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Med speed buff removal EU DMIXES
181
#181
8 Frags +
TimTumETF2L is thinking about using some of these plugins next season, would be sick

thats so fucking sick maybe tf2 will be fun to play again? :D

[quote=TimTum]ETF2L is thinking about using some of these plugins [url=http://etf2l.org/2020/04/28/season-36-signups-open-staff-changes/]next season[/url], would be sick[/quote]
thats so fucking sick maybe tf2 will be fun to play again? :D
182
#182
whitelist.tf
9 Frags +

https://www.youtube.com/watch?v=TPiC0CYUH1U

Projectiles should go through team mates, Permzilla can confirm

[youtube]https://www.youtube.com/watch?v=TPiC0CYUH1U[/youtube]
Projectiles should go through team mates, Permzilla can confirm
183
#183
refresh.tf
14 Frags +

They fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:

https://www.youtube.com/watch?v=NE40rkJuIbg

They fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:
[youtube]https://www.youtube.com/watch?v=NE40rkJuIbg[/youtube]
184
#184
12 Frags +

reflected projectiles should still explode on teammates because ur playing pyro

reflected projectiles should still explode on teammates because ur playing pyro
185
#185
-1 Frags +
CollaideThey fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:
https://www.youtube.com/watch?v=NE40rkJuIbg

soldiers would never miss

[quote=Collaide]They fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:
[youtube]https://www.youtube.com/watch?v=NE40rkJuIbg[/youtube][/quote]
soldiers would never miss
186
#186
8 Frags +
messiahCollaideThey fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:
https://www.youtube.com/watch?v=NE40rkJuIbg
soldiers would never miss

The promised land

[quote=messiah][quote=Collaide]They fixed the splash bug for grenades in CS:GO...
I would die for this kind of thing in tf2 ngl
Vid eXplaining by 3kliksphilip:
[youtube]https://www.youtube.com/watch?v=NE40rkJuIbg[/youtube][/quote]
soldiers would never miss[/quote]

The promised land
187
#187
2 Frags +

the ultimate scout nerf

the ultimate scout nerf
188
#188
7 Frags +

It's interesting to see game developers finally trying to tackle the issue, most FPS I've played don't do anything to deal with it (Diabotical, Source games (Apex included), q1/q3 and subsequent mods, (I think I recall witnessing it in Quake Champions streams), Warsaw), the exception being Reflex Arena, but I don't recall their solution being perfect (IIRC thin walls allow explosions to pass through, which should include stairs).

I think that's because of a few probable things:
- It's a difficult 3D maths problem to visualize in its entirety
- It's easy to ruin your performance budget by trying something smart (doesn't matter as much nowadays, but probably did a lot in before late 2010s)
- It has important balance and game feel implications
- The easy solution is good enough, the hard solution is a time sink (and gamedevs don't have time)

I think the change is safe in terms of balance/game feel when it comes to CS:GO, I don't see a situation where the change would make the game worse, because there's only so much control you have over a grenade, you have to take in count a lot of the physics to make it land at the right place, and you don't control the timing.

When it comes to TF2 (and possibly R6 if they have something like C4, but I don't know that game), I would see such a change as potentially extremely bad, because you can control the exact position and explosion time of stickies, allowing you to do up to 8 stickies worth of damage to someone that's completely unaware of their presence.

https://i.imgur.com/xo6gETz.png

In this image, we see how explosions currently work, the damage is only dealt if the player is in the red tinted zone. If I were to magically change TF2's code to use the new CS:GO explosion handling, the medic would take damage, and most definitely enough to die and drop.

With that in mind, there are still solutions available, the one I have in mind would be to offset the epicenter by the normal of the result of the original trace, scaled by some value, and run a new trace with the maximum length substracted with the length of the offset.

https://i.imgur.com/ckg9VuO.png

In this image: the original trace in blue, the end of this trace in orange, the normal and offset in green, the new trace in pink (max length not demonstrated).

