Iron Bomber guy here, the barrels were designed to rotate but because of the way they're positioned (and because there are only 4 of them instead of 6), there is no way to rig them to rotate when firing as far as I know, so I cheated. The barrels are rigged to an extra bone that isn't present in the stock grenade launcher, and the footage from the demonstration video is actually from Garry's Mod and not TF2. I was working on a personal project which aimed to replicate TF2 in Garry's Mod at the time, so all the code for the grenade launcher was already present, all I had to do was add a bit of extra code to make the barrels spin after every shot. It would be possible to do that in TF2 in theory, but it would be hard to implement in a way that doesn't result in a hacky mess and I never expected Valve to go that far just for a single weapon, it was just a fun little experiment I wanted to show off in the video.
We actually discovered late last night that the Splendid Screen bug at 11:07 only occurs if it's changed off the default style! If it's in the default style it will show up. Weird.
The floating shield bug appears to only happen in servers with tournament mode enabled (mp_tournament 1). This also includes Casual mode, which uses a modified tournament mode. It is a derivative of competitive mode, after all. Community servers tend to not use tournament mode, so the bug won't show on those servers. Also, here's an annoying one. Sometimes when your charge ends early (via shield bash, I believe), the minicrit particles and sfx will remain indefinitely until you charge again. The sfx even persists through dying, respawns and class changes. You could do snd_restart in console to stop the sounds but that won't fix the minicrit particle effects, which only go away by charging or perhaps switching class. Sometimes I intentionally have to wait an extra cooldown outside of combat because of this bug.
That floating shield bug can be fixed by doing "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0" you can bind this to a key
Well if he gets picked next I got one, if you do a moving taunt with the wrangled out while having a sentry built will cause it to remain wrangled eg. Bumper cart taunt or any moving taunt with a sentry out will cause the laser to filler the direction you're looking
@@rengiemakes7948 a long while ago, right or left clicking with a taunt that had a specific action for that (MannRobics) allowed the sentry to shoot either bullets or rockets while wrangled. Trolled so many people like that c:
18:53 - For what it's worth, at least in the context of doing it with the high-five taunt, you _are_ still providing a "smiling face," as the achievement says, just not the drawn one
@@spikrib No no, he means hitting an enemy with a pipe that has bounced off your teammate. Like, bouncing a pipe off of Heavy's gut and it explodes on a spy that was about to stab him.
If you see this bug, it can be fixed the same way invisible players (a client-side bug that makes other players completely unable to be seen and when you get killed by them, the kill cam will go to a part of the map that is not near you) and other visual bugs are fixed. I just can't remember how, I wanna say it has to do with starting and stopping a demo recording. I've had it bound to my ] key for so long I just can't remember what to put into console.
3:57 With what I remember from History Class, it was noted during the civil war that cannonballs could gib the poor souls unlucky enough to be in the way, so I consider this an intentional effect.
the bug at 17:02 is real! if you are on the winning team and inside of your spawn as the round ends, you are teleported to the enemy spawn. if you stickyjump before you're teleported, it counts the distance from your spawn to the enemies spawn, thereby giving you the achievement.
There's also the bug where Demoman's extended sword range during charges only work for Demo robots. For players, the extended range only works while charging, which ends the moment you swing. However, Solarlight found out that if you swing right before beginning the charge (therefore not canceling the charge), you will get a regular damage, yet extended swing.
My guess with the mini crit bottle bug is that the client goes 'it broke' and swaps the model and the server goes 'nuh-uh, that was a mini crit' so the client fixes it.
@@Yuzzy1234 I didn't know that. In that case the bottle break may have been hard coded on the client, probably for latency and 'feel' reasons, and never fixed.
@@thepizzatime3502 i find that calling trimping a bug is like calling surfing a bug, like it's, just one of the engines wacky quirks of how it handles speed and collision. And it's in many source games including csgo which isn't patched there so it must be made with some intent.
17:07 might be referring to the end screen of casual or competitive where the scoreboard gets brought up. Sometimes the sounds relating to sticky jumping keep playing even after I lose control of my character, which might then count the airtime or something? Food for thought.
It's funny how many of the demoknight bugs clearly came from the solarlight videos about Demo bugs, but they didn't copy all of them. The Extender bug where you can boost melee range while charging is apparently not on the wiki.
