what happens if two people kill someone or each other simultaneously? (in tf2)
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- Опубліковано 30 вер 2024
- Music: Cave Story 3D - Hero's End
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[ hud / both crosshairs / hitsound / killsound / gfx cfg ]
FAQ:
Q: blue dot?
A: projectiles come out from the right side of the screen rather than perfect center, therefore I placed a dot to remind me of it.
to be honest this video was really weird to make because it felt like i was writing a report and just compiling scientific evidence. i hope it was still entertaining though!
That line "in typical source engine fashion, there are 4 answers" was worth it just by itself
Very entertaining stuff, high quality too.
I wonder if it's possible that in any of the cases, the kill credit was determined by the way the code computed rather then something inherit in valve's priority assessment? Like maybe your code which allegedly carried out two commands simultaneously actually did so in a determined sequence unknown to you? I'm not sure how you set up these experiments, just a thought.
What if the bots join the server at the same time?
It was recommended to me by youtube and it's really good.
Clean presentation, concise and compact explanation, art style on point.
This is a sign of more awesome things to come.
the logical endpoint of the rocket paradox saga
wait how?
What is that?
giving this comment the thousandth like is a feeling of power that i can't put into words
@@Samwow i can't believe it got 1k likes, i haven't been checking
@ "may"
RIP
This is some advanced Source spaghetti right here
Source spaghet
Yeet
But.
No. This has virtually nothing to do with spaghetti code.
The measures any engine takes are pretty much equal when it comes to these kinda conflicts and it almost always ends up favoring the player who joined last just like in certain games where its possible to achieve 1st place by multiple players, the one who achieved it last is favored.
Ку писмейкер
God Ross Scott was right in his quote, Source engine really is a tower of duct tape.
At least its not gamebryo
I dunno, this doesn't seem that bad
However, the content relying on the Source engine is STILL NOT DEAD!
This is basically what happens when you have a lot of engineers working on the same long term project without proper designs and documentation
nochtczar
Kinda like first Read Dead Redemption.
“4 answers”
Impossible, anything that Valve makes cannot have anything above two.
Bruh moment
Its still not 3
Above 2 and less than 4
Answer 1
Answer 2
Answer 2 Episode 1
Answer 2 Episode 2
it was 2x2
damn now every one has a valid case on why they died
Nice profile pic
lmao
*I am your 100th like*
I think this is the most likes on a comment before
On one of my comments*
It's not like something useful in the game, but still interesting for curious ones.
Like for bots naming!
oh god please stop looking at them i literally spend more time researching through wikipedia and current events trying to come up with interesting names than setting up the bots to slam into each other ;___;
Well the demo charge might be useful
So many times ive heard my sniper go off at the same moment i end up dying, but the person o shoot at doesnt die. Is this the same thing as the video?
@@pandananda8220 no theres a delay between you hearing things and things actually happening.
Weeb
fun fact: built sentries are managed server side completely (that's the reason the wrangler has a small aimbot), and maybe that's why the sentries destroy each one at the same time
Yeah, that's the reason why I play engineer when I have shitty internet
Benjamín Riquelme hmm good observation
@@prototyp60 wasn't the engineer actually built around people who had poor connection back in the day? (Early quake-tf)
David Jenne also the sentry auto aims so you don’t have to
@@DewaKrishna_ Engie was for people who want to be helpful and get kills without having the typical FPS abilities.
Pyro was for poor connections.
Bots were harmed in the making of this video.
Then a UA-cam bot had to review the video before uploading... Watching it's own kind being slaughtered over and over.
“in tf2” was put at the end of the title, so at first I thought it was about real life
Same
I wonder what would happen if 2 people killed each other at the exact same time irl. Would nobody be prosecuted since the culprits are both dead?
"In classic source fashion, I found 4 possible outcomes."
God what is wrong with this forsaken engine
EVERYTHING
we're cursed with this
Nothing wrong with the engine per se, just inconsistencies with TF2. I'd say it's likely that stalemate handling was implemented separately for both hitscan and projectile weapons and since these kinds of situations rarely ever happen they probably didn't concern themselves with checking.
