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Gun Mettle Bugs
181
#181
-10 Frags +
AlmieSo, the killstreak related crash has been fixed, and now it turns out you can apply those killstreak kits with no item attached to any item?
http://puu.sh/iNly3/5dd70866e3.jpg
I would buy one for my Saxxy as well, but cba to spend 40€

"look at me i have a saxxy"

[quote=Almie]So, the killstreak related crash has been fixed, and now it turns out you can apply those killstreak kits with no item attached to any item?
[img]http://puu.sh/iNly3/5dd70866e3.jpg[/img]
I would buy one for my Saxxy as well, but cba to spend 40€[/quote]

"look at me i have a saxxy"
182
#182
20 Frags +
BucakeAlmieSo, the killstreak related crash has been fixed, and now it turns out you can apply those killstreak kits with no item attached to any item?
http://puu.sh/iNly3/5dd70866e3.jpg
I would buy one for my Saxxy as well, but cba to spend 40€

"look at me i have a saxxy"

"look at me, im jealous"

[quote=Bucake][quote=Almie]So, the killstreak related crash has been fixed, and now it turns out you can apply those killstreak kits with no item attached to any item?
[img]http://puu.sh/iNly3/5dd70866e3.jpg[/img]
I would buy one for my Saxxy as well, but cba to spend 40€[/quote]

"look at me i have a saxxy"[/quote]

"look at me, im jealous"
183
#183
6 Frags +

yes, for years i've been trying to get a saxxy.
i can't stand the fact that none of my many movies never got me one!

yes, for years i've been trying to get a saxxy.
i can't stand the fact that none of my many movies never got me one!
184
#184
1 Frags +

didn't really pay much attention until now, so I'm not sure what update caused it, but my jigglebones (on my botkillers anyways) seem to have gotten really jittery when before they used to move around just fine

didn't really pay much attention until now, so I'm not sure what update caused it, but my jigglebones (on my botkillers anyways) seem to have gotten really jittery when before they used to move around just fine
185
#185
4 Frags +

That wasnt the point lol. Basically the patch prevents new ones from being created, but those that exist still exist and work. So if you pay enough you can apply it to anything, even items that cant be killstreaked otherwise, for example a saxxy.

That wasnt the point lol. Basically the patch prevents new ones from being created, but those that exist still exist and work. So if you pay enough you can apply it to anything, even items that cant be killstreaked otherwise, for example a saxxy.
186
#186
1 Frags +
BucakeBucakeseems to be just me, but whenever one of those skins is rendered (can be behind walls) then my game just becomes unplayable. my fps drops with 80 or something and the game plays like it's on 5fps.

if even 1 player has a new skin, i have to leave the server.. simply unplayable whenever he takes it out.

done some testing: having mat_compressedtextures set to 0 will absolutely wreck my game. simply unplayable as soon as one of the new skins is rendered.

could someone else test if this is also the case for them..?

Why on earth would you have this cvar set to 0? It (objectively) doesn't improve texture quality, and will only result in MUCH more vram being used.

[quote=Bucake][quote=Bucake]seems to be just me, but whenever one of those skins is rendered (can be behind walls) then my game just becomes unplayable. my fps drops with 80 or something and the game plays like it's on 5fps.

if even 1 player has a new skin, i have to leave the server.. simply unplayable whenever he takes it out.[/quote]

done some testing: having mat_compressedtextures set to 0 will absolutely wreck my game. simply unplayable as soon as one of the new skins is rendered.

could someone else test if this is also the case for them..?[/quote]

Why on earth would you have this cvar set to 0? It (objectively) doesn't improve texture quality, and will only result in MUCH more vram being used.
187
#187
0 Frags +

change the line that says " Posthumous kills with the Air Strike use the Rocket Launcher killfeed icons."

to posthumous kills with any weapon appears as the stock primary for that class because its the same for all rocket launchers and flamethrowers from what i've seen.

change the line that says " Posthumous kills with the Air Strike use the Rocket Launcher killfeed icons."

to posthumous kills with any weapon appears as the stock primary for that class because its the same for all rocket launchers and flamethrowers from what i've seen.
188
#188
-7 Frags +
pazerWhy on earth would you have this cvar set to 0? It (objectively) doesn't improve texture quality, and will only result in MUCH more vram being used.

are you asking me specifically? because i just ran into the command at a certain point and it sounded like "it will look pretty". my fps didn't go down, so i figured "why not leave it in".

anyway, this isn't really the point. the point is that this command worked perfectly fine before, and now it does not. the patch caused it, therefore i posted this issue in this thread.
if the command is useless, that's another discussion. cheers for pointing it out, though.

