Upvote Upvoted 73 Downvote Downvoted
1 2 3
Compiling competitive changes we want for TF2
31
#31
3 Frags +
StarkPauses
• Enable players to connect and join a team while the game is paused
• Enable players to type multiple messages while the game is paused
• Fix uber percentage freezing after a pause in STV

Teammates going invisible
The fix a while ago didn't fully work

Map changes
• Remove the window frame on badlands middle in the house (it wasn't solid before the recent update)
• Explosive splash no longer goes through the spawn doors
• Spawn doors (furthest forward) on gullywash now hurt you (and sometimes kill you) as you walk out of them

TargetID changes
• Add an option to disable the "last round you did..." stats. This option is annoying for medics when it comes up in a new round as it hides the targetIDs (so you don't know who you're healing)

Shorten the Original explosion sound
The sound is very loud and trails off for a while (it's much harder to discern this sound than the normal explosion sound)

Add a ready-up feature for each player in tournament mode like it is in Mann vs Machine

Fix the colorblind mode

Stop rockets and stickies colliding with teammates
At a certain range they explode/bounce off teammates which is pretty annoying

I'd just pick these.

[quote=Stark]
[b]Pauses[/b]
• Enable players to connect and join a team while the game is paused
• Enable players to type multiple messages while the game is paused
• Fix uber percentage freezing after a pause in STV

[b]Teammates going invisible[/b]
The fix a while ago didn't fully work

[b]Map changes[/b]
• Remove the window frame on badlands middle in the house (it wasn't solid before the recent update)
• Explosive splash no longer goes through the spawn doors
• Spawn doors (furthest forward) on gullywash now hurt you (and sometimes kill you) as you walk out of them

[b]TargetID changes[/b]
• Add an option to disable the "last round you did..." stats. This option is annoying for medics when it comes up in a new round as it hides the targetIDs (so you don't know who you're healing)

[b]Shorten the Original explosion sound[/b]
The sound is very loud and trails off for a while (it's much harder to discern this sound than the normal explosion sound)

[b]Add a ready-up feature for each player in tournament mode like it is in Mann vs Machine[/b]

[b]Fix the colorblind mode[/b]

[b]Stop rockets and stickies colliding with teammates[/b]
At a certain range they explode/bounce off teammates which is pretty annoying
[/quote]

I'd just pick these.
32
#32
10 Frags +

Being able to see hats/cosmetics is kind of nice because you can be more precise with your calls.

"scout with the dumb lime-green hat took 80."

Being able to see hats/cosmetics is kind of nice because you can be more precise with your calls.

"scout with the dumb lime-green hat took 80."
33
#33
2 Frags +
StarkArtificial item server
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.

[quote=Stark][b]Artificial item server[/b]
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful[/quote]

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.
34
#34
2 Frags +
questionStarkArtificial item server
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.

I doubt they'de add something like this cause I have to assume they do sell a decent amount of weapons from their store and they already have the trial thing.

[quote=question][quote=Stark][b]Artificial item server[/b]
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful[/quote]

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.[/quote]

I doubt they'de add something like this cause I have to assume they do sell a decent amount of weapons from their store and they already have the trial thing.
35
#35
0 Frags +
questionStarkArtificial item server
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.

Aren't they doing this with the upcoming 'lobby system' anyway?

[quote=question][quote=Stark][b]Artificial item server[/b]
Having the item server going down can change the result in a match. An item server that works like a white-list for when it does would be very useful[/quote]

I once joined a pub server that allowed everyone to use all weapons, regardless of the players owning them.

That would work, and would remove the hassle of actually crafting/trading for the items if new weapons are released.[/quote]

Aren't they doing this with the upcoming 'lobby system' anyway?
36
#36
Tt eSPORTS
4 Frags +

I have got to agree with #34. Valve is only making money with TF2, if people buy their items. Why would they give everyone an option to use all items without investing either time, effort or money? It would not be fair to ask for that.

I would also like to mention that an eMail with a similar list has been sent to the TF2 development team in the name of the world's major competitive TF2 communities and - leagues (namely ESEA, ETF2L.org, VanillaTV, eXtelevision, FBTF2 (teamfortress.com.br), ozfortress, TeamFortress.TV, TF2Connexion.fr, TF2World.ru, Pixling.ru, United Gaming Clans, VanillaTF2 and Wireplay). Some of the suggestions from this list have been implemented in the recent update (such as several map bugs and the option to display the time left on the hud).

