tf2 late july bug fixes: TELEPORTER PARTICLES ARE FINALLY BACK & other changes
HTML-код
- Опубликовано: 1 авг 2023
- channel discord --- / discord
channel patreon --- / shounic
channel tracker --- trello.com/b/L3B65jUX
[ todo list / current progress on upcoming videos / channel roadmap ]
feedback --- forms.gle/bkuGF6attQrRPc6o9
custom files --- pastebin.com/raw/e32aG4nP
[ hud / crosshairs / hitsound / killsound / gfx cfg ]
Music: BananaSlug ( / user-426347780 )
big thanks to:
krit! & ficool
FAQ:
Q: How did you make that? What editing software do you use?
A: I use Adobe Photoshop, Premiere Pro & After Effects. Photoshop for image editing and thumbnails. Premiere Pro for compositing and After Effects for motion graphics (the fancy animations). - Игры
preemptively answering: for the 100 player tf2 server there's a plan for the medium term and the long term. i intend to make a video about it once we reach the end of the short-medium term roadmap, so don't worry, i'll elaborate on the work we did to make it run smoother. it's a lot to explain and this is supposed to be an update overview video so yeah. though i think that short-medium term video will be in like 1 or 2 videos? so regularly scheduled programming for a bit until i'm ready to post another 100 player server update :) thanks
yay more bugs have been murderolied
Take your time yo :)
Hells yeah the server has been quite busy
Are you using a physical CPU or a virtual one? A physical one will have significant performance improvements over the type of CPU game server hosts usually have
@@SimpleSaempleit's dedicated but probably Xeon still
The teleporter particles are soo cool
It's a shame they were broken for so long
They look so nice
I swear I thought I had some particle mods installed when I saw that for the first time after the update
I didn't even know they were broken.
That explains a lot of old SFM animations with their particle animations
i honestly thought it was a new feature till my brain reminded me that it was old
janitor working so hard ❤
fr❤️🗿❤️
he's absolutely killing it with these epic new updoots
I think he deserves a promotion.
@@ColonelKlink1965Senior Janitor
@@PROPLAYENHale's own Janitor
The teleporter particle effects look so damn sexy! So glad they were fixed.
@@UCgx7OseCrundqkE8oEVeobg What?
wtf?
you are more sexy babe
@@UCgx7OseCrundqkE8oEVeobg???
@@UCgx7OseCrundqkE8oEVeobgYou're the pervert for thinking they meant it sexually.
I would LOVE to see an MvM mission designed for 9 players with all 9 classes at once
I want to see an MvM mission designed around having 70 players at once.
Am I the only one who thought "what if, 60 bots at the same time"
@@sunkiimustdiedeep rock galactic momento
100 player mvm
Teleporters are buffed! Or nerfed I guess because the teles might be slightly more obvious if your playing ninjaneer
Not if you use the teleporting wrench
Unless the enemy team are idiots lol
well the particles only appear on the entrance
That's tele entry, not exit
Hmmm today I will be playing the texan Spy from tf2
100 player servers are surprisingly stable when done right
medieval mode was a smart pick for my server because less entities are used (melee only)
voice chat enabled is hell though
a game of tf2 sounding like a full cafeteria is something i didn't know i was afraid of until now
I know it's crazy
Crazy?
I hope they fix the taunts' missing zoom-in camera animation next
(you know, that thing where after a taunt ends, the camera zooms inside your player's head, that they broke like the teleporter's particle effects)
lol i legit thought that was a scrapped thing that was implemented into tf2c
In 2007 TF2, there was a zoom in after the taunt ended, but there was no zoom out. In modern TF2 there is a zoom out instead of a zoom in. I think this was intentional because they wanted players to be able to aim properly again right after the taunt ends instead of making them wait extra time
@Thornskade if the goal truly was to "free" the player faster, i think they would have sped it up or make it start earlier instead of completely removing it... to me, it's not intentional
@@curiosityenjoyer They didn't remove it, they swapped it. So I think it's intentional.
