this video encompasses sept 26th to now, but all the changes i think are worth talking about just happen to be from the sept 26th patch. i would like to go back to making "normal" videos, so i think next video i'll cover the heavy crash fixed oct 12th - which i assume people will be curious about, and stop there. i thought about if i should do map before & after's and whatever, but this video is already 9 minutes long talking about a few of the patches - seemed like it was better to just get the video out rather than have it take another week so i can compare all the little map changes. also, fyi, the research for these videos take so so so so much time because some of the patch notes aren't descriptive enough to narrow down much. it's lots of time wasted (somewhat) aimlessly wandering around in the dark trying to figure out what changed. there's just billions of possible ways something might happen, or something might get fixed, and figuring out the path valve took isn't straight forward. most of the patch notes are okay, but there's just the 1% that are so nebulous and weird, it bloats the video production time a lot. so that's why it takes me so long to finish these videos. hope you can understand :)
Not only that, he made a highly polished 10 minute video explaining details as minor as removing a line in some code that doesn't change anything at all. Truly a TF2 moment
I've seen exactly two types of reactions to the Sydney Sleeper change: 1) "Finally! It always bugged me that the darts were still red if you were on BLU." 2) "Wait they were supposed to be team colored?"
Valve: "Okay, so getting rid of all the bots is actually WAY harder than we thought. So instead, here's Pyro's fingertip back, and here are some BLU darts for the Sydney Sleeper instead. Sorry."
@@Sly_rim Dude, we are entitled to nothing. Valve has no obligation to keep updating this 15-year-old game, so we are excited when they show they still care about us.
@@oktayyildirim2911 When Valve still profits off it to a noticeable degree and continue to rake in money from loot boxes we are entitled to a bit more than nothing.
Are there other people who find shounics videos extremely relaxing? As a TF2 enjoyer the stuff he covers is very interesting and the way he talks is soothing.
id love to see them add a little bandage to pyro's model from now on as a nod to the fact that his finger was cut off, almost like the snipers scar because of meet the spy
Even though the duplicate reload sound fix has no actual effect it's still important that they're doing that sort of cleanup of the codebase. Dead/useless code makes it harder for future people to maintain.
It might be difficult to understand the patch notes, but when Shounic creates a clip illustrating the flaws and solutions with visuals, it becomes engaging and the changes become more abundantly clear.
im glad im not the only one who thought of that animation glitch as the 2fort classic. its not a wacky community 2fort server unless theres strange occurrences on the bridge lol
I'm not sure who's on tf2 development at this point but somebody is actually doing non-critical maintenance on that code-base... Like from a software engineering perspective this is really good news when it comes to valve's vision for the tf2 product going forward...
It's Joshua Ashton, a contractor for Valve who normally works on Linux components and rendering engines I think. It's great that we're finally getting these bug fixes, but I'm still pessimistic. I expect that they're doing this only because of the pressure from social media campaigns like #savetf2, and that they have no plans on actually making any new content, such as non-halloween/smissmas maps, weapons, heavy update, or the final comic. That's why they put only a contractor on the job who usually only does deep complicated engine stuff, just to do bug fixes and combat the bots.
@@Ultimaximus Honestly I'd argue that the game could use bug fixes and stuff a lot more than it needs new content at this point. (Though the lack of heavy update even after all this time does hurt.)
This really reminds me of the videos where 3kliksphilip compares the changes to maps in CS:GO updates. I like those videos, so I like these ones as well, even more so since I don't really play CS.
Only problem with the fire deaths is that they were long and *lively* death animations unlike the backstab, headshot, or electrocution, which are quick and minimal. I can see how the fire death animation would cause a lot of confusion after death because the player you killed would still be animated for several more seconds, even if a death sound and icon is prevalent.
I actually glad that Valve is going through with polishing the game with many fixes before hopefully gunning for a big update. A very heavy update needs a well optimized game.
I wonder why they would want to restrict it in the first place though? It's not like they would lose money from it or something and as far as I know it doesn't cause any game-breaking glitches. I suppose you could argue that it would mess with silhouettes too much, but you could also argue that for any cosmetic ever. I just don't know and I wish I did...
