable it makes me happy seeing them
Thank you shounic, very cool!
Thank you Yahiamice, very cool!
Thank you E D, very cool!
Please keep us up to date! I don’t play the game anymore but I really enjoy hearing the news.
This happens in all big patches, but i’m glad to see it done now too. Many old exploits, bugs and other messy things get taken care of. Going through old code like this is really hard work and requires a lot of testing and tinkering to not accidentally break some functionality while implementing fixes. Seeing Valve go through this effort is genuine show of effort.
While many fairly point out that this isn’t solving the bot-infestation, it should be interpreted as a genuine effort to do something. Kicking all the bots and countering their evolution is a monumental task that will need research and planning before any code can even be written, let alone delivered. Same with big updates. The best a dev-team and individual developers can do is start going through the list of reported bugs. Having bugs in the product is not a sign of bad game development or spaghetti code in itself - it’s a fact of life. So actually patching old quality of life bugs is something that can be started and shipped quickly, but communicates a clear allocation of resources towards the product.
So at least right now Valve seems to care. Will they continue the work or is this just a momentary response to momentary public pressure remains to be seen.
At least the server's don't crash as easily and they helped getting rid of bots by quite a bit.
Buffing the Bison is the real highlight of these updates though.
The "fixed broken transparancy on cosmetics" also applies to how a lot of glasses cosmetics in the game were broken where the lenses would not render unless crouching for some reason. Most notably the Honcho's Headgear and Ground Control for Soldier.
Aw hell yeah. I was disappointed when I saw my soldier wearing the Ground Control. Prices are probably gonna skyrocket!
Regarding the Mac and mat_picmip, TF2 stopped working on that system since the release of MacOS Catalina which removed 32 bit software support entirely and the game was 32 bit on MacOS.
codes ARE scary i am trying to learn coding and it affected me so bad that now i find myself agressively staring at a lesson about STRINGS because i am used to it being hard to memorise
5:36 the demonstration shows that there is no longer a message in the chat box saying someone changed their name, for those confused by the lack of anything shown. I was expecting shounic to say something in chat to show his name was still elephant
7:23 When the update was launched, that patch added the best balancing patch MvM had in over 4 years: when you refunded, you had a chance of getting kicked from the server. Unfortunately, it was removed a day later. But while it was there, it was great.
Why is that good. Do you realize how much refunding is useful in MvM??!!
Resistances.
That’s all I need to say.
@@Petal316
There's a purist idea that refunding shouldn't be allowed because it made it too easy to spec for waves.
@@Appletank8 yeah, so called "Purists" love to not let you use intended mechanics of the game
@@Petal316 Refunding can be abused to make waves not designed around it trivial. Giant medics? Refund and switch to spy. Tanks? Refund and switch to phlog. Uber medics? Refund and switch to sniper. You can always have the most effective classes and upgrades for any given wave.
Not nearly as OP as Gas passer, Explosive headshot or crit canteen abuse on slower paced missions.
@@bernardo-x5n its pve who cares
Very informative video. Thank you- sometimes these patch notes are more cryptic than they have any right to be. (Of course, when it comes to in-game settings, I’m of the mind that “If I don’t know what it does and I don’t need to know what it does, it’s not in my best interest to mess with it”.)
This made me realize point_Spotlight's movement isn't being updated anymore and now favorite map looks worse because it used spinning spotlights for a disco.
no way...
I always thought map delivers somehow to server information what changes should server transfer to players, but now i see this is pure server's thing
But is it? Can't map tell the server what it should update?
@@spartv1537 Don't think so, not without creating a different entity which wouldnt work well
It takes so long for these smaller bugs and glitches to get fixed, it really makes me think that there is just one poor guy at value that actually does anything
I really liked this video, if not at least it was comforting and fascinating. Thanks shounic
10:42 And it only took them a decade!
There's nothing more permanent than a temporary solution
@@000Mazno000 [looks at old Wikipedia edits] oh ain't that the truth...
classic valve
tf2 more localized than ever
That part about how valve limited the picmip rate for mac users is absolutely barbaric
"Valve is just always 2 steps forward"
Best quote
"2 steps ahead" - hit different now
If you had deathcam loop frame glich , use command "hud_reloadscheme" for now .
Do you have to input the command when it glitches?
@@idk-cc1ep once it triggers , some said manually input when change map or server is needed . I myself seems to settle do it once fix the issue for that day .
@@ammi5311 oh okay, thanks for the reply
Ngl I kinda miss the choppy skeleton animations. But fantastic video! I love you translating Valve into English
I hope there will be a command or some sort of option to “set npc animation laggy” or something.
