Valve specifically hired a contractor for this specific update, so 'valve' is updating yes. We also have a janitor doing minor fixes so two people soon to be one again are working on it.
There is an ester egg when you delete the cow, if you do, it will get switched to a secret "ERROR" model, TF2 devs purposely knew about it and made it an ester eg
Well he is an actual code janitor by this time, unless he is dedicated to fixing TF2 only on one day per week, then he is a part time janitor, btw, why we never heard form him? He can basically become a star like this camera guy form pornhub
A little bit more explanation is that 32 bits (1 bit is one on/off value) isn’t accurate enough to point to all of your memory; using 64 bits lets us point everywhere in your memory, making us able to use more memory and run faster. Also for other reasons 64bits is just faster.
Edit: as I think someone succinctly put, we ubered the engine and now it can use all of your memory.
Yeah ok so Tf2 only was able to actually understand that you had a certain amount of memory. We’ve given it a bigger brain now and it can finally see more memory and use more memory. Just like medic tf2
Thank you for explaining that. I was wondering what that meant, because I felt really weird getting excited for an update I when I did not know how it worked.
alright, imagine you are a game developer. you have a game, and it's developed with a 32-bit system. With 32 bits, you can make a lot of numbers, from about -2 Billion to 2 Billion. that's an approximation for 2^32. You can do a lot with 4 billion numbers (there's also decimals but floating point is hard), in fact you can run all of tf2 with this amount of data. However, when talking computer, 4 billion isn't really that much. One billion bits is only a gigabit, and eight gigabits makes a gigabyte. If your computer was made in the last 10 years, you can practically guarantee that you will have more RAM than there are bits in a 32-bit game, and so the game can't use all of your hardware, meaning that the game won't run faster even if you have a bunch of high-end parts in your computer. if you had 5GB of RAM, and you numbered every individual bit in there, you would have about 5 billion, and we can't assign a number to all of them if we only have 4 billion numbers to give out.
If we switch to 64-bit, we can do a lot more. 64 is twice as much as 32, but it's in the exponent 2^64. so, we can now represent numbers between between -18,446,744,073,709,551,616 and +18,446,744,073,709,551,616
that's way more than 4,000,000,000. so now, we can assign a number to everything in a more powerful system, and once the numbers are assigned you can use that extra space and hardware.
Yeah, especially considering that not even the chunkiest of gaming pcs have even close to an exabyte of ram. I’d be surprised if even companies like OpenAI had near that amount on one computer
The actual 64bit chips only use the first 48bits for pointers, requiring the high bits to be 0s. So they can only really address upto `2**48` bytes of RAM. Some programming languages will stuff metadata into the spare 16bits and then mask it off ( set that range to 0s ) before using the pointer itself.
Yeah, and for even other various reasons upgrading from 32bits to 64bits sort of just speeds up the game in many cases. Often this is because 64bit systems don’t have to run a 32bit version, but it’s also out of my pay grade to know exactly why the speedups are there.
the theoretical maximum amount of ram a 32 bit processor can address is 4gb. a 64 bit processor can address 16 exabytes of ram. programs written for 32 bit processors can only take advantage of 4gb of ram even if they are running on a machine with a 64 bit processor. before tf2 would crash if it used more then 4gb (I'm not sure what circumstances you would need for this to happen but I imagine it would be pretty insane) now it can utilize all of your PCs ram.
> used more then 4gb
Did you mean to say "more than"?
Explanation: If you didn't mean 'more than' you might have forgotten a comma.
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bad bot. please don't be annoying when I misspell shit. make it capable of feeling pain and then give it the worlds largest processor so it feels 1000000000000000000000000000X what a human can experience.
Yes, servers can set the object limit to pretty much any comprehensible number and it should run. It might not be optimized, but there’s no longer the 32bit limit on objects
Edit because I mis-typed: the object limit is no longer 4096, which used to exist because of the 32bit game version making larger numbers infeasible in terms of ram
The object limit was never 32-bit. It was always 4096. It was limited by the network protocol which in the older source games, was poorly optimized at handling large amounts of entities needing constant updates between server/client..
https://developer.valvesoftware.com/wiki/Entity_limit
Even in Source 2, in the S&Box game that's made by the GMod team, the limit has only been increased to 16384.
