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
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.
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.
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 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
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...
i know you don't want to make these kinds of videos too much anymore, but i REALLY REALLY gotta know more about this exploit on Crasher that allowed engineers to have the size and health of a giant while not holding the bomb. i only saw this once and couldn't replicate it myself. dude had the Eureka Effect, a teleporter in the spawn area, and a teleporter outside the spawn area. he grabbed the bomb, stood on the TP, used the eureka effect's teleport taunt, and ended up outside as a giant without the bomb. please this glitch is absolutely insane if anyone can tell me how tf this happened please do.
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?"
@@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.
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'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.
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."
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
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
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.
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.
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 ;)
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.
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.
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
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
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.
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
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 know I'm might not be able to, but I genuinely wish he'd talk about older bugs in the game For example, that curious bug that allowed you to kill teammates with the sentry's missiles if you switched to spectator mode right after firing it.
Since cosmetics is a topic in this video, how much would having a fourth cosmetic slot change players’ cosmetic loadouts in general? There’s so many good loadouts that would only need a fourth slot to work
this video made me understand what mappers for tf2 are able to do now, i'd love to see a cp map that has a capture time for the final point, both teams fight king of the hill style and then one team caps mid and has to rush the others final point before the timer runs out, sound like fun, also the fix to the "gassed" map condition can make very risky paths with high rewards like a sneaky path to behind the enemies, or a purple spell being down the path with the gas applied.
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.
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
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
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 👀
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.
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 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
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...
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!
That capture point timer fix would have been so nice to have back in 2014
Oh?
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
I didn't even know the Sydney sleeper darts were bugged
2:35 soul-mill's underworld looks so gorgeous
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
9:17 release him
is funny that this kind of video actually help me learn cs in university.
I hope they fix friendlys eating your melee hits
Pyro after Valve glued their super decayed finger back on: 🥳🥳🥳
4:30
this bug caused a lot of emesis blu jokes
Under 3 minute upload gang
Also Lussi gives a kiss and wishes everyone a happy Scream Fortress ;3
Oh no... They removed the little room where you could hide a teleporter? Maaaaannnn... I'm gonna miss that one.
TIL that whole quickswitch menu. I have 5000 hours and saw it first time now
Unravelling the spaghetti.
Nahhh... cutting off Pyro's finger wasn't for nothing... *_he obviously joined the Yakuza-_* 😹
So, now we can have 5cp maps with time released control points?
i know you don't want to make these kinds of videos too much anymore, but i REALLY REALLY gotta know more about this exploit on Crasher that allowed engineers to have the size and health of a giant while not holding the bomb.
i only saw this once and couldn't replicate it myself. dude had the Eureka Effect, a teleporter in the spawn area, and a teleporter outside the spawn area. he grabbed the bomb, stood on the TP, used the eureka effect's teleport taunt, and ended up outside as a giant without the bomb.
please this glitch is absolutely insane if anyone can tell me how tf this happened please do.
so does the tf condition gas thing mean that the gas passer works better now?
Waiting on the update with just one patch note:
-Fixed Hitreg
5:08 Hey, doesn't sniper have a missing polygon on his neck for some reason?
7:36 NOOO!!!
Playing this game since it release and this is the first time I saw quickswitch
func_nobuild but also funke_noplaytf2nomore
I appreciate the Scribblenauts “dead face” in the thumbnail
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
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.
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
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.
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.
10 years to change the colour of darts on a weapon. Valve Time is an enigma.
12*
and 5 years for a polygon
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
that one part timer is really pulling their weight its insane how much work they are getting done
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.
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."
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?
I was today years old when I learned about quickswitch's existence.
Same
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 😁
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
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.
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?
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
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
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
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've been playing tf2 for almost 10 years and didn't know quickswitch existed until this update
Sooo, Shounic has finally kidnapped Gaben.
So people DO appear in my face for one frame sometimes. Thank god, i'm not crazy, I just see dead people.
Can anyone help me fix insecure mode? -secure or -steam didnt work :(
I appreciate valve putting a glitch back in and said: "Fine, figure out if you guys REALLY want this glitch fixed or not"
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
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.
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.
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
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
6:40 you mean magazine here. clips are what they used in ww2 on the guns that go "PING" when you reload them.
4:32tf2 jumpscare
RIP Upward teleported spot.
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
yeeehaw gaming
I love valve for making the most optimized games ever, even if it means saving 38 bytes of storage.
4:00 wondering how many people I jumpscared just by dying
Such a soothing video about the happy topic of godlike superchad contractor fixing bugs
Shounic my beloved
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.
They fixed quickswitch but didn't switch the quickfix?
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.
After so many years... pl_upward is now a competitively stable map.
🤣
Reverting a bugfix because the 1% got pissy about losing money.....
Cool that they finally fixed the Sydney Sleeper.
...Now do the Eureka Effect.
Thank you for your hard work these videos are amazing
Love these vids its interesting to see how and why things are what they are and how they work
noting some patches
Well there's someone still working on repairing tf2
Thanks contractor who's name I don't know but is public knowledge!
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 :(
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
When is the Heavy update?
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
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 know I'm might not be able to, but I genuinely wish he'd talk about older bugs in the game
For example, that curious bug that allowed you to kill teammates with the sentry's missiles if you switched to spectator mode right after firing it.
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.
Wait, they fixed the upward teleporter exploit? I can't believe this. Literally unplayable.
Changing the HL2 shotgun reload sound to the gravity gun makes every shell loaded seem more powerful.
finnaly. no ice statue jumpscare
Since cosmetics is a topic in this video, how much would having a fourth cosmetic slot change players’ cosmetic loadouts in general? There’s so many good loadouts that would only need a fourth slot to work
so no one is going to talk about how beautifully designed these graphics are? I LOVE THEM!
this video made me understand what mappers for tf2 are able to do now, i'd love to see a cp map that has a capture time for the final point, both teams fight king of the hill style and then one team caps mid and has to rush the others final point before the timer runs out, sound like fun, also the fix to the "gassed" map condition can make very risky paths with high rewards like a sneaky path to behind the enemies, or a purple spell being down the path with the gas applied.
What is your opinion on doctor sex