It's old
Spaghetti
...if two flares hit a target simultaneously, do both flares crit, neither, or does the flare of lesser priority crit?
You enter a hidden mini-game against the other pyro
I think that the flare of lesser priority crits, but since we are talking Source Spaghetti, idk
Both would make no sense, since at least one is definitely hitting a non-burning target. Most logical would be least priority, but it could be neither too, depending on how the game checks for whether someone's on fire.
Actually it's probably whoever has the first name alphabetically.
"the first zoo keeper"
"the second zoo keeper"
"harambe"
lol
*You have been invited to join the harambe club*
2:55 "Sometimes he eats from the left, sometimes the right"
*WHOLESOME*
hungrey boi
heavy is a nazbol confirmed
That demo charge behavior is actually useful to know.
I agree, but why it works in such a strange way the sorce engine
I'm pretty sure whoever has the longest charge on impact is the one who deals damage so it's no more or less useful to know than hitscan credit. You're very unlikely to charge at each other at the exact same server tick.
Wait Really?
@@indeepjable Yea.
Two demoknights going at it
Don't you mean you found 5 answers?
1245.
Gaben would be proud.
1! 2! 5!
Three, sir.
That would look great on an april fools patch note!
"-fixed alyx clipping through the cell doors
-optimized models for combine hunters
-updated all number inputs and outputs to the new valve numeric system"
Don't you mean
?
actually it's 1,2,Alyx,4,5
What if we have 2 bots: a scout and a medic bot from opposing teams. What decides which action will be taken first: Uber pop or scout scatter shot?
honestly from the amount of medics who die saying they clicked, im gonna guess the scout
I actually do some practice mode on easy difficulty and the medic pops the uber frame perfectly if you deal less damage then 150 hp or just simply 150 hp. It can be annoying ngl
It's the same as mvm bot pop,
@@dashyz3293 not exactly what I asked about. My question is about 'Who gets a priority from the server'
Idk, but i remember that in degroot we both killed each other with sword and sandman
"killing you is full time job now"
- heavy
proceeds to snap pyro necks
@@Xeller_real tf2 - taunt fortress 2
“Sentry guns built at the same time will cause them to die together”
That’s kind of poetic ngl
Maybe the random ones are because of air drag randomness, kinda like the slight difference between stock pipes and iron bomber pipes
Player's 1 wallet > Player's 2 wallet
Gaben: Player 1 wins.
This actually explains why my friend always beats me on fair 1v1 melee
It doesn't, though. You can't consistently hit this timing, no matter how good you are.
It's more likely that it's ping related or just one person being better than the other.
@@jakobknecht7654 It was a joke dude :D
@@LuckyStarTF2 Are you a mind reader?
@@Thornskade no, but I do have a bit of logic :)
@@LuckyStarTF2 You don't. It's not logical to assume that everyone who makes a silly/stupid comment was only joking.
One the other note, cave story’s birthday was just yesterday. (For me at least.) I like how you used music for it.
I cannot stop playing that game on my DS, I think I've completed it like, over 20 times now.
"If you look at which sandvich isn't consumed by Gaben"
I love this sentence so much
What if hitscan weapon and huntsman hit at the same time?
That would be difficult to calculate. Also because of the way math works in computers, it would be sort of random (floating point numbers, look it up its interesting)
It takes a screenshot.
Race condition in computing basically guarantees that the hitscan would occur first. Hitscan weapons perform their detection logic on a pure raycast and only need to detect intersection with a single face of a single hitbox. Projectile weapons have to determine the intersection of two hitboxes before damage can be confirmed, which is an inherently slower and more cumbersome calculation. By the time the huntsman arrow had confirmed detection, even on the same simulation tick, the hitscan weapon would've already applied its damage.
This is great, reminds me of 3kliksphilip but for TF2 instead of CSGO, and I mean that in the best possible way.
3kliks also made a video on the same subject but on csgo
By viewing the video again, I found a secret that no one paid attention to: at 3:03, it's not the regular Heavy-exclusive that is used, but the 199$ one with the robot instead of the pot.
