@@hirotrum6810 per athenian law the original ship stops existing as soon as the mast is removed you are allowed to have Theseus' Ship II - you must pay the duty and do the seaworthiness inspection for the designation and pay some other tax and bam you have a ship. ive been pointing this out for years and philisophers have never recovered
So this is why you get stuck on that infamous tunnel exit when standing on top of the cart sometimes, it was the sign all along, not the cart pushing you into the ceiling as I thought
Just a question, did you make a video about hats popping from nowhere, or other particles (like water droplets) popping too? If no, that would be an interesting topic in my opinion
Ooh, that's a good idea! Have always wondered *why* people's particles and parented objects will sometimes just pop in seemingly random places on maps.
i never realized how many signs swap out after points are captured. that's really cool. explains how they always seem to have signs pointing in the right direction
yep, if you stays till and turn on wireframe mode you can take a screenshot of the map in wireframe, then overlay with a wipe transition in the video editor
No. That is fine. Upward is like the best map in the game. And this bug has not ones made it known in many thousands of hours playing it for me anyways. Far worse is that the plant might not have survived after the janitor was determent to not live up to Valve work politic standards and so promptly fired. Should have helped making Artifact or whatever. Since that is just the way it is. RIP the last standing TF2 Dev. Incredible you made it passed 2020-2022 lock downs. Love you forever pot plant. You will be missed.
@@GewelReal elaborate on how very few unfortunate players get stuck in a very specific way from time to time is a game breaking bug. It doesnt affect everyone on the server either.
I remember getting stuck on that second sign leading to second. I was a Heavy on the cart and just got left floating in midair. I shot some people down before an obvious Spy came along. I pretend to not notice him but turned around at the last second before shooting him down. Then I kill binded and went along my way. Never change, TF2.
Regardless of much of a tangled "spaghetti" TF2's code might be, I still find it quite interesting to learn the inner workings of Source Engine and see a occassional in-depth analysis of strange bugs.
Do you know why the position of demoman shields from your view model gets messed up and be seen elsewhere in the map. I know that since it’s still tied to you, what would normally be a slight movement when you rotate gets magnified, and the reason you can see it through walls is because how it renders on top of everything so that it there isn’t any clipping when close up against other objects.
I'm pretty sure it's going to be related to the same dynamic prop stuff, but there's a spot on pl_badwater in blu's first spawn (left corridor) between some pipes sticking out of the wall and a dolly carrying some.. wheels or something... where if you jump into it at just the right place you get wedged in, until you try to walk backwards and then you get violently thrown on the floor. The longer you wait the more damage it seems to do
i've used this hidden ancient knowledge before to airblast people up into the sign for a sick combo (airblasting people while looking at a downwards angle launches them upward)
I love these weird quirks the source engine has. I've already been learning how to make stuff using the source engine and these videos encourage me to do it more. I was editing portal maps in hammer (specifically making it so you can save the companion cube) when I saw this vid in my recommended. Thank you for all the work you put into these videos, it inspires me to keep working in source.
The sign exiting thr tunnel should read, "watch your head!" Cool vid :). Shoutout to the signs on 2Fort (and the pipe in REDs' courtyard) that let us Scouts lounge around ^_^
I remember defending on the last and enemy demo sticky jumped himself onto the blue sign, got stuck for a solid second or two before dying to our heavy Everyone who saw it typed "XD" in chat including the victim of the glue trap
and if you get stuck under the control point sign, and have the rocketjumper, you can build a crap ton of speed by firing at the sign. then you can noclip and you go so fast you go way off the map. tf2 devs will add community content to their game, but not bugfixes, even if someone who barely knows any code can fix it (not referring to shuonic, he's the best coder i've ever seen)
So, another classic case of Spaghetti Code huh? I wonder if this will get fixed in the summer update. 1:43 I loved this beautiful part of map "uploading" btw, so much detail snuck in. How long did that take how did you do it?
