They aren't porting TF2 to Source 2 it would not be anywhere NEAR feasible
TF2 port to Source 2 isn't an "impossible dream", most of AI (bots) code can be ported, the path navigation building would have to be redone if source 2 nav differs a lot from source 1.
If they have a bsp converter for old maps, that means they didn't change how the base entity code is made, or at least not that much, which means most of gamemodes code can also be ported without any major problems, since their logic is purely unconnected to the engine it just needs values to process what their logic is, the entities used to "link" the maps between them and the gamemode can be remade, I'll go straight to the point, gamemodes entities are just useless, it's only there to provide the basic infos to the gamemode logic that is completely executed somewhere else.
You must keep in mind source 2 only provides """basic""" environment, with a set of tools, it handles physics, lightning, literally the world, and doesn't affect (at least not directly) entities.
And as i said earlier if they have a bsp converter as someone said, that means the base code used to build any entities code didn't really change, or just a bit, and I'm ready to bet, a tiny entity like (path_track)
https://github.com/alliedmodders/hl...ec7ba3a28ade3512560/game/server/pathtrack.cpp
can be re-implemented in source 2 in a small amount of time maybe 1 to 2 days (probably less).
What makes TF2 in my opinion unable to go on source 2, is its amount of code, and that for any big games, the bigger a game code is the longer it will take to port, because you will have to replace some portion of code in every files with the new "tools" given by Source 2.
And everyone knows that time is money, so they must ask themselves that question "is it worth it?", and if it's not worth it, then there are no reasons to bother about it.
I'll talk from my own experience with Slender Fortress, the sourcemod dev team decided to move the plugin code syntax to a new one, so see that code syntax as a new engine. And that new plugin code syntax was providing some cool stuff and improvements, that i really wanted to use in Slender Fortress code, so I ported all its code to new syntax (
https://github.com/Benoist3012/Slen...mmit/c03630a91d331aef3f8f37874811bc5a8f26106d)
And it took me 3 days (when I had free time), to change 4k lines of codes (nothing compared to TF2), "Showing 19 changed files with 3,880 additions and 3,991 deletions.".
And I changed the syntax because it was worth it, if it wasn't, I wouldn't have bothered at all.
Anyway all of that big text not to say you were wrong, that they aren't porting tf2 to source 2, because I agree they aren't, I just made that text because your argument isn't right, if it wasn't "feasible" then oh boy we would do nothing nowadays, the main factor is time, are they ready to spend that much time porting tf2, because there's absolutely nothing assuring them that it's worth it. And time spent porting tf2 to source 2 is time not spent to make content for tf2 (i.e players loss).
You argument comes more in like 4th place on the porting list, TF2 maybe has a messy code, and reorganize it, and make it clear to start future work on source 2 would take a lot of time, and that time just feeds up the first argument.
Recreating the Team Fortress game would actually sounds better, but again I'm not even sure they think it's worth it.