(also, it doesn't just cripple fps for me, it also makes the first-person skins 100% pitch black. there's been something wrong with that command after the update - i've never had an issue with this command before.)

[quote=pazer]Why on earth would you have this cvar set to 0? It (objectively) doesn't improve texture quality, and will only result in MUCH more vram being used.[/quote]

are you asking me specifically? because i just ran into the command at a certain point and it sounded like "it will look pretty". my fps didn't go down, so i figured "why not leave it in".

anyway, this isn't really the point. the point is that this command worked perfectly fine before, and now it does not. the patch caused it, therefore i posted this issue in this thread.
if the command is useless, that's another discussion. cheers for pointing it out, though.

(also, it doesn't just cripple fps for me, it also makes the first-person skins 100% pitch black. there's been something wrong with that command after the update - i've never had an issue with this command before.)
189
#189
8 Frags +
Bucakei just ran into the command at a certain point and it sounded like "it will look pretty". my fps didn't go down, so i figured "why not leave it in".

Not trying to be rude here... but you are changing console commands without knowledge of what they do, then assuming that there is a bug when your performance is crippled.

If someone runs out of VRAM because they are using mat_compressedtextures 0 (which will load the already compressed textures from disk, decompress them, then send them to the gpu, which doesn't improve quality but uses 6 times more vram), their video driver will start using system ram as vram. This is VERY slow and will destroy your fps.

[quote=Bucake]i just ran into the command at a certain point and it sounded like "it will look pretty". my fps didn't go down, so i figured "why not leave it in".[/quote]

Not trying to be rude here... but you are changing console commands without knowledge of what they do, then assuming that there is a bug when your performance is crippled.

If someone runs out of VRAM because they are using mat_compressedtextures 0 (which will load the [b]already compressed[/b] textures from disk, decompress them, then send them to the gpu, which doesn't improve quality but uses [b]6 times more vram[/b]), their video driver will start using system ram as vram. This is VERY slow and will destroy your fps.
190
#190
4 Frags +

In spectatortournament.res you can only change "team2_player_base_offset_x" while "team1_player_base_offset_x" seems to be hardcoded now. They get aligned in a certain relation to each other on the x-axis when you change "team2_player_base_offset_x". This means you can't align them both on the left side of the screen.

In spectatortournament.res you can only change "team2_player_base_offset_x" while "team1_player_base_offset_x" seems to be hardcoded now. They get aligned in a certain relation to each other on the x-axis when you change "team2_player_base_offset_x". This means you can't align them both on the left side of the screen.
191
#191
0 Frags +
pazerNot trying to be rude here... but you are changing console commands without knowledge of what they do, then assuming that there is a bug when your performance is crippled.

If someone runs out of VRAM because they are using mat_compressedtextures 0 (which will load the already compressed textures from disk, decompress them, then send them to the gpu, which doesn't improve quality but uses 6 times more vram), their video driver will start using system ram as vram. This is VERY slow and will destroy your fps.

i get your point, the command should be on 1 and should've been on 1 even before the update.
but like i said, i never had an issue with the command before the update.
so the dramatic change in impact this command has on the game is at least on topic here.
and even without using this command, fps was a lot better for everyone before the update.

so presuming the command is still working as intended;
why is it so 'broken' with the skins? is it simply because the textures of the new skins are 10 times bigger in size or something?

[quote=pazer]Not trying to be rude here... but you are changing console commands without knowledge of what they do, then assuming that there is a bug when your performance is crippled.

If someone runs out of VRAM because they are using mat_compressedtextures 0 (which will load the [b]already compressed[/b] textures from disk, decompress them, then send them to the gpu, which doesn't improve quality but uses [b]6 times more vram[/b]), their video driver will start using system ram as vram. This is VERY slow and will destroy your fps.[/quote]

i get your point, the command should be on 1 and should've been on 1 even before the update.
but like i said, i never had an issue with the command before the update.
so the dramatic change in impact this command has on the game is at least on topic here.
and even without using this command, fps was a lot better for everyone before the update.

so presuming the command is still working as intended;
why is it so 'broken' with the skins? is it simply because the textures of the new skins are 10 times bigger in size or something?
192
#192
7 Frags +

The Crusader's Crossbow feels extremely broken. If you flash an uber off a teammate and bow them before the uber has completely faded off them, the friendly uber blocks the bow. Secondly, the hitboxes feel off. I might just be wrong because I don't play a lot of Medic, but they actually feel bigger and bows that I shouldn't be hitting are.