I love the Dead Ringer change. It was super easy for an experienced player to not have to think at all whether a spy used it, just look if a spy appears up at the top of the screen. I think this makes the weapon that more reliable, making it at least potentially surprising for veteran enemies.
Big props to the devs working on the bug fixes. Legitimately breathed new life into the game.
The thumbnail kills me every time lol. I can imagime a very angry Gabe walking into a room with a broom and start swinging it wildly at the insects there screaming "GET OUTTA HERE!" like he had been wanting to do this for years
I actually appreciate you “stating the obvious” because some needs to explain what this means to my monkey brain. I fell bad for writing these bug fixes off as minor, because some are very good. Except the ap-sap spam, cmon VALVe that was harmless :(
For anyone as oblivious as me stuck rewatching 8:15 repeatedly to notice a difference: Focus on the jarate!
Love this update clarification. I tend to have trouble reading patch notes, especially vague ones, so this video is really helpful ^_^
This guy can literally explain the entirety of how tf2 works like he is one of the devs
Shounic, these videos are great in a lot of ways. Staying updated with what's going on with TF2, enjoying your fluid animations, jamming out to the music and even just listening to your asmr voice 😉Keep em' coming, we appreciate them all!
so glad they got rid of that Mac user glitch. being around them was disturbing.
I was so skeptical of them even moving a finger, we managed to make them care?
GabeN hit his head on the keyboard
Your thumbnails are legitimately some of the funniest I’ve ever seen
Small mistake at 10:36, OOM stands for Out Of Mana, which is a common problem for people who choose the Mcdonalds Big Mac (refered to as Mac users) over Pepsi Max.
that wireframe cheat is so egregious, i'm surprise it wasn't fixed earlier
I remember the issue listed with the mat_picmip command, i used to play on MacOS years ago and always faced memory issues
hell, i think it still happens, thanks apple
it actually does
I had a hard time playing on my Mac on community servers, it sometimes would just cause a crash here and there
well, I guess now time has come, finally
I remember finding out a friend would "crash" on Mac because they'd accidentally press Command+Q.
How, one might say? Apparently the default bind for crouch on a Mac is the command key so soon as you crouch and tap Q to quick-swap = oops, game's shut down.
@@fuzzyquils weird, my ctrl key has always been bound to crouch on mac; the cmd key basically counts as the "windows key" so i wouldn't expect it there lol
@@sherbftfy2287 Neither did I, yet I looked it up way back then and apparently it was a thing lmao
I always thought the dead ringer not showing the player dead at the top was intentional, never even crossed my mind that it was a bug
I've noticed also if you spam changing classes which I would use to change spawn in 2fort it kicks you from the server due to sending too many commands to the server
This is a thing for a long time now
tbh I thought the laggy animations for skeletons was giving them it charms, it's like seeing an old projector movie, just alike old Halloween stories
Thank you for this video! Very informative.
"Here's a 'quick' video"
Bro even videos like these are of top notch quality and the visuals make everything so easy to understand
I actually thought the halloween bosses lagging was a really weird stylistic choice
Seeing the skeletons with smooth animations feels really odd
“Welcome to Team Fortress 2, after nine years in development, we hope it will be worth the wait.”
the one with killername is broken i think
because most people suffer from this whenever they die the freezecam will lag
i don't know if it only happens with people using low config but it's really a big problem because it can make you crash or kick you out of the match and the freezecam lag will increase the more you die the longer you'll have to wait.
I also started having a killcam lag problem after the more recent updates, which gets worse the more servers I visit.
Typing "hud_reloadscheme" in the console will freeze your game for a few seconds and then the killcam lag should be resolved. Granted, it's a temporary solution, as the lag will eventually come back, but it does work
What is the steam overlay or the steam hud on 5:36… very nice looking to try.
The Disciplinary Action fix is a big deal. It's a much improved weapon when landing a hit on a teammate doesn't do nothing 40% of the time.
ur telling me everything was in hd from faraway this whole time🤯
Kinda wish they didn't fix the dispenser-thru-glass thing. Seems like a cool niche very rarely practical touch, sorta charm. The kind of thing you see happening randomly in a casual server and go WOAH WTF even though it isn't helping your team much at all, probably just stealing attention from the objective lol
the loss of wheatley spam was really tragic... it was a lot of fun to play full stealth mode and spam that around to confuse people, lmao
Gabe Newell is now TF2’s Verminator
Finally, speed-boosting teammates won’t be annoying as hell anymore
4:46
I really wish they just left that alone
Seeing an A posing heavy only for them to cloak away will be missed.
