plinkoIs this feature already windows compatible or any plans to implement?
I believe so, it does not touch anything through symbols or offsets, so it should just work on Windows
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plinkoIs this feature already windows compatible or any plans to implement?
I believe so, it does not touch anything through symbols or offsets, so it should just work on Windows
Yeah this first version remains basic and applies class filter in the same order for every map, it seems fairly easy to implement filters tailored for each. The order is currently demo, medic, soldier, soldier, scout, scout. The main goal is to keep medic in direct line of sight of the demo and the pocket, later we can pick optimal starting points for everyone, I'll come asking good players what they think.
ANN:
v1.17 of tf2-comp-fixes adds `sm_class_ordered_spawnpoints`
Class Ordered Spawnpoints
When enabled with `sm_class_ordered_spawnpoints 1`, the spawnpoints on last will each have a class assigned. This will make Medic and Demoman always spawn in the same location, while Soldier or Scout always spawn in one of two locations, and which location should not change during the match unless either reconnect.
I'd be cool if you played with this and let me know if anything goes wrong.
I don't really see a downside to this being added to league configs if no issues are found, let me know if you disagree.
If you try it in a server by yourself and don't observe the behavior working properly, you should flip the cvar off and on again, there is some race condition when only one player joined a team that I will deal with later.
E: It is now uploaded on serveme.tf
If you too find the ball in spawn annoying you can toggle it off
rcon tf_christmas_ball_chance 0 JwThat is crazy, how long has that been around?
forever probably
DrHappinessYou even disclose to Valve that you intend on making this public in your report with a fixed date, which isnt exactly blackmail but definitely in that ballpark.
https://en.wikipedia.org/wiki/Coordinated_vulnerability_disclosure
it is very funny/silly to me that this is the procedure followed but ah well who the fuck knows anymore
it also makes me laugh at my very serious attempts at not leaking the command that shows you the enemy team's composition (successful so far!)
siyoFrom the Github post by cukei there was an attempt at trying to prevent the bypass by having the mapmakers run through this python script cukei created, which would have authenticated the map files using MD5 verification. Ultimately it would allow sv_pure to work as intended for attempted visual modifications. If I'm wrong and someone has better input on what has been attempted behind the scenes feel free to correct me
before admins get excited
i talked a lot of shit about this config because it was genuinely frustrating to see players fatigued after 50-60 minutes, or that dead time wasn't fully eliminated unlike promised by the advocates BUT it does feel like a step in the right direction, it's just difficult to see it viable as is when a schedule needs to be followed
would it be so crazy to start with 20 or even 15 minutes on the clock?
big ggs to the teams, it was fun to watch
RebelWhere did you find the source code for prec to even compile it?
https://github.com/olegKoshmeliuk/Pov-Record
r00tsince valve released the 64bit version of their sdk yesterday, there is a slightly bigger chance that they will sign the fixed version, no? Prec seems to be working just fine after compiling with the new sdk.
I remember the reasoning was that they don't want to sign anything altogether because it's a vector for abuse and cheating
Jancsik_How is it bad for everyone's mental or idk what you mean by that? And what would be terrible about it?
everyone who play valo ow rivals are addicted and have dapression bro
i'm gonna be honest, i see lots of wishing for a tutorial but it never needed TF2 SDK to become a reality, especially now that vscript exists. someone has to put in the work :shrug: also it's not the educational silver bullet you think it is
dannybut do any modders know if it would be possible to integrate or mod a pugging system straight into the client?
yea
E: but at the same time, is it necessary? would it be acceptable to make it work in a server with plugins? you connect to some 100 player hub, you can queue pug and play mge/dm while waiting, picking happens in game and then you get forwarded to match server. you can do all of this in the official game, just takes work
capnnofapn<suggs>
these all sound doable by server plugins
_PaiOne thing that might ease the transition for many players would be the ability to be compatible with normal TF2 servers. I'm not a modder so I don't know if it's possible to do this or if Valve would want you to do this, but it would make installing a separate game more attractive to a lot of users, even those who don't play competitive.
you couldnt join VAC secure servers with a promod client, and vice versa, the modifications brought by a promod likely would break the network protocol and would prevent the official client from connecting
Jancsik_I think there is a big potential for a TF2: Competetive game, like we could have a proper elo based matchmaking (that doesn't suck ass) instead of small self hosted pugs.
i get that it's a nice convenience for players but it's a stupid amount of work to develop and maintain for an experience that's mid for enthusiasts to terrible in specific cases, plus seemingly dogshit for everyone's mental
imgur banned my isp for whatever funny reason and it's always a pain reading tftv, most of the time i just switch to my phone on mobile internet
hard mode: cant edit your message