It would be a real shame if they quietly remove it in the next patch, it was so funny seeing random confused soldiers stuck in a wall after rocketjumping
"Man i can't believe i just got stuck and get into an endless suffering by accidentally touching and jumping into a single normal looking sign" (yummy spaghetti code)
Not sure if you discussed this already in a previous video but i discovered detonating stickies on the vent on the ceiling of Gold Rush Stage 1 (BLU Spawn) inflicts no self damage. It also worked being under the camera there in spawn as well.
Interesting that it apparently treats a playing being stuck not as a condition, but a variable, and so when it assumes you're stuck that's the same thing as actually making you stuck
I'd never seen this until playing upward literally today. What a silly coincidence that this video was recommended to me just after I got done playing.
Nice knowledge! Just wondering, could you check the window outside of Red's secondary spawn facing the bridge, top left? When I jump into it, it makes a black border around, seemmingly to stop you from going through, but this is not visible when youre just standing on the floor. Edit: I meant on 2fort
I assume this also explains the dolly in BLU spawn on Badwater Basin, where you can hop just above (into) the corner of the handle and stick until you are eventually ejected and take fall damage that scales with time.
On the moss rock map (the one where it’s really open and a capture point on the bridge), one of the support pillars on the bridge gets you in a buggy phase until you move away from it.
I think I experienced something similar on community maps, but in order to remain stuck on the prop or decal I had to jump into it and continuously hold movement key directed at the thing on the wall. Jumping backwards with S key held down allowed me to stay there and just look around, releasing the key would free me
Wow I never knew about this. But it reminds me of one time I got stuck in the door of Red's second/Blu's last spawn room on this same map, because I was jumping across the threshold right as the point got capped. At the time I didn't have a killbind and didn't know the console commands to end my suffering, and apparently I was immune to attacks from at least the spawn side of the door and prevented the door from opening. Meaning once Blu advanced to the final point they would be trapped in spawn upon respawning until I understandably got kicked. Upward must be a pretty buggy map.
I always thought it was just the payload taking you into the wall and clipping you through it. I cant believe theyve never fixed such an obvious bug, the map literally encourages you to do this by an easy slope to jump onto the cart, then a wall too low to crouch under. upward also has a buggy looking resupply in red base
I mean it warned you, it says it's a point where you'll get captured.
okay, this one was good
pin this shounic
i like this one
Beat me to it, take my like 👍
wth with the replies
i swear, the more bugs shounic finds, the closer we are to tf2 just being entirely rewritten purely through individual bugfixes
ship of theseus
wild alexine appears
@@hirotrum6810 per athenian law the original ship stops existing as soon as the mast is removed
you are allowed to have Theseus' Ship II - you must pay the duty and do the seaworthiness inspection for the designation and pay some other tax and bam you have a ship.
ive been pointing this out for years and philisophers have never recovered
@@boldCactuslad you've done it lad, you've solved philosophy, now all the philosophers can stop arguing and move on with their lives
@@boldCactuslad So what you're saying is we already have TF3
I have somehow never seen or heard of this ever but I can't wait to see people intentionally jump into this sign on upward
works well with the air strike or a det jumping pyro
5:08 i've seen soooo many ppl stuck here, especially soldiers. I even stuck here once
i was literally doing this yesterday lmao
Get your signjumping in right now before it's fixed
As a cart-rider I get stuck on low hanging signs daily :(
To the point where I dismount the cart when pushing up that hill.
"you must get heart attack to resume playing the game" lmao, freaking youtube ad friendly guidelines.. what a workaround.
Huh?
I wish a sign would suck off my soul tbh
@@philo-
@@philo-
@@philo- wish a sing would suck me off
@@philo-Based
So this is why you get stuck on that infamous tunnel exit when standing on top of the cart sometimes, it was the sign all along, not the cart pushing you into the ceiling as I thought
Yes
the editing used to illustrate the map loading at 1:40 is nothing short of perfect, holy shit
doukutsu-rs real
@@jwump jwump sighting at 3am
@@daedliy963 daedliy sighting at 10pm
@@watema3381 watema 3 sighting at 5pm
@@SurmenianSoldier surmenos sighting at 2pm
you ever just accidentally hit a sign and suddenly get forced into infinite suffering
BIND "E" "EXPLODE"
yes, except there was no sign
maybe that is a sign that uh,,, that you uh,,, should stop playing scout or something
how many signs have you jumped to IRL? This could be acurate simluation
Well thats not a good sign...