The Crusader's Crossbow feels extremely broken. If you flash an uber off a teammate and bow them before the uber has completely faded off them, the friendly uber blocks the bow. Secondly, the hitboxes feel off. I might just be wrong because I don't play a lot of Medic, but they actually feel bigger and bows that I shouldn't be hitting are.
193
#193
7 Frags +
MumaThe Crusader's Crossbow feels extremely broken. If you flash an uber off a teammate and bow them before the uber has completely faded off them, the friendly uber blocks the bow. Secondly, the hitboxes feel off. I might just be wrong because I don't play a lot of Medic, but they actually feel bigger and bows that I shouldn't be hitting are.

It was always like that, this isnt from the Update

[quote=Muma]The Crusader's Crossbow feels extremely broken. If you flash an uber off a teammate and bow them before the uber has completely faded off them, the friendly uber blocks the bow. Secondly, the hitboxes feel off. I might just be wrong because I don't play a lot of Medic, but they actually feel bigger and bows that I shouldn't be hitting are.[/quote]

It was always like that, this isnt from the Update
194
#194
3 Frags +

http://i.imgur.com/ltDU6w6.jpg

other team had last point capped before 4th? i joined late so i didnt see when it happened, but when they capped 4th the game ended. couldnt see the cart either. no clue if its related to gun mettle or not
EDIT: it happened again. we were in setup and the cart just detonated for no reason

[img]http://i.imgur.com/ltDU6w6.jpg[/img]
other team had last point capped before 4th? i joined late so i didnt see when it happened, but when they capped 4th the game ended. couldnt see the cart either. no clue if its related to gun mettle or not
EDIT: it happened again. we were in setup and the cart just detonated for no reason
195
#195
4 Frags +

help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.
link
this is what it normally looks like

Anyone know a fix to this?

Edit: I'm on dx9 btw

help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.
[url=http://images.akamai.steamusercontent.com/ugc/447329682710215141/DD1583A2C07B1C027735A10D2FBA63170EA30588/]link[/url]
[url=http://images.akamai.steamusercontent.com/ugc/447329682710215368/22CBD9B1BCD07C71480291934638FBD94A0EF474/]this is what it normally looks like[/url]

Anyone know a fix to this?

Edit: I'm on dx9 btw
196
#196
0 Frags +
THEBILLDOZERhttp://i.imgur.com/ltDU6w6.jpg
other team had last point capped before 4th? i joined late so i didnt see when it happened, but when they capped 4th the game ended. couldnt see the cart either. no clue if its related to gun mettle or not
EDIT: it happened again. we were in setup and the cart just detonated for no reason

yeah that's an exploit. hi5 taunt on final payload point -> killbind once the animation finishes

https://www.youtube.com/watch?v=y7KLEUntdxM

[quote=THEBILLDOZER][img]http://i.imgur.com/ltDU6w6.jpg[/img]
other team had last point capped before 4th? i joined late so i didnt see when it happened, but when they capped 4th the game ended. couldnt see the cart either. no clue if its related to gun mettle or not
EDIT: it happened again. we were in setup and the cart just detonated for no reason[/quote]
yeah that's an exploit. hi5 taunt on final payload point -> killbind once the animation finishes

https://www.youtube.com/watch?v=y7KLEUntdxM
197
#197
8 Frags +

Not sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned:

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

Not sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned: [youtube]https://www.youtube.com/watch?v=ttATFoOsHog[/youtube]
198
#198
1 Frags +

On spectator tournament HUD, there is no display of the overheal in the health bars above players heads, there is no outlines(by default at least, is there a command?) and the health numbers are not centered.

http://puu.sh/iO4qz/413065f3c5.jpg

Also when one gets killed the target id of your killer doesnt display a number for the health left.

Not really a bug, but more like a missing feature.

On spectator tournament HUD, there is no display of the overheal in the health bars above players heads, there is no outlines(by default at least, is there a command?) and the health numbers are not centered.

http://puu.sh/iO4qz/413065f3c5.jpg

Also when one gets killed the target id of your killer doesnt display a number for the health left.

Not really a bug, but more like a missing feature.
199
#199
14 Frags +
vibhavpNot sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned

working as intended

but the intentions are retarded

[quote=vibhavp]Not sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned[/quote]
working as intended

but the intentions are retarded
200
#200
10 Frags +

Is it just me or does rocket jumping still feel weird

Is it just me or does rocket jumping still feel weird
201
#201
1 Frags +

Something i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round

Something i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round
202
#202
5 Frags +
Pete_help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.

Your HUD/clientscheme.res is not updated.

BrimstoneIs it just me or does rocket jumping still feel weird

YES. You don't gain more height but velocity is higher. This also affects rocket surfing and juggling. It feels a bit like endif at the moment.

[quote=Pete_]help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.[/quote]
Your HUD/clientscheme.res is not updated.