It may be obsolete to send the same list again. To be able to focus on other things that have not been mentioned before, here is the list that has been sent to the dev team in May (implemented bugfixes/features in italics):

Bugfixes:

1. With multicore support enabled, using the “Go to” function in demo playbacks causes a crash.

2. The player hitboxes do not match the player models, as demonstrated for example in this video: http://www.youtube.com/watch?feature=player_embedded&v=ZfK6tKPYXvI. Having accurate hitboxes to know where to aim is an essential part of competitive play. Even if it can not be implemented overnight, this would be a greatly appreciated fix.

3. The spawn locations on cp_granary are imbalanced. The players on the blue team start spawning on the left side of the spawn room whereas the players on the red team occupy the right spawn positions first. Because the first midfight is an essential part of competitive play, this is a slight yet significant advantage for the red team.

4. Pausing the game with the “pause” function still messes up the game a bit. The “ice skating” effect has been fixed a while ago but now the spectator scoreboard is frozen for the tv_delay time (usually 90 seconds). Also, it would be really great to allow a player to completely connect to the server, while the game is paused, and to allow more than one line of chat during pauses.

5. The jarate (http://puu.sh/2FYG0.jpg) and bleed (http://puu.sh/2FYFM.jpg) effects under DirectX 8 cripple the player view a lot more than under DirectX 9

New features:

1. Please add the remaining match time to the hud instead of the scoreboard only. The time left is an important information for casters and spectators and we feel it should be displayed at all times, not only when the camera man opens the score board. This option could be sv_pure 0 only or classified as a cheat variable, because it is primarily needed on STV relays.

2. Please add an option to scale the opacity of weapon viewmodels. This option has been introduced by the now broken OpenPlugin and was quite popular. It would allow to have the weapon model as an aim indicator but the weapon model would not block a big portion of the screen.

3. Please raise the picmip value cap to 4. Any value higher than 2 is currently classified as cheat variable, a higher value would allow more flat textures for those players who do not want to achieve the same effect with graphic driver settings.

4. Player outlines in spectator mode or on STV relays (like CS:GO has) would be an awesome new feature. Currently, the two major streaming organisations TeamFortress.TV and VanillaTV use an unsigned plugin on non-VAC-secure STV relays to display player outlines through walls. It would be great to have an official and less dodgy version of this.

5. Please raise the maximum field of view to 110. Any values higher than 90 are currently classified as cheat variable. This is something a lot of players are wishing for and will try to circumvent over and over again. 110 degrees seems reasonable to us and is, to our knowledge, as well the maximum field of view for Occulus Rift users. To remove any imbalances for people who are using 4:3 resolutions, an aspect ratio field of view cap could also be introduced.

6. Please add cp_snakewater (http://forums.tf2maps.net/showthread.php?t=14835) as a community map to the Team Fortress 2 map pool. The map has been and still is extremely popular in all competitive communites for a long time and really deserves it. Map creator chojje (http://steamcommunity.com/profiles/76561197998577229) would surely be more than happy to see this and give the map an overhaul.

7. For automatic in-eye demo recording, the competitive community use the signed client plugin “P-REC”. You can find more information on the plugin here: http://etf2l.org/faq/p-rec/
The plugin automatically records a pov demo when both teams set their status to ready and introduces some more features, like automatic deletion of a recorded demo, kill streak counters and automatic screenshots of the status console and the scoreboard (both are usually needed to submit results for any matches in cups and leagues).
The problem with this plugin is that it occasionally breaks on TF2 updates (it is not working under Steam Pipe, for example) and the developer has long left the TF2 community. An official option of the mentioned features would be a great asset to any competitive player.

8. For major Team Fortress 2 events (such as league finals), we would love to see more help with the promotion from Valve. The short blogposts on the teamfortress.com blog are already a help but we feel that front page posts on the teamfortress.com blog rather than posts in a sub section (which happened last August for the first ever international Team Fortress 2 LAN at insomnia 46 in the UK), ingame notifications/news or stickied SPUF threads would be an even greater help and would still require little effort from your side.