@@drvurruct2274 Some cosmetics cover up soldier backpacks, demo shields, etc. Essentially it's due to the fact that weapons are also displayed using the cosmetic loadout position.
@@The_Rising_Dragon they could make only weapons actually "consume" slots, and still have cosmetics conflict. like if im wearing a soldier banner i have something in the "back" slot, but if im wearing a back cosmetic i dont
Oh boy, that model swap change reminds me of the time I stumbled upon someone testing an in-progress memes vs machines map for next year and then being sad that they could only swap someone’s view model hands and not their full model. Can’t wait to see scout as a Braxien next April if that mission goes through
It's quite possible they are forking these changes from somewhere, since community bug fix repos exist. The things they chose to fix seem almost entirely random, so I'm thinking that they are on a backlog somewhere.
The quickswitch thing is nice because you can get some pretty good cosmetic combinations but i think it's stupid to calculate unusuals value because of a game bug.
yeah, if you're basing the value of an item on a bug/glitch you shouldn't be surprised if that bug gets patched eventually, that's just an inherent risk
Btw the quickswitch fix went a bit deeper than you implied causing some cosmetics to conflict when they weren't intended to conflict (EG a head and body cosmetic can't be worn together) that's why they reverted the change Nothing to do with the perceived value of certain quickswitch reliant cosmetics
@@struanpeat5116 They did a hotfix to solve those issues. they reverted it because unusual traders are a bunch of obese crybabies that spend too much money on something that's obviously and blatantly a bug, and complain when it got removed
Personally, I think the reason they walked it back is because they realized that it's too funny to actually patch out. Compare the Giant Moonlaunch bug from Skyrim ;)
I have a tf2 experiment idea: What if when your ragdoll lands on a health-pack, or would be within the hitbox of any healing before you respawn, you are insta-revived with however amount of health that healing would've given you? (perhaps constant-source healing such as dispensers and medi-beams can only heal you before your ragdoll hits the ground; or maybe medibeams simply can't heal instead, so you could build a dispenser over a corpse to revive them) You could interpret the rules for this however you like, but I think it'd be interesting to see revives in a more silly and unpredictable/unique way rather than *just* medibeam
Every time they fix a bug that has been in the game since 2007 I get unreasonably excited. These are bugs I've simply been accepting for 12 years (and yeah crazy to think I've been playing it that long) and it feels unreal
The whole origin of map bug seems to still hold a few issues from headshot kills because it removed the player models, but not some of the unusual effects and a few particles leftover from those that got killed, since it still shows at the origin at times
I've had experience with the PAC3 (player appearance customiser) addon on Gmod and I've learned that sometimes drawing a whole model is more efficient than telling the client to draw or undraw only parts of a model, as the model has to have a bigger file size to accommodate the bodygroup functions. Granted, Gmod is a horribly optimised game but TF2 does its fair share of drawing cosmetics over the mercs' models instead of hiding parts of their model outright to achieve lower file sizes
@@SCHEFFyt I've noticed that in particular a few times when I use the Time Out Therapy taunt, as I currently have Night Ward pants equipped on my Medic and sometimes I can see his boots clipping through a tiny bit around where the socks are. It doesn't happen often though. But it's something I have noticed every now and then. And same thing goes for when making a loadout on loadout.tf too.
Thank you so much for going deep with your videos on those patches No matter what you talk about, there's no one else who can explain things this well and actually research and understand what is going under the lines. keep it up! - People love what you do.
You definitely have unless you play on servers with no snipers or something. With all the bots from the bot age of the game, there’s no way you haven’t seen at least one by now.
@@AParticularlyPointySoldier I've played mainly around 2015 for hundreds of hours, even played as a sniper my self, I genuinely do not recall seeing the animation at all.
@@SilentJheck you definitely just forgot then. The animation has at least a 25% chance to play from my experience. I’ve seen it a lot and I’ve played since late 2015. Sniper is even my least played class.
5:47 So if I'm understanding this correctly, the TF2 dev team spent time to fix a bug with the manmelter that doesn't even have any affect on the game and left all of the other bugs that make the manmelter really annoying to use alone. Could we get just a little love for the manmelter, please?
I'm willing to bet they were looking at the manmelter precisely because of all those other bugs and noticed the reload thing and thought "well that's not right" and fixed it quickly. I can vouch I've done the same with my projects before.
