Breaking Team Fortress

Discussion in 'Team Fortress 2 Talk' started by Three Million, Oct 15, 2016.

  1. Three Million

    Three Million L5: Dapper Member

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    I had a map idea that would attempt to push the limits of the Team Fortress 2 engine. How much stuff could we put in a map? My original plan was to combine koth_trainsawlaser and koth_wubwubwub_remix_vip together with more stuff thrown in. Thoughts on this?
     
  2. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    Firstly, your a mad man.
    Secondly, I think both maps respectively already push the engine to its limits.
    @Crash could probably tell you more, but I think combining those two maps would definitely crash source.
     
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  3. Malachite Man

    Malachite Man L6: Sharp Member

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    That
    That would not break the engine that would kill it.
     
  4. Muddy

    Server Staff Muddy Muddy

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    It doesn't take very much at all to crash tf2 tbh. Just give an entity an insanely high value and bam, bye bye tf2.

    Alternatively, just run tf2 on high graphics settings on a mac
     
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  5. Three Million

    Three Million L5: Dapper Member

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    Hahaha! I thought they fixed it so it doesnt crash anymore
     
  6. Startacker

    Startacker L4: Comfortable Member

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    I don't even think you would make it to the compile process if you combine trainsawlaser and wubwubwub together.
     
  7. worMatty

    aa worMatty Repacking Evangelist

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    Two issues that should not be blamed for each others causes of instability:

    1. Reaching the maximum number of networked edicts a server can handle, or the 'entity limit'.
    TF2 server can track 2048 things at a time. Things are player models, cosmetics, weapons, projectiles and dynamic brush, point and prop entities. In any typical 24-player game of TF2, before you take the map's entities in to consideration you're going to have an average number of edicts in use; a factor the map maker needs to consider when building their map. Snowplow uses a lot of edicts because Payload maps have a lot of path_track entities which the cart follows, and it's a large map. On a 32 player server running the map there is a good chance the server will crash.

    2. Excessive amount of stuff on the screen.
    The more brush faces and models the player's game renders, the slower their framerate will be. In extreme circumstances, at some point the game will probably quit with a memory error.

    3. The hidden category! Doing dumb shit in your map.
    TF2's engine is like walking your non-tech mum through fixing problems with her computer over the phone. If you get ahead of her and give her more things to deal with than she can handle, she will get completely confused and just give up, asking you if you can come and do it for her. It's about feeding her a steady and small amount of stuff to avoid going over her limits of comprehension.
    Let's say you have three or more different-coloured lights hitting multiple faces and you want to turn them all on and off individually. NOPE!
    Let's say you want to put an env_glow and a point_tesla inside the bounds of a prop_dynamic. NOPE!
    Let's say you like to make your own func_doors but you like to sticker them with info_decal. NOPE!
    Follow the Stone & Parker rule and KISS - Keep It Simple, Stupid.
     
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  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I can see the entertainment in forcing a shiny foolproof engine to crash, but at this stage breaking TF2 only requires looking at it funny: why bother?
     
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  9. Three Million

    Three Million L5: Dapper Member

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    This actually gives me a good idea. Make a giant moving plasma ball or something, in like a giant lab. Some Half Life stuff right there.
    HL3 confirmed.
     
  10. Mikroscopic

    aa Mikroscopic

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    But when Source 2 comes out its gonna solve all of these problems right guys haha
     
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  11. Three Million

    Three Million L5: Dapper Member

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    When Source 2 gets ported to Team Fortress, it won't be the same. Sure tf will be optimized and fix all of our problems, but it's those problems that we love to hate. Like that old clunky car, sure it's not the best and not the most reliable. But when it works it's pretty solid.
     
  12. Pocket

    aa Pocket func_croc

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    Nothing's getting ported to Source 2.
     
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  13. KlashFire

    KlashFire L1: Registered

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    Are you certain of that?
    Was anyone aware that Dota was getting a port, a year before it happened?

    I'm not in the know-how, but I wouldn't rule out the possibility.
     
  14. Pocket

    aa Pocket func_croc

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    Pretty sure I remember someone from Valve actually saying they had considered it and decided not to do it.
     
  15. A Moderately Priced Shoe

    A Moderately Priced Shoe L1: Registered

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    And how many times has Valve lied to us?
     
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  16. Davekillerish

    aa Davekillerish Lvl O: Orange Member

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    They havent ever intentionally mislead anyone as far as I know...
     
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  17. Pocket

    aa Pocket func_croc

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    I'll put it this way: I've never known them to say they're not doing something and then turn around and do it.
     
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  18. Yrr

    aa Yrr An Actual Deer

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    if u want a masterclass in breaking tf2 try and run safteyhazard (the map disqualified from DCP) on a server w/ a few people

    physics just stops working after a bit
     
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  19. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    What map is this? I'm curious now and can't find anything through Google.
     
  20. RodionJenga

    RodionJenga L5: Dapper Member

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    > Boop <