9. Improve the default setup for TF2. Turn on hit sounds, damage numbers, and auto-reload. All 3 things would drastically help newer players. Sadly many don’t realize these choices are available.

10. Add a quickplay option for “advanced” pub servers that have removed the random aspects of gameplay - no random crits, no damage spread, no weapon spread. Would be at least a small step towards putting competitive play in the spotlight.
I have got to agree with #34. Valve is only making money with TF2, if people buy their items. Why would they give everyone an option to use all items without investing either time, effort or money? It would not be fair to ask for that.

I would also like to mention that an eMail with a similar list has been sent to the TF2 development team in the name of the world's major competitive TF2 communities and - leagues (namely ESEA, ETF2L.org, VanillaTV, eXtelevision, FBTF2 (teamfortress.com.br), ozfortress, TeamFortress.TV, TF2Connexion.fr, TF2World.ru, Pixling.ru, United Gaming Clans, VanillaTF2 and Wireplay). Some of the suggestions from this list have been implemented in the recent update (such as several map bugs and the option to display the time left on the hud).

It may be obsolete to send the same list again. To be able to focus on other things that have not been mentioned before, here is the list that has been sent to the dev team in May (implemented bugfixes/features in italics):

[quote]Bugfixes:

1. With multicore support enabled, using the “Go to” function in demo playbacks causes a crash.

2. The player hitboxes do not match the player models, as demonstrated for example in this video: http://www.youtube.com/watch?feature=player_embedded&v=ZfK6tKPYXvI. Having accurate hitboxes to know where to aim is an essential part of competitive play. Even if it can not be implemented overnight, this would be a greatly appreciated fix.

[i]3. The spawn locations on cp_granary are imbalanced. The players on the blue team start spawning on the left side of the spawn room whereas the players on the red team occupy the right spawn positions first. Because the first midfight is an essential part of competitive play, this is a slight yet significant advantage for the red team.[/i]

4. Pausing the game with the “pause” function still messes up the game a bit. The “ice skating” effect has been fixed a while ago but now the spectator scoreboard is frozen for the tv_delay time (usually 90 seconds). Also, it would be really great to allow a player to completely connect to the server, while the game is paused, and to allow more than one line of chat during pauses.

[i]5. The jarate (http://puu.sh/2FYG0.jpg) and bleed (http://puu.sh/2FYFM.jpg) effects under DirectX 8 cripple the player view a lot more than under DirectX 9[/i]

New features:

[i]1. Please add the remaining match time to the hud instead of the scoreboard only. The time left is an important information for casters and spectators and we feel it should be displayed at all times, not only when the camera man opens the score board. This option could be sv_pure 0 only or classified as a cheat variable, because it is primarily needed on STV relays.[/i]

2. Please add an option to scale the opacity of weapon viewmodels. This option has been introduced by the now broken OpenPlugin and was quite popular. It would allow to have the weapon model as an aim indicator but the weapon model would not block a big portion of the screen.

3. Please raise the picmip value cap to 4. Any value higher than 2 is currently classified as cheat variable, a higher value would allow more flat textures for those players who do not want to achieve the same effect with graphic driver settings.

4. Player outlines in spectator mode or on STV relays (like CS:GO has) would be an awesome new feature. Currently, the two major streaming organisations TeamFortress.TV and VanillaTV use an unsigned plugin on non-VAC-secure STV relays to display player outlines through walls. It would be great to have an official and less dodgy version of this.

5. Please raise the maximum field of view to 110. Any values higher than 90 are currently classified as cheat variable. This is something a lot of players are wishing for and will try to circumvent over and over again. 110 degrees seems reasonable to us and is, to our knowledge, as well the maximum field of view for Occulus Rift users. To remove any imbalances for people who are using 4:3 resolutions, an aspect ratio field of view cap could also be introduced.

6. Please add cp_snakewater (http://forums.tf2maps.net/showthread.php?t=14835) as a community map to the Team Fortress 2 map pool. The map has been and still is extremely popular in all competitive communites for a long time and really deserves it. Map creator chojje (http://steamcommunity.com/profiles/76561197998577229) would surely be more than happy to see this and give the map an overhaul.

