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	<title>ETF2L &#8211; Latest activity in &#8220;Feedback for Valve?&#8221;</title>
	<link>https://staging.etf2l.org/forum/general/topic-166/</link>
	<description><![CDATA[The latest posts to this topic.]]></description>
    	<item>
    	    <title>Reply by CondoM</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-4/?recent=442875#post=442875</link>
    	    <description><![CDATA[<i>Quoted from X-L</i>
		<blockquote>[...]

I think you missed the point there.

He wants an "Lead in game" class to lead the team live during the match.
Like that tf2 would be 7v7 match (old 6vs6+leaders).

I know that this feature is discussed in CS:GO but for tf2 i think it's too late.</blockquote>
This was actually the original scrapped idea of team fortress. Similar to the new natural selection, one top down leader playing rts while the rest play the troops he's guiding.]]></description>
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    	    <pubDate>Mon, 08 Apr 2013 19:51:09 +0200</pubDate>
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    	    <title>Reply by kannsen</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-4/?recent=442875#post=442872</link>
    	    <description><![CDATA[<i>Quoted from X-L</i>
		<blockquote>[...]

I think you missed the point there.

He wants an "Lead in game" class to lead the team live during the match.
Like that tf2 would be 7v7 match (old 6vs6+leaders).

I know that this feature is discussed in CS:GO but for tf2 i think it's too late.</blockquote>

yes it's exactly that. But thanks casual to learn me what is a STV... i really discovered something thanks to you. Or not. :D

For the uber point i admit it's not a good idea.

For the shadows, i read from anakin that a cvar can kick every people who enable shadows, why not make an ETF2L rule that forbid shadows and make an ETF2L.cfg with this cvar ? Who plays with shadows for another thing that see them through walls ?]]></description>
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    	    <pubDate>Mon, 08 Apr 2013 19:04:48 +0200</pubDate>
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    	    <title>Reply by nitro_mint</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-4/?recent=442875#post=442752</link>
    	    <description><![CDATA[<i>Quoted from Casual</i>
		<blockquote>
[...]
Easy fix: kill high quality shadows, Hard fix: actually render shit properly so shadows don't show through walls.</blockquote>
I think seeing shadows through walls is not an issue, being seen however is. I'm pretty sure this bug can be avoided by making proper maps.]]></description>
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    	    <pubDate>Mon, 08 Apr 2013 00:18:13 +0200</pubDate>
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    	    <title>Reply by skeej</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442650</link>
    	    <description><![CDATA[<i>Quoted from kna</i>
		<blockquote>- max fov 110
- block shadows through walls (or make cvar server side that doesn't allow shadows)</blockquote>

Wouldn't dblocker fix this, as the plugin makes the server stop sending locational information of players that shouldn't be visible to the client (so the engine won't render a playermodel nor a shadow)?


		<blockquote>- remove those fking holes and other splash obstacles on some places (badlands midd noob ftw)</blockquote>

It's not a bug, it's a feature. For instance, there's this decently popular quake live map where the floor has all these cracks and crevices which eat splash too. Nobody complains about that map.


		<blockquote>- Give extra point when you force a med to use uber (maybe hard to do :D )</blockquote>

Aside from the fact that this is practically impossible to realise, points don't properly reflect ingame performance anyway, so why bother.]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 16:36:11 +0200</pubDate>
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    	    <title>Reply by ashnazg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442638</link>
    	    <description><![CDATA[<i>Quoted from Koeitje</i>
		<blockquote>Make pipes always do 99. Cause fuck demos.</blockquote>

Only if an escape plan for demo is implemented. :D]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 15:33:40 +0200</pubDate>
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    	    <title>Reply by X-L</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442620</link>
    	    <description><![CDATA[<i>Quoted from Casual</i>
		<blockquote>
[...]
This is called SourceTV with delay. Instead ask that they work on improving STV demos instead. Properly interpolate entities depending on who you're spectating (so you don't get people aiming way off but still hitting (to the point of generating near perfect POV demos from the server side).</blockquote>

I think you missed the point there.

He wants an "Lead in game" class to lead the team live during the match.
Like that tf2 would be 7v7 match (old 6vs6+leaders).

I know that this feature is discussed in CS:GO but for tf2 i think it's too late.]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 13:34:11 +0200</pubDate>
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    	    <title>Reply by Koeitje</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442617</link>
    	    <description><![CDATA[Make pipes always do 99. Cause fuck demos.]]></description>
    	    <guid isPermaLink="false">generator=rsdiscuss&#038;baseurl=https://staging.etf2l.org&#038;feed=forum&#038;forum=general&#038;topic=166&#038;post=442617</guid>
    	    <pubDate>Sun, 07 Apr 2013 13:31:05 +0200</pubDate>
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    	    <title>Reply by CursedGhost</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442614</link>
    	    <description><![CDATA[At first I was getting mad at the OP for suggesting stupid ideas. Then I saw the post date. So I'll help with recent ideas:

<i>Quoted from Carlos Kaiser</i>
		<blockquote>Invisible players bug, 5 years in the game, still not fixed.</blockquote>
Not all bugs are a simple fix away. I get the feeling the Valve devs have some ideas as to how this happens but fixing it requires too much effort (as in, requiring major areas to be recoded to fix this).

