Difference between revisions of "Talk:Pyroland"

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(On the "Ready?" voicelines for MvM.: new section)
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== On the "Ready?" voicelines for MvM. ==
 
== On the "Ready?" voicelines for MvM. ==
  
Whether this is well known information or not, I though it would be best to put it here.
+
Whether this is well known information or not, I thought it would be best to put it here.
Something I've noticed is that the ready voicelines for MvM are actually said through your character. You can see this yourself by using a taunt to see in third person as a voiceline plays, your mouth will move to say the voiceline. This is likely the reason these sounds are not high pitched, as the sounds are played through the Pyro whose voice is unaffected. This is also why the voicelines always seem to be the same volume no matter how far you are from the player who is readying up. Also, as for the demoman's charge, it's likely because it is either played as a sound effect and therefore not a voiceline or it was made an exception because it would simply be an irritating sound effect at such a high pitch.
+
Something I've noticed is that the ready voicelines for MvM are actually said through your character, regardless of the class of the player readying up or which player is readying up in the first place. You can see this yourself by using a taunt to see in third person as a player readys up, your mouth will move to say the voiceline. This is likely the reason these sounds are not high pitched, as the sounds are played through the Pyro whose voice is unaffected. This is also why the voicelines always seem to be the same volume no matter how far you are from the player who is readying up. Also, as for the demoman's charge, it's likely because it is either played as a sound effect and therefore not a voiceline or it was made an exception because it would simply be an irritating sound effect at such a high pitch.
 
[[User:Zeebeeplayz|Zeebeeplayz]] ([[User talk:Zeebeeplayz|talk]]) 14:25, 10 April 2023 (UTC)
 
[[User:Zeebeeplayz|Zeebeeplayz]] ([[User talk:Zeebeeplayz|talk]]) 14:25, 10 April 2023 (UTC)

Revision as of 14:27, 10 April 2023

"All custom maps get half the effect"

...What is that supposed to mean? —BobMathrotus 08:31, 28 June 2012 (PDT)

I THINK its because non-official maps don't get the textures for the level, but all the sounds still play and the health is cake, etc. I could be wrong though Redjarman 12:03, 28 June 2012 (PDT)

You're right. Confetti and death laughter are observable. foxontherails 04:20, 11 July 2012 (PDT)

Floating animals

I would just like to point out that the animals in the gallery, who all currently seems to be called "Kitteh", are not all kittens. One of them seems to be a kitten, one of them a puppy, and one of them a hamster

Kitteh, puppeh, and hamstah are not words. I am changing them to cuddly dog, cuddly cat and cuddly hamster respectively. The animals depicted are quite large, so the terms puppy and kitten might not apply. Unless Valve refers to them with such slang, we will use English on this page. K-Raider NL 01:17, 30 June 2012 (PDT)

By the way, if you think of even better names, go right ahead. K-Raider NL 01:19, 30 June 2012 (PDT)
Kitteh is the filename for the cat (which is where it came from). The Hamster and Puppy don't have file names. Balladofwindfishes 08:02, 4 July 2012 (PDT)

Mechanics behind the view filter

I'm interested in knowing the method in which the Pyrovision modifies the view of the world. As far as I know so far, the filters use pixel shaders (I'm guessing, since a post on the Steam forums by a Valve employee made reference to starting TF2 with -dxlevel 100 to try and fix issues with Pyrovision, and this was apparently related to "Pixel Shader 3.0") and are enabled on a whitelist (thanks to this page). Does anyone else have any more info? No world texture replacements are involved in the filtering, but it would be cool to be able to find which files are utilised by the shader to recolour the terrain so that new textures with the colours baked in could potentially be made. These could be used by custom maps if a map maker wanted to create a level around the concept of Pyroland. --X6herbius 15:43, 28 June 2012 (PDT)

For some of the props it looks like they used the same method used for paint. Balladofwindfishes 15:45, 28 June 2012 (PDT)
I have also found out that the shader textures applied can be found in the materials/rj folder (thanks TF2Maps). --X6herbius 07:41, 30 June 2012 (PDT)
You may be interested in the latest TF2 blog entry. --Draco18s 16:42, 2 August 2012 (PDT)

Bugs?

Equipping pyrovision seems to make the steel sheets (or whatever they are) invisible when looked at from the bridge things in koth_viaduct. In other words, they are only visible when looking at them from the center-of-the-map side of them. If you look at them from the spawn side of them, they do not show up. This is very annoying when you're sniper and using this bridge as your hiding spot. Is this just me? Can anyone confirm this bug? —BobMathrotus 17:47, 28 June 2012 (PDT)

I saw a youtube video hat demonstrates the same problem on 2fort. The same kind of metal sheets on a framework can be found on the balcony. Here, you an look trough them when standing on the balcony, but not from the opposing balcony. The video compared it to a wallhack. K-Raider NL 02:08, 1 July 2012 (PDT)
According to the June 28 patch, the sheets on 2Fort were fixed. If Viaduct uses the same sheets, those should be fixed as well. Tabs 14:38, 1 July 2012 (PDT)
I checked, and the sheets in Viaduct are still not fixed. —BobMathrotus 12:14, 3 July 2012 (PDT)

Pyroland item table

Should we list items those can visit in Pyroland as table? User Hinaomi Hinaomi-sig.png Hinaomi 09:28, 2 July 2012 (PDT)

I don't think we need to. The weapons available are already easy to find in the article. foxontherails 04:23, 11 July 2012 (PDT)

Assist-giving cosmetics detailed

I've added all known items that replace kills with self-assists to the Features list. This should put to rest a lot of arguments surrounding the subject amongst the community. HirotheFox 17:30, 2 July 2012 (PDT)

Are you sure those only work with Pyrovision equipped? I figure the Balloonicorn obviously does, but what about the items that don't require Pyrovision? For example, Teddy Roosebelt? Can his "assists" be seen outside of Pyroland? —BobMathrotus (talk) 08:11, 4 July 2012 (PDT)
Tested and confirmed. Only those in Pyroland can see these special assists. Even the wearer will not see them if he is not presently under the effect of a Pyroland item. HirotheFox 14:15, 4 July 2012 (PDT)

Assists with multiple items?