That floating shield bug can be fixed by doing "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0" Bind it to a key so you can do that when you need to bind [KEY] "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0"
1:55 Thats democrab Different than spycrab(Man these thing going Extinct) Because how its just funny how demo hand just bend His hand to Look like a crab thats why
17:26 they were talking about the crit boost the winning team gets, making you able to get the achievement with the sticky jumper but due to crit boost you can jump way further
Probably the best way to get this to you. I believe the bug at 16:58 is saying that if you jump after the round ends, and are teleported back to base while still in the air, you should get the acheivement.
10:40 yes it's still does, me and my friends were playing the community mvm campaign today and we all were demoknights (doing the FUNNY) and it was bound to happen... You can imagine our faces trying to understand half a dozen Shields scattered throughout the map
I should also say that it is hard to see bugs nowadays in casual but if you're in a community server it's always have a chance to see the old-school bugs like swimming on air and box-genieer
For the highland fling achievement... Depending on how early that bug was added to the wiki, it might be referring to a server changing maps. When a map ends and the server prepares to change maps, every player is frozen - and I think that might include in midair too. And while you're frozen, it might be theoretically possible to gain the highland fling achievement.
I remember submitting one for Sniper when I played MvM and noticed Spies can just pierce through the Razorback. Looking back at it, I think it is due to the Robot Spy having an infinite swing speed.
The weird properties in Nucleus' point come from the fact that the entire platform is a dynamic prop, not a static prop or brush. This also causes ragdolls and gibs to fall through the platform. The same behavior occurs on the payload cart and other things.
2:40 i think the lock and load should shatter when it gets contact with teammates, would be more reasonable, but the source code couldn't handle it 😳🥴💀
10:59 I think the reason it wasn't working was because you cant normally see the with grenade launchers, the bug will work if you default to your melee
This video is a year old, but I think that the glitch with the Highland Fling achievement is about starting the jump right before the map changes at the end of a round, meaning that the game will recognize that you somehow jumped from one map to the next.
The caber taunt is my favorite because I would always use the Scotsman's Stagger to make it look like Demo is drinking his own caber and it doesn't explode in his mouth
16:58 I think this bug may either talk about getting this achievement via enemy stickies specifically when the round ends, or just that you can get it by grenade jumping when the round ends like it said in the part you omitted.
worth noting: You can also get the second eye using a laughing taunt or when a holiday punch heavy crits you. Least that's how I got it by complete accident
Errors I noticed in the video: 17:05 I think this refers to multi-stage map that teleport you to the next spawn room at round end 18:02 you probably need to be charging for this to work. like you detonate the sticky mid-charge on an enemy you never saw 18:33 this isn't a bug because it says "The Grenade Launcher", not "a grenade launcher"
The bug of the shield not glowing from others' point of view is because in first person it is "attached" to the active weapon, while from another point of view it isn't and instead attached to the arm of demoman. The broken bottle effect from the tide turner is an "end of charge" animation i would guess, which is why when you have the swing timer reset it goes back to normal.
Here's one I found recently. The sticky jumper's shooting sound will become the stock's shooting sound after a round ends (like after the last point is capped)
I think the reason why the Rocket Jumper doesn't make pumpkin bombs explodes is because once the projectile collides with something, it applies the knock back to you, and then removes the projectile before it collides with anything basically, when it collides with something, it removes itself so it doesn't collide with anything
3:30 - Sounds like an incorrect position offset is being used there. 4:56 - This is because the Iron Bomber has an attribute that replaces a model with a different one. The whole process causes a bounding box recalculation that the projectile type doesn't override due to the bounding box assignment coming before the projectile model change. The same attribute is also present on the Quickiebomb Launcher, and will only affect grenades and stickies. 5:38 - Yup, it's as it says. The barrel is not rigged to the correct bone, but to a different bone. 6:36 - My initial thinking was that this is because the Sticky Jumper projectile is under a different projectile ID as the Sticky Jumper uses an attribute called "override projectile type" for what it fires which means the function that handles stickies destroying other stickies was simply a case of projectile ID. I do not have the means to check if this actually the case though... 10:15 - This is simply a missing line in the material file. 14:21 - The Half-Zatoichi is a total mess in how it's shown. In the schema, it's "anim_class" key (which animation set to use in both first- and third-person. Scatterguns, Rocket Launchers, Flamethrowers and Miniguns all use "primary" for example) is simply blank and is assigned one in game. What you're seeing suggests that the Half-Zatoichi is using the "melee" animation set by default, and a series of conditions will force an override to the "item1" animation set - used by the Demoman for all his swords - if all are met.