<i>Quoted from Bonus</i>
		<blockquote>Better optimized hats. Thanks.</blockquote>
Valid. But not an easy fix either. Nobody likes going over everyone else's hats adding LODs (it's a very boring process). Another side-effect: Adding LODs increases memory usage for players running everything in high detail models but decreases memory usage for low detail (this can be an issue if tf2 hits the theoretical 4gb memory limit for 32 bit programs although it shouldn't be anywhere near that yet).

<i>Quoted from ondkaja</i>
		<blockquote>Make pipe damage constant</blockquote>
Oh god this. Direct hit explosives should do a constant damage. Not 98-102 for pipes.

<i>Quoted from kna</i>
		<blockquote>- max fov 110</blockquote>
Yes


		<blockquote>- block shadows through walls (or make cvar server side that doesn't allow shadows)</blockquote>
Easy fix: kill high quality shadows, Hard fix: actually render shit properly so shadows don't show through walls.


		<blockquote>- remove those fking holes and other splash obstacles on some places (badlands midd noob ftw)</blockquote>
Shooting through these holes to hit people underneath is a valid tactic. About rocket splash damage and tiny 'clips': When a rocket explodes the center of explosion is actually already 'pushed away' from the wall a bit. However if the rocket comes at a steep angle then it doesn't matter all that much. Valve should just offset the explosion perpendicular to the surface that was hit (instead of just going back on the trace).


		<blockquote>- Give extra point when you force a med to use uber (maybe hard to do :D )</blockquote>
Please give proper requirements to give out points for this event. For example: "Medic with 60 hp or less uses his uber within 2 seconds after taking damage. Points are awarded to the last person doing damage."


		<blockquote>- radar cs like to see only your teammates (yes, point the finger at me o/)</blockquote>
Uhm why?


		<blockquote>For finish make a coatch Spectator mod : you join server, then join a team and choose the "Spectator" class. So you can coatch or just Watch  your team only, without ghosting.</blockquote>
This is called SourceTV with delay. Instead ask that they work on improving STV demos instead. Properly interpolate entities depending on who you're spectating (so you don't get people aiming way off but still hitting (to the point of generating near perfect POV demos from the server side).]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 13:18:15 +0200</pubDate>
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    	    <title>Reply by Dr3mL0ck</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442612</link>
    	    <description><![CDATA[headshots are 1 shot kill. GO.]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 13:13:14 +0200</pubDate>
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    	    <title>Reply by Tafka</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442602</link>
    	    <description><![CDATA[Remove random crits from the game so I don't have to whine when someone kills me with random crits]]></description>
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    	    <pubDate>Sun, 07 Apr 2013 11:52:36 +0200</pubDate>
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    	    <title>Reply by Ond kaja</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442563</link>
    	    <description><![CDATA[<i>Quoted from ash</i>
		<blockquote>Yes, there is a very small damage spread, but I am not sure if its actually spread or you just hitting a SLIGHTLY different point on the opponent model.

The main damage difference is based on the hitboxes though.

Either way, yes to no damage spread when hitting the same point on the model. :)</blockquote>

There's a slight randomness in the damage of pipes, but it's the difference between a soldier taking two or three pipes to die on 200 hp.]]></description>
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    	    <pubDate>Sat, 06 Apr 2013 23:29:01 +0200</pubDate>
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    	    <title>Reply by nathancounye</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442488</link>
    	    <description><![CDATA[<i>Quoted from kna</i>
		<blockquote>
- Give extra point when you force a med to use uber (maybe hard to do :D )
- radar cs like to see only your teammates (yes, point the finger at me o/)</blockquote>

why?]]></description>
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    	    <pubDate>Sat, 06 Apr 2013 14:31:31 +0200</pubDate>
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    	    <title>Reply by ashnazg</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442476</link>
    	    <description><![CDATA[Yes, there is a very small damage spread, but I am not sure if its actually spread or you just hitting a SLIGHTLY different point on the opponent model.

The main damage difference is based on the hitboxes though.

Either way, yes to no damage spread when hitting the same point on the model. :)]]></description>
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    	    <pubDate>Sat, 06 Apr 2013 13:34:14 +0200</pubDate>
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    	    <title>Reply by enzyme</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442471</link>
    	    <description><![CDATA[<i>Quoted from ash</i>
		<blockquote>[...]

its constant, but it depends on where you hit the opponent.</blockquote>
no it's not
there's still damage spread in tf2
edit: actually it seems you're right, I never knew that
edit again: I tested it and it seems the tf2wiki thing is wrong, I shot at the exact same place from the exact same positions and got damage from 99-104 so I guess it doesn't work like that]]></description>
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    	    <pubDate>Sat, 06 Apr 2013 13:02:31 +0200</pubDate>
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    	    <title>Reply by Tuto</title>
    	    <link>https://staging.etf2l.org/forum/general/topic-166/page-3/?recent=442875#post=442469</link>
    	    <description><![CDATA[<i>Quoted from Carlos Kaiser</i>
		<blockquote>Invisible players bug, 5 years in the game, still not fixed.</blockquote>]]></description>
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    	    <pubDate>Sat, 06 Apr 2013 12:54:34 +0200</pubDate>
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