I'm not convinced that this is a perfect solution, the more lenient you make it (via the offset length), the more you allow explosions to deal damage without the player being able to see it. There may also be degenerate cases in which the offset goes "the wrong way", but that should be easy to solve by changing how it is picked.

It's interesting to see game developers finally trying to tackle the issue, most FPS I've played don't do anything to deal with it (Diabotical, Source games (Apex included), q1/q3 and subsequent mods, (I think I recall witnessing it in Quake Champions streams), Warsaw), the exception being Reflex Arena, but I don't recall their solution being perfect (IIRC thin walls allow explosions to pass through, which should include stairs).

I think that's because of a few probable things:
- It's a difficult 3D maths problem to visualize in its entirety
- It's easy to ruin your performance budget by trying something smart (doesn't matter as much nowadays, but probably did a lot in before late 2010s)
- It has important balance and game feel implications
- The easy solution is good enough, the hard solution is a time sink (and gamedevs don't have time)

I think the change is safe in terms of balance/game feel when it comes to CS:GO, I don't see a situation where the change would make the game worse, because there's only so much control you have over a grenade, you have to take in count a lot of the physics to make it land at the right place, and you don't control the timing.

When it comes to TF2 (and possibly R6 if they have something like C4, but I don't know that game), I would see such a change as potentially extremely bad, because you can control the exact position and explosion time of stickies, allowing you to do up to 8 stickies worth of damage to someone that's completely unaware of their presence.

[img]https://i.imgur.com/xo6gETz.png[/img]

In this image, we see how explosions currently work, the damage is only dealt if the player is in the red tinted zone. If I were to magically change TF2's code to use the new CS:GO explosion handling, the medic would take damage, and most definitely enough to die and drop.

With that in mind, there are still solutions available, the one I have in mind would be to offset the epicenter by the normal of the result of the original trace, scaled by some value, and run a new trace with the maximum length substracted with the length of the offset.

[img]https://i.imgur.com/ckg9VuO.png[/img]

In this image: the original trace in blue, the end of this trace in orange, the normal and offset in green, the new trace in pink (max length not demonstrated).

I'm not convinced that this is a perfect solution, the more lenient you make it (via the offset length), the more you allow explosions to deal damage without the player being able to see it. There may also be degenerate cases in which the offset goes "the wrong way", but that should be easy to solve by changing how it is picked.
189
#189
refresh.tf
-1 Frags +

While we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?

twiikuueXplanation

Yeah, stickytarps exist... I figured that stickytraps would be the biggest issue with that "fix" in Team Fortress 2. Beyond what you mentioned, twiiku, I still think there might be some compromises or slightly different solutions.

I will use leyman terms to explain them though, not sure if these things would be possible or how they would be made possible but still

Maybe it would be possible to "disable" the fix in cases where there are more than 2 stickies clustered together, something like "if multiple stickies are within x radius of each other and they detonate at the same time, only 0-1 stickies have the "fix" applied to them...
OR even more extreme variations of this; if multiple stickies are detonated simultaneously -> don't apply the "fix"
OR just straight up don't apply it to stickies at all.

Single-detted sticks aren't as affected by the splash bug as rockets (&rollers) are so i think any of my compromises still would be an improvement.

I don't fully comprehend the last explanation you mentioned, but I assume that it means the fix could fairly be applied to stickies if that offset value isn't too generous. In that case, could it be set to a value so that matches player vision in some way like, if the stickies are visible they can deal damage? [I also thought about making stickies appear bigger but maybe that's dumb]

While we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?
[quote=twiikuu]eXplanation[/quote]
Yeah, stickytarps exist... I figured that stickytraps would be the biggest issue with that "fix" in Team Fortress 2. Beyond what you mentioned, twiiku, I still think there might be some compromises or slightly different solutions.

I will use leyman terms to explain them though, not sure if these things would be possible or how they would be made possible but still

Maybe it would be possible to "disable" the fix in cases where there are more than 2 stickies clustered together, something like "if multiple stickies are within x radius of each other and they detonate at the same time, only 0-1 stickies have the "fix" applied to them...
OR even more extreme variations of this; if multiple stickies are detonated simultaneously -> don't apply the "fix"
OR just straight up don't apply it to stickies at all.