Oh yeah, for the floating shield bug, I have a similar bug that I've seen a lot where, when you're spectating somebody swimming, if you un-specatate them (for example, when you respawn), it will for a short while show splashing around yourself in first person view. At the very least, I've seen this happen a few times on lakeside.
For the U turn achievement, I believe they might be saying you can kill an enemy by charging and detonating a sticky bomb on an enemy behind a wall that you can't currently see. But I think that's probably not a bug either.
My theory with the bottle breaking and restoring itself after a tide Turner charge is that the developers saw the old bug of it breaking and said "yeah you know what, we'll make it so the bottle restores itself after a tide turner charge, no one will notice" but didnt take into account the speed at which it is restored
as a demoknight main, yeah the floating shield bug does still happen. almost every game in fact, I don’t know what causes it but hey it makes it easier to see
11:07 I remember seeing this a few months ago but it was visible to someone else too. That person wasn't originally involved in the fight. They said they only saw it after they had a severe lagspike(packet loss) so it might have been something to do with that
I found a bug for the sield: If you start the uncrouch animations and essentially quantum crouch if you charge while doing it because your not able to crouch while charging. So this bugs the screen and causes it to violently shake up and down.
I think the reason why you can't pick up beer bottles or the other collectibles in Player Destruction mode is that they are classified as intelligence in the game's code. This is why you can get the Belittled Beleaguer achievement on these maps.
Huh I actually happen to know of another achievement-related bug. I got the "Sticky Thump" achievement, which states: "using the Scottish Resistance, kill 3 players without placing new traps", while using the SBL. I even had a video of it.
Iron Bomber guy here, the barrels were designed to rotate but because of the way they're positioned (and because there are only 4 of them instead of 6), there is no way to rig them to rotate when firing as far as I know, so I cheated. The barrels are rigged to an extra bone that isn't present in the stock grenade launcher, and the footage from the demonstration video is actually from Garry's Mod and not TF2. I was working on a personal project which aimed to replicate TF2 in Garry's Mod at the time, so all the code for the grenade launcher was already present, all I had to do was add a bit of extra code to make the barrels spin after every shot.
It would be possible to do that in TF2 in theory, but it would be hard to implement in a way that doesn't result in a hacky mess and I never expected Valve to go that far just for a single weapon, it was just a fun little experiment I wanted to show off in the video.
Dude I didn't even know you were involved in TF2! I only knew you from Antibirth! That's nuts lol
Mildly interesting
Oh WOW Killburn did the Iron Bomber? What a small small world it is.
Nice job on a good weapon
WHAT KILBURN MADE THE IRON BOMBER AND HTE BEST ISAAC MOD AND DLC OF ALL TIME?!? :O
We actually discovered late last night that the Splendid Screen bug at 11:07 only occurs if it's changed off the default style! If it's in the default style it will show up. Weird.
Stay classy, TF2!
i believe the flouting sheald bug happens if the guy you are spectating has it equiped
The floating shield bug appears to only happen in servers with tournament mode enabled (mp_tournament 1). This also includes Casual mode, which uses a modified tournament mode. It is a derivative of competitive mode, after all. Community servers tend to not use tournament mode, so the bug won't show on those servers.
Also, here's an annoying one. Sometimes when your charge ends early (via shield bash, I believe), the minicrit particles and sfx will remain indefinitely until you charge again. The sfx even persists through dying, respawns and class changes.
You could do snd_restart in console to stop the sounds but that won't fix the minicrit particle effects, which only go away by charging or perhaps switching class. Sometimes I intentionally have to wait an extra cooldown outside of combat because of this bug.
demoknight tf2 has appeared to explain the annoying demoknight bugs
Praise demoknight tf2
That floating shield bug can be fixed by doing "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0"
you can bind this to a key
Of course, our beloved demo(knight) main.