Iirc death cams also used to have a slight vertical offset to better highlight who killed you
Now they just go to the player's origin
It's honestly crazy that they upped the maximum players you can have in a server, it reminds me of battfield but I can imagine how crazy this will be.
This makes me think that maybe this could be used in mvm so we get a more realistic mvm just like the mvm trailer where they just don't stop spawning or at least give this illusion
Maybe we'll see maps specifically made for 100 players.
Having played a 100 V 100 server; it's complete chaos, you need a good computer and you need to hope that crits help break the stalemates. That at 100 players people don't even bother playing Sniper as teammates flood past them. That going Pyro becomes easier to deal with large crowds and insanely effective along with the maps not being designed for it. I hope to god someone makes a community map designed for 100V100.
@@soundrogue4472Finally.
We found the real reason random crits were added.
@@soundrogue4472 50v50
The biggest W is MvM griefers getting a massive middle finger with this and the mvm shop menu bug fix.
WeezyTF2 is probably overjoyed right now.
This is honestly tear bringing how much these little fixes are making me so happy.
People dont realize how small fix/feature can be more impactfull then big update
I’d hardly call tripling the server capacity a “little fix” lol
@@theultrak641 yeah, imagine if Overwatch gave us a 100 play custom match limit instead of another battle pass update, would be crazy!
too bad no one could fucking join@@r1mscar
I honestly thought I gaslit myself into thinking the teleporters had that particle effect. I'm glad I'm not crazy after all
How many players even remembered that teleporter effect, lmao
It was in tf2c, so I think its fair amount of gamers
@@kendakgifbancuher2047yeah i'm sure all 20 people who play tf2c are feeling smug about it
it's not 20 people you sogging dullard with a large amount of lard stored in your stomach! it's 25
@@LieseFury I do 😎
I really love how many of the latest fixes don't do anything to the official game and just focus on community stuff. I think Valve finally realizes the players can make this game run as long as they're allowed to
They have added 'Community fixes' to the workshop for a reason
i really don't love that, you're praising valve for having their work done for them for free
@@lightningkitten they could have done nothing instead. The community will still keep the game alive, maybe making "their own game" (similar to TF2 Classic), but even TF2C isnt nearly as popular as TF2
@@O5MOthis. Respectfully, I would not chalk valves sluggishness in working on TF2 laziness. At worst, I could declare it as apathy, but why wouldn't they be apathetic? The game has existed for over a decade and most of the employees are probably not interested in working on a game that's so old it probably could run on Windows XP. With that in mind, I always appreciate these small acts of maintenance on the game, even if the heavy lifting is done by the community, because it's more than literally nothing. Call me a Valve shill, but if they made a formal announcement that they would stop regular content updates for TF2 (even halloween and christmas updates), I would totally understand it.
@@lightningkitten Technically, it's the community just fixing valve's own work they neglected, so the community isn't really making anything new. It's like helping an old person find their lost glasses.
It's delicious to see stacks of tiny fixes and new features like this. I wish they would incorporate some tips from the fixes and bells and whistles of the "TF2 Classic" mod (like fixed weapon viewmodels and higher quality gibs). But really ANYTHING is better than nothing, just keep it up Valve!!
The 22 bot limit is still there though, they didn't turn that hardcoded number into a convar. You can just have more defenders and human spectators now. I removed the limit using memory editing and it's pretty funny
This is considered as cheating from VAC perspective, right?
@@SU76Mit is on server. No sane people would run VAC client on server.
@@SU76M If you somehow do it on a official server, probably. But if you do this on your own private server, no. You control it and it’s just server commands, not exploitation.
oh @_@ i was assuming you could simply raise the server player count and get the popfile to spawn more bots....
@@shounic@_@
We need an update on the "wearing too many hats and shooting too many balls crashes tf2" with how many new maps can be crashed with 100 players!