Even if the extra line for the Manmelter did not cause any issues now it could have the potential to cause problems in the future due to the ever changing code. It's also just a case of "there is a peice of trash on my bedroom floor, let me throw that away"
Glad to see they are ironing bugs nowadays. Some say that more could be done but honestly this is a great step for TF2. Now they need to allow MvM maps to upload the pop files for the waves to the workshop too...
Honestly I would love a option that lets people were whatever cosmetics they want no matter what but you can hit a check mark in options that makes it were it “looks” like there not wereing any conflicts
This is really sad to see that traders (people who don't even play the game most of the time) were bitching about a bug that they were using( they should've known was a bug) because their unusuals dropped in price. Why do they have any say in the matter? The bug is a bug, should be fixed period. Either that or change the equip regions in normal loadout creation too, so it isn't inconsistent af
I'm glad they fixed the issue with the equip regions. especially with some of the later whole head cosmetics, you could equip hats with them and it looked really bad. The early ones, like the haunted bird heads, properly restricted the equip regions but the more recent ones (the bear heavy and the crow spy come to mind) did not
8:38 with this change can we get more Degroot Keep style maps because that would be amazing also more medieval maps, I love medieval mode but Degroot Keep is the only official one :(
TF LOGIC CP TIMER TF LOGIC CP TIMER Like eight years go I had an idea for a map that was like a 2 sided degrootkeep with multiple stages and actually tried to build it but it was impossible because of the tf logic cp timer and NOW IT WORKS!? I can finally finish that map :o
IS THAT WHY people would sometimes dissappear and reappear when killed by a backstab or headshot. I assumed the bug was them turning invisible but they weren't invisible at all their death animation was just playing in the wtong spot. Glad that's finally fixed!
this video encompasses sept 26th to now, but all the changes i think are worth talking about just happen to be from the sept 26th patch. i would like to go back to making "normal" videos, so i think next video i'll cover the heavy crash fixed oct 12th - which i assume people will be curious about, and stop there.
i thought about if i should do map before & after's and whatever, but this video is already 9 minutes long talking about a few of the patches - seemed like it was better to just get the video out rather than have it take another week so i can compare all the little map changes.
also, fyi, the research for these videos take so so so so much time because some of the patch notes aren't descriptive enough to narrow down much. it's lots of time wasted (somewhat) aimlessly wandering around in the dark trying to figure out what changed. there's just billions of possible ways something might happen, or something might get fixed, and figuring out the path valve took isn't straight forward. most of the patch notes are okay, but there's just the 1% that are so nebulous and weird, it bloats the video production time a lot. so that's why it takes me so long to finish these videos. hope you can understand :)
ok
ok
ok
ok
Where's the Heavy update?
I like how he emphasizes how it took 5 years to return Pyro his fingertip and 12 years to add blue darts to Sydney Sleeper.
And still to this day they haven't changed Demo's stock grenade launcher nor remove Sniper's glove in firstperson.
@@catke590 Also triple -crutch- Loch-and-Load.
@@catke590 oh my god I've never noticed that
Honestly I've always thought the darts were supposed to be red no matter what cuz tranquilizer darts are usually red around the back area lol
@@catke590 Nor put Demo's left hand on his sticky launchers like he does in third person.
Explaining every update that changes the game in a minor way is the most TF2 thing ever
We’ll take anything we can get
We're kinda desperate okay
Factual statement
Not only that, he made a highly polished 10 minute video explaining details as minor as removing a line in some code that doesn't change anything at all. Truly a TF2 moment
holy shit albino
I've seen exactly two types of reactions to the Sydney Sleeper change:
1) "Finally! It always bugged me that the darts were still red if you were on BLU."
2) "Wait they were supposed to be team colored?"
_3) "Wait, people use the Sydney Sleeper?"_
Seriously, I couldn't tell you the last time I've seen somebody use it.
Mine's very much #2. X3
@@Rowcan for me it's 2015
I always thought they were meant to be red at all times. the more you know, I guess
i didn't even notice the darts.
The most hype fix for me was the Sydney Sleeper fix. 12 years and we finally have blu darts.