Hi
Of course the king of all Demoknights knows this
All hail the vast knowledge of the Demoknight King
I want to see some engineer bugs next! I bet he's got some fun ones.
*many
Well if he gets picked next I got one, if you do a moving taunt with the wrangled out while having a sentry built will cause it to remain wrangled eg. Bumper cart taunt or any moving taunt with a sentry out will cause the laser to filler the direction you're looking
@@rengiemakes7948 a long while ago, right or left clicking with a taunt that had a specific action for that (MannRobics) allowed the sentry to shoot either bullets or rockets while wrangled. Trolled so many people like that c:
@@zesomeone4078 oh my god I got to see if it's still a thing!
@@rengiemakes7948 i remember i tried to do that but, i think it doesn't work anymore... Was fun though!
Spy so buggy he gets a feature in the Demo video!
Sad but true.
As a spy main I can say this is true (though no glitches ever happened to me)
Wdym, thats clearly demoman
18:53 - For what it's worth, at least in the context of doing it with the high-five taunt, you _are_ still providing a "smiling face," as the achievement says, just not the drawn one
3:20 Demoman holding a knife isn't something I thought I wanted to see, but I'm glad to have seen it
“Are BURRRRP gonna have a problem laddie?”
Meet the Spy, but it's demonan
*Sad Prinny Machete noises*
Demoman if he was from London.
gosh imagine hitting an ennemy with your pipe that bounced of your teamate. must be the hypest thing ever
Not uncommon when dealing with spies
@@spikrib how?
@@gregorymirabella1423 they don’t impact with disguised spies
@@spikrib No no, he means hitting an enemy with a pipe that has bounced off your teammate. Like, bouncing a pipe off of Heavy's gut and it explodes on a spy that was about to stab him.
@@BlazingShadowSword I know that
Those aren’t bugs, that’s just Demoman drinking too much scrumpy all at once
True
You seam to get no reply’s eny more strang but ay
Nice
Welcome to team fortress 2
@@noidea8995 After 9 years of development, we hope it was worth the wait!
Damn, even Demoman's weapons are drunk. This is getting out of hand.
In fact, I saw this bug with flying shield that can be seen through walls a few weeks ago. I think this bug is just very rare
I saw it like last weekend
I main demoknight and see this all the time.
It’s so fucking comin andanoing
I see it all the time
If you see this bug, it can be fixed the same way invisible players (a client-side bug that makes other players completely unable to be seen and when you get killed by them, the kill cam will go to a part of the map that is not near you) and other visual bugs are fixed. I just can't remember how, I wanna say it has to do with starting and stopping a demo recording. I've had it bound to my ] key for so long I just can't remember what to put into console.
They didn't just give demoman a glock, they gave him a whole ass minigun.
3:57 With what I remember from History Class, it was noted during the civil war that cannonballs could gib the poor souls unlucky enough to be in the way, so I consider this an intentional effect.
the bug at 17:02 is real! if you are on the winning team and inside of your spawn as the round ends, you are teleported to the enemy spawn. if you stickyjump before you're teleported, it counts the distance from your spawn to the enemies spawn, thereby giving you the achievement.
aww, what's that? the iron bomber is a straight upgrade? awww
Its the SquimJim to the Grenade Launcher's SquibJib.
Gaming
Another way to do the broken caber glitch is to hit a retracting spawn door.
getting your hit not registered works too
sometimes
There's also the bug where Demoman's extended sword range during charges only work for Demo robots. For players, the extended range only works while charging, which ends the moment you swing. However, Solarlight found out that if you swing right before beginning the charge (therefore not canceling the charge), you will get a regular damage, yet extended swing.
My guess with the mini crit bottle bug is that the client goes 'it broke' and swaps the model and the server goes 'nuh-uh, that was a mini crit' so the client fixes it.
It might also have to do with the fact that the tide turner used to crit
@@Yuzzy1234 I didn't know that. In that case the bottle break may have been hard coded on the client, probably for latency and 'feel' reasons, and never fixed.
Not sure if it's specifically a spectator mode thing but I have experienced the floating shield issue before multiple times fairly recently
10:15 Xmas lights: ELECTRICITY, POWER!, INFINITE POWER!