I hope a vanilla/naked option will be available someday down the line, with differing levels of customization toggles
No hats, no unusuals, automatic mute noisemakers etc
That's being worked on by some people to raise the edict limit of TF2 to support this many entities being thrown around
"haha my balls crashed the game"
I think Valve may do doing smaller patches to make sure things are fixed and NOT causing more issues as they fix things.
it has already caused more issues anyway.
I’ve seen someone say that the teleport particles reveal disguised spies by being the wrong color
Gabe Newell said when implementing 100 players servers; “Open the flood gates!”
.
tf2c reference
@@MisterSkullium Not really.
@@andyfriederichsen (the joke is that it also refers to arena_floodgate)
1:25 Wait... this is an honest to goodness actual community fix??? Holy shit...
Wow, I thought those particles were consciously removed for a specific reason. I really liked it, I'm glad it is back.
I seriously didn’t even know that the teleporter was broken until today, crazy
Damn, the valve employees must've started cleaning up after themselves cause the janitor seems to have quite the high amount of free time
Everyone was super disappointed that the summer update itself didn’t have any of the community fixes… but now that I think about it, they didn’t HAVE to be part of the main update at all. Valve’s already been drip feeding us little fixes here and there even during the dry spell, so maybe we can expect those tiny updates to provides the fixes we’ve been waiting for!
Yeah, apparently what happened was that the maps and cosmetics had a hard deadline set for when the update released, but bugfixes didn't have the same. As such, it's going to be a while before we get _all_ of them, as these updates are going to bring them in bit-by-bit.
the only reason i think these bug fixes are coming bit by bit,is because if they attempted fixing everything at once,something would be bound to get broken again while they were at it
also tf2 spaghetti code don't help
The MvM airblast fix is a godsend.
The ability to make custom vehicles/gunmounts/characters?/etc could open a HUGE floodgate for MVM since now we can have more complex controllable gimmicks a la Salmon Run!
This is a big W update. It added new features such as the 100 player compatibility, said fuck you to toxic MVM griefers and revived broken details like the tele particles. The Janitor's been crazy lately
I love that the remaining people on the TF Team are willing to work with the community and even taking fixes to lighten the workload.
W dev team and W community.
Teleport particles were gone for so long that I didn't even know they existed
Was waiting for someone to make a video about the teleporter particles. Looks so much cooler now that they’re back. I honestly thought they just removed them like they did with a lot of other small details when they added hats. That’s a bug as old as some of the tf2 fan base.
I'm having a blast with your 100 player server. Great videos!
I really thought I was going insane when the heavy on my team became gently floating teleporter cereal for the first time in my life. Its like a brand new game!
Yo shounic I love your 100 player server man keep up the good work!
Me seeing the return of the silhouette effect: "You're as beautiful as the day I lost you."
i started playing TF2 long after those teleporter particles were removed, and the first time i saw them in game I was honestly blown away by how cool it was.
Can the new 100 player cap be used in an mvm server? It would be interesting to have something like 20 player mvm server with 80 robots active at one time
I like the frequent small updates. While they're not as amazing as something like a Summer Update™ with 100 fixes, I bet its a lot easier to QA a smaller list of changes and fixes.
We love you shounic. Keep up the great work ❤
1:18
This moment clearly shows how MvM mode is underestimated by players, so even shounic doesn't know how exactly griefers could abuse this, though he easily could show one of abusing method right here, in this map.
It's simple. Upgrade airblast force to max and blow away any normal (non-giant) robot from the left spawn, aiming 45°. Robot will fall behind the map borders and then teleported... inside the rock. You will be not able to either push or kill him and the wave is basically soft-locked.
That is not even the biggest issue but just an incorrect code.
Robot who gets stuck on map selfdistruck.
The problem here is that in selfdistruck, robots receive damage but robots out of bounds get the Uber effect, meaning they would not die.
these last few minor updates have really been crowd pleasers. really looking forward to the next big potato/pineapple/midnight(?) custom mvm tour, especially wondering how memes vs machines 2024 will go
thank you so much for doing these
I genuinely thought that the teleporter effects in Team Fortress Classic were an original addition to that project.
