How many times do you not see some variant of femboy in a game?I've seen this player in Pubs before. Probably also on creators.tf.
How many times do you not see some variant of femboy in a game?I've seen this player in Pubs before. Probably also on creators.tf.
How many times do you not see some variant of femboy in a game?
All the ones I've seen were always playing either Medic or Pyro.And its almost always a Scout main...
Have seen some pyros yes, but never medics...probably a coincidenceAll the ones I've seen were always playing either Medic or Pyro.
Pyro especially if they were also a tranny or a furfag.
what
- Reworked some problematic areas like the kitchen
Surprised they haven't disabled navigation meshes in casual yet. As far as I'm aware, those are what bots use for their pathfinding, and without them they're unable to move.tf2 was updated.
and no, bots are still not fixed.
- Added the Summer 2021 Cosmetic Case
- Contains 18 new community-contributed items
- Adds 6 new community-created Unusual effects
- Numerous security and stability improvements
- Added a cooldown before a player can create a vote when they join a match already in-progress
- sv_vote_late_join_time controls the grace period after the match starts before the cooldown is applied: default 90 secs
- sv_vote_late_join_cooldown controls the length of the cooldown: default 5 min
- Kick votes will end early and automatically pass if the vote target leaves the match during the vote
- Added a ConVar to control players changing their name during a match
- tf_allow_player_name_change: default is 1
- Matchmaking servers will set this to 0
- Updated the player list in the vote-kick dialog to show the time each player has been connected to the server
- Removed the disconnect reason from the message when players leave the server
- Updated the Mann vs. Machine "inspect" command to only work for players in your party or in your Friends list
- Moved materials for the community particle effects into the Effects/workshop sub-folder to distinguish them from Valve materials
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
- Fixed clipping throughout map
- Fixed explosion splash being caught by objects throughout map
- Made movement smoother throughout map
- Reworked some problematic areas like the kitchen
- Minor visual enhancements throughout the map
- Updated cp_process
- Fixed incorrect skin for the Red radio tower
Wouldn't that affect the Payload gamemode in some way?Surprised they haven't disabled navigation meshes in casual yet. As far as I'm aware, those are what bots use for their pathfinding, and without them they're unable to move.
Pyro.Post your favorite class, loadout and map.
Scout
Default Scattergun
Default Pistol
Atomizer
Hightower
TF2bers were so quick to hop on the "bots are fixed" train to get some AdSense bux. How foolish to mislead the community like that. The only thing that happened was that the signatures were misaligned on Cathook because Valve changed something. This is what will happen every time the game's codebase is updated. That's how cheats work. But one commit to the Cathook repo later and the bots are online again. Anyways, my guess is that Valve probably didn't actually do anything security-wise to hinder bots.tf2 was updated.
and no, bots are still not fixed.
- Added the Summer 2021 Cosmetic Case
- Contains 18 new community-contributed items
- Adds 6 new community-created Unusual effects
- Numerous security and stability improvements
- Added a cooldown before a player can create a vote when they join a match already in-progress
- sv_vote_late_join_time controls the grace period after the match starts before the cooldown is applied: default 90 secs
- sv_vote_late_join_cooldown controls the length of the cooldown: default 5 min
- Kick votes will end early and automatically pass if the vote target leaves the match during the vote
- Added a ConVar to control players changing their name during a match
- tf_allow_player_name_change: default is 1
- Matchmaking servers will set this to 0
- Updated the player list in the vote-kick dialog to show the time each player has been connected to the server
- Removed the disconnect reason from the message when players leave the server
- Updated the Mann vs. Machine "inspect" command to only work for players in your party or in your Friends list
- Moved materials for the community particle effects into the Effects/workshop sub-folder to distinguish them from Valve materials
- Updated/Added some tournament medals
- Updated the localization files
- Updated cp_snakewater_final1
- Fixed clipping throughout map
- Fixed explosion splash being caught by objects throughout map
- Made movement smoother throughout map
- Reworked some problematic areas like the kitchen
- Minor visual enhancements throughout the map
- Updated cp_process
- Fixed incorrect skin for the Red radio tower
Apparently the cp_snakewater_final1 map had an issue in the kitchen area.what
It shouldn't affect Payload matches, as the payload cart doesn't use the navigation mesh. By default, the navigation mesh is only used by regular bots, MvM robots, and certain Halloween enemies and bosses.Wouldn't that affect the Payload gamemode in some way?
best i could get from a archived thredTF2bers were so quick to hop on the "bots are fixed" train to get some AdSense bux. How foolish to mislead the community like that. The only thing that happened was that the signatures were misaligned on Cathook because Valve changed something. This is what will happen every time the game's codebase is updated. That's how cheats work. But one commit to the Cathook repo later and the bots are online again. Anyways, my guess is that Valve probably didn't actually do anything security-wise to hinder bots.
Cathook uses user-made navmeshes, thats why bots always went to the same spot on harvest, for example.Surprised they haven't disabled navigation meshes in casual yet. As far as I'm aware, those are what bots use for their pathfinding, and without them they're unable to move.
Cathook uses signatures to determine offsets, unlike directly pointing to offsets like shown here. This is basically done by inputting bits that dont change and « ?? » where they do. This helps to reduce the amount of times signatures have to be changed to only when something is drastically changed. Most modern cheats use signatures to not have to update the cheat every time there is a game updateThis is what will happen every time the game's codebase is updated. That's how cheats work
They were « fixed » for exactly 46 minutes before defcon6 and co. literally just yanked these signatures as a temporary niggerrigand no, bots are still not fixed.
Pyro.
Default Flamethrower.
Panic Attack.
Powerjack.
Double-Cross and Upward.
I don't know how hard is it to realize that nobody actually cares about your trannyknight loadout. You should read the first paragraph of the OP or maybe click the first link! Or click here!Demoman
Booties
Splendid screen
Eye lander
PL_upward
I don't know how hard is it to realize that nobody actually cares about your trannyknight loadout. You should read the first paragraph of the OP or maybe click the first link! Or click here!
shut the fuck up niggerI’m replying to someone else who cares. Get a tighter grip.
I don't get how your or anybody else's reading comprehension interprets a "Team Fortress 2 Community" thread in the Community Watch section as "post your gimmick gameplay loadout" thread.I’m replying to someone else who cares. Get a tighter grip.
Catbot IPCDemoman
Booties
Splendid screen
Eye lander
PL_upward
The bots are still cancer.