What a nice class, hopefully it isn't bugged to the point it's absurd that it's state is even accepted by valve
I mean demoman isn't really *that* bugged, unlike spy
Oh wait until you hear about the 600+ dmg he can do without reloading
What a weird way to say sniper, i like it
*laughs in trimping*
@@thepizzatime3502 i find that calling trimping a bug is like calling surfing a bug, like it's, just one of the engines wacky quirks of how it handles speed and collision.
And it's in many source games including csgo which isn't patched there so it must be made with some intent.
4:03 to be fair people irl don’t stay in one piece when hit with cannon balls
17:07 might be referring to the end screen of casual or competitive where the scoreboard gets brought up. Sometimes the sounds relating to sticky jumping keep playing even after I lose control of my character, which might then count the airtime or something? Food for thought.
The bug at 10:30 still exists, you need to use a sword so the shield appears in first person
Ah yes, what is scarier than a charging Scottish Cyclops with a haunted sword?
*A charging Scottish Cyclops with a minigun*
I fear no man
*But that THING*
......it scares me
"The cannon ball doesn't explode on impact."
Definitely, absolutely.
1:42
Catboy Demo doesnt exist he can't hurt you.
Catboy Demo
3:10.
WE CAN FINALLY GIVE DEMOMAN A GLOCK!
It's funny how many of the demoknight bugs clearly came from the solarlight videos about Demo bugs, but they didn't copy all of them. The Extender bug where you can boost melee range while charging is apparently not on the wiki.
For the bug at 17:02, I think it may be referring to the payload explosion throwing you just as the round ends.
6:34 they fixed it sometime! I love robbing demos of their sticky jumps with a quickebomb det they get so confused haha
I gotta say good on you for still managing to find original video ideas for this game lol. Also I feel as though engie would have some fun bugs
That floating shield bug can be fixed by doing "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0"
Bind it to a key so you can do that when you need to
bind [KEY] "cl_first_person_uses_world_model 1; wait 10; cl_first_person_uses_world_model 0"
ive always thought that the loose cannon gibbing players with low health was a feature
ig you learn something new everyday
The "seeing ur shield after death" bug is real, I still see it when I die
I see it whenever I close my eyes at night 😱
what
@@iambumbo7534 you will know what I am talking about when you watch the video
@@berkshire4607 the what was towards matteo, sorry for the confussion
@@iambumbo7534 All is forgiven
1:35 - ya started with the Democrab! Ha-ha, classic! =)
1:55
Thats democrab
Different than spycrab(Man these thing going Extinct)
Because how its just funny how demo hand just bend His hand to Look like a crab thats why
3:50
Your class model on the right is holding the degreaser, whereas you are holding the stock flamethrower. Just pointing that out.
Loch and Load bouncing pipes is gold
Imagine bouncing a pipe off a teammate, only for it then to kill an enemy player XD
10:21 I've only ever seen this one happen with the tide turner, maybe it's been fixed on the other shields? I don't know.
Interesting, I have only ever seen this occur with the Splendid Screen.
I have seen it with all of them
Probably only seen it with the tide turner because it’s one of the more popular shields.
@@zacyquack true
6:56 PLEASE TRY DOING THIS ON AN ENTIRE ENEMY DEMOMENS TEAMS WORT OF STICY BOMBS
(The plual of Demoman is Demomen)
17:26 they were talking about the crit boost the winning team gets, making you able to get the achievement with the sticky jumper but due to crit boost you can jump way further
0:48 mom get the camrea
Probably the best way to get this to you. I believe the bug at 16:58 is saying that if you jump after the round ends, and are teleported back to base while still in the air, you should get the acheivement.
10:40 yes it's still does, me and my friends were playing the community mvm campaign today and we all were demoknights (doing the FUNNY) and it was bound to happen... You can imagine our faces trying to understand half a dozen Shields scattered throughout the map
I should also say that it is hard to see bugs nowadays in casual but if you're in a community server it's always have a chance to see the old-school bugs like swimming on air and box-genieer
For the highland fling achievement...
Depending on how early that bug was added to the wiki, it might be referring to a server changing maps. When a map ends and the server prepares to change maps, every player is frozen - and I think that might include in midair too. And while you're frozen, it might be theoretically possible to gain the highland fling achievement.
