They don't have time for such a minor errors. They are too busy buffing phlog and fucking cosmetics economy making more and more things multiclass
Me? Salty? Noooooooo. I can't be salty. it's not because it wasmade all class, my dream unus (Miami Nights The Cotton Head) went from 18 keys to 80 when I had started gathering funds for it:steamsalt:
Mind if I ask, when would you say the latest you could accept maps on this project is?
Soundscapes are still buggy, they're on the list for cleanup.
Speaking of the workshop, is it possible to get a slight change in map workshop download location? You have no idea how many people go "I downloaded map but it doesn't show up in TF2 what did I do wrong pls halp" and every time you need to tell them that they need to take the map from steam/workshop/content/440/*random workshop ID number/mapname.bsp and copy it to tf/maps or tf/download/maps. That, or telling them to remember the workshop ID for the map and typing map workshop/mapID.bsp in the console every time. It's not exactly user friendly. If they could be downloaded within TF2's file system (or let TF2 search for map names outside its file system like it does with workshop IDs right now) that'd be great. Like, there already is a tf/workshop folder. Might as well put a maps subfolder in there and download the maps there.Map-named files will still work inside the BSP, but are likely to break for workshop maps and upon rename. Ideally the packing tools would prefer the embed.nav style, which will be more robust.
For files generally generated post-compile (nav meshes, pop files), I have a tweak to the workshop uploader to remind you to pack them and offer to do so (it repacks maps to ensure compression anyway).
Speaking of the workshop, is it possible to get a slight change in map workshop download location? You have no idea how many people go "I downloaded map but it doesn't show up in TF2 what did I do wrong pls halp" and every time you need to tell them that they need to take the map from steam/workshop/content/440/*random workshop ID number/mapname.bsp and copy it to tf/maps or tf/download/maps. That, or telling them to remember the workshop ID for the map and typing map workshop/mapID.bsp in the console every time. It's not exactly user friendly. If they could be downloaded within TF2's file system (or let TF2 search for map names outside its file system like it does with workshop IDs right now) that'd be great. Like, there already is a tf/workshop folder. Might as well put a maps subfolder in there and download the maps there.
Again, random numbers.You're not entirely correct. Players can run the map by subscribing and then for example typing to console map workshop/601801525 which would load map pl_moonbase_b10, if you are subscribed to it. No need to copy the file to maps folder. If i remember correctly, simply typing map mapidhere in CSGO, it will load the map itself to but not in TF2.
However, while people go and press subscribe, then they are wondering "where can i download this map" or play it as it doesn't show up ingame in lists and you cannot do map mapname from command line either unless you know it starts with workshop/mapidhere. This is hard for them to comprehend and they don't even know this stuff at all. I resolved this by setting up a server to run a map when i submit to workshop but still a lot of people still don't know how to get in there.
There should be a way in workshop to have a button next to subscribe button that would say "play this map" and it would search for servers immediately, launching TF2 if found.
Soon™Yeah thats true but we got sidetracked. Back to mayan! Status update on the props pack?