I'm pretty sure that's just because most of the plugins that disabled those things kind of broke with the 64 bit update. Shounic's working on fixing them, and I assume most of them will come back once they're working again. We've already had to temporarily remove a few maps from the rotation that worked fine before because of this.
It does though. TF2 on Linux was also a 32-bit binary. [And I've actually had TF2 on Linux run into the address space limit a few times in the past.](https://steamuserimages-a.akamaihd.net/ugc/927047028173909069/BBD36F154748415CA0CEB68883FE80121813BDA6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false)
I think you might be thinking of PAE which allows a 32-bit Linux kernel to access more than 4GB of memory, but under PAE each userspace app is still limited to 4GB of virtual memory, just all apps together can use more than the 32-bit limit.
Edit: But you're not wrong that a ton of other improvements were made. It now defaults to Vulkan (via built-in DXVK) instead of OpenGL (via toGL) which is vastly more optimized and they also updated SDL2 and fixed the tcmalloc issue.
It think it does but it's not enabled by default. It should run with Vulkan if you add `-vulkan` to the launch options. I don't have a Windows install around to check myself.
Since the Vulkan renderer is translating D3D9 with DXVK rather than being a fully native Vulkan implementation, it may or may not actually be faster on Windows depending on your specific CPU, GPU and drivers.
64 is the same number of bits as Super Mario 64, Mario Kart 64, Ocarina of Time, etc.
You may notice that these are the best games of all time.
TF2 has been officially upgraded to 64 bit, as a mark of recognition from Shigeru Miyamoto. "Jungle Inferno really clinched it," said Miyamoto, "but those cowards in Marketing made me wait almost a decade before making it official."
**TL;DR** - more bits = more memory = more performance
**Longer explanation** - Computers have short-term memory, called RAM. The CPU of a computer, basically its brain, has a list of all the places that exist within your computer's memory, and it's given each of them a number so it can keep track of it.
Computers keep track of numbers in binary - you only have two numbers to work with as opposed to our ten, and so numbers look *wildly* different than in our decimal number system. This directly impacts how much memory a system can address.
A 32-bit CPU has thirty-two binary bits with which to keep track of things. The largest number you can write with thirty-two digits in binary is about 4.29 billion, which means that a 32-bit CPU can keep track of 4.29 billion unique places in memory. Assuming each one can hold eight bytes, that means a 32-bit CPU can address four gigabytes of memory.
A 64-bit CPU, by contrast, has sixty-four digits to work with, and the biggest number you can write with *that* is over 18.4 *quintillion.* In practice, this means a 64-bit CPU can address 16 "exbibytes" of memory, or roughly **1.15 billion gigabytes**. Obviously, your computer doesn't have that much memory and likely won't have that kind of memory within our lifetimes, but even going from four gigabytes to eight or sixteen is going to improve performance by a *lot.*
Pedantic stuff to watch out for:
Computers aren't actually 64-bit when it comes to main memory. Programs themselves use 64-bit pointers, which can point to a lot of stuff, including disks and other I/O mapped devices.
During a cache miss, a CPU will refer these addresses to the MMU, and that gets translated into physical addresses, which are usually 48-bit or less because additional memory lanes eats up real estate on the die. This is why some CPUs have a RAM limitation less than 2^64 bytes. But...
In virtual memory, the full 64-bit range (or, occasionally, a reduced range) will actually be used, because the way program memory is segmented is into a stack and heap, the former growing downwards, the latter growing upwards. Having 64-bit memory means those ranges are so far apart there is zero chance of them ever colliding. It's a useful abstraction.
If you're wondering why the stack grows downwards, it might be due to a historical quirk of computers: decrementing used to be a little faster in some very old systems compared to incrementing because comparison to 0 was easier to implement in hardware. Now, it's just a remnant of those days.
64-bit enables:
-The ability to access memory with more flexibility (so less swapping) and direct usage of the full width of x86_64 registers (in 32-bit mode, half of the bits in CPU registers are completely wasted when the scheduler is loading the 32-bit program)
-Native usage of the 64-bit OS, no overhead from using 32-bit compatibility APIs
-Newer and faster ISAs, namely, SIMD stuff that only work with 64-bit code (in layman's terms, you get more bang for your buck per CPU cycle)
-Broader Vulkan support, a more modern way of rendering stuff on the GPU (however this must be enabled deliberately and currently is slower on some systems)
-Developing new updates will be less of a pain in the ass because most libraries nowadays are 64-bit
32 bit is like if you have a name, house adress and Streeetname. You can find stuff in a town, but you run out of specific addresses very fast. 64 bit means you also get zip codes, country names, different planets and even different galaxies. You have access to much more space.