4:48 boy did this bug age like a fine wine
2:56
I think that is more of a spy bug than demo.. But I'm not sure
15:05 the same thing happens with tide Turner+wee booties on kill and holding charge down
One unlisted bug: Frying pan Demo has infinite melee range.
And crits 100%
The beckoning Demoman is hilarious
Your ad segment actually feels pretty genuine
14:06 I personally love this glitch, especially if it is used with the bumper car.
RIP Iron Bomber 2014 - 2022 😭🥺😢
“The bottle only breaks when hitting somebody with a critical hit”
*smashes bottle against wall a few times*
*b r e a k s .*
I remember submitting one for Sniper when I played MvM and noticed Spies can just pierce through the Razorback.
Looking back at it, I think it is due to the Robot Spy having an infinite swing speed.
The collision less shield bug has happened to me quite a bit in the past few months, it does still exist
The weird properties in Nucleus' point come from the fact that the entire platform is a dynamic prop, not a static prop or brush.
This also causes ragdolls and gibs to fall through the platform.
The same behavior occurs on the payload cart and other things.
2:40 i think the lock and load should shatter when it gets contact with teammates, would be more reasonable, but the source code couldn't handle it 😳🥴💀
1:34 ah yes, the spycrab's more aggressive cousin: the democrab
10:25 this bug still happens from time to time but from my experience it's very rare
10:59 I think the reason it wasn't working was because you cant normally see the with grenade launchers, the bug will work if you default to your melee
This video is a year old, but I think that the glitch with the Highland Fling achievement is about starting the jump right before the map changes at the end of a round, meaning that the game will recognize that you somehow jumped from one map to the next.
The caber taunt is my favorite because I would always use the Scotsman's Stagger to make it look like Demo is drinking his own caber and it doesn't explode in his mouth
3:11 why does demoman always look badass with any weapon he's holding
He looks like he's gonna straight up shank a man with spy's knife
@@jaydenconfer1487 true
@@jaydenconfer1487 I mean he is Scottish so SHAMK
16:58 I think this bug may either talk about getting this achievement via enemy stickies specifically when the round ends, or just that you can get it by grenade jumping when the round ends like it said in the part you omitted.
If your team secures the intelligence while your engie is drinking beer, it shows him drinking the wrench and the bottle
Demoman with a minigun, demoman has enought
worth noting:
You can also get the second eye using a laughing taunt or when a holiday punch heavy crits you.
Least that's how I got it by complete accident
3:17 Demoman: Oooooh I'm going to stab you so hard you're going to have a twitch
Ngl I kinda want the stock grenade launcher to also get the increased hit box rather than fixing the bomber's
I want them to match the bims model exataly
@@taramaruiz23 that would be an indirect buff for other grenade launchers.
I think people would like that.
Errors I noticed in the video:
17:05 I think this refers to multi-stage map that teleport you to the next spawn room at round end
18:02 you probably need to be charging for this to work. like you detonate the sticky mid-charge on an enemy you never saw
18:33 this isn't a bug because it says "The Grenade Launcher", not "a grenade launcher"
13:08 I can also confirm this still happens (pretty randomly tho), I regularly use the caber.
The bug of the shield not glowing from others' point of view is because in first person it is "attached" to the active weapon, while from another point of view it isn't and instead attached to the arm of demoman.
The broken bottle effect from the tide turner is an "end of charge" animation i would guess, which is why when you have the swing timer reset it goes back to normal.
Here's one I found recently. The sticky jumper's shooting sound will become the stock's shooting sound after a round ends (like after the last point is capped)
I think the reason why the Rocket Jumper doesn't make pumpkin bombs explodes is because once the projectile collides with something, it applies the knock back to you, and then removes the projectile before it collides with anything
basically, when it collides with something, it removes itself so it doesn't collide with anything
3:30 - Sounds like an incorrect position offset is being used there.
4:56 - This is because the Iron Bomber has an attribute that replaces a model with a different one. The whole process causes a bounding box recalculation that the projectile type doesn't override due to the bounding box assignment coming before the projectile model change. The same attribute is also present on the Quickiebomb Launcher, and will only affect grenades and stickies.