I started playing TF2 in 2020 so I can't really blame myself for not knowing I guess lol
broooooo i cant believe that teleporter particle effect has been missing this whole time. i was never around for when the game released to see it, but it always felt like teleporters lacked some kind of polish and was missing something and that was *definitely* it.
This hardcap raise might be the one that breath some life down to the community servers, holy hell.
I can see a battle royale community gamemode surfacing
I always thought the teleporter particle removal was intentional for optimization or something. Glad it's back!
The TP effect is a nice touch to have back in the game again 😊
I've been kind of silently keeping track on your progress with making the whole 100 player server thing actually playable. Good job, actually. It looks great.
Happy to see the silhouette particles back
I've never seen that silhouette effect before, nice to see we got it back.
oh shit! that looks like it runs good enough! that LOOKS playable fromhere amazing work
What beautiful insight will we get from Gabe this time, I wonder?
"Team Fortress 2"
Ah.
I was used to those particles back on Orange Box, and I was surprised they weren't in PC. Glad they're back.
I knew those teleporticles weren't normal! I just never knew that they were supposed to be.
i knew something was different with the teles! i had no idea they were broken, i just assumed they had particles still but never looked close enough or cared to see that they didnt
Damn i thought i was going insane, was seriously wracking my brain on whether those TP particles were always a thing or no
The teleporter particles are a welcome return! I've really missed them!
Yo shounic, can you please cover the crash that happens in casual versus saxton hale when you have blood decals active, it's really weird bcs it doesn't affect everyone and seems to only happen when you have the Game in low Quality
Even weirder it's the time to crash, going from 5 minutes~ to right away in the class select screen
I had this, i fixed it by placing a command
(+violence_ablood 0 +violence_agibs 0 +violence_hblood 0 +violence_hgibs 0) in launch settings, turns off all blood in the game, works perfectly fine now, i need fps with my potato pc anyway so i don't care about blood anyway
This is so beautiful
vscript and limits lifted plus VSH, can't wait for the next Potato Server tour, goddamn it's gonna be meaty.
tbh there’s been a lot of neat little fixes and additions recently. I hope this becomes a trend for the future
"Since then, we've nailed down some networking settings that make it run pretty okay"
He says over footage of everyone moving like they're in a stop motion film with half of the frames deleted.
Crazy how your 100 player server now runs better than all of the Skial servers
And it's wonderful how anyone can have a server with way more than 64 players now.
Skial used to have a monopoly on >32 player servers, and they wouldn't release their 64 player sourcemod plugin to the public. I don't know that for sure, though; I'm just saying what I've heard online. Someone can correct me if I'm wrong.
These last updates just mindblowing, I am so happy to live now!
I love this lil quality of life changes, plus MVM updates holy crap
So THAT'S why the Orange Box teleporters felt different..
Now we just need to get them to fix Blue Scout's pants
I had a mandela effect moment when i noticed those particles after the update, not knowing about their addition
I knew something was different about the teleporters. I never realized there were no particles... and then I didn't realize there *were* particles.
I wonder how many other cool purely cosmetic effects like the teleporter particles are supposed to be in the game and aren't present anymore. Crowbcat's tf2 video has a few examples of them.
I do feel like the TFteam is absolutely doing his best and thanks to shounic I can appreciate it. (I think they are focusing more on bugfixes which the game needs and I must say the bot problem has gotten much better)
Ooooh that means we can probably make a MVM achievement server now!
houseplant on the grind rn
These are some really interesting changes.
The player limit, keyboard mapping and MVM configurable player slots changes could result in the community doing some really interesting things with the game, that eventually make it in.
And I love the teleporter particles that have been fixed! That's such a niche but nice thing to fix.
Whoa, I’m so glad they finally fixed the Tele teleporter bug!