No upward teleporter tho :(
It's wild the Sidney sleeper which is solidly mid life game item is now 12
@@kR-qj7rw damn
TF2 has gone for a long time
It's crazy to think that this game has been released _fifteen_ years ago, and it's _still_ kicking
@@disc_00 Damn I wish I'd known about this bug in the 15 years I coulda used it T^T
The map on 8:56 despite having no textures still has it's buildings correspond to TF2's architecture rules.
спасибо, что заметил это, Внатуре
2fort moment
bravo shounic
@@heberb shravo vounic!
@@joeyjonquantaviusjr9927 varo zounick
I believe we are witnessing a training arc for the current TF2 developer(s?) as they learn the labyrinth of the TF2 spaghetti code hellhole
while cleaning it up along the way
They just need to start from scratch completely
As a programmer, these minor, random changes look indeed like someone is cleaning up the code! (a.k.a. untangling the spaghetti)
one day, it will just be "instant noodle" code.
Yes.
Valve: "Okay, so getting rid of all the bots is actually WAY harder than we thought. So instead, here's Pyro's fingertip back, and here are some BLU darts for the Sydney Sleeper instead. Sorry."
It's surreal to see valve consistently add new features to the game, even if they're restricted to map building tools.
more building tools, more power to community mappers, more halloween map, more profit
It's surreal to see TF2 fans praise Valve for taking over a decade to fix some bugs
@@Sly_rim it’s better than 5 years of nothing
@@Sly_rim Dude, we are entitled to nothing. Valve has no obligation to keep updating this 15-year-old game, so we are excited when they show they still care about us.
@@oktayyildirim2911 When Valve still profits off it to a noticeable degree and continue to rake in money from loot boxes we are entitled to a bit more than nothing.
These recent patches feel like Portal 2 when glados gets reactivated and starts patching up the facility after a long period of neglect
So saying all these TF2 updates are hinting at a Portal 3 release?
Are there other people who find shounics videos extremely relaxing? As a TF2 enjoyer the stuff he covers is very interesting and the way he talks is soothing.
yes
Yeah like there's not alot of TF2ubers who's as calming as this guy when it comes to their videos.
All I found interesting is how shounic is an anagram of sonichu
@@russellzauner *uh oh*
@@russellzauner and cushion 👀
that one part timer is really pulling their weight its insane how much work they are getting done
10 years to change the colour of darts on a weapon. Valve Time is an enigma.
12*
and 5 years for a polygon
id love to see them add a little bandage to pyro's model from now on as a nod to the fact that his finger was cut off, almost like the snipers scar because of meet the spy
Even though the duplicate reload sound fix has no actual effect it's still important that they're doing that sort of cleanup of the codebase. Dead/useless code makes it harder for future people to maintain.
It might be difficult to understand the patch notes, but when Shounic creates a clip illustrating the flaws and solutions with visuals, it becomes engaging and the changes become more abundantly clear.
I didn't knew that quickswitch was even a thing lol
I just thought it was like the old bug where if you had high ping you could equip multiple of the same region
I always wondered why I would randomly see dead people materialize on the 2fort bridge just to play a death animation and just disappear again...
im glad im not the only one who thought of that animation glitch as the 2fort classic. its not a wacky community 2fort server unless theres strange occurrences on the bridge lol
I'm not sure who's on tf2 development at this point but somebody is actually doing non-critical maintenance on that code-base... Like from a software engineering perspective this is really good news when it comes to valve's vision for the tf2 product going forward...
It's Joshua Ashton, a contractor for Valve who normally works on Linux components and rendering engines I think. It's great that we're finally getting these bug fixes, but I'm still pessimistic. I expect that they're doing this only because of the pressure from social media campaigns like #savetf2, and that they have no plans on actually making any new content, such as non-halloween/smissmas maps, weapons, heavy update, or the final comic. That's why they put only a contractor on the job who usually only does deep complicated engine stuff, just to do bug fixes and combat the bots.
@@Ultimaximus Honestly I'd argue that the game could use bug fixes and stuff a lot more than it needs new content at this point. (Though the lack of heavy update even after all this time does hurt.)
@@Ultimaximus What is the source for this? I've seen people keep mentioning a contractor but never mention where they got this info.