5:38 - Yup, it's as it says. The barrel is not rigged to the correct bone, but to a different bone.
6:36 - My initial thinking was that this is because the Sticky Jumper projectile is under a different projectile ID as the Sticky Jumper uses an attribute called "override projectile type" for what it fires which means the function that handles stickies destroying other stickies was simply a case of projectile ID. I do not have the means to check if this actually the case though...
10:15 - This is simply a missing line in the material file.
14:21 - The Half-Zatoichi is a total mess in how it's shown. In the schema, it's "anim_class" key (which animation set to use in both first- and third-person. Scatterguns, Rocket Launchers, Flamethrowers and Miniguns all use "primary" for example) is simply blank and is assigned one in game. What you're seeing suggests that the Half-Zatoichi is using the "melee" animation set by default, and a series of conditions will force an override to the "item1" animation set - used by the Demoman for all his swords - if all are met.
Jim: demoman
RUclips captions: Haps Educatorman 14:34
Maybe the highland fling achievement has something to do with payload explosions? Perhaps the game treats being launched from those as blast jumping?
Oh yeah, for the floating shield bug, I have a similar bug that I've seen a lot where, when you're spectating somebody swimming, if you un-specatate them (for example, when you respawn), it will for a short while show splashing around yourself in first person view. At the very least, I've seen this happen a few times on lakeside.
For the U turn achievement, I believe they might be saying you can kill an enemy by charging and detonating a sticky bomb on an enemy behind a wall that you can't currently see. But I think that's probably not a bug either.
I don't think having stickybombs and shields at the same time is possible though.
@@walugusgrudenburg3068 ya probably not. i was thinking they wouldn't disappear if you switched weapons but how do you detonate then?
My theory with the bottle breaking and restoring itself after a tide Turner charge is that the developers saw the old bug of it breaking and said "yeah you know what, we'll make it so the bottle restores itself after a tide turner charge, no one will notice" but didnt take into account the speed at which it is restored
10:21 You can see what I assume is this bug in one of STAR_'s older videos, "TF2: I Main Demoknight 6v6" at 2:20.
I really hope they fix the bug that causes the iron bomber barrel not to spin. It’s a minor thing, but that animation looks so damn cool.
as a demoknight main, yeah the floating shield bug does still happen. almost every game in fact, I don’t know what causes it but hey it makes it easier to see
16:17 I can confirm, I got this achievement when I didn’t even have scottish in my inventory
11:07 I remember seeing this a few months ago but it was visible to someone else too. That person wasn't originally involved in the fight. They said they only saw it after they had a severe lagspike(packet loss) so it might have been something to do with that
I found a bug for the sield: If you start the uncrouch animations and essentially quantum crouch if you charge while doing it because your not able to crouch while charging. So this bugs the screen and causes it to violently shake up and down.
I think the reason why you can't pick up beer bottles or the other collectibles in Player Destruction mode is that they are classified as intelligence in the game's code. This is why you can get the Belittled Beleaguer achievement on these maps.
the spectating shield bug i believe was when you go into first person with someone who has a shield, when you respawn, your own shield wont appear.
The bug where the shield floats in midair after spectating a player definitely still exists. I saw it last week on nucleus.
The floating shield bug goes back to 2014 actually. It’s in STAR’s “I main Demoknight 6v6” which is from March of 2014 I think
I don’t like how the cannonballs have the smallest pill hotbox, despite the fact that it’s the largest “pill” grenade
Huh
I actually happen to know of another achievement-related bug. I got the "Sticky Thump" achievement, which states: "using the Scottish Resistance, kill 3 players without placing new traps", while using the SBL. I even had a video of it.
12:07 yeah, when I use the tide turner and swing some melees at the end of the charge for a split second it will use the crit animation.
3:18 something about Demo holding a tiny knife just gets me. I don't know, it's just funny seeing it.
I like to call the first bug that was listed, ‘the demo-lobster’
This is the first tjme i didnt skip a sponsor segment and is willing to install the sponser lol
Lighting a demoman on fire that is holding the caber also makes him say voicelines when scoring a hit.
demoman can hold down right click to automatically detonate any active sticky or activating stickies, but he can only reload once the key is released