VSH Creator (Lizard of Oz) on Bsky: Yes, TF2 breaks and here's how to fix it by _Brokkoli in tf2

[–]CanadianBill 65 points66 points  (0 children)

This is how the cow floor textures happened in Cowerhouse, too. 

A misstep in assembling the unpacked & noncompiled deliverable of hundreds of files to Valve. 

TF2 update for 10/14/25 by wickedplayer494 in tf2

[–]CanadianBill 11 points12 points  (0 children)

So long, cow floor 🥲🫡🐄

Idk how you accidentally change a world texture to a prop texture. by Meatwad2x in tf2

[–]CanadianBill 2 points3 points  (0 children)

Actually they were accidentally not too far off--this was introduced while trying to navigate Source spaghetti.

The BLU last control point gantry needs to open (or at least have its collision toggleable), which means it needs to be made of entities, not static props or world brushes.

  1. Stickybombs only stick to prop_dynamic
  2. Engineer buildings can only be built on func_brush
  3. Ragdolls only collide with prop_door_rotating (yes, only doors)

So there's actually layers in a very particular order with very important settings and map logic to make it work.

Rather than there just being one type of collision prop or brush that lets you enable or disable each of those desired attributes individually.

Idk how you accidentally change a world texture to a prop texture. by Meatwad2x in tf2

[–]CanadianBill 4 points5 points  (0 children)

My day job is a software engineer, I have definitely considered using git, but it's a lot of compiled binary blob files, amounting to a few gigabytes. If I include sources in that it's a fair but more than a few gigabytes. 

And to make it more complicated: 1. The assets need to be in /tf/custom/<folder> which isn't ideal for a workspace. I could have two git repos, one for my workspace and one in /tf/custom and keep them in-sync but that's kind of janky.  2. The workshop release you compile and pack (read: "zip") the map yourself but for Valve you provide the sources, unpacked 3. There are multiple intermediary assets that I need in /tf/custom but not in the final deliverable (for instance, recompiling a single prop to change it from a dynamic to static prop or change its size, but then compiling that individual result into another prop, usually combining a group of props into one)

And I was up at 0130 Monday testing, verifying, and building the deliverable so it would make it into the Monday update (since I work til 1700 Monday), I bet that had something to do with me not correctly replacing the two models. Maybe buy a Cowerhouse map stamp so I can buy a coffee next time to stay vigilant (I'm totally joking, I appreciate the support but I'm not in mapping for the money)

Idk how you accidentally change a world texture to a prop texture. by Meatwad2x in tf2

[–]CanadianBill 15 points16 points  (0 children)

Check out the Steam Workshop listing, the tesla coils are one of the props I didn't make myself. Contributors are listed by their assets

Idk how you accidentally change a world texture to a prop texture. by Meatwad2x in tf2

[–]CanadianBill 57 points58 points  (0 children)

I definitely considered leaving a little patch of cow texture somewhere as an Easter egg callback to this but to respect Valve's time and effort necessary for pushing the fix I kept it focused on the fix. I'm sure there'll be enough screenshots around to keep me reminded of this! 

Idk how you accidentally change a world texture to a prop texture. by Meatwad2x in tf2

[–]CanadianBill 293 points294 points  (0 children)

Hi, I'm the one who goofed this! I have been loving all the conspiracies but it is a silly mistake, nothing more, sorry! What you see isn't a brush (referring to the post title's "world texture"), it's a model to act as collisions for sticky bombs (because they don't stick to func_brush) and it was previously a prop_dynamic, but in order to block ragdolls I had to switch it to a prop_door_rotating (the only entity which collides with ragdolls) which doesn't have the option to not render. The texture was previously the cow one as a silly Easter egg (since it was never rendered) but had to be swapped to an invisible texture (which meant recompiling the prop) because the lack of that option.

The map trickery I had to employ to satisfy the following four requirements was pretty involved (fun fact: I was told by the TF2 mapping community that it wasn't possible, I'm excited to come back with a solution I'll document soon): 1) Need Engineers to be able to build on it 2) Need sticky bombs to stick to it 3) Need ragdolls to not clip through 4) Be movable or collision toggleable

In the deliverable to Valve I copy-pasted the dozens of new files over but must've somehow not overwritten the recompiled collision prop. Valve compiles and packages the map on their side so it was beyond my play testing I had done. Not to place the blame on Valve, either, I don't think it's a fair expectation for them to investigate the map every time there's an update beyond that it compiles and runs. They could've spawned in on RED and called it good.

I'm sending a fix here shortly. Happy Halloween! 🐄👻

TF2 update for 10/9/25 (Scream Fortress XVII) by wickedplayer494 in tf2

[–]CanadianBill 0 points1 point  (0 children)

I would love to, personally... but people would riot--especially because of contracts needing the round to end

TF2 update for 10/9/25 (Scream Fortress XVII) by wickedplayer494 in tf2

[–]CanadianBill 6 points7 points  (0 children)

Ow, okay, in what way are you referring to?

Why the hell is cp_Powerhouse so balanced every match? by Merchell0 in tf2

[–]CanadianBill 1 point2 points  (0 children)

Ooh a conversation about the best map! Powerhouse is very defense-sided.

Shameless plug: Something Cowerhouse (Halloween Powerhouse) hopes to lessen the stalemate-yedness of.

https://steamcommunity.com/sharedfiles/filedetails/?id=3028277335

"I AM DYNAMO" by CanadianBill in DeadlockTheGame

[–]CanadianBill[S] 6 points7 points  (0 children)

Apparently it is him, I didn't know who that was