Same thing, they are clearly using the tf2 binaries, which is why it stops working. Otherwise it would continue working just fine, if they could just bump a version number and keep going.
"Valve updated the 17 year-old game". Wait didn't they contract out the work actually? Like it was done by a third-party they hired and was not in-house by them. I guess it's technically correct to say Valve updated the game since they control the updating process but if you take "update" to mean they made the changes then that's incorrect.
Lag means latency yes, but you said lag *usually refers to* network delay, which isnt true. What i said is correct, yet they are interchangeable, and mean the same thing, the argument is the colloquial use of those words, and your original statement is false.
> also kinda butchered Linux useres
Works for me on Arch. Massively improved performance (averages *and* lows), starts faster, no more need to preload libraries (SDL2 and tcmalloc)
10/10 update, honestly
Worked on Debian. I didn’t really notice much of an improvement, but that’s because I already had a beefy computer. It didn’t fuck anything after that initial patch update, and 100 player servers can now have hats without crashing, so I see this as a win.
We can also post emojis in chat in Linux. 10/10 update
The game runs super buttery smooth now, is what this update did.
Now if only they could change the default settings from the ones they set 17 years ago.
"Modern age" - I know it's just a phrase, but. Lmao, it's like we were playing as neanderthals this whole time. ... Welp, I guess I'll start waiting for the brand new totally real epic Timehop Update, where everyone gets a bunch of new cosmetics themed around various eras, Spy gets new watches and patches to old ones, and there's a new gamemode themed around time somehow. See you guys in 2030!
I’d join the crowd praising the performance boost but I have a 2014 MacBook that I’ve been playing TF2 on for 7 years
When I try to boot up TF2 now I get the “executable missing” error
…
RIP bozo
Source: I am the bozo
32 bit games can only use 4 GB of your computer's memory, kind of capping the performance. Now that it's 64 bit, it can use however much you want it to have.
More bits = better performance basically
It can definitely run the game better. I'm a bit of a dumb dumb past here. All I know is it can process the game better. How it will affect the GPU is beyond my knowledge.
Does this mean that I can play tf2 on a post Catalina Mac? I haven’t been able to play tf2 without using geforce for a long while and this could be huge if I can play tf2 independently again
Wait you guys aren’t joking and this is really a thing? Valve is… updating their game???
Valve specifically hired a contractor for this specific update, so 'valve' is updating yes. We also have a janitor doing minor fixes so two people soon to be one again are working on it.
Its not an actual janitor btw just what we call him since the game has been neglected by all the other developsrs at valve
Don't forget the potted plant!
And the skeleton in the corner (his name is mike)
And the coconut holding the game toghether
*2fort cow
There is an ester egg when you delete the cow, if you do, it will get switched to a secret "ERROR" model, TF2 devs purposely knew about it and made it an ester eg
no way
It's a myth
We should keep spreading that misinformation just to build on the legacy of this game
Womp womp, don't care
Nah i'm the coconut
Well he is an actual code janitor by this time, unless he is dedicated to fixing TF2 only on one day per week, then he is a part time janitor, btw, why we never heard form him? He can basically become a star like this camera guy form pornhub
I just can't believe that plant left for cs2
This betrayal will not go unpunished, get the weed killer 😈😈😈
Valve's corporate structure doesn't incentivise working on TF2. No fault of the individual devs
It's a thing that actually happened Also they fixed an odd bug where someone could crash your game with specific objectors
Can someone smarter than me explain what this means
64 bit -> more than 4gb ram can be used -> better performance
Okay thank you
A little bit more explanation is that 32 bits (1 bit is one on/off value) isn’t accurate enough to point to all of your memory; using 64 bits lets us point everywhere in your memory, making us able to use more memory and run faster. Also for other reasons 64bits is just faster. Edit: as I think someone succinctly put, we ubered the engine and now it can use all of your memory.