[quote=Brimstone]Is it just me or does rocket jumping still feel weird[/quote]
YES. You don't gain more height but velocity is higher. This also affects rocket surfing and juggling. It feels a bit like endif at the moment.
203
#203
1 Frags +
f_blueIn spectatortournament.res you can only change "team2_player_base_offset_x" while "team1_player_base_offset_x" seems to be hardcoded now. They get aligned in a certain relation to each other on the x-axis when you change "team2_player_base_offset_x". This means you can't align them both on the left side of the screen.

yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?

[quote=f_blue]In spectatortournament.res you can only change "team2_player_base_offset_x" while "team1_player_base_offset_x" seems to be hardcoded now. They get aligned in a certain relation to each other on the x-axis when you change "team2_player_base_offset_x". This means you can't align them both on the left side of the screen.[/quote]

yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?
204
#204
1 Frags +
omnificSomething i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round

http://img2.wikia.nocookie.net/__cb20140820072323/pokemon/images/6/62/079Slowpoke_OS_anime_2.png

[quote=omnific]Something i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round[/quote]
[img]http://img2.wikia.nocookie.net/__cb20140820072323/pokemon/images/6/62/079Slowpoke_OS_anime_2.png[/img]
205
#205
3 Frags +
rock-yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?

of course

[quote=rock-]yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?[/quote]
of course
206
#206
3 Frags +
poopy_yttrium
  • The Crusader's Crossbow, Huntsman, and Rescue Ranger cannot damage sentries.
They fixed this in the 3rd patch:
  • Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer buildings

I can confirm that all 3 of the projectiles are fixed. you can mark the entire line as fixed.

[quote=poopy_][quote=yttrium]
[list][*] [size=12]The Crusader's Crossbow, Huntsman, and Rescue Ranger cannot damage sentries.[/size][/list]
[/quote]
They fixed this in the 3rd patch:
[list][*] Fixed an issue that prevented Huntsman arrows from damaging enemy Engineer buildings[/list][/quote]
I can confirm that all 3 of the projectiles are fixed. you can mark the entire line as fixed.
207
#207
5 Frags +

Can we mark rocket jumping as still not fixed then.

Can we mark rocket jumping as still not fixed then.
208
#208
7 Frags +
Bucakewhy is mat_compressedtextures 0 so 'broken' with the skins? is it simply because the textures of the new skins are 10 times bigger in size or something?

Because in your case, you were very close to completely filling up the vram on your card. The addition of the few skins textures needing to be loaded caused your game to try using more vram than you actually had, meaning that every frame your driver now needed to start swapping out data to system ram.

For example, if you had 1024MB of vram and you were using 1023MB before the update, you would have 100% performance. Now that there are a couple more textures because of skins, you're using 1124MB, and that extra 100MB has to be exchanged with data in system ram every frame, which might limit you to somewhere around 50% performance.

That's why this isn't a bug with this update. It just so happened that you were super close to using up all available vram on your card, and the few more skins from this update pushed *you* over your vram limit. If someone out there has a Titan Z with 12GB of vram, they'll likely never use all that up in tf2 (cvars be damned). If someone only had 512MB of vram, they would have already gotten poor performance before this update when using mat_compressedtextures 0.

[quote=Bucake]why is mat_compressedtextures 0 so 'broken' with the skins? is it simply because the textures of the new skins are 10 times bigger in size or something?[/quote]

Because in your case, you were very close to completely filling up the vram on your card. The addition of the few skins textures needing to be loaded caused your game to try using more vram than you actually had, meaning that every frame your driver now needed to start swapping out data to system ram.

For example, if you had 1024MB of vram and you were using 1023MB before the update, you would have 100% performance. Now that there are a couple more textures because of skins, you're using 1124MB, and that extra 100MB has to be exchanged with data in system ram every frame, which might limit you to somewhere around 50% performance.

That's why this isn't a bug with this update. It just so happened that you were super close to using up all available vram on your card, and the few more skins from this update pushed *you* over your vram limit. If someone out there has a Titan Z with 12GB of vram, they'll likely never use all that up in tf2 (cvars be damned). If someone only had 512MB of vram, they would have already gotten poor performance before this update when using mat_compressedtextures 0.
209
#209
7 Frags +

I dont think it's listed yet, but there is still flaws with stickyjumping, especially crouch dets and stickies on walls.

I dont think it's listed yet, but there is still flaws with stickyjumping, especially crouch dets and stickies on walls.
210
#210
0 Frags +
f_bluePete_help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.Your HUD/clientscheme.res is not updated.

I have an updated hud, how do I update the clientscheme.res?

[quote=f_blue][quote=Pete_]help, I got a scattergun skin and tried to equip it, now the loadout screen is completely broken.[/quote]
Your HUD/clientscheme.res is not updated.
[/quote]
I have an updated hud, how do I update the clientscheme.res?
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