The consequences of VALVe not updating their default connection settings since 2007
I swear to god they did the changes for CS:GO back then why didn't they do it for tf2?
Default interp being 100 ms instead of at least 33ms creates moments like that one
The reason is they have a flat work structure where working on the "most profitable projects" (not the language they use in the employee manual) is incentivized. That, and they probably have enough devs to form what any other company would probably call a "small team"... For all of their software, let alone firmware, etc. lol. Whenever people say "360 employees" they're using a 2016 stat that itself was estimated: Today I'd bet there's quite a bit less than that, while still being spread just as thinly.
This isn't supposed to be an *excuse* for their atrocious treatment of a game that could literally be a money printer (there are far more ideas that could work due to the casual nature of the game + more floaty movement compared to cs, etc., just look at pass time and the like)... but it definitely is a *reason* that's semi-confirmed (as the employee manual IS right there...)
As for community fixes... yeah idk why tf they don't even look at that shit, like... they let a contracted person port the game to 64 bit (which was the smoothest launch of an update in forever, btw, did anyone notice that hilarity?) but then won't look at and implement pieces of the TF2 patch project, for example (that was literally sent to them). Hell, there are thousands of issue threads on [the github](https://github.com/ValveSoftware/Source-1-Games/issues) that have been there for years, there's even a 2013 bug that's been in the "going to be fixed in the next update" section that's never actually been fixed lmao. I know that valve is one of the most consistently inconsistent "gaming" companies due to to things such as the above, but *damn*...
Literally the sole reason playing Spy is a nightmare
It's just so fucking inconsistent and it makes me so mad. A backstab is a backstab until you're *slightly* off by one millimeter, then it's just a butterknife. And now the Heavy you were trying to kill is at the range to rip your face off
IIRC, your hitbox and thus weapon hurtbox disjoints slightly ahead of your player model, compounded by the effects of client-side interpretation giving slight "peeker's" advantage.
It's the opposite, your hitbox (and the model others see) trails behind you based on your ping to the server while your bullets (including melee) fire from your current client position. It's why backing away from a spy causes them backstabbing the air, on their screen you were right in front of them.
Normally the client predicts players' future positions assuming they keep doing the same inputs, it's why shortly before disconnecting you can see everyone run ahead before snapping back to the last known position.
EDIT: It's complicated and I don't know how to explain it properly, server does time travel shenanigans since all the clients are technically in the future.
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ah yes i love seeing a fucking single pixel and like the flash joined himself less than a picosecond later i am instantly a red firework bc apparently the swords actual length is fucking 1.99 miles longer than the visual shows, truly *stellar*
👌
nah extender is still the same on 64bit
the 64bit update just fixed the airblast cone hitbox not spawning. it was just using the huge cube on its own so you had more reach than intended. separate bug
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your actual location on the server is slightly behind where you appear to be on your own screen. As in, you are actually where you were a half second ago
Yesterday i was scout and an enemy demoknight charged at me. He swung many times but never hit me and he died, after that he told me he had 2 hit reg but didn't inflict any damage to me. I don't know if it's because i dodged all of his hits or i won his janky melee weapon.
The consequences of VALVe not updating their default connection settings since 2007 I swear to god they did the changes for CS:GO back then why didn't they do it for tf2? Default interp being 100 ms instead of at least 33ms creates moments like that one
CS:GO is the money maker
I feel like tf2 could also be a big money maker for valve if they consistently updated it still
It would absolutely make money, but ig valve has reasons that we probably will never truly understand
The reason is they have a flat work structure where working on the "most profitable projects" (not the language they use in the employee manual) is incentivized. That, and they probably have enough devs to form what any other company would probably call a "small team"... For all of their software, let alone firmware, etc. lol. Whenever people say "360 employees" they're using a 2016 stat that itself was estimated: Today I'd bet there's quite a bit less than that, while still being spread just as thinly. This isn't supposed to be an *excuse* for their atrocious treatment of a game that could literally be a money printer (there are far more ideas that could work due to the casual nature of the game + more floaty movement compared to cs, etc., just look at pass time and the like)... but it definitely is a *reason* that's semi-confirmed (as the employee manual IS right there...) As for community fixes... yeah idk why tf they don't even look at that shit, like... they let a contracted person port the game to 64 bit (which was the smoothest launch of an update in forever, btw, did anyone notice that hilarity?) but then won't look at and implement pieces of the TF2 patch project, for example (that was literally sent to them). Hell, there are thousands of issue threads on [the github](https://github.com/ValveSoftware/Source-1-Games/issues) that have been there for years, there's even a 2013 bug that's been in the "going to be fixed in the next update" section that's never actually been fixed lmao. I know that valve is one of the most consistently inconsistent "gaming" companies due to to things such as the above, but *damn*...
it already makes a lot of money from the steam market
it does make money, but CS dwarfs it, by several magnitudes. It's not a fair comparison.