Single-detted sticks aren't as affected by the splash bug as rockets (&rollers) are so i think any of my compromises still would be an improvement.

I don't fully comprehend the last explanation you mentioned, but I assume that it means the fix could fairly be applied to stickies if that offset value isn't too generous. In that case, could it be set to a value so that matches player vision in some way like, if the stickies are visible they can deal damage? [I also thought about making stickies appear bigger but maybe that's dumb]
190
#190
0 Frags +

Mac reminded me that stickies aren't affected as much because the physics model prevents the center from being right against the brush, still it can still happen in your average stairs

https://youtu.be/0k9ioGI6T6Q

CollaideWhile we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?

There is a random spread and random rotation applied on pipes and stickies. It makes sense for stickies because no random would allow you to put 8 stickies down and it would look like one.

CollaideMaybe it would be possible to "disable" the fix in cases where there are more than 2 stickies clustered together, something like "if multiple stickies are within x radius of each other and they detonate at the same time, only 0-1 stickies have the "fix" applied to them...
OR even more extreme variations of this; if multiple stickies are detonated simultaneously -> don't apply the "fix"

That could give decent results but it would be too hard to do via plugins, I think.

CollaideI don't fully comprehend the last explanation you mentioned, but I assume that it means the fix could fairly be applied to stickies if that offset value isn't too generous.

Yes, it could be tweaked so that it doesn't feel unfair when taking damage from stickies, but still work as expected when rockets are dealing damage.

CollaideIn that case, could it be set to a value so that matches player vision in some way like, if the stickies are visible they can deal damage?

That's how it currently works, if you have direct line of sight to a sticky, it will do damage to you

Mac reminded me that stickies aren't affected as much because the physics model prevents the center from being right against the brush, still it can still happen in your average stairs [youtube]https://youtu.be/0k9ioGI6T6Q[/youtube]

[quote=Collaide]While we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?[/quote]
There is a random spread and random rotation applied on pipes and stickies. It makes sense for stickies because no random would allow you to put 8 stickies down and it would look like one.

[quote=Collaide]Maybe it would be possible to "disable" the fix in cases where there are more than 2 stickies clustered together, something like "if multiple stickies are within x radius of each other and they detonate at the same time, only 0-1 stickies have the "fix" applied to them...
OR even more extreme variations of this; if multiple stickies are detonated simultaneously -> don't apply the "fix"[/quote]
That could give decent results but it would be too hard to do via plugins, I think.

[quote=Collaide]I don't fully comprehend the last explanation you mentioned, but I assume that it means the fix could fairly be applied to stickies if that offset value isn't too generous.[/quote]
Yes, it could be tweaked so that it doesn't feel unfair when taking damage from stickies, but still work as expected when rockets are dealing damage.

[quote=Collaide]In that case, could it be set to a value so that matches player vision in some way like, if the stickies are visible they can deal damage?[/quote]
That's how it currently works, if you have direct line of sight to a sticky, it will do damage to you
191
#191
0 Frags +
twiikuuCollaideWhile we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?There is a random spread and random rotation applied on pipes and stickies. It makes sense for stickies because no random would allow you to put 8 stickies down and it would look like one.

If you had no random spread but still had random rotation the stickies should look different if you have multiple stacked on top of one another. I don't know if that's possible though.

[quote=twiikuu]
[quote=Collaide]While we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?[/quote]
There is a random spread and random rotation applied on pipes and stickies. It makes sense for stickies because no random would allow you to put 8 stickies down and it would look like one.
[/quote]
If you had no random spread but still had random rotation the stickies should look different if you have multiple stacked on top of one another. I don't know if that's possible though.
192
#192
17 Frags +

okay the season is nearly over are people interested in these again

okay the season is nearly over are people interested in these again
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