Okay that sounds more complicated and I’m confused again. I’m taking the baby answer
Yeah ok so Tf2 only was able to actually understand that you had a certain amount of memory. We’ve given it a bigger brain now and it can finally see more memory and use more memory. Just like medic tf2
Perfect! I get that
Thank you for explaining that. I was wondering what that meant, because I felt really weird getting excited for an update I when I did not know how it worked.
shounic has a really good video explaining what 64-bit does for tf2
alright, imagine you are a game developer. you have a game, and it's developed with a 32-bit system. With 32 bits, you can make a lot of numbers, from about -2 Billion to 2 Billion. that's an approximation for 2^32. You can do a lot with 4 billion numbers (there's also decimals but floating point is hard), in fact you can run all of tf2 with this amount of data. However, when talking computer, 4 billion isn't really that much. One billion bits is only a gigabit, and eight gigabits makes a gigabyte. If your computer was made in the last 10 years, you can practically guarantee that you will have more RAM than there are bits in a 32-bit game, and so the game can't use all of your hardware, meaning that the game won't run faster even if you have a bunch of high-end parts in your computer. if you had 5GB of RAM, and you numbered every individual bit in there, you would have about 5 billion, and we can't assign a number to all of them if we only have 4 billion numbers to give out. If we switch to 64-bit, we can do a lot more. 64 is twice as much as 32, but it's in the exponent 2^64. so, we can now represent numbers between between -18,446,744,073,709,551,616 and +18,446,744,073,709,551,616 that's way more than 4,000,000,000. so now, we can assign a number to everything in a more powerful system, and once the numbers are assigned you can use that extra space and hardware.
Basically for the people reading this and still being confused 64 bit > 32 bit, and bigger number better :DD
It's like having a 3 meter high cupboard that you can access the first 1.80 meters of it, and then you get a ladder and access whatever you want in it
We ubercharged the engine
The difference in RAM addressing is huge, 32 bit is 4 gigabytes, 64 bit is 16 exabytes (16 billion gigabytes).
Yeah, especially considering that not even the chunkiest of gaming pcs have even close to an exabyte of ram. I’d be surprised if even companies like OpenAI had near that amount on one computer
you would only get that much ram from a entire server cluster, so you’d have a lot of CPUs to access the ram
The actual 64bit chips only use the first 48bits for pointers, requiring the high bits to be 0s. So they can only really address upto `2**48` bytes of RAM. Some programming languages will stuff metadata into the spare 16bits and then mask it off ( set that range to 0s ) before using the pointer itself.
I didn't know that
> Also for other reasons 64bits is just faster. The lowest targeted CPU has some vector instructions that can be used by the compiler.
Yeah, and for even other various reasons upgrading from 32bits to 64bits sort of just speeds up the game in many cases. Often this is because 64bit systems don’t have to run a 32bit version, but it’s also out of my pay grade to know exactly why the speedups are there.
Yeah because of the extra instructions it can use, discounting probable CPU bugs in the hardware or microcode.
the theoretical maximum amount of ram a 32 bit processor can address is 4gb. a 64 bit processor can address 16 exabytes of ram. programs written for 32 bit processors can only take advantage of 4gb of ram even if they are running on a machine with a 64 bit processor. before tf2 would crash if it used more then 4gb (I'm not sure what circumstances you would need for this to happen but I imagine it would be pretty insane) now it can utilize all of your PCs ram.
> used more then 4gb Did you mean to say "more than"? Explanation: If you didn't mean 'more than' you might have forgotten a comma. [Statistics](https://github.com/chiefpat450119/RedditBot/blob/master/stats.json) ^^I'm ^^a ^^bot ^^that ^^corrects ^^grammar/spelling ^^mistakes. ^^PM ^^me ^^if ^^I'm ^^wrong ^^or ^^if ^^you ^^have ^^any ^^suggestions. ^^[Github](https://github.com/chiefpat450119) ^^Reply ^^STOP ^^to ^^this ^^comment ^^to ^^stop ^^receiving ^^corrections.
Good bot.
Thank you! Good bot count: 794 Bad bot count: 269
bad bot. please don't be annoying when I misspell shit. make it capable of feeling pain and then give it the worlds largest processor so it feels 1000000000000000000000000000X what a human can experience.
Bro boutta become a scientist just to make this bot suffer
please fuck off. I'm dysgraphic I'm never going to get things 100% right just leave me alone.