Just a question, did you make a video about hats popping from nowhere, or other particles (like water droplets) popping too?
If no, that would be an interesting topic in my opinion
Ooh, that's a good idea! Have always wondered *why* people's particles and parented objects will sometimes just pop in seemingly random places on maps.
Same question
yes, its mentioned in a bugfix video i think
**Split-second A-pose Pyro appears**
i thought that was an intentional easter egg tbh
i never realized how many signs swap out after points are captured. that's really cool. explains how they always seem to have signs pointing in the right direction
A new video with new mysteries, even after all these years, this game is proven to be timeless in every aspect.
Except for when it comes to having a good anti cheat and decent monetisation.
@@Dribbleondo good anti cheat problem could've been solved with Valve being more involved.
@damsen978 You're not even 2 decades old.
@Damsen Taking your comment as an example, you're not "way older" mentally, that's for sure.
1:41this map loading is actually cool, how did you do it so well? its like entering a simulation
probably took different clips with the different rendering modes then video edited the transitions between them
yep, if you stays till and turn on wireframe mode you can take a screenshot of the map in wireframe, then overlay with a wipe transition in the video editor
Don't you hate it when you get stuck and consumed by the invisible black hole on Upward?
No but I hate it when stickmaster gets stuck in youtube for 10 years
No. That is fine. Upward is like the best map in the game. And this bug has not ones made it known in many thousands of hours playing it for me anyways.
Far worse is that the plant might not have survived after the janitor was determent to not live up to Valve work politic standards and so promptly fired. Should have helped making Artifact or whatever. Since that is just the way it is. RIP the last standing TF2 Dev. Incredible you made it passed 2020-2022 lock downs. Love you forever pot plant. You will be missed.
What are you doing, step-sign?
Now, I'm going to intentionality get myself stuck in there, just to troll and scream "HELP!"
Stick
4:03 that unstuck procedure seems horrifyingly spaghet to me, its the sort of stuff id write as a quickfix and then say "ill clean it up later"
You can use the sign to get permanent increased attack speed with the airstrike
And permanent market garden crits.
Time to either have a bunch of people purposefully getting stuck in the sign or for it to be patched within a few days
It would have been patched by now, but it doesnt make the game unplayable so valve just wont fix it, ever.
@@BiblemanTF it is literally unplayable
@@GewelReal elaborate on how very few unfortunate players get stuck in a very specific way from time to time is a game breaking bug. It doesnt affect everyone on the server either.
@@BiblemanTF literally unplayable
@@GewelReal >killbind
>Literally fully playable
I remember getting stuck on that second sign leading to second. I was a Heavy on the cart and just got left floating in midair. I shot some people down before an obvious Spy came along. I pretend to not notice him but turned around at the last second before shooting him down. Then I kill binded and went along my way. Never change, TF2.
Regardless of much of a tangled "spaghetti" TF2's code might be, I still find it quite interesting to learn the inner workings of Source Engine and see a occassional in-depth analysis of strange bugs.
SIGN STUCK, SIGN STUCK
I have always enjoyed how both teams will stop and dance around the stuck player. I hope it is never patched.
What an utterly absurd error, that is actually genuinely wild.
I actually got stuck permanently on the second sign in upward in a real game before, as I was sticky jumping out of spawn.
“you must actually get a *heart attack* to resume playing the game”
Do you know why the position of demoman shields from your view model gets messed up and be seen elsewhere in the map.
I know that since it’s still tied to you, what would normally be a slight movement when you rotate gets magnified, and the reason you can see it through walls is because how it renders on top of everything so that it there isn’t any clipping when close up against other objects.
Its pretty dope how TF2 is a 2007 game and you can still learn new secrets
we really need this comment in every shounic video?
Just wait until you learn about parallel universes in super Mario 64
@@NexTDesignswhen people need to sell accounts... unfortunately, yes.
i see this exact mf since day 2 of his existence.