7. For automatic in-eye demo recording, the competitive community use the signed client plugin “P-REC”. You can find more information on the plugin here: http://etf2l.org/faq/p-rec/
The plugin automatically records a pov demo when both teams set their status to ready and introduces some more features, like automatic deletion of a recorded demo, kill streak counters and automatic screenshots of the status console and the scoreboard (both are usually needed to submit results for any matches in cups and leagues).
The problem with this plugin is that it occasionally breaks on TF2 updates (it is not working under Steam Pipe, for example) and the developer has long left the TF2 community. An official option of the mentioned features would be a great asset to any competitive player.

8. For major Team Fortress 2 events (such as league finals), we would love to see more help with the promotion from Valve. The short blogposts on the teamfortress.com blog are already a help but we feel that front page posts on the teamfortress.com blog rather than posts in a sub section (which happened last August for the first ever international Team Fortress 2 LAN at insomnia 46 in the UK), ingame notifications/news or stickied SPUF threads would be an even greater help and would still require little effort from your side.

9. Improve the default setup for TF2. Turn on hit sounds, damage numbers, and auto-reload. All 3 things would drastically help newer players. Sadly many don’t realize these choices are available.

10. Add a quickplay option for “advanced” pub servers that have removed the random aspects of gameplay - no random crits, no damage spread, no weapon spread. Would be at least a small step towards putting competitive play in the spotlight.[/quote]
37
#37
0 Frags +

Would be really cool if they had like a way to save your inventory that you couldnt really modify anything (craft, uncrate, trade) but you could still mess around with your weapons if the item servers went down.

Would be really cool if they had like a way to save your inventory that you couldnt really modify anything (craft, uncrate, trade) but you could still mess around with your weapons if the item servers went down.
38
#38
7 Frags +
RenhetMonochromatic Bunny has been petitioning for a real colorblind mode since forever. I think at this point it's either not going to happen, or it really just needs people to be louder and more numerous about it.

Oh my name :>

Yeah, colorblind options at this moment cannot in all honesty be considered a solid colorblind mode. While the efforts for a colorblind mode have died out in the past with a few responses from people who work at valve (TF2 Team + Robin) it has gone in the dark.

With this new recent updated I expected some (even if basic) additions to the colorblind mode but once again was left out.

Adding/Fixing/Changing the colorblind mode to be more feasible and useful without throwing the balance isn't too difficult. Pushing the colors to be further apart on the color spectrum is the simplest method while more varied (textures, patterns, color rehauls) have been discussed on various forums and chats.

If you are interested in supporting the push for a colorblind mode i'd appreciate any and all support given. Spread the word, share your opinion, bring up new ideas.

Below is the old petition link if you'd like to add onto it. It received the original 1,000 signatures early on but I continue to look for support. The petition itself is a collection of players who believe that this would be something worth while rather than a literal petition in efforts to prove that a colorblind setting is something people want.

www.thepetitionsite.com/562/201/339/colorblind-options-in-team-fortress-2/

If you'd like to discuss colorblind mode and various issues that arise from colorblind while playing TF2 or even just want to chat about this in general feel free to contact me.

http://steamcommunity.com/id/monochromaticbunny

[quote=Renhet]Monochromatic Bunny has been petitioning for a real colorblind mode since forever. I think at this point it's either not going to happen, or it really just needs people to be louder and more numerous about it.[/quote]

Oh my name :>

Yeah, colorblind options at this moment cannot in all honesty be considered a solid colorblind mode. While the efforts for a colorblind mode have died out in the past with a few responses from people who work at valve (TF2 Team + Robin) it has gone in the dark.

With this new recent updated I expected some (even if basic) additions to the colorblind mode but once again was left out.

Adding/Fixing/Changing the colorblind mode to be more feasible and useful without throwing the balance isn't too difficult. Pushing the colors to be further apart on the color spectrum is the simplest method while more varied (textures, patterns, color rehauls) have been discussed on various forums and chats.

If you are interested in supporting the push for a colorblind mode i'd appreciate any and all support given. Spread the word, share your opinion, bring up new ideas.