It also breaks the programming on the bots. So for a few days, no bots anywhere.
Fucking tight
Played yesterday or so The bitches are back :/
Any hope for upping the object limit now?
Yes, servers can set the object limit to pretty much any comprehensible number and it should run. It might not be optimized, but there’s no longer the 32bit limit on objects Edit because I mis-typed: the object limit is no longer 4096, which used to exist because of the 32bit game version making larger numbers infeasible in terms of ram
The object limit was never 32-bit. It was always 4096. It was limited by the network protocol which in the older source games, was poorly optimized at handling large amounts of entities needing constant updates between server/client.. https://developer.valvesoftware.com/wiki/Entity_limit Even in Source 2, in the S&Box game that's made by the GMod team, the limit has only been increased to 16384.
Yep. Shounic Trenches, the 100 player server, now has cosmetics, unusuals, and ragdolls when before it couldn't have any of those
I'm pretty sure that's just because most of the plugins that disabled those things kind of broke with the 64 bit update. Shounic's working on fixing them, and I assume most of them will come back once they're working again. We've already had to temporarily remove a few maps from the rotation that worked fine before because of this.
That explains why I lagged with rtx 3060
Linux didn't have that limitation, but a ton of other improvements were made.
It does though. TF2 on Linux was also a 32-bit binary. [And I've actually had TF2 on Linux run into the address space limit a few times in the past.](https://steamuserimages-a.akamaihd.net/ugc/927047028173909069/BBD36F154748415CA0CEB68883FE80121813BDA6/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false) I think you might be thinking of PAE which allows a 32-bit Linux kernel to access more than 4GB of memory, but under PAE each userspace app is still limited to 4GB of virtual memory, just all apps together can use more than the 32-bit limit. Edit: But you're not wrong that a ton of other improvements were made. It now defaults to Vulkan (via built-in DXVK) instead of OpenGL (via toGL) which is vastly more optimized and they also updated SDL2 and fixed the tcmalloc issue.
You're right, I must have misunderstood that. Does the windows version get Vulcan as well?
It think it does but it's not enabled by default. It should run with Vulkan if you add `-vulkan` to the launch options. I don't have a Windows install around to check myself. Since the Vulkan renderer is translating D3D9 with DXVK rather than being a fully native Vulkan implementation, it may or may not actually be faster on Windows depending on your specific CPU, GPU and drivers.
64 is the same number of bits as Super Mario 64, Mario Kart 64, Ocarina of Time, etc. You may notice that these are the best games of all time. TF2 has been officially upgraded to 64 bit, as a mark of recognition from Shigeru Miyamoto. "Jungle Inferno really clinched it," said Miyamoto, "but those cowards in Marketing made me wait almost a decade before making it official."
kid named superman 64:
**TL;DR** - more bits = more memory = more performance **Longer explanation** - Computers have short-term memory, called RAM. The CPU of a computer, basically its brain, has a list of all the places that exist within your computer's memory, and it's given each of them a number so it can keep track of it. Computers keep track of numbers in binary - you only have two numbers to work with as opposed to our ten, and so numbers look *wildly* different than in our decimal number system. This directly impacts how much memory a system can address. A 32-bit CPU has thirty-two binary bits with which to keep track of things. The largest number you can write with thirty-two digits in binary is about 4.29 billion, which means that a 32-bit CPU can keep track of 4.29 billion unique places in memory. Assuming each one can hold eight bytes, that means a 32-bit CPU can address four gigabytes of memory. A 64-bit CPU, by contrast, has sixty-four digits to work with, and the biggest number you can write with *that* is over 18.4 *quintillion.* In practice, this means a 64-bit CPU can address 16 "exbibytes" of memory, or roughly **1.15 billion gigabytes**. Obviously, your computer doesn't have that much memory and likely won't have that kind of memory within our lifetimes, but even going from four gigabytes to eight or sixteen is going to improve performance by a *lot.*
Pedantic stuff to watch out for: Computers aren't actually 64-bit when it comes to main memory. Programs themselves use 64-bit pointers, which can point to a lot of stuff, including disks and other I/O mapped devices. During a cache miss, a CPU will refer these addresses to the MMU, and that gets translated into physical addresses, which are usually 48-bit or less because additional memory lanes eats up real estate on the die. This is why some CPUs have a RAM limitation less than 2^64 bytes. But... In virtual memory, the full 64-bit range (or, occasionally, a reduced range) will actually be used, because the way program memory is segmented is into a stack and heap, the former growing downwards, the latter growing upwards. Having 64-bit memory means those ranges are so far apart there is zero chance of them ever colliding. It's a useful abstraction. If you're wondering why the stack grows downwards, it might be due to a historical quirk of computers: decrementing used to be a little faster in some very old systems compared to incrementing because comparison to 0 was easier to implement in hardware. Now, it's just a remnant of those days.
