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VideoGames
Aug 18, 2003
maybe the code is just so damned janky that it does take years to ensure fixing something doesnt interfere with something else.

hello infinite sentries glitch et all.

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QwertySanchez
Jun 19, 2009

a wacky guy
I like how when any new weapon with a new projectile gets added to the game, it still kills your old team mates when you switch to spectator.

Ariong
Jun 25, 2012

Get bashed, platonist!

My favorite glitch was the one where you could keep swinging your melee weapon after you died, turning you into a vengeful ghost guarding your own corpse. If you were killed while explosive jumping and holding a market gardener, every single one of those ghostwhacks would be a crit. Good times.

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off.

I was defending our intelligence and a scout strolls in and I flame his rear end, he darts around for about 4 seconds all the while I'm flaming him closely, he backpedals and gets away - what the gently caress! If that was me i'd be dead in 2 seconds :colbert:

Is it better to blast the flame in burst on target, or is 'full autoing' the way to go [if they're any different].

Slime
Jan 3, 2007

simosimo posted:

What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off.

I was defending our intelligence and a scout strolls in and I flame his rear end, he darts around for about 4 seconds all the while I'm flaming him closely, he backpedals and gets away - what the gently caress! If that was me i'd be dead in 2 seconds :colbert:

Is it better to blast the flame in burst on target, or is 'full autoing' the way to go [if they're any different].

https://www.youtube.com/watch?v=KmrtbUO0deI

Basically the actual hitbox of the flamethrower flames doesn't match up with the flame graphics, so sometimes you can have someone stand right in your flame and be relatively unscathed.

Butt Detective
Mar 24, 2013

Only the dead can know peace from these hats.
That thing screws me over so often. I've lost count of the amount of times an enemy Pyro has been able to set me on fire while nowhere near me, whereas when I'm trying to flame someone I can have them run directly in my stream of fire for several seconds and they remain unaffected. This is why I play Flame Retardant Scout and use my shotgun as my primary and my flamethrower as a finisher/to reflect things/put my teammates out. :saddowns:

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴

simosimo posted:

What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off.

I was defending our intelligence and a scout strolls in and I flame his rear end, he darts around for about 4 seconds all the while I'm flaming him closely, he backpedals and gets away - what the gently caress! If that was me i'd be dead in 2 seconds :colbert:

Is it better to blast the flame in burst on target, or is 'full autoing' the way to go [if they're any different].

If you haven't yet, SERIOUSLY turn on hitsounds. It will let you know when you're actually hitting something, including with your flamethrower.

CoolCab
Apr 17, 2005

glem
Remember: your flamethrower is better backing up then it is chasing. Apply this to win Pyro battles.

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***

Baron von Eevl posted:

If you haven't yet, SERIOUSLY turn on hitsounds. It will let you know when you're actually hitting something, including with your flamethrower.

I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions :)

CoolCab
Apr 17, 2005

glem

simosimo posted:

I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions :)

For classes which do splash like explosives, it allows you to "see" around corners. This is pretty good!

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴

simosimo posted:

I've seen this in videos and I think it would drive me mad? I'll give it a go though, he says asking hitbox questions :)

It's a little annoying with things like the SMG, needleguns and flamethrowers, but it lets you know when you're actually connecting. Also add the following to autoexec.cfg in your steamapps/common/Team Fortress 2/tf/cfg folder:
code:
tf_dingaling_pitchmaxdmg 50
tf_dingaling_pitchmindmg 150
This pitches the hitsound to how much damage you do; a large hit creates a low and long note. Nail a few crit stickies and it sounds like someone's going bonkers on a gong. Real satisfying.

Again though, it lets you know that you've hit something (possibly around a corner!) and how hard. If you're going up against a heavy and your first hit does plinking damage, you know to disengage before he turns around. If you nail that 200 damage headshot, you might be able to finish him off before he retrains his sights on you.

Barnaby Rudge
Jan 15, 2011

so your telling me you wasn't drunk or fucked up in anyway.when you had sex with me and that monkey
Soiled Meat

Baron von Eevl posted:

It's a little annoying with things like the SMG, needleguns and flamethrowers, but it lets you know when you're actually connecting. Also add the following to autoexec.cfg in your steamapps/common/Team Fortress 2/tf/cfg folder:
code:
tf_dingaling_pitchmaxdmg 50
tf_dingaling_pitchmindmg 150
This pitches the hitsound to how much damage you do; a large hit creates a low and long note. Nail a few crit stickies and it sounds like someone's going bonkers on a gong. Real satisfying.

Again though, it lets you know that you've hit something (possibly around a corner!) and how hard. If you're going up against a heavy and your first hit does plinking damage, you know to disengage before he turns around. If you nail that 200 damage headshot, you might be able to finish him off before he retrains his sights on you.

Hitting someone with a crit pan is the most satisfying thing after pitched hitsounds is turned on.

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***
Sounds good! I didn't have an autoexec.cfg so I just copied one and named it that. So far I have:

code:
tf_dingalingaling 1
tf_dingaling_pitchmaxdmg 50
tf_dingaling_pitchmindmg 150
fov_desired 90
cl_autoreload 1
Any other suggestions while i'm at it? Look forward to testing tonight.

