The Craziest TF2 Command You've Never Heard Of

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As it turns out, TF2's physics is more underexplored than we thought. With a bit of knowledge of how console commands work (and how to make them not work), you can create some of the wildest physics glitches seen in this branch of Source. Although it won't affect your normal gameplay much since it does require access to server commands, it's a lot of fun to play with and has a lot of latent potential. Let me know if you find any cool ways to use this!

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Fun fact: this works in many *many* game engines, if you ever have access to the workings of any engine try this out!

hughjanes
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the bounce command is likely related to the bumper car minigame

Sleepy_Cabbage
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Someone should make a Halloween map that uses these to make the round just become more chaotic over time

Aopr
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0:40 - Hard coding variables is usually an awful thing to do, it's literally the equivalent of duck tapping your car's engine hoping to get from A to B so it's not surprising they'd avoid such practices. Not having physics be tied to baked in variables but instead parameters that can be tweaked on the go makes it so much easier, faster and cleaner to play test or implement wacky things like the banana in Mannhattan.

7:59 As for the bounce command, it might be applied and used when the player is driving a halloween bumper kart

Marulauriu
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When you said "accelerate backwards" I was immediately like "oh yeah negative speed uncapped, just like those hl2 and sm64 speedruns!"

Lykrast
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You should probably call it "backwards air strafe" since that's actually what it is

kingacrisius
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Breaking News: messing with physics makes weird stuff happen.

jmvt
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i think the '' sv_bounce '' mechanic is for the halloween bumper cart since as shown, the bumper carts DO bounce back on collision with walls and such.

sorvenity
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I'm now imagining a heavy just flying across the map at the fastest speed possible, I am horrified.

thephoenixfromoz
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I would love to see a server that randomizes these values every few minutes

jamxiety
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I'm no coder or server expert, but I can see I really fun "Rocket Jump Golf" ideas with the 0 value at 2:29. Give the teeing player an intel or some other way to mark location, then something to keep track of how many jumps they needed.

professorantasma
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I'm very glad that this doesn't work for casual, because like.. could you imagine infinite speed aimbots?

purplehaze
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I think the bounce command may have been from the very early stages of development, believe it or not, bouncing when hitting a wall is actually slightly easier to code than stopping the player completely as most of the time if you stop the player they get stuck in some way.

NinetyUnderScore
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If I had to guess, sv_bounce might be related to the code that allows trimping to exist.

In the original quake games (which source is ultimately based on and has the same behavior for trimping) there's a function to slide players along slopes and it takes a bounce value (called overbounce internally). Increasing overbounce will allow players to bounce off of surfaces as seen with using sv_bounce.

Of course as others have said it might be related to the bumper car minigame but I wouldn't be surprised if that works using the exact same code path

ethantheenigma
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Surf venice uses this mechanic as a bonus reward for completing a challenge area of the map. When you complete that section, you can take this jank air control mechanic anywhere in the world and ramp off any minor slope to get massive air time.

General_Cap
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7:30 this happens because the game registers that you're on a position that you shouldn't be, so it teleports you just above the surface, because you setted a negative number, this means you were teleporting downards, instead of up, wich triggers this failsafe

DominGS_OS
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5:32 FUN GAME MECHANIC?
It would be interesting to play on a server where *sv_maxvelocity* changes continuously (eg. sine curve? Saw tooth curve?) between default value (3500) & zero (0), eg. 1 cycle per minute?
You play, jump around, trying to hit other players, when the projectiles goes increasingly slowly, and even stopping completely, and (suddenly) all projectiles start moving again, and you try to dodge several rockets or whatever coming your way.

sebbes
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Also airaccelerate set super high is required for bhop servers. With high air accelerate there is a whole new skill ceiling in strafing as it takes literal years of practice to get very very good speed gains on different speeds when strafing

TryHardCentral
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bro, you can't claim infinite speed glitch when you mess with physics values

defiik
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I think labelling these as "glitches" isn't really accurate. "Completely breaking the ordinary limits of the Source Engine through manipulating pre-placed values to such an extent that the game becomes borderline unplayable" seems like a better description.

StitchPen