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Refresh: cp_process
31
#31
-10 Frags +
HOIProcess F8 is out! Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:
  • Added Fubar's new rock collision meshes
  • Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
  • Modified spawn floors to use correct cubemaps
  • Minor collision fixes to windows near the second points
  • Increased cubemap resolution of the windows on 2nd
  • Minor texture alignment fixes around 2nd and choke
  • Improved clipping on lobby computer and printer
  • Redid the clipping on the large prop above IT, but it remains imperfect
  • Improved player collision around the enemy spawn door
  • Fixed the crack between mid crates by mirroring crate heights
  • Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places
The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.

Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun!

[quote=HOI][url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31005]Process F8 is out![/url] Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:
[list]
[*] Added Fubar's new rock collision meshes
[*] Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
[*] Modified spawn floors to use correct cubemaps
[*] Minor collision fixes to windows near the second points
[*] Increased cubemap resolution of the windows on 2nd
[*] Minor texture alignment fixes around 2nd and choke
[*] Improved clipping on lobby computer and printer
[*] Redid the clipping on the large prop above IT, but it remains imperfect
[*] Improved player collision around the enemy spawn door
[*] Fixed the crack between mid crates by mirroring crate heights
[*] Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places
[/list]
The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.[/quote]

Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun!
32
#32
20 Frags +
RahmedHOIProcess F8 is out!
Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun!

rahthread add bin laden to cp_process

PS: 12345 are literally already named that because they are labelled

[quote=Rahmed][quote=HOI][url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31005]Process F8 is out![/url] [/quote]

Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun![/quote]
rahthread add bin laden to cp_process

[url=https://wiki.teamfortress.com/w/images/thumb/f/fa/CP_Process_RC2_RED_second_point.jpg/300px-CP_Process_RC2_RED_second_point.jpg]PS: 12345 are literally already named that because they are labelled[/url]
33
#33
-2 Frags +
BumFreezeRahmedHOIProcess F8 is out!
Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun!
rahthread add bin laden to cp_process

PS: 12345 are literally already named that because they are labelled

Must be a mastercomfig low preset thing that doesn't show up then I guess

[quote=BumFreeze][quote=Rahmed][quote=HOI][url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31005]Process F8 is out![/url] [/quote]

Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun![/quote]
rahthread add bin laden to cp_process

[url=https://wiki.teamfortress.com/w/images/thumb/f/fa/CP_Process_RC2_RED_second_point.jpg/300px-CP_Process_RC2_RED_second_point.jpg]PS: 12345 are literally already named that because they are labelled[/url][/quote]

Must be a mastercomfig low preset thing that doesn't show up then I guess
34
#34
1 Frags +
RahmedBumFreezeRahmedHOIProcess F8 is out!
Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun!
rahthread add bin laden to cp_process

PS: 12345 are literally already named that because they are labelled

Must be a mastercomfig low preset thing that doesn't show up then I guess

yeah most of us have been using configs for so many years now it's crazy to realize that haha

[quote=Rahmed][quote=BumFreeze][quote=Rahmed][quote=HOI][url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31005]Process F8 is out![/url] [/quote]

Can u make sewer more like a sewer? Or add something in it so people can somewhat derive the callout sewer without prior knowledge? Maybe same with al qaeda and 1,2,3,4 and 5 - could be fun![/quote]
rahthread add bin laden to cp_process

[url=https://wiki.teamfortress.com/w/images/thumb/f/fa/CP_Process_RC2_RED_second_point.jpg/300px-CP_Process_RC2_RED_second_point.jpg]PS: 12345 are literally already named that because they are labelled[/url][/quote]

Must be a mastercomfig low preset thing that doesn't show up then I guess[/quote]
yeah most of us have been using configs for so many years now it's crazy to realize that haha
35
#35
-5 Frags +

unfortunately it is. for a few years i called rollout 1 and far left 4, shutter being... shutter. always wondered why people would spam 1 when i was intending for rollout lmfao

unfortunately it is. for a few years i called rollout 1 and far left 4, shutter being... shutter. always wondered why people would spam 1 when i was intending for rollout lmfao
36
#36
refresh.tf
8 Frags +

I've pushed minor fix f8a, also available on serveme, and which prevents a cause of crashes.
In F8 we moved to use Fubar's improved rock prop hitboxes, which are slightly different in product_final but are found under the same name. Players switching between the two maps would risk crashing, but this resolves that issue.

