kn
maybe im tweaking but this comment makes no sense. the fence is a func_brush with no collision to allow projectiles and bullets to pass through with a playerclip brush placed over it to stop players from walking through it. if we view the fence from the top it extends very slightly past the clip brush but neither of these (the func_brush or the clip brush) have any effect on the collision of rockets, that's the job of a blockbullets brush (which i dont think can be viewed in game without a special compile). if you stood on top and aimed a rocket directly down into the small extended lip of the fence it would have gone right through since it has no collision. extending the clip brush does nothing since it doesn't effect projectile collisions. nothing in these screenshots would have any effect on the splashbug shown in the original clip.
[quote=kn][img][/quote]
maybe im tweaking but this comment makes no sense. the fence is a func_brush with no collision to allow projectiles and bullets to pass through with a playerclip brush placed over it to stop players from walking through it. if we view the fence from the top it extends very slightly past the clip brush but neither of these (the func_brush or the clip brush) have any effect on the collision of rockets, that's the job of a blockbullets brush (which i dont think can be viewed in game without a special compile). if you stood on top and aimed a rocket directly down into the small extended lip of the fence it would have gone right through since it has no collision. extending the clip brush does nothing since it doesn't effect projectile collisions. nothing in these screenshots would have any effect on the splashbug shown in the original clip.
ill try to come up with something to reduce confusion around that area for next version anyhow
ill try to come up with something to reduce confusion around that area for next version anyhow
you gotta fix this dumb bug with the invisible point
cheers bruv
you gotta fix this dumb bug with the invisible point
cheers bruv
Yea its cringe and frankly impossible to test, I'm looking into it tho
Yea its cringe and frankly impossible to test, I'm looking into it tho
YrrYea its cringe and frankly impossible to test, I'm looking into it tho
I think it happens in this situation:
1. play a map of bagel out to the very end and a team wins
2. ready up and play the map again after changing the config
3. point is invisible
These might not be the exact steps to reproduce the bug, but I'm pretty sure it happens after resetting/changing the config without reloading the map (or a situation like this).
[quote=Yrr]Yea its cringe and frankly impossible to test, I'm looking into it tho[/quote]I think it happens in this situation:
1. play a map of bagel out to the very end and a team wins
2. ready up and play the map again after changing the config
3. point is invisible
These might not be the exact steps to reproduce the bug, but I'm pretty sure it happens after resetting/changing the config without reloading the map (or a situation like this).
Download: koth_bagel_rc12
sorry its taken so long, its a bunch of obscure bugs with no known cause and no reliable test
I was hoping to find a Guaranteed Fix but instead I've just taken my best shot at it
this maps also 9 years old now valve pls im begging
Changelog:
-simplified some splash geometry around concrete
-fixed a perch spot on mid
-added two rendering contingencies to hopefully fix a rare bug where the mid point could be invisible
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download]koth_bagel_rc12[/url][/b]
sorry its taken so long, its a bunch of obscure bugs with no known cause and no reliable test
I was hoping to find a Guaranteed Fix but instead I've just taken my best shot at it
this maps also 9 years old now valve pls im begging
[b]Changelog:[/b]
-simplified some splash geometry around concrete
-fixed a perch spot on mid
-added two rendering contingencies to hopefully fix a rare bug where the mid point could be invisible
rare? that shit happened every time... ty for fix :DD
rare? that shit happened every time... ty for fix :DD
oh wild, well, tell me if it happens again or if anything else is broke
oh wild, well, tell me if it happens again or if anything else is broke
Download: koth_bagel_rc13
-Fixed a solid roof edge that players could perch on, on one side of the map
Bagel was uploaded to TF2Maps.net on the 24th of July, 2016, which means it is turning 10 years old! (Its development started a couple days beforehand, during the 72hr Jam).
In that time, it's become a staple of Competitive KotH, a regular play on community map servers, and a benchmark and cited inspiration for other KotH maps!
In 2018, the Halloween variant, Cauldron, was chosen to be featured in the Scream Fortress event and added to Team Fortress 2 officially, even if only for a month at a time.
It also seems to be one of the default maps in a popular roblox tf2 clone? I do not know if this is a good or a bad thing but it certainly happened.
But now's as good a time as any to remind y'all that, if you love this map, you should let Valve know!
It's my dream to have this map featured in Team Fortress 2 officially, all year round.
[b]Download: [url=https://tf2maps.net/downloads/bagel-2020.5527/download]koth_bagel_rc13[/url][/b]
-Fixed a solid roof edge that players could perch on, on one side of the map
Bagel was uploaded to TF2Maps.net on the 24th of July, 2016, which means it is turning 10 years old! (Its development started a couple days beforehand, during the 72hr Jam).
In that time, it's become a staple of Competitive KotH, a regular play on community map servers, and a benchmark and cited inspiration for other KotH maps!
In 2018, the Halloween variant, Cauldron, was chosen to be featured in the Scream Fortress event and added to Team Fortress 2 officially, even if only for a month at a time.
It also seems to be one of the default maps in a popular roblox tf2 clone? I do not know if this is a good or a bad thing but it certainly happened.
But now's as good a time as any to remind y'all that, if you love this map, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2514036946]you should let Valve know[/url]!
It's my dream to have this map featured in Team Fortress 2 officially, all year round.
wait this isn't an official map? thats shocking
wait this isn't an official map? thats shocking
i love this map thank you and happy 10th birthday
i love this map thank you and happy 10th birthday
YrrBut now's as good a time as any to remind y'all that, if you love this map, you should let Valve know!
It's my dream to have this map featured in Team Fortress 2 officially, all year round.
Is it enough for me to just subscribe to the workshop entry or is there something more we can do?
[quote=Yrr]
But now's as good a time as any to remind y'all that, if you love this map, [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2514036946]you should let Valve know[/url]!
It's my dream to have this map featured in Team Fortress 2 officially, all year round.[/quote]
Is it enough for me to just subscribe to the workshop entry or is there something more we can do?
BrimstoneIs it enough for me to just subscribe to the workshop entry or is there something more we can do?
Positive votes help make maps more visible and "wanted" by the audience, when Valve are looking.
YouTubers/Influencers directing people to vote for a map en masse can sometimes help, but individual downvotes count like 100x as much as upvotes on maps, so motivating people who wouldn't ordinarily have weighed in can backfire.
If you think you can make a good case to Valve in an email or something, maybe they accept those? But I'm really not sure, I think if any of us knew how to make a map be considered for an update they'd be a millionaire by this point.
[quote=Brimstone]Is it enough for me to just subscribe to the workshop entry or is there something more we can do?[/quote]
Positive votes help make maps more visible and "wanted" by the audience, when Valve are looking.
YouTubers/Influencers directing people to vote for a map en masse can sometimes help, but individual downvotes count like 100x as much as upvotes on maps, so motivating people who wouldn't ordinarily have weighed in can backfire.
If you think you can make a good case to Valve in an email or something, maybe they accept those? But I'm really not sure, I think if any of us knew how to make a map be considered for an update they'd be a millionaire by this point.