@@Ultimaximus Eric Smith is now also working on the game iirc.
apparently the random bug fixes could be considered something like code despaghettification, which could make updates easier in the future
I was today years old when I learned about quickswitch's existence.
Same
This really reminds me of the videos where 3kliksphilip compares the changes to maps in CS:GO updates. I like those videos, so I like these ones as well, even more so since I don't really play CS.
Finally the death animations dont randomly dissapear. It was weird as hell,
Now all it needs is the unused death by fire animations
Only problem with the fire deaths is that they were long and *lively* death animations unlike the backstab, headshot, or electrocution, which are quick and minimal. I can see how the fire death animation would cause a lot of confusion after death because the player you killed would still be animated for several more seconds, even if a death sound and icon is prevalent.
@@spoon1245 Agree, it throws me off on TF2C.
Prehaps only as flare crits death?
I actually glad that Valve is going through with polishing the game with many fixes before hopefully gunning for a big update. A very heavy update needs a well optimized game.
I've been playing tf2 for almost 10 years and didn't know quickswitch existed until this update
For one i think that being allowed to go batshit insane with cosmetics by default would be fun.
Seems like VALVe at least sort of thinks the same
Or it's just the backlash
Either way you can still do it for now 👍
I wonder why they would want to restrict it in the first place though? It's not like they would lose money from it or something and as far as I know it doesn't cause any game-breaking glitches. I suppose you could argue that it would mess with silhouettes too much, but you could also argue that for any cosmetic ever. I just don't know and I wish I did...
@@drvurruct2274 Some cosmetics cover up soldier backpacks, demo shields, etc.
Essentially it's due to the fact that weapons are also displayed using the cosmetic loadout position.
@@The_Rising_Dragon they could make only weapons actually "consume" slots, and still have cosmetics conflict. like if im wearing a soldier banner i have something in the "back" slot, but if im wearing a back cosmetic i dont
@@ThatNoobKing If it's just the backlash, then if they try it again we can just backlash again 😁
that last fix though
it opens up the possibility of much more maps being done now
they also added the ability to change the class playermodels in maps themselves which is also amazing
Honestly, anything that cuts down on source spaghetti like removing redundant reload text that doesn't get checked anyway is good in my book.
according to someone else, these random patches look like someone essentially untangling the source spaghetti
Sooo, Shounic has finally kidnapped Gaben.
What would we do without you, shounic? Lovely video as always
i would cry and piss and scream and pull my hair out if shounic stopped making tf2 update videos
I appreciate valve putting a glitch back in and said: "Fine, figure out if you guys REALLY want this glitch fixed or not"
Oh boy, that model swap change reminds me of the time I stumbled upon someone testing an in-progress memes vs machines map for next year and then being sad that they could only swap someone’s view model hands and not their full model.
Can’t wait to see scout as a Braxien next April if that mission goes through
Eww. I hope they don't include that furry shit.
a braixen? fascinating
@@JNJNRobin1337 yep. Hoovy dam, loose cannon shoots glaceons. If that gets used next April, mark my words
i used to have that scout mod lol
It's quite possible they are forking these changes from somewhere, since community bug fix repos exist. The things they chose to fix seem almost entirely random, so I'm thinking that they are on a backlog somewhere.
The quickswitch thing is nice because you can get some pretty good cosmetic combinations but i think it's stupid to calculate unusuals value because of a game bug.
yeah, if you're basing the value of an item on a bug/glitch you shouldn't be surprised if that bug gets patched eventually, that's just an inherent risk
Changing the HL2 shotgun reload sound to the gravity gun makes every shell loaded seem more powerful.
Btw the quickswitch fix went a bit deeper than you implied causing some cosmetics to conflict when they weren't intended to conflict (EG a head and body cosmetic can't be worn together) that's why they reverted the change
Nothing to do with the perceived value of certain quickswitch reliant cosmetics
@@UCKY5 i can only imagine they found more conflicts and reverted rather to "evaluate" their implementation
@@struanpeat5116 They did a hotfix to solve those issues. they reverted it because unusual traders are a bunch of obese crybabies that spend too much money on something that's obviously and blatantly a bug, and complain when it got removed
Personally, I think the reason they walked it back is because they realized that it's too funny to actually patch out. Compare the Giant Moonlaunch bug from Skyrim ;)
I have a tf2 experiment idea:
What if when your ragdoll lands on a health-pack, or would be within the hitbox of any healing before you respawn, you are insta-revived with however amount of health that healing would've given you? (perhaps constant-source healing such as dispensers and medi-beams can only heal you before your ragdoll hits the ground; or maybe medibeams simply can't heal instead, so you could build a dispenser over a corpse to revive them)
You could interpret the rules for this however you like, but I think it'd be interesting to see revives in a more silly and unpredictable/unique way rather than *just* medibeam
So people DO appear in my face for one frame sometimes. Thank god, i'm not crazy, I just see dead people.