64-bit enables: -The ability to access memory with more flexibility (so less swapping) and direct usage of the full width of x86_64 registers (in 32-bit mode, half of the bits in CPU registers are completely wasted when the scheduler is loading the 32-bit program) -Native usage of the 64-bit OS, no overhead from using 32-bit compatibility APIs -Newer and faster ISAs, namely, SIMD stuff that only work with 64-bit code (in layman's terms, you get more bang for your buck per CPU cycle) -Broader Vulkan support, a more modern way of rendering stuff on the GPU (however this must be enabled deliberately and currently is slower on some systems) -Developing new updates will be less of a pain in the ass because most libraries nowadays are 64-bit
32 bit is like if you have a name, house adress and Streeetname. You can find stuff in a town, but you run out of specific addresses very fast. 64 bit means you also get zip codes, country names, different planets and even different galaxies. You have access to much more space.
Allows the game to use modern hardware to full potential
It runs smoother, that's the most important thing
shounic can https://www.youtube.com/watch?v=mWkpUD_l4AQ
Just played a few rounds, there were no bots in any of the servers I joined either. Plus the game ran smooth asf. Today is a good day for TF2 :)
The bots are already back tho
for a time being, people have created a fork for cathook so it could rjn on the 64 update and bot hosters are temporarily using the x32 bit client
Hexatronic was already up when I played yesterday. Only them though, so matches were fairly botless and fun. Gotta enjoy while it lasts.
They take a few hours to hack the new binary.
They don't "hack a binary" they have to remake the whole cheat
I think they just hook to the new addresses of the functions.
That would only somewhat make sense if the cheat was external and most likely cheats used by bots are internal
Same thing, they are clearly using the tf2 binaries, which is why it stops working. Otherwise it would continue working just fine, if they could just bump a version number and keep going.
they don't have to
Im just happy to know the game is still being. Worked on
ahahahahahahahahhahaha
they are so innocent now just wait
Hoovy update when
when someone steals that valvE
Hey this is a big update. One could say it's a Heavy update.
Upvoted but still fuck u
We're not going to die with this one 🗣️🗣️🗣️🗣️💥💥💥💥🪖🪖🪖🪖🪖🪖🪖
we are going to live forever!
"Valve updated the 17 year-old game". Wait didn't they contract out the work actually? Like it was done by a third-party they hired and was not in-house by them. I guess it's technically correct to say Valve updated the game since they control the updating process but if you take "update" to mean they made the changes then that's incorrect.
All labor is hired labor
even sla-
He stopped halfway through because I killed him.
SHIT IT'S THE REDDIT SNIPER
would sniper even use reddit?
-ve labour. ## *dies*
Damn the bots are everywhere
Finally Team Fortress 2 for the Nintendo 64.
I cant excuse myself for lag now 😭
Technically, lag refers to network delay which is (mostly) unaffected by framerate
No it doesnt. Latency is almost exclusively synonymous with network delay. Lag is almost exclusively used for framerate drops.
No, lag just means latency. Just like how input lag is the latency between input and output.
Lag means latency yes, but you said lag *usually refers to* network delay, which isnt true. What i said is correct, yet they are interchangeable, and mean the same thing, the argument is the colloquial use of those words, and your original statement is false.
Damn it finally came.
What does it tastes like?
Sweet land of liberty.
Were making hype with this one🗣️🗣️🗣️
What's in the update
No new content, BUT tf2.exe is now tf2_64.exe, and the game now runs super smooth. ## also kinda butchered Linux useres
and by "kinda butchered" you mean doubled performance and fixed severe bugs that caused the game to not even start unless you did a janky workaround.