Also, I'm proud of my 1m:27s playtime of demoman, once was enough for me.

oddium
Feb 21, 2006

end of the 4.5 tatami age

Add

code:
bind w "say Winners don't use drugs; +forward"
bind a "say Winners don't use drugs; +left"
bind s "say Winners don't use drugs; +backward"
bind d "say Winners don't use drugs; +right"

I probably messed this up, I haven't looked at binds in a while

oddium
Feb 21, 2006

end of the 4.5 tatami age

Actual good use for binds: there's a set of binds that makes you immediately move in a direction you push while still holding down another direction key (so pressing left will move you left if you're still holding down right) where normally you would freeze in place as they cancel each other out I think ??

I also use a medic bind that immediately takes out the medigun and ubers when I press mouse2, for when I don't have the medigun out for whatever reason

VideoGames
Aug 18, 2003
my absolute favourite bind is my reverse medic heal. it is constantly firing without me pressing m1.
m1 is used to change patients. makes medicing a little less stressful

oddium
Feb 21, 2006

end of the 4.5 tatami age

Oh yeah you can also set up Medic Radar that will lower the threshold for teammate's "heal me" pings while the button is pressed

mabels big day
Feb 25, 2012

Ariong posted:

My favorite glitch was the one where you could keep swinging your melee weapon after you died, turning you into a vengeful ghost guarding your own corpse. If you were killed while explosive jumping and holding a market gardener, every single one of those ghostwhacks would be a crit. Good times.

Half of my market gardener kills are from this, on one of those awful night team servers that let you spectate the enemy team

oddium
Feb 21, 2006

end of the 4.5 tatami age

Let's be honest here, probably 90% of your Market Gardener kills

mabels big day
Feb 25, 2012

oddium posted:

Let's be honest here, probably 90% of your Market Gardener kills

I've spent more than my fair share of time playing low gravity harvest, and that's the other half of the kills

Sevalar
Jul 10, 2009

HEY RADICAL LARRY HOW ABOUT A HAIRCUT

****MIC TO THE WILLY***

VideoGames posted:

my absolute favourite bind is my reverse medic heal. it is constantly firing without me pressing m1.
m1 is used to change patients. makes medicing a little less stressful

This sounds good, if I've got my medi gun out there's no reason for it not to be 'firing', right? How would that work if you've got the meelee or nail gun out thought?

Butt Detective
Mar 24, 2013

Only the dead can know peace from these hats.
I have a custom hitsound as well as the hitsound pitch thing and it distorts horribly when I land a crit explosive on a bunch of players. It's so satisfying. :allears:

Laputanmachine
Oct 31, 2010

by Smythe

simosimo posted:

Sounds good! I didn't have an autoexec.cfg so I just copied one and named it that. So far I have:

code:
tf_dingalingaling 1
tf_dingaling_pitchmaxdmg 50
tf_dingaling_pitchmindmg 150
fov_desired 90
cl_autoreload 1
Any other suggestions while i'm at it? Look forward to testing tonight.

Also, I'm proud of my 1m:27s playtime of demoman, once was enough for me.

Try this:

1. Tape down your mouse2
2. Equip sticky launcher
3. When you see enemies, start clicking mouse1 at their general direction
4. Enjoy your free points

For extra funsies, do this with a kritzmedic.

Baron von Eevl
Jan 24, 2005

WHITE NOISE
GENERATOR

🔊😴
I think it took me playing scout for a while before demo clicked. Until then, I wasn't usually thinking about switching between primary and secondary weapons much. Once you're playing scout and you're thinking about spamming pistol at range and using it as a finisher after landing a good meatshot or two, it becomes much easier to juggle when to use stickies or the grenade launcher.

FedEx Mercury
Jan 7, 2004

Me bad posting? That's unpossible!
Lipstick Apathy
The auto reload and constant medigun healing are in the advanced options, you don't have to mess with config files.

VideoGames
Aug 18, 2003

notZaar posted:

The auto reload and constant medigun healing are in the advanced options, you don't have to mess with config files.

The medigun one is different. Just using the valve option it can become unstuck and you have to press the button for it to start up again.

in my config press m1 stops the medigun completely, otherwise if you're just walking about with it out you can hear the little duh noise that it makes if you're trying to lock on to no one until it finds something. it is such an excellent script.

Otacon
Aug 13, 2002


Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives!

VideoGames
Aug 18, 2003

Otacon posted:

Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives!

playing mostly on valve servers? they turned server_pure up to lovely levels. :smith:

Great Beer
Jul 5, 2004

Otacon posted:

Anyone else using custom sounds notice that they're all static-y now? I used to have a Double-Donk replacement, and a Medic Charged Death replacement that both worked flawlessly - after a recent update, my Medic-Charged-Death is now nothing but static, and my Double-Donk is back to default. What gives!