Every time they fix a bug that has been in the game since 2007 I get unreasonably excited. These are bugs I've simply been accepting for 12 years (and yeah crazy to think I've been playing it that long) and it feels unreal
Such a soothing video about the happy topic of godlike superchad contractor fixing bugs
The whole origin of map bug seems to still hold a few issues from headshot kills because it removed the player models, but not some of the unusual effects and a few particles leftover from those that got killed, since it still shows at the origin at times
6:40 you mean magazine here. clips are what they used in ww2 on the guns that go "PING" when you reload them.
They should have made the default arm for pyro dissapear when equiping the gloves, it's a small but nice optimisation feature
I've had experience with the PAC3 (player appearance customiser) addon on Gmod and I've learned that sometimes drawing a whole model is more efficient than telling the client to draw or undraw only parts of a model, as the model has to have a bigger file size to accommodate the bodygroup functions.
Granted, Gmod is a horribly optimised game but TF2 does its fair share of drawing cosmetics over the mercs' models instead of hiding parts of their model outright to achieve lower file sizes
@@SCHEFFyt I've noticed that in particular a few times when I use the Time Out Therapy taunt, as I currently have Night Ward pants equipped on my Medic and sometimes I can see his boots clipping through a tiny bit around where the socks are. It doesn't happen often though. But it's something I have noticed every now and then. And same thing goes for when making a loadout on loadout.tf too.
Thank you so much for going deep with your videos on those patches
No matter what you talk about, there's no one else who can explain things this well and actually research and understand what is going under the lines.
keep it up! - People love what you do.
RIP Upward teleported spot.
After playing tf2 since 2011 I didn't even noticed once that the sidney sleeper had blue darts when you're blu... lol
They had red darts when you were on blue
I KNEW. I KNEW the Sydney Sleeper's darts were supposed to be team-colored. Can't believe it took them 12 years to fix that shit lmao
7:30 rest in peace Uncle Dane
so no one is going to talk about how beautifully designed these graphics are? I LOVE THEM!
This video made me realize throughout my entire lifetime of playing tf2, I never once seen the headshot death animation up until now.
Either that, or you don't remember it. I'm pretty sure I have but I can't remember where or when
You definitely have unless you play on servers with no snipers or something. With all the bots from the bot age of the game, there’s no way you haven’t seen at least one by now.
@@AParticularlyPointySoldier I've played mainly around 2015 for hundreds of hours, even played as a sniper my self, I genuinely do not recall seeing the animation at all.
@@SilentJheck you definitely just forgot then. The animation has at least a 25% chance to play from my experience. I’ve seen it a lot and I’ve played since late 2015. Sniper is even my least played class.
Fixing old oddities in code could mean there is an effort to clean it up for a possible port it to a different engine… we can hope for TF3!
4:00 wondering how many people I jumpscared just by dying
Love these vids its interesting to see how and why things are what they are and how they work
Haven't played tf2 regularly for about 10 years but these uploads are always interesting
Timed capture points are honestly a really cool concept and I wish we got to see more.
I didn't even know the Sydney sleeper darts were bugged
Imagine as this progress the team manages to figure out the spaghetti code and make weapon balance changes..
One can only dream right?
Thank you for your hard work these videos are amazing
If i own valve, i should hire this guy for update explaining and commentary video, he knows how the server works
5:47
So if I'm understanding this correctly, the TF2 dev team spent time to fix a bug with the manmelter that doesn't even have any affect on the game and left all of the other bugs that make the manmelter really annoying to use alone.
Could we get just a little love for the manmelter, please?