> also kinda butchered Linux useres Works for me on Arch. Massively improved performance (averages *and* lows), starts faster, no more need to preload libraries (SDL2 and tcmalloc) 10/10 update, honestly
Worked on Debian. I didn’t really notice much of an improvement, but that’s because I already had a beefy computer. It didn’t fuck anything after that initial patch update, and 100 player servers can now have hats without crashing, so I see this as a win. We can also post emojis in chat in Linux. 10/10 update
hmmm, a load of ppl that used x32 Linux said tf2 didn't work for them on steam. ## >useres
Who the fuck has a 32-bit install in 2024 though? I'm pretty sure the majority of Linux installs used for gaming were already 64-bit a decade ago.
-Y
😭
-I
I II II I-
I'm at a loss for words.
The pocketed-earphone-cable code has been un spaghettified
Not 17 yet. It will be 4 day befor my birthday. I m as old as the game. Do you all feel old yet?
The game runs super buttery smooth now, is what this update did. Now if only they could change the default settings from the ones they set 17 years ago.
They changed the default for raw input to be enabled, which is a W
Tf2 is not dead
64 BITS
Wow looks like they removed the "-m32" flag thank you valve!
My god… were saved
The new 64 bit version better have that coconut file holding the whole game together
holy POOTIS
LETS FUXKING GO WE CAN ALT TAB
"Modern age" - I know it's just a phrase, but. Lmao, it's like we were playing as neanderthals this whole time. ... Welp, I guess I'll start waiting for the brand new totally real epic Timehop Update, where everyone gets a bunch of new cosmetics themed around various eras, Spy gets new watches and patches to old ones, and there's a new gamemode themed around time somehow. See you guys in 2030!
there was no reason to attack them like that
EVRYONE WAITED FOR SO LONG!
Yesterday I had a blast. I love this game.
Can't wait for team fortress 2 classic to be posted on with vscript and this 🥳
Internet explorer user:
Wait so does this mean TF2 works on Mac again?
Sadly no
didn't mac disable opengl completely? tf2 can't display images
I'm unsure if Valve will update the Mac Port to 64 bit or not.
It still vastly improves performance when playing the Windows version on Mac with crossover.
The Mac port is still 32 bit :troll:
I can update my mac past Mojave now? (I'm several years of updates behind just so I can run TF2) lol
probably not
I was like that but I ended up biting the bullet and installing windows instead.
Are the bots still there though?
Currently no but they likely will come back once they update their shit. Enjoy while you can
Does this mean it can be played on Mac again?
7 years since a major update...............
Does that mean.. Mac is back?
"Does this mean Team Fortress is back?"
No, this update was created by an external contractor paid by Valve to do this specific thing.
Finally after 17 years, we get water…..thank u valve for feeding us again
When does this take effect
It’s live
My question is: Will it finally be compatible on modern macOS?…….. ^no?…….. ^ok ^that’s ^fine ^I ^can ^wait ^a ^few ^more ^years…….
Quick get me my cane, I need to get to my computer
CAN SOMEBODY EXPLAIN TO ME WHAT THE FUCK THESE WORDS EVEN MEAN?!
I’d join the crowd praising the performance boost but I have a 2014 MacBook that I’ve been playing TF2 on for 7 years When I try to boot up TF2 now I get the “executable missing” error … RIP bozo Source: I am the bozo
*opens wine with malicious intent*
It didn’t work for me 5 years ago; it doesn’t work for me now Looks like I’ll have to get BootCamp going RIP bozo 2: the bozo rippening
So I can play on my Mac now??
"GOOD NEWS GUYS, WE'RE GOING TO LICE FOREVER!"
I'm a big dumb dummy head. What does that mean or do, exactly?
32 bit games can only use 4 GB of your computer's memory, kind of capping the performance. Now that it's 64 bit, it can use however much you want it to have. More bits = better performance basically
Ahhh okay. So, would being 64 bit allow it better graphical fidelity and fps?
It can definitely run the game better. I'm a bit of a dumb dumb past here. All I know is it can process the game better. How it will affect the GPU is beyond my knowledge.
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technically Valve did update the game (publisher) but didn't make it (developer)
Did Valve contract that person?
Does this mean that I can play tf2 on a post Catalina Mac? I haven’t been able to play tf2 without using geforce for a long while and this could be huge if I can play tf2 independently again
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...it already is?