Valve servers are now no fun zones and have sv_pure 1 set. Custom sounds and models no longer work but they're still perfectly capable of interfering with the default sounds for some reason.

oddium
Feb 21, 2006

end of the 4.5 tatami age

No sound replacement loss hits harder than the bullet bill firing/reload sound. Rest easy, sweet prince

Otacon
Aug 13, 2002


I realize now (from loving with the sv_pure command) that hitsound.wav is unaffected, which makes complete sense since I still have that.

Grr Valve servers.

Zero!
Apr 13, 2011

You're gonna have to try a little harder than THAT.
New top 10 plays of the month for September! Click through and watch at 720p+ on Chrome for 60fps deliciousness.

https://www.youtube.com/watch?v=0QW_wzFQec8&hd=1

Reminder that sticky traps exist in the video game Team Fortress Two

Anthony Chuzzlewit
Oct 26, 2008

good for healthy


Is there a way to change the icon used for medic auto-call? I'm colorblind and a red + doesn't pop for me like a red + on a white background does. I'll usually hear the sound and see the icon, then turn around and I can't find the person that needs healing.

Zero!
Apr 13, 2011

You're gonna have to try a little harder than THAT.

Han Nehi posted:

Is there a way to change the icon used for medic auto-call? I'm colorblind and a red + doesn't pop for me like a red + on a white background does. I'll usually hear the sound and see the icon, then turn around and I can't find the person that needs healing.

This looks like it'd do the trick.

It'll only work on servers running sv_pure 0 though, which excludes Valve server at the moment.

Saoshyant
Oct 26, 2010

:hmmorks: :orks:


Did they enable sv_pure to reduce hacking/cheating or...? From all the people complaining about crit heavies and ambassador aimbotting spies lately I'd say it isn't working if it's the former.

Fojar38
Sep 2, 2011


Sorry I meant to say I hope that the police use maximum force and kill or maim a bunch of innocent people, thus paving a way for a proletarian uprising and socialist utopia


also here's a stupid take
---------------------------->

Zero! posted:

New top 10 plays of the month for September! Click through and watch at 720p+ on Chrome for 60fps deliciousness.

https://www.youtube.com/watch?v=0QW_wzFQec8&hd=1

Reminder that sticky traps exist in the video game Team Fortress Two

#1 is loving amazing.

Zero!
Apr 13, 2011

You're gonna have to try a little harder than THAT.

Saoshyant posted:

Did they enable sv_pure to reduce hacking/cheating or...? From all the people complaining about crit heavies and ambassador aimbotting spies lately I'd say it isn't working if it's the former.

sv_pure being set to a non-zero value doesn't do anything to prevent the more obvious cheats like crit toggles or aimbots, the stuff that gets you VAC banned no questions asked, but enforcing game content to be default does prevent spy uncloaking sounds from being made super loud, wall textures being made translucent, etc. The cheats you're "allowed" to get away with on sv_pure 0. I don't know whether it's deliberate on Valve's part though, they've flip-flopped between different sv_pure settings on their TF2 servers for a while.

FatSamurai
Jul 7, 2004

Seethe, ye rolling clouds, gather thy stormborn might, and SMITE MINE ENEMY WITH THY UNFETTERED FURY!!!

simosimo posted:

What's the skinny on the Pyro flame? I say that because whenever I get caught in close range I am pretty much dropped in a millisecond, even if I just get set on fire and retreat- the burning kills me off.

I was defending our intelligence and a scout strolls in and I flame his rear end, he darts around for about 4 seconds all the while I'm flaming him closely, he backpedals and gets away - what the gently caress! If that was me i'd be dead in 2 seconds :colbert:

Is it better to blast the flame in burst on target, or is 'full autoing' the way to go [if they're any different].

Also watch out for the Backburner flamethrower, which does 10000% more damage if the Pyro hits you in your back. Or your front, or the side, or falls on you, from across the map or if you're playing another game.

awesmoe
Nov 30, 2005

Pillbug
As long as I can hear "sssssssssssmmmmmmmmmmmmmmooooooooooooooooooookeeeeeeeeeee weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeedddddddddddd eeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeverrrrrrrrrrrrrry daaaaaaaaaaaaaaaaaaaaaaaaaaaayyyyyyy" whenever I set off a crit sticky, I don't care what sv_pure is set to

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sockpuppetclock
Sep 12, 2010

oddium posted:

Actual good use for binds: there's a set of binds that makes you immediately move in a direction you push while still holding down another direction key (so pressing left will move you left if you're still holding down right) where normally you would freeze in place as they cancel each other out I think ??
That one's a good one

code:
bind w "+mfwd"
bind s "+mback"
bind a "+mleft"
bind d "+mright"

alias +mfwd "-back;+forward;alias checkfwd +forward"
alias +mback "-forward;+back;alias checkback +back"
alias +mleft "-moveright;+moveleft;alias checkleft +moveleft"
alias +mright "-moveleft;+moveright;alias checkright +moveright"
alias -mfwd "-forward;checkback;alias checkfwd none"
alias -mback "-back;checkfwd;alias checkback none"
alias -mleft "-moveleft;checkright;alias checkleft none"
alias -mright "-moveright;checkleft;alias checkright none"
alias checkfwd none
alias checkback none
alias checkleft none
alias checkright none
alias none ""

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