Good to see the Janitor spent so much time working on this game he finally learned to update the harder stuff
I totally forgot that teleporters had bonus particle effects until just the other day when I noticed that they were back. I honestly thought it was due to server lag since I was mostly playing on community servers at the time it broke. My guess is Gun Mettle
Teleporter particles were broken for so long they were already gone by the time I joined my 1st match...I started playing a little before Monoculus was added to the game (I remember when bullets would leave concrete impacts on it), for the longest time I thought those particles were a console exclusive
Also, no longer being able to airblast bots while they're walking off their spawn is huge, I've seen good players, tired of playing the same 4 classes, wanting to try Pyro during a tour, getting kicked or forced to use the Phlog because of this, which is sad because Manhattan 2nd spawn can really benefit from a good Pyro (how many waves lost to a lone Scout bot our Soldier/Demo swore they killed but didn't)
Me too. I started playing the summer of 2011 and can swear I've never seen those particles in-game before. Like another commenter said, I had a Mandela Effect moment when I saw them because I had no idea they were added.
I am so happy for that one MvM airblast update.
Also, that vehicle mod makes me wonder: what would it be like if both players and their view could be moved/turned in all directions? You know, like when that tank goes on slopes and spun around in the air?
like, if the turret could be rotated independent of the chassis? i assume tf2 modders have a way to track your camera rotation, don't see why it wouldn't be possible
this dude is secretly working for valve I'm convinced at this point
My heart rate spikes every time I see there’s a new Shounic video.
I love the new (old) teleporter particle effect. And although I'm pretty sure these other changes were intentional, it would be great if we could get all those little gun details and lighting changes we had back in 2007, like the Spy's revolver drum or medics syringe gun drum spinning when you fire. I miss those tiny details.
the teles now look like the portal funnels again!!! excellent
wow i never notice until now that the teleporter was broken
or was missing particles
it looks pretty nice
YEAAAAA. This changes everything
Also they did something with servers connection after 25th july update. I mean, some players (including myself), can't really join any server. It simply takes around 7-10 minutes to just connect there, no matter what map, what gamemode or what server
I have literally never seen the teleporter particles in my entire life.
I remember when they brought back the speech bubble when you use voice chat in casual so this is cool
Woah! the game_ui fix is HUGE for me. When I made sd_laserfight, people would crash and it gave me some grief for a while, until I implemented a logic fix for it. Basically, the crash would happen when a player was using turret with a game_ui entity and quit the game before exiting the turret. The map then has a game_ui entity active with no operator, so the server would crash. The fix was to have it send an "AddOutput" command with "PlayerOff" that would fire as soon as they left the trigger bounding box, and because of the order of operations in the source engine, it would fire a few ticks before they left the server, preventing the crash. If I recall correctly, I had no crashes whatsoever after implementing this but I think there was still a chance it could happen. Valve adding a fix to this gives me more confidence in going all out with the entity now.
I’m so happy they made it so you can’t airblast bots spawning in mvm. There were SO many griefers.
OMG this made me do a double take once I saw it but I was kinda used to it from PF2
i had no idea about the teleporter effect, kind of confused me when i first saw it while playing today
I feel like I remember the teleport effect from playing not long after the f2p update, glad they are back
i thought i do something on my autoexec that causes the teleporter particles appeared. glad that was fixed by someone
It's been a good month for tf2
A particle effect for teleporters being fixed in 2023, just amazing
1:04 the 34th player guy made me chuckle
I find it fascinating that people are opting to use the amputator on 100 player servers since theres always a big enough group for it to matter A WHOLE HELL OF A LOT.
I wonder if engineers are artificially buffed by hundred player servers, given sentries don't need manual aiming.
The fact they removed the means to airblast robots in spawn is kind of significant even to those who are not griefing. Like sticky traps, timing attacks, uber charges ect. Just too bad it was abused the way it was especially leading up to the fix because I used to do it when players did ask in a helpful manner.
Shounic triggering my OCD by not grabbing the money in that last MvM clip