That's a nice touch there shounic, saying that gaben is fat and rich :D
The more likely reason is the was the taunt got into the game, which was that Gaben loved a Sous Vide cooker so much, he did an ad for it, and added the taunt featuring the sous vide to the game
This teaches me more about physics than any class I've ever had
*programming and computers
@@RamkrishanYT AKA how NOT to code a game engine
"Everything about this is completely equal"
*scouts are flipped from each other*
Once, someone killed me, and I got dominated. But I killed him at the same time, which resulted in me getting revenge on a domination that didnt even last for 3 seconds.
How long did it last? Less than 1 second?
My guess is that the server loops through all players that shoot whenever they shoot, the ones that joined first just happened to be closer to the start of the list of players so their hitscan shots will start and instantly resolve before other players. Because projectiles have to be checked every tick they go into another list, because the player who joined first will resolve his action first he will have his projectile added, then the second player will have his projectile added to the front of the list and they just check everything in the list front to back every tick.
Fascinating, source spaghetti truly is a terrifying thing.
@@thunderspark1536 This isn't "source spaghetti" frankly. This is a relatively simple way to handle hitscan and projectiles.
Of all the videos, this video showcases pretty decent game design frankly.
@@SioxerNikita we do a little whooshing
The best part about these videos are the bot names (my personal favorites are at 1:22)
Perfect now I have more to complain about in the game.
Summary:
First joined: hitscan, taunt, sappers, demo short range charge and manntreads
Last joined: most projectiles and long range demo charge
Random: sandvich, cleaver and wrap assasin ball
All: sentry
Simple explosion radiuses were probably among the first code added, along with simple projectile physics, so I think that that may be why stickies are category 1. My theory is that Valve is made up of 3.5 developers (Jeremy made some of the code, but ever since the air blast bug, they stopped trusting potted plants).
What if source is really a platform for observing quantum mechanics? 🤔🤔🤔
Actually, quantum mechanics forbids this
1:11 "fire1" and the red pyro's name is "amazon"
I love this channel now
tbh i do too , was going to comment on it
1:19 “fire1” killing the amazon. Interesting choice
Well that was disappointing answer but it’s not nothing new really.
Any way cool video
I love how quality and interesting this is, the editing has such a nice aesthetic and keeps me watching, i wish I could edit like you
3kliksphilip of tf2
I like the (in tf2) disclaimer in the video.
I don't think the "random" group of weapons are actually random, i think it has to do with how the source engine calculates drag, and unlike the pipes and rockets, the balls and thee guillotine start at a different offset each throw
Yes... that's what makes it random Adam Patterson
*I hear that cave story song in the background of the whole video.*
So THATS why I always loose sniper duels. The enemy snipers joined the server first!
5. They both die and their forgotten brother steps in and takes over their company
I like how you give the bots creative and funny names
What about Assist Kills? Like when someone is killed by a Heavy pocketed by 2 medics, or a guy getting killed by someone else after getting Mad-Milked by two Scouts at once?
Lmao the title got cropped out and I didn't read the tf2 part
I'd guess the reason stickies fall into the hitscan category is because explosions in source are basically just short range hitscan lines being fired out from the point of detonation in every direction, it's really interesting to see that everything that is hitscan based falls neatly into one category and (almost) everything that is entity/projectile based falls into another though
0:51 Bahai’s trying to SAP the same building (captions) 0:56 thanh kills 1:25 *dating sticky bombs* 1:38 and man shreds
There are more just watch with captions
The music in the description is incorrect. It's actually Cave Story 3D - Hero's End.
Valve is like apple they revolutionised our everyday living into what it is and also Valve is the OG of 00s revolutionised tech..
Pls fix the rainblower animation, valve
this isn't rainblower tauntkill, this is assburner
For all who say that this is just perfectly normal tiebreaking:
WHY THE HELL DOES THE CHARGE DEPEND ON DISTANCE?!?!