[url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31452]I've pushed minor fix f8a[/url], also available on serveme, and which prevents a cause of crashes.
In F8 we moved to use Fubar's improved rock prop hitboxes, which are slightly different in product_final but are found under the same name. Players switching between the two maps would risk crashing, but this resolves that issue.
37
#37
6 Frags +

i played the f8a version in a pug and all the rocks were fucked up for no reason, they were fine how they were in f7/stock

i played the f8a version in a pug and all the rocks were fucked up for no reason, they were fine how they were in f7/stock
38
#38
2 Frags +

yeah I'm curious if there is a way to put the rocks back to how they were before while avoiding the crashing problem. it makes getting up on top of mid more difficult for non scout speed classes

yeah I'm curious if there is a way to put the rocks back to how they were before while avoiding the crashing problem. it makes getting up on top of mid more difficult for non scout speed classes
39
#39
-2 Frags +

Bring back the choke traps

Bring back the choke traps
40
#40
refresh.tf
9 Frags +

Version cp_process_f9 comes with fixed rocks, and also makes use of Fubar's BSPReveal tool mentioned here.
Note that this tool does not highlight the invisible displacements used in several areas e.g. in some pipe & lamp props.
Many rocks in f8a had wrong rotations due to a mistake in the models provided to me. For some of the mid rocks this meant that the clipping f8 added no longer helped. The only changes are the rock fixes and new console commands.

[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/update?update=31666]Version cp_process_f9[/url][/b] comes with fixed rocks, and also makes use of Fubar's[url=https://www.teamfortress.tv/59974/koth-product-final] BSPReveal tool mentioned here.[/url]
Note that this tool does not highlight the invisible displacements used in several areas e.g. in some pipe & lamp props.
Many rocks in f8a had wrong rotations due to a mistake in the models provided to me. For some of the mid rocks this meant that the clipping f8 added no longer helped. The only changes are the rock fixes and new console commands.
41
#41
4 Frags +

wow that fix was fast thank you

wow that fix was fast thank you
42
#42
3 Frags +

For some reason f9 consistently crashes my game after a minute or two and no other map does that. I tried deleting and redownloading the map also and it still crashes. I'm using comanglia's config.

For some reason f9 consistently crashes my game after a minute or two and no other map does that. I tried deleting and redownloading the map also and it still crashes. I'm using comanglia's config.
43
#43
2 Frags +

f9 is broken, yeah. Seems to crash people but not everyone

f9 is broken, yeah. Seems to crash people but not everyone
44
#44
refresh.tf
8 Frags +

Version f9a fixes the crashes that affected users of some configs, and has some additional aesthetic improvements.

  • One of the improved rock models used around the 2nd points has been causing these crashes, and has been replaced. Its collision model is one of the more complex ones but we still don't know why this happens.
  • Decals missing from last point areas since the first version have been added back.
  • A tiny positional difference between the platforms above the two last points has been fixed.
  • Many reflective surfaces have better cubemap allocations, so the reflections will make more sense.
[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/]Version f9a[/url][/b] fixes the crashes that affected users of some configs, and has some additional aesthetic improvements.
[list]
[*] One of the improved rock models used around the 2nd points has been causing these crashes, and has been replaced. Its collision model is one of the more complex ones but we still don't know why this happens.
[*] Decals missing from last point areas since the first version have been added back.
[*] A tiny positional difference between the platforms above the two last points has been fixed.
[*] Many reflective surfaces have better cubemap allocations, so the reflections will make more sense.
[/list]
45
#45
refresh.tf
6 Frags +

cp_process_f10 includes some collision improvements. If you know of anything else that needs fixing let me know :)

  • Added blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all horizontal momentum by jumping the moment they enter.
  • Added blockbullets to gaps around the barrels, sink and crates in IT.
  • Improved blockbullet between the barrel and crate outside the 2 sewer doors.
  • The thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
  • Cleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
  • Removed collision from the computer panels outside 1 and 5 on last.
[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/]cp_process_f10[/url][/b] includes some collision improvements. If you know of anything else that needs fixing let me know :)
[list]
[*] Added blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all horizontal momentum by jumping the moment they enter.
[*] Added blockbullets to gaps around the barrels, sink and crates in IT.
[*] Improved blockbullet between the barrel and crate outside the 2 sewer doors.
[*] The thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
[*] Cleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
[*] Removed collision from the computer panels outside 1 and 5 on last.
[/list]
46
#46
1 Frags +
HOI
  • Removed collision from the computer panels outside 1 and 5 on last.

https://i.ytimg.com/vi/yBM3y0FrPkA/mqdefault.jpg

[quote=HOI]
[list]
[*] Removed collision from the computer panels outside 1 and 5 on last.
[/list][/quote]
[img]https://i.ytimg.com/vi/yBM3y0FrPkA/mqdefault.jpg[/img]
47
#47
5 Frags +