Below is the old petition link if you'd like to add onto it. It received the original 1,000 signatures early on but I continue to look for support. The petition itself is a collection of players who believe that this would be something worth while rather than a literal petition in efforts to prove that a colorblind setting is something people want.

www.thepetitionsite.com/562/201/339/colorblind-options-in-team-fortress-2/

If you'd like to discuss colorblind mode and various issues that arise from colorblind while playing TF2 or even just want to chat about this in general feel free to contact me.

http://steamcommunity.com/id/monochromaticbunny
39
#39
4 Frags +

Clipping on parts of spire are also broken its the same near the pill and ammo box

http://steamcommunity.com/profiles/76561198011529614/screenshots/

Clipping on parts of spire are also broken its the same near the pill and ammo box

http://steamcommunity.com/profiles/76561198011529614/screenshots/
40
#40
0 Frags +

Higher mat_picmip and transparent viewmodels

Higher mat_picmip and transparent viewmodels
41
#41
0 Frags +
CanFoTo remove any imbalances for people who are using 4:3 resolutions, an aspect ratio field of view cap could also be introduced.

sv_restrict_aspect_ratio_fov 1/2
1 is the default. The etf2l config manually disables this restriction by setting it to 0.

[quote=CanFo]To remove any imbalances for people who are using 4:3 resolutions, an aspect ratio field of view cap could also be introduced.[/quote]
sv_restrict_aspect_ratio_fov 1/2
1 is the default. The etf2l config manually disables this restriction by setting it to 0.
42
#42
-1 Frags +

Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.

Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.
43
#43
-1 Frags +
wareyaIdea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.

Vertical fov is already the same on every possible setup for the same fov_desirec value, including eyefinity.
You only have less horizontal fov with 4:3.

[quote=wareya]Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.[/quote]
Vertical fov is already the same on every possible setup for the same fov_desirec value, including eyefinity.
You only have less horizontal fov with 4:3.
44
#44
0 Frags +
SetsulwareyaIdea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.Vertical fov is already the same on every possible setup for the same fov_desirec value, including eyefinity.
You only have less horizontal fov with 4:3.

reread my post, specifically the first statement

[quote=Setsul][quote=wareya]Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.[/quote]
Vertical fov is already the same on every possible setup for the same fov_desirec value, including eyefinity.
You only have less horizontal fov with 4:3.[/quote]
reread my post, specifically the first statement
45
#45
1 Frags +

Valve should just cancel the recent changes made to badlands,
rather than to refix some stuff on the new version. The map was already perfect.

I don't think they would agree though.

Valve should just cancel the recent changes made to badlands,
rather than to refix some stuff on the new version. The map was already perfect.


I don't think they would agree though.
46
#46
1 Frags +
JLelongValve should just cancel the recent changes made to badlands,
rather than to refix some stuff on the new version. The map was already perfect.

I don't think they would agree though.

They just have to fix both windows and that's it.

EDIT: They fixed them a few days ago.

[quote=JLelong]Valve should just cancel the recent changes made to badlands,
rather than to refix some stuff on the new version. The map was already perfect.


I don't think they would agree though.[/quote]
They just have to fix both windows and that's it.

EDIT: They fixed them a few days ago.
47
#47
3 Frags +

I would prefer the exit sign over badlands last main to be solid again, it was a cool walking route, same goes for pretty much every hiding spot & route that involved those signs, not sure if valve simply considers them all to be not intended before.

I would prefer the exit sign over badlands last main to be solid again, it was a cool walking route, same goes for pretty much every hiding spot & route that involved those signs, not sure if valve simply considers them all to be not intended before.
48
#48
0 Frags +
Daggeradd the flashing uber when it fades to dx8

can someone explain what this is?

[quote=Dagger]add the flashing uber when it fades to dx8[/quote]
can someone explain what this is?
49
#49
0 Frags +
hooliDaggeradd the flashing uber when it fades to dx8can someone explain what this is?

In dx8 ubers don't have the flashing animation before fading, they just abruptly go away. I guess this is annoying for people who play in dx8 because it's harder to tell when ubers fade.