@@-Kozloff Why would you want comments to sell accounts
@@thechanglongwang making it seem legit ig
I'm pretty sure it's going to be related to the same dynamic prop stuff, but there's a spot on pl_badwater in blu's first spawn (left corridor) between some pipes sticking out of the wall and a dolly carrying some.. wheels or something... where if you jump into it at just the right place you get wedged in, until you try to walk backwards and then you get violently thrown on the floor. The longer you wait the more damage it seems to do
You breakdown such specific things in such an elegant and interesting way. It all makes a lot of sense and your editing is always so good. Thank you
The edits are so clean, as always.
Great video :)
You stick to it because it's a capture point sign. It captures you.
i've used this hidden ancient knowledge before to airblast people up into the sign for a sick combo (airblasting people while looking at a downwards angle launches them upward)
so the fanart of scout dying in a glue trap is actually in the game such dedication!
I love these weird quirks the source engine has. I've already been learning how to make stuff using the source engine and these videos encourage me to do it more. I was editing portal maps in hammer (specifically making it so you can save the companion cube) when I saw this vid in my recommended. Thank you for all the work you put into these videos, it inspires me to keep working in source.
This is definitely a Shounic video, undoubtedly.
6:36 My mind was blown that the blue spawn was next to this part of the red spawn, guess I don't play enough.
When I begin to see uniform, erratic behavior in pub servers I know Shounic has just dropped a video.
The sign that makes you jump forever has claimed yet another victim
The sign exiting thr tunnel should read, "watch your head!" Cool vid :). Shoutout to the signs on 2Fort (and the pipe in REDs' courtyard) that let us Scouts lounge around ^_^
2:36 This is busted because it doesn't compute fr
The production value on these is utterly insane, you must have a dedicated team
5:10 i remember being extremely confused cause i couldn't recreate this a while back, you live you learn
We used to jump on this for fun. It was good for distracting spies that were looking for our teleporters
0:15 kitchen
i think i know why the area around 0:02 has a high view count, other than it's the first 2 seconds of the video of course
I remember defending on the last and enemy demo sticky jumped himself onto the blue sign, got stuck for a solid second or two before dying to our heavy
Everyone who saw it typed "XD" in chat including the victim of the glue trap
The fix is one line of code.
Fantastic.
and if you get stuck under the control point sign, and have the rocketjumper, you can build a crap ton of speed by firing at the sign. then you can noclip and you go so fast you go way off the map. tf2 devs will add community content to their game, but not bugfixes, even if someone who barely knows any code can fix it (not referring to shuonic, he's the best coder i've ever seen)
So, another classic case of Spaghetti Code huh? I wonder if this will get fixed in the summer update.
1:43 I loved this beautiful part of map "uploading" btw, so much detail snuck in. How long did that take how did you do it?
seems a lot more like a classic case of "TODO: fix later"
@@hi-i-am-atan nothing is as permanent as a temporary solution. And for programmers that might as well be the Eleventh Commandment.
It would be a real shame if they quietly remove it in the next patch, it was so funny seeing random confused soldiers stuck in a wall after rocketjumping
5:02 I REMEMBER GETTING STUCK EXACTLY THERE! It all makes sense now!
Same here, some accidental rocket jump made me
What if SCOUT was BETRAYED by his team and TRAPPED in the CAPTURE POINT SIGN?
"Man i can't believe i just got stuck and get into an endless suffering by accidentally touching and jumping into a single normal looking sign" (yummy spaghetti code)
These visualizations are always appreciated
To be honest, that sign has become a part of the map. It would never ne the same if it disappears lol
3:54
"You must get a heart attack..."
*dies*
Your videos are really intereasting and get me learning about a game from 2007
This map also still has the Stuck spot on the boardwalk by the 2nd to last point
I never noticed that the signs change direction. That's really neat!
PRETTY SURE THAT PROP IS A STATIC ONE BUT I KINDA FORGOT HOW HAMMER WORKS SINCE I LAST USED IT
AND PRETTY SURE BRUSHES CAN ALSO BE PROPS
@@GODOFCAPSLOCKwhat no
Imagine jumping into a sign and violating just about every law of matter interaction as your flesh fuses with it.