It all makes sense, I was never bad, they just joined the server first and therefore had an unfair advantage... or after... or literally just luckier than me when rolling RNG... I WAS NEVER THE PROBLEM
If you join a server early, play hitscan.
If you join a server late, play projectile.
If you join a server, just have fun.
Maybe similar with the sentries, maybe making 2 bots spawn at the same time in spawnpoints right next to eachother would be what you’re looking for.
Or maybe im just stupid lmao
2:04 blu team be like "what bot?"
Conclusion: if you have a slow computer, use only projectile weapons
Gabe aged a couple of years
But it looks like he aged 20-30 years
About the stickybombs. You detonated them after they stuck to the surface, which might change how the source engine views them. I get the feeling you'd get different results of detonated mid-air.
"IN TRUE SOURCE FASHION THERE ARE FOUR ANSWERS TO THIS QUESTION" has to be the best thing I've ever heard in relation to good old Source S P A G H E T T I🍝
I can explain that, but first we need to learn about *_Parrael Universes_*
is gud video
Definitely that there will be a chat as following:
“We traded”
1:27 BLU demo's sticky also hits the ground later. Just thought I'd point that out
Yeah
Gotta love Gaben clips at the end
Instantly recognized the cave story music, ahhhhh good song
2:44 the fucking usernames
3:52 Stickybombs are hitscan confirmed
0:57 "s1mple"
"blyat2"
i died
This has happened to me various times.
I died.
The other person died too.
That was it.
demo charge is something most realistic to happen in real game i guess, nice video
In the end it's just a game
Next time: What happens when two players join the game simultaneously?
okay youtube deleted my comment before i could post it so i'll give you the short version of my thoughts:
physically simulated projectiles like grenades, cleavers, stunballs, jars, etc. draw some properties (and likely code) from DT_BaseProjectile and DT_BaseGrenade. grenade launchers seemed consistent, but bear in mind that you fired them point blank, where the hitbox of the target is already in contact with the projectile as soon as it spawns. i would suggest doing the same thing with the other projectiles, as well as firing the grenade launcher from a distance. i'm pretty sure you fired the grenades point blank because you know they tumble randomly, but most projectiles do that as well.
additionally, i would be interested to know the entity indices of each projectile in all of these tests because the entity with the lowest index usually wins. entity indices could be applied in a seemingly random order if entities are being created or deleted idly around the map or by the server.
killing younger gaben would cause older gaben to be ded
Nice touch to add the (in tf2)
it happend to me one time the sniper killed me and i killed sniper
I-Is that? Cave Story music?!
(in tf2)
what if they joined at the same time
Plot twist: it’s actually an assist kill, the game doesn’t want us to see
I swear these priorities fuck me over every time
This actually greatly impacts Demo Knight-only servers
2:56 shounic just made a simulation of whats going on at valve
oh my god this is terrible and I hate everybody who - made me.. feel so - incredibly.. nauseous.
tom and poop, it hurts that i understand this
Consistency must be a difficult word to spell for Valve employees.
lovely video! My only thing I’d change is the fact that there’s no ragdolls :
I always assumes that TF2 Has this Infinite Time on who gets to kill first, even if it looked like it was the excat same thing:
For example, you could have 2 Scouts pulling off the excat same sandman taunt kill, even if they are bots, and the time will give one of the Scouts 0 to the power of how 361 or whatever the case may be, and end the last number with positive number, to make that first bot go first.
Happens all the time
This would explain why it's happened to me countless times that I hit/shoot a low HP target and I die before my bullets hit. Also why do the bullets disappear after the shooter dies? Seems like BS to me.
fart!
fart!
EpicGamer you think your funny!?
Poop
Sex
@@UCHMwCc-lwhGBuemXjy015Jw stfu
This is legitimately just this video by 3kliksphillip but for TF2: ua-cam.com/video/_oWNIifrpYU/v-deo.html
I remember when I mge with some snipers and they all got me even when I fired at the same time as them. Now i know why...
2:32
WAIT A SECOND!
Dragon Fury is also a projectile weapon!
Fire1 is dominating Amazon!