[quote=hooli][quote=Dagger]add the flashing uber when it fades to dx8[/quote]
can someone explain what this is?[/quote]
In dx8 ubers don't have the flashing animation before fading, they just abruptly go away. I guess this is annoying for people who play in dx8 because it's harder to tell when ubers fade.
50
#50
0 Frags +
WaldoIn dx8 ubers don't have the flashing animation before fading, they just abruptly go away. I guess this is annoying for people who play in dx8 because it's harder to tell when ubers fade.

I've played in dx8 for so long I guess I never noticed. It's pretty easy to tell when the uber fades via sounds.

[quote=Waldo]In dx8 ubers don't have the flashing animation before fading, they just abruptly go away. I guess this is annoying for people who play in dx8 because it's harder to tell when ubers fade.[/quote]I've played in dx8 for so long I guess I never noticed. It's pretty easy to tell when the uber fades via sounds.
51
#51
0 Frags +
wareyaSetsulwareyaIdea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.Vertical fov is already the same on every possible setup for the same fov_desired value, including eyefinity.
You only have less horizontal fov with 4:3.
reread my post, specifically the first statement

There is no vertical fov correction?

[quote=wareya][quote=Setsul][quote=wareya]Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.[/quote]
Vertical fov is already the same on every possible setup for the same fov_desired value, including eyefinity.
You only have less horizontal fov with 4:3.[/quote]
reread my post, specifically the first statement[/quote]
There is no vertical fov correction?
52
#52
2 Frags +

unlock mat_picmip without cheats and fix the dropped uber glitch.

unlock mat_picmip without cheats and fix the dropped uber glitch.
53
#53
-1 Frags +
Setsulwareyareread my post, specifically the first statementThere is no vertical fov correction?

they should do

anyway, the original list is sweet send it in yo

[quote=Setsul][quote=wareya]
reread my post, specifically the first statement[/quote]
There is no vertical fov correction?[/quote]
[u][b] they should do [/b][/u]

anyway, the original list is sweet send it in yo
54
#54
4 Frags +

I've streamlined the list a bit so the most important ones or the easiest to implement are on there
The reasoning for a few I didn't include:
• Easy cosmetic item removal - would take a long time to add this feature and there is already a NoHats mod which works relatively well (also I think valve would be hesitant to remove hats)
• Shadows not spilling through walls - although this is a problem with the engine you can avoid this problem with careful map design so I didn't think it necessary
• Allow higher tick rates - this would be a huge amount of effort as the game doesn't run properly on other tick rates

I haven't sent this yet, just checking if everyone's happy with this being the final list

I've streamlined the list a bit so the most important ones or the easiest to implement are on there
The reasoning for a few I didn't include:
• Easy cosmetic item removal - would take a long time to add this feature and there is already a NoHats mod which works relatively well (also I think valve would be hesitant to remove hats)
• Shadows not spilling through walls - although this is a problem with the engine you can avoid this problem with careful map design so I didn't think it necessary
• Allow higher tick rates - this would be a huge amount of effort as the game doesn't run properly on other tick rates

I haven't sent this yet, just checking if everyone's happy with this being the final list
55
#55
2 Frags +

remove "no fall off dmg" from escape plan :) Minicrits+healblock are 2 downgrades already and should be enough

remove "no fall off dmg" from escape plan :) Minicrits+healblock are 2 downgrades already and should be enough
56
#56
1 Frags +
KidIpzremove "no fall off dmg" from escape plan :) Minicrits+healblock are 2 downgrades already and should be enough

so you want minicrits removed and you just take 35% more damage?

[quote=KidIpz]remove "no fall off dmg" from escape plan :) Minicrits+healblock are 2 downgrades already and should be enough[/quote]
so you want minicrits removed and you just take 35% more damage?
57
#57
1 Frags +

Ye kinda

Ye kinda
58
#58
1 Frags +

-Allow for a HUD function/feature that allows players to assign different colours for different ubercharges.

With people renaming their mediguns left and right and medics switching up between all the different mediguns it'd be nice that as a pocket, when I'm getting healed I can see, oh the uber-percentage is green, that means regular uber. Oh it's red, that means it's kritz, etc.

-Integrate P-REC into the game already. It seems ridiculous that such a helpful plugin is not incorporated into the game and that players have to install it. Plus with major updates it can break and then Valve has to manually re-sign the plugin. Give the creator a sparkly item!