I'm willing to bet they were looking at the manmelter precisely because of all those other bugs and noticed the reload thing and thought "well that's not right" and fixed it quickly. I can vouch I've done the same with my projects before.
Even if the extra line for the Manmelter did not cause any issues now it could have the potential to cause problems in the future due to the ever changing code. It's also just a case of "there is a peice of trash on my bedroom floor, let me throw that away"
Glad to see they are ironing bugs nowadays. Some say that more could be done but honestly this is a great step for TF2.
Now they need to allow MvM maps to upload the pop files for the waves to the workshop too...
Shounic my beloved
Poor pyro his finger was chopped for nothing
is funny that this kind of video actually help me learn cs in university.
Thanks for your efforts
appreciate it :)
That capture point timer fix would have been so nice to have back in 2014
Oh?
8:34 oh, this means better visuals for the bosses in Freak Fortress. Yay!
4:32tf2 jumpscare
Honestly I would love a option that lets people were whatever cosmetics they want no matter what but you can hit a check mark in options that makes it were it “looks” like there not wereing any conflicts
I wish there was a check mark were you can't see people's cosmetics at all, or their unusual effects at least
1:52 i dont know whats surrealer, valve reacting to discontent, the speed at which they reacted or that the solution was rebugging the game
After so many years... pl_upward is now a competitively stable map.
🤣
2:35 soul-mill's underworld looks so gorgeous
Id appreciate if valve used those fire death animations, like those are all so well animated to be wasted like that
This was an interesting breakdown, I want to see where the nobulid change is relevant now
The upward door thing he showed
yeah they fixed the funny tele spot
As someone who is not in any capacity versed in code or software it is truly astounding how online games work
This is really sad to see that traders (people who don't even play the game most of the time) were bitching about a bug that they were using( they should've known was a bug) because their unusuals dropped in price. Why do they have any say in the matter? The bug is a bug, should be fixed period. Either that or change the equip regions in normal loadout creation too, so it isn't inconsistent af
I love valve for making the most optimized games ever, even if it means saving 38 bytes of storage.
I'm glad they fixed the issue with the equip regions. especially with some of the later whole head cosmetics, you could equip hats with them and it looked really bad. The early ones, like the haunted bird heads, properly restricted the equip regions but the more recent ones (the bear heavy and the crow spy come to mind) did not
8:38 with this change can we get more Degroot Keep style maps because that would be amazing
also more medieval maps, I love medieval mode but Degroot Keep is the only official one :(
Gaben: release me!
Us: not untill you fix this mess!
finnaly. no ice statue jumpscare
3:49 Ohhhhh, so that's why I see random Heavies in the sky sometimes
Thanks contractor who's name I don't know but is public knowledge!
3:37 oh so that’s why i kept seeing bodies appear out of nowhere
Love the videos man. Easily the highest quality TF2 content
Waiting on the update with just one patch note:
-Fixed Hitreg
so that’s why the 2fort bridge was haunted
I've been playing tf2 for 11 years and I'm just learning about that upward shortcut now...
2:10 70 bytes is not a strain on internet traffic
7:36 NOOO!!!
It's nice seeing valve fixing old and new bugs now
Cool that they finally fixed the Sydney Sleeper.
...Now do the Eureka Effect.
Why did they revert the quickswitch fix, like whoever owned those items should know that they're depending on a bug that could be fixed at any time.
Well there's someone still working on repairing tf2
4:30, honestly im glad this wasn't fixed cause it sometimes appears in funny places, while other times it jumpscares me lol.
gabe newell is now canonically sigma overwatch
You can still use hats with the bird and bear head for Heavy. Not sure why but luckily enough we can
TF LOGIC CP TIMER
TF LOGIC CP TIMER
Like eight years go I had an idea for a map that was like a 2 sided degrootkeep with multiple stages and actually tried to build it but it was impossible because of the tf logic cp timer and NOW IT WORKS!?
I can finally finish that map :o
how is my boy topping the top of tf2 youtube
IS THAT WHY people would sometimes dissappear and reappear when killed by a backstab or headshot. I assumed the bug was them turning invisible but they weren't invisible at all their death animation was just playing in the wtong spot. Glad that's finally fixed!
OHHH, SO THAT'S WHY I SEE DEATH ANIMATIONS THERE