Ya don't get me wrong thanks for all the work you're doing i just feel like some of the spots that are being removed like the computer panels by 1 and 5 are being removed while others like the medic spot on the spire of 2 get updated visually. It just feels a little arbitrary to me, both of them were situationally useful but a bit gimmicky imo and I'd like to understand what thought process goes behind such a decision. (I'm also unhealthily obessesed with hiding spots so im curious to see if other people agree)

Ya don't get me wrong thanks for all the work you're doing i just feel like some of the spots that are being removed like the computer panels by 1 and 5 are being removed while others like the medic spot on the spire of 2 get updated visually. It just feels a little arbitrary to me, both of them were situationally useful but a bit gimmicky imo and I'd like to understand what thought process goes behind such a decision. (I'm also unhealthily obessesed with hiding spots so im curious to see if other people agree)
48
#48
refresh.tf
12 Frags +

You can still stand above them as shown in this image but not on the props themselves.
The panel props are extremely thin and would previously block splash in some circumstances.
We haven't removed any spots unless you consider standing on the panel props a different spot.

https://user-images.githubusercontent.com/14262648/165561072-97e424e3-6f0d-47e0-b90e-fa54ba1807e0.png

You can still stand above them as shown in this image but not on the props themselves.
The panel props are extremely thin and would previously block splash in some circumstances.
We haven't removed any spots unless you consider standing on the panel props a different spot.
[img]https://user-images.githubusercontent.com/14262648/165561072-97e424e3-6f0d-47e0-b90e-fa54ba1807e0.png[/img]
49
#49
4 Frags +

Ah my apologies then. There was also a spot by 5 on the lobby side where you could stand on some computer console thing to get the drop on someone that's been removed but i understand that one a lot more since it wasnt visible in any way.

Ah my apologies then. There was also a spot by 5 on the lobby side where you could stand on some computer console thing to get the drop on someone that's been removed but i understand that one a lot more since it wasnt visible in any way.
50
#50
refresh.tf
4 Frags +

cp_process_f11 addresses the last few issues we are aware of, and is available now on serveme

  • Both teams now use the same spawn orders and layouts, copied from BLU
  • Fixed a few metal textures on BLU side using the wrong team colours
[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/]cp_process_f11[/url][/b] addresses the last few issues we are aware of, and is available now on serveme
[list]
[*] Both teams now use the same spawn orders and layouts, copied from BLU
[*] Fixed a few metal textures on BLU side using the wrong team colours
[/list]
51
#51
refresh.tf
8 Frags +

cp_process_f12 is out and brings some map improvements

  • Fixed the glass ramps on last being slippery
  • Added detailing to the glass ramps on last
  • Fixed some particularly noticeable misaligned textures
  • Improved blockbullet by lobby railing

Thanks to JackyLegs and Fubar for their help on this version!

[b][url=https://tf2maps.net/downloads/refresh-cp_process.9042/]cp_process_f12[/url][/b] is out and brings some map improvements

[list]
[*] Fixed the glass ramps on last being slippery
[*] Added detailing to the glass ramps on last
[*] Fixed some particularly noticeable misaligned textures
[*] Improved blockbullet by lobby railing
[/list]

Thanks to JackyLegs and Fubar for their help on this version!
52
#52
-10 Frags +

does this map need 12 versions?

does this map need 12 versions?
53
#53
8 Frags +

please can you take the rock crashing version off serveme so that morons stop picking it in tf2center?

please can you take the rock crashing version off serveme so that morons stop picking it in tf2center?
54
#54
5 Frags +
BumFreezeplease can you take the rock crashing version off serveme so that morons stop picking it in tf2center?

I asked the tf2center admins to only show latest version of refreshed maps in the selection tab ever since it was bought recently, got a response that it's "low priority" so if you want it changed, let tf2center know about it.

[quote=BumFreeze]please can you take the rock crashing version off serveme so that morons stop picking it in tf2center?[/quote]
I asked the tf2center admins to only show latest version of refreshed maps in the selection tab ever since it was bought recently, got a response that it's "low priority" so if you want it changed, let tf2center know about it.
55
#55
4 Frags +
JackyLegslet tf2center know about it.

gl, I tried to do the same with changing default selection of product_rcx to product_final because of the buggy rocks etc 6 months ago and nothing's happened yet

[quote=JackyLegs]let tf2center know about it.[/quote]


gl, I tried to do the same with changing default selection of product_rcx to product_final because of the buggy rocks etc 6 months ago and nothing's happened yet
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