Seeing the Shortstop actually kill and they ragdoll looks so funny
Even if it's near impossible when it deals 1 dmg
The problem with the iron bomber wasn't bigger collision box of projectile but that instead of interacting with the player model it was triggering when the bounding box of a player was hit and other grenade launchers did not do that
I quite like this kind of video, since I know you as the "Interesting TF2 behind the scenes and more" guy, it's neat to see new TF2 update stuff like this visualized. If you're up to it I'd say these kind of TF2 updates visualized and explained is nice and cool.
rip to all the players who will now be disconnected due to tax fraud, though.
Yoooooo dead ringer nerf? I always thought that was. A feature to make watchful players know when a dead ringer happens
they fixed pretty major glitches
These smooth skeletons feel wrong
9:00 bad demoman mains cryin rn
Wow these changes are huge! Some of these bugs have been around since before I even started playing in 2014.
the wheatley bug is fucking hysterical, thank god for the fix
I was so sad to see that bug go. So fun to just go cloak and dagger and annoy the enemy team. Good times….
I dunno, I kinda liked the skeletons having a lower framerate. Made them seem kinda spookier
3:25 worst update ever
it doesn't work for me lol
this is worst update ever. I like when I play tf2 and someone spams voicelines. this is totally not annoyin'!
this just makes me happy
seeing tf2 grow and at the same time, having your high quality channel tell me all the stuff that's being changed in a way someone with a simple mind like me can understand. love it! please keep it up!
can the dispenser still heal through other transparent objects that have holes in them like like fences or nets or something like that? Cause there it wouldn't make sense if it can't
TF2 has always treated textures like chain-link fences as solid, so... no, I doubt it.
i really like hearing about the more technical aspects of the changes, you illustrate them very well
It's good that they're squishing bugs, but stuff like the 1fps halloween bosses and %killername% feel like... they SHOULD be there, it's a part of the game, since they've existed for so long, I'm sad to see them go.
I know it's not much, but it's still kinda sweet that devs try to fix these little bugs
I still miss the ap-sap bug. I understand fixing the other bugs, but the ap-sap bug was harmless :c
I literally bought an ap-sap a few days before the update to try out the "exploit"
It was fun while it lasted
@@4sythdude549 I had my ap sap since some point last year. I'm still sad about the bug. Every other fix is awesome, but a harmless little bug like that? It makes me worried that they're eventually going to patch out t-posing
@@thebeepster8014 I said it on another comment thread and I'll say it again:
If they get rid of t-posing, I will stop playing TF2
The thing with mat_picmip is strange one. For most textures mat_picmip -1 through -10 don't make any difference. Valve added resource data to vtf textures which can contain LOD setting (Clamp U/V = X) that determines which mipmap should be used with mat_picmip 0. So having Clamp U = 6 and Clamp V = 6 means max texture resolution with mat_picmip 0 is 2^6x2^6 = 64x64 (where with mat_picmip -1 it's 2^6-(-1) = 128)
And some textures have Clamp U and Clamp V set too low, which means to view original texture you need to set mat_picmip somewhere between -1 and -10.
And even though they still haven't remove TF2 biggest error.
The Sniper.
Sniper *is* very OP, but i think thats only due to his ability to headshot so fast (quick-scoping). removing that would make him a fine class lol
Valve is “Working on a Fix”™️. Have patience.
How do you nerf headshots without destroying the class and pissing off everyone?
best solution imo is to have a sparkle on the rifle scope like in Halo or Battlefield. So you know when you're being watched and can better play against it. And maybe even add slight bullet trails on scoped-in rifle shots.
@@seronymus just spitballing here but making wait between shots longer would probably make him less annoying to fight while not completely destroying him, although i dont know for sure cause im not a good designer
"Code scary" is one of the best outro thingies you did
the picmip limit has nothing to do with mac because if you look at the code you showed on screen there's actually a separate limit for mac that's been at 0 and still is at 0
I've watched a bunch of your videos, and now seeing the glitches you've mentioned being fixed is quite amazing
AI generated gaben thumbnail
Nice to know our game got ugly for so long cause of the 15 people that played tf2 on a toaster
Code scary indeed Gabe.
8:01 this makes me so happy
I'm not regretting selling my Ap-sap.
The dead ringer spy showing dead on the scoreboard when feinting is such a welcome change, it was always super easy to glance up or tap the scoreboard to check if they were really dead.
honestly love the quick summary of the more important things of updates because not every is caught up/aware of all the changes.
If they're gonna be fixing funny and harmless bugs like the ap-sap spam and phantom hoovy then we better get some fucking content updates before the year is over.