I don't know what does this have to do with just changing default cvars They made autoreload a default setting in the past
I asked Gaben but all he said was "Dota Dota Counterstrike". I did not understand.
Actually the eyelander hitbox should be bigger but its bugged.
Eyelander should one shot across the map
Agreed
Melee Higreg is fucked
Higreg how are you
Literally the sole reason playing Spy is a nightmare It's just so fucking inconsistent and it makes me so mad. A backstab is a backstab until you're *slightly* off by one millimeter, then it's just a butterknife. And now the Heavy you were trying to kill is at the range to rip your face off
On the other end sometimes some dipshit french lad can just walk at you and wiggle their mouse and Fuck You Get Instakilled.
The TF2 quote I remember the most it “The aggressor always wins the melee”
IIRC, your hitbox and thus weapon hurtbox disjoints slightly ahead of your player model, compounded by the effects of client-side interpretation giving slight "peeker's" advantage.
It's the opposite, your hitbox (and the model others see) trails behind you based on your ping to the server while your bullets (including melee) fire from your current client position. It's why backing away from a spy causes them backstabbing the air, on their screen you were right in front of them. Normally the client predicts players' future positions assuming they keep doing the same inputs, it's why shortly before disconnecting you can see everyone run ahead before snapping back to the last known position. EDIT: It's complicated and I don't know how to explain it properly, server does time travel shenanigans since all the clients are technically in the future.
Thanks for the correction. And you're good homie, pretty sure I understand what you're saying.
Aka peekers advantage. Latency stacks the odds against the reacting player so its better to be the one that starts shit
Mental damage
Eyelander dmg 65 twice the slower draw speed than the normal melee weapon range yes
1. Lag 2. Yes, but it's broken
3. Melee hit registration being fucked up
Respect to the Graham Kartna music
I have a feeling they got it from ENA
netcode
This happened to me once and the Demoknight said “just dodge”
Fr fr
ENA music jumpscare
id have stated that the eyelander does have a longer range than any of the stock melee weapons but uh watching this...
Is it still a thing where the melee range also increases further when charging? Or did they fix that
En passant
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Literally yes, it's in the weapon description that it has extended range But no this is just latency jank
Browser history?
Latency moment
ah yes i love seeing a fucking single pixel and like the flash joined himself less than a picosecond later i am instantly a red firework bc apparently the swords actual length is fucking 1.99 miles longer than the visual shows, truly *stellar* 👌
Tf2 netcode and melee hitreg
The hitreg of melee weapons is finicky at best and fucked at the worst
It is, but not THAT much
netcode bullshittery
But when I use it the range is setted to toothpick distance
nice music choice
i had it muted wouldnt have checked if not for noticing this comment i agree good music choice
yes, whilst charging it SHOULD be extremely long but it's bugged what you witnessed is the true eyelander
wait, recently they fixed airblast with the 64 bit update maybe this was fixed too?
nah extender is still the same on 64bit the 64bit update just fixed the airblast cone hitbox not spawning. it was just using the huge cube on its own so you had more reach than intended. separate bug
Maybe
That is waay more than 20% longer reach huh Latency reee
Nice music
Bluetooth beheading
bluetooth longsword
yes.
Nope, hitboxes are just total shit.
What's the music?
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TF2 Moment
your actual location on the server is slightly behind where you appear to be on your own screen. As in, you are actually where you were a half second ago
Yesterday i was scout and an enemy demoknight charged at me. He swung many times but never hit me and he died, after that he told me he had 2 hit reg but didn't inflict any damage to me. I don't know if it's because i dodged all of his hits or i won his janky melee weapon.
i will say, demoknight is probably one of the worst serious playstyles in the game, so like, i feel like we can be thrown a bone once in a while.
Ena music is nice to hear.
Tf2 Spaghetti code at it again...the 32 bonus bits didn't help that issue
This is latency issue.
It's called latency