What happens if you have 2 (or three) cosmetic items that give assists? Who gets the assists, is there a hierarchy, or is just random? Balladofwindfishes 08:02, 4 July 2012 (PDT)

Where have I seen this question before? Alas, still no answer. ~Sven~ 13:55, 4 July 2012 (PDT)
I've tested this with a Pyro wearing the Balloonicorn, Cremator's Conscience, and Alien Swarm Parasite. Each time I get a kill it seems to pick one of the items at random to use in the assist, and it does not appear to prioritize any of them. Could someone else confirm? HirotheFox 14:18, 4 July 2012 (PDT)

Skybox depth of field option

Does this actually do anything? I cannot see any difference no matter which map I try. Liquidefeline 12:20, 26 February 2013 (PST)

Interesting string in the game files

Every item that has the pyroland assist attribute, this text is included in the attributes (on bold):

{
"attributes"
{
"counts as assister is some kind of pet this update is going to be awesome"
{
"attribute_class" "counts_as_assister"
"value" "1"
}
}

Pretty interesting, but I have no idea if this actually values the article (in the trivia section).

The text above was found in the Lieutenant Bites in the items_game.txt, but it can be found in any other item that assists in pyroland.

Gabrielwoj (talk) 07:39, 24 May 2014 (PDT)

Not really trivia worthy. Even if its just valve hinting an update, its still speculative at this point. Ashes (talk) 12:06, 24 May 2014 (PDT)
Or the update was already revealed. I don't think this is new thing, I just look'd the items_game.txt [I was trying to find Tux Equip Region] and I saw the pyroland assist thing. Gabrielwoj (talk) 12:37, 24 May 2014 (PDT)

Mecha-Medes

I was wondereing if this was a glitch or actually an oversight, but apparently mecha medes does get the kill assist in pyroland, this needs confirmation though. [1] The preceding unsigned comment was added by FallenOut (talk) • (contribs) 14:12, 10 December 2014

Most or All Maps Now Have Pyroland Texture

Can someone confirm this and when did they implement this change? Every map I go on has the Pyroland overhaul but I don't see any official notes on this.

Some maps don't, like event versions of Mountainlab, and regular Mountainlab as well, but most of them, including Coldfront and Harvest have pyrovision.The preceding unsigned comment was added by H4wk (talk) • (contribs) 23:17 CEST 24 September 2020

First of all, please sign your comment using ~~~~.
This is because Pyroland textures just replace existing textures, and the mappers don't have to add anything specific as far as I know. The reason you might see every map as Pyroland is because you can add any map to Pyrovision by editing the "mtp" config file. You've likely done this yourself or it's done by a config you have installed.
GrampaSwood (talk) 07:06, 25 September 2020 (UTC)
That's probably what it is, then. I have Mastercomfig's, but I didn't know it would do that.
H4wk (talk) 18:44, 25 September 2020 (UTC)
Yeah, I have it as well and the VPK files contain an mtp config file that overwrites your existing one.
GrampaSwood (talk) 18:55, 25 September 2020 (UTC)

Pyroland in-game section rework

I am currently working on converting the in-game section of this article into prose form and would like your opinions on it. A draft of the changes that I am working on is currently up on this page.

Feel free to leave any feedback here. I'll be very happy to respond to any suggestions that may help improve the quality of these changes. - pivotman319 (📫) 15:55, 19 September 2021 (UTC)

Pictogram plus.png  I like it. — Tark lm(pt-br) 20:22, 19 September 2021 (UTC)
Glad you approve of these changes! - pivotman319 (📫) 20:30, 19 September 2021 (UTC)
Excellent edit, Mr. Pivotman. My translation update is on the way under the great contribution of yours. While my personal preference is to have fewer examples provided, as which weapons make enemy ignited or cause explosive damage is not that important under the topic of the article. User Dereko Name.png 03:45, 21 September 2021 (UTC)

On the "Ready?" voicelines for MvM.

Whether this is well known information or not, I thought it would be best to put it here. Something I've noticed is that the ready voicelines for MvM are actually said through your character, regardless of the class of the player readying up or which player is readying up in the first place. You can see this yourself by using a taunt to see in third person as a player readys up, your mouth will move to say the voiceline. This is likely the reason these sounds are not high pitched, as the sounds are played through the Pyro whose voice is unaffected. This is also why the voicelines always seem to be the same volume no matter how far you are from the player who is readying up. Also, as for the demoman's charge, it's likely because it is either played as a sound effect and therefore not a voiceline or it was made an exception because it would simply be an irritating sound effect at such a high pitch. Zeebeeplayz (talk) 14:25, 10 April 2023 (UTC)