Literally me
One: I've seen this exact thing happen to Jameskii.
Two: I actually never knew that that particular sign changed!
my mom's keyboard makes a ringing noise when you press a key fast
science isn't about why, it's about why not!
"really... worrisome. we end up... stuck."
Not sure if you discussed this already in a previous video but i discovered detonating stickies on the vent on the ceiling of Gold Rush Stage 1 (BLU Spawn) inflicts no self damage. It also worked being under the camera there in spawn as well.
I guess jumping at signs from below and escaping would require a considerably large nudge.
I get that reference
Not ashamed to admit ive been in that spot a few times. always get the stares lmao
These solid types are in gmod too.
Subbed for things like these,love these kinds of vids, keep it up
I love it, thanks for the video mang.
Interesting that it apparently treats a playing being stuck not as a condition, but a variable, and so when it assumes you're stuck that's the same thing as actually making you stuck
Just played a game where I watched three of blu do this, your influence is powerful.
I'd never seen this until playing upward literally today. What a silly coincidence that this video was recommended to me just after I got done playing.
Magic of Source code leak
"you actually must get a heart attack to resume playing the game" is one of the funniest jokes i've heard all day
I have a question: why do stickies fly when You shoot them at a train? Or at least ctf_wells train
Nice knowledge!
Just wondering, could you check the window outside of Red's secondary spawn facing the bridge, top left? When I jump into it, it makes a black border around, seemmingly to stop you from going through, but this is not visible when youre just standing on the floor. Edit: I meant on 2fort
That's a pretty big one, and an easy fix on top of that. Imagine if Valve had an actual QA department full of shounics
do you increase your velocity like being stuck in other objects? id so it would be huge for pyro
Love the inclusion of code in this vid!
I've known about this for a long time; interesting to see the explanation of why this specific sign does this.
I assume this also explains the dolly in BLU spawn on Badwater Basin, where you can hop just above (into) the corner of the handle and stick until you are eventually ejected and take fall damage that scales with time.
On the moss rock map (the one where it’s really open and a capture point on the bridge), one of the support pillars on the bridge gets you in a buggy phase until you move away from it.
it will always amaze me just how broken can something be and STILL work
shounic on his way to explain every single tf2 problem I had but I just assumed I was being delusional
You KNOW I'm boutta name myself scout sign and live there now.
Aren't there also some props that are solid but become non solid when meleeing them and running into it?
As punishment for your tomfoolery. It’s COVERED in touch-activated Super Glue.
all of your uploads make my day man, great presentations
Sign has the highest k/d ratio than any tf2 player ever
I think I experienced something similar on community maps, but in order to remain stuck on the prop or decal I had to jump into it and continuously hold movement key directed at the thing on the wall.
Jumping backwards with S key held down allowed me to stay there and just look around, releasing the key would free me
It says capture point, it's going to capture you
Not only the sign, that whole pole is a danger
Wow I never knew about this. But it reminds me of one time I got stuck in the door of Red's second/Blu's last spawn room on this same map, because I was jumping across the threshold right as the point got capped. At the time I didn't have a killbind and didn't know the console commands to end my suffering, and apparently I was immune to attacks from at least the spawn side of the door and prevented the door from opening. Meaning once Blu advanced to the final point they would be trapped in spawn upon respawning until I understandably got kicked.
Upward must be a pretty buggy map.
wake up babe shounic just dropped a new form of griefing
Thanks for letting the dev know.
I love the way ur videos are edited and the way u explain things
its always funny to see people stuck on that sign and screaming for medic and using the help voice command like the medigun could help'em
I always thought it was just the payload taking you into the wall and clipping you through it. I cant believe theyve never fixed such an obvious bug, the map literally encourages you to do this by an easy slope to jump onto the cart, then a wall too low to crouch under. upward also has a buggy looking resupply in red base
You can also get stuck by standing above blu's first forward spawn door and waiting for someone to open it.
...what?
It's true
i had this experience with two other signs in upward
I got stuck at the second "Control Checkpoint" sign numerous times while pushing the cart lol