-Add a launch option to choose which custom folder to use.
Currently with steampipe you put all your configs/HUD/hitsound in:
..\common\Team Fortress 2\tf\custom\MyCustomFolder

I'm pretty sure how steampipe works is if you have multiple folders under custom, eg MyCustomFolder1, MyCustomFolder2, etc, it looks up in Folder1, replaces the files, then it goes to Folder2, replaces all the files.

Instead it would be helpful if a launch option was added that specifies which folder to use, eg:

-applaunch 440 -customfolder MyCustomFolder1

The point of this is to allow multiple people to each have their own config/HUD folder on the same computer and you just create multiple shortcuts that have different launch options pointing to different custom folders. Useful for computers that are being shared.

-TF2 crashes when skipping to ticks in demo files if mat_queue_mode is not set to 0.

-The ingame MOTD seems to override or supersede the TF2.exe (not sure if I'm explaining this right). Basically if you join a server that runs ads (such as pinion), and you alt-tab out of TF2, you won't be able to hear any ingame sounds but you will still be able to hear whatever is on that HTML page, even though it's a MOTD inside the game.

Somtimes when I join a pinion enabled server, I quickly disconnect, my game will be in the main menu but I can still hear the ad playing.

I would actually like to get Valve's official stance on services like Pinion that serves intrusive ads that cannot be closed and overrides legitimate client cvars (such as turning off HTML MOTDs).

-Allow for a HUD function/feature that allows players to assign different colours for different ubercharges.

With people renaming their mediguns left and right and medics switching up between all the different mediguns it'd be nice that as a pocket, when I'm getting healed I can see, oh the uber-percentage is green, that means regular uber. Oh it's red, that means it's kritz, etc.

-Integrate P-REC into the game already. It seems ridiculous that such a helpful plugin is not incorporated into the game and that players have to install it. Plus with major updates it can break and then Valve has to manually re-sign the plugin. Give the creator a sparkly item!

-Add a launch option to choose which custom folder to use.
Currently with steampipe you put all your configs/HUD/hitsound in:
..\common\Team Fortress 2\tf\custom\MyCustomFolder

I'm pretty sure how steampipe works is if you have multiple folders under custom, eg MyCustomFolder1, MyCustomFolder2, etc, it looks up in Folder1, replaces the files, then it goes to Folder2, replaces all the files.

Instead it would be helpful if a launch option was added that specifies which folder to use, eg:

-applaunch 440 -customfolder MyCustomFolder1

The point of this is to allow multiple people to each have their own config/HUD folder on the same computer and you just create multiple shortcuts that have different launch options pointing to different custom folders. Useful for computers that are being shared.

-TF2 crashes when skipping to ticks in demo files if mat_queue_mode is not set to 0.

-The ingame MOTD seems to override or supersede the TF2.exe (not sure if I'm explaining this right). Basically if you join a server that runs ads (such as pinion), and you alt-tab out of TF2, you won't be able to hear any ingame sounds but you will still be able to hear whatever is on that HTML page, even though it's a MOTD inside the game.

Somtimes when I join a pinion enabled server, I quickly disconnect, my game will be in the main menu but I can still hear the ad playing.

I would actually like to get Valve's official stance on services like Pinion that serves intrusive ads that cannot be closed and overrides legitimate client cvars (such as turning off HTML MOTDs).
59
#59
0 Frags +

Another bug that I forgot to add:

The sv_pure settings of the server that the demo was recorded on is enforced during demo playback for demos.

This means sound/texture/model replacements don't work on demos which were recorded on sv_pure 0 servers.

Another bug that I forgot to add:

The sv_pure settings of the server that the demo was recorded on is enforced during demo playback for demos.

This means sound/texture/model replacements don't work on demos which were recorded on sv_pure 0 servers.
60
#60
3 Frags +

I'd prefer an update that makes the game support more cpu cores, it will definitely make the game a lot more bearable at midfights. Most of the other things are secondary for me.

I'd prefer an update that makes the game support more cpu cores, it will definitely make the game a lot more bearable at midfights. Most of the other things are secondary for me.
1 2 3
Please sign in through STEAM to post a comment.