This was actually hella interesting. I've spent a ton of time in the Valve Source titles but never played Titanfall. Would be cool to see more quirks and changes that they made for Titanfall compared to "regular" Source.
@marcelr4499 ай бұрын
Would like to see that too!
@Flimbus_9 ай бұрын
Yeah, it's cool to see how other developers do Source Engine witchcraft
@hansonkerman72869 ай бұрын
The keyvalue based triggers is extremely cursed jesus christ Other things that are extremely cursed: - having to have line of sight to a trigger to trigger it - everyone seeming to have their own version of deducing triggers - having to deduce the position of triggers from some numbers - some things not working and having to make longer workarounds with commands that do work
@SSS333-AAA9 ай бұрын
based ksp enjoyer
@kabanfriends57649 ай бұрын
Titanfall and Apex Legends are just fancy HL2 mods
@tristenarctician69109 ай бұрын
They're real fancy quake mods
@Splarkszter9 ай бұрын
@@tristenarctician6910 HL1 is, HL2 and above don't think so.
@snospoken9 ай бұрын
@@Splarkszterwhatchu mean by that
@xdnt48779 ай бұрын
@@SplarkszterSource Engine was made basically by practically turning GoldSrc into a new engine (the same thing they did to the Quake engine basically). You can really see that in the 2003 leak, everything looks and feels a lot more GoldSrc-y. So yeah, every Source game/mod is just a really fancy Quake mod.
@nuxx18769 ай бұрын
@@xdnt4877there are still fragments of the original quake engine code in source 2 still iirc
@Popcorn_Pillow9 ай бұрын
Hell yeah titanfall vidya. I hope the game revives more as I play it every night.
@knowtheplan4729 ай бұрын
I had no idea about the foliage making you invisible to enemies. Blows my mind to learn new stuff about TF2 all these years latee
@chillspirit72749 ай бұрын
thank you for making and releasing this ur a legend!
@ColonelFrosting9 ай бұрын
Bruh, I remember hearing awhile ago that Titanfall 2 was built off the source engine but I didn't realize the relation was even this close. Not to mention the work you put into this, holy crap. Amazing work as always!
@Dionysus95179 ай бұрын
Oh hell yeah, I was just watching some of your half life stuff and now you drop a titanfall video? Huge W
@cassius_scrungoman7 ай бұрын
this video was great! having a week long project come out of wanting to skip the intro cutscene is a very relatable mood
@reNINTENDO9 ай бұрын
I love videos that start as simple ambitions but end as a complex deep dive of being in way too deep. Super cool you guys managed to figure this stuff out, at least to a degree that's definitely usable and useful for those trying to pick apart the maps. This makes me want to play some Titanfall 2. Been a hot minute.
@thealandude91469 ай бұрын
Finally a video about TitanFall's source engine, I want to learn more about how its different from the Source engine in games like HL2 and TF2 but I don't have the knowledget to dig into it myself
@heberb9 ай бұрын
congrats on getting this working! also the loch ness monster plush is named nessie :3
@giberic9 ай бұрын
Man i need to play titanfall 2. Gotta get my source engine jank fix
@CloudyPSP9 ай бұрын
It is honestly one of the best single player campaigns out there
@lololghi79099 ай бұрын
@@CloudyPSPI’d happily pay $30 again for it! It’s so worth it. Luckily it’s on sale for $5. Op get it
@beingsactual9 ай бұрын
Aside from the occasional funny ragdoll, TF|2 doesn't really have that distinct jank and charm of the Source engine I feel. Most people are usually surprised to learn it runs on Source. Nonetheless, it is a fantastic game, so by all means check it out.
@dotdash9 ай бұрын
@@beingsactual in a casual playthrough, i'd agree - the game appears very well polished and you really don't see any of the jankiness that appears in something like hl2. it's hard to imagine the game even runs on source. but, the game's movement system has a lot of similarities to other source games, in that it has a ton of depth and uniqueness given to it by various programming quirks. and in carrying on this time-honored source tradition, most of these things are completely unique to titanfall. just like hl2 has accelerated backhopping, tf2 has rocketjumping/stickyjumping/trimping, tf|2 has lurch. if you go watch a speedrun of the game, you'll see some absolutely wild movement tech that is extremely reminiscent of classic source movement. if you wanna learn more about it, go check out this video from zweek on the lurch mechanic (kzbin.info/www/bejne/d5uzhKqto7CgZ9E) or this one (kzbin.info/www/bejne/eZDGiYyvdpl_l7c) by bryonato/zweek which is a whole ass guide on nearly every single movement mechanic there is to know in tf|2. sorry for the info dump, i just think the movement system is sick and that a lot of people who only know about the jank in valve-made source games would appreciate what tf|2 has to offer.
@stayawayfromthoseoranges9 ай бұрын
Ive played a lot of Titanfall MP, interesting to see what's possible in this faux-source game. Easily my favorite movement tech in any game
@scarletcrusader54319 ай бұрын
I never knew TF was using a modified Source engine. That's so cool, great video Pin!
@BetaSigmaOmega1049 ай бұрын
this is super neat
@joejoemyo9 ай бұрын
A few years ago I saw a meme in the TF2 speedrunning community with triggers in it. It led me down a rabbit hole and I could not for the life of me figure out how he showed the trigger_hurt or whatever it was
@lordcola-33249 ай бұрын
Please make more stuff on Titanfall 2 this was hella interesting!
@polarity72309 ай бұрын
it’s really cool seeing how tools like this get developed. great work, hopefully this helps out speedrunners!
@nolram9 ай бұрын
I love technical content like this so much. More please!
@commodore73318 ай бұрын
id actually love to see more titanfall videos. ive always been really interested in seeing what exactly they did to source and how much of it is still intact
@Macko_z_Bogdanca9 ай бұрын
Love watching stuff like this, it would be cool to learn more about the Titanfall 2 quirks.
@splashmob9 ай бұрын
this is fascinating. i really need to play titanfall 2 one of these days
@laszlohrabovszky24899 ай бұрын
STAND BY FOR TRIGGERFALL!
@MrD00Mka9 ай бұрын
Good job, thanks for the deep dive!
@quackcharge9 ай бұрын
brilliant as always
@lucialambda9 ай бұрын
this is so interesting
@111112oo9 ай бұрын
wow! I had no idea the titanfall engine was close enough to source to still have all the entity data in the same plaintext format!
@Greenhourglass9 ай бұрын
I'd really really like to know what possible reason they had for creating their own trigger system from scratch instead of just using the one that Source already has... while also introducing bizarre new limitations and seemingly no new advantages (?)
@111112oo9 ай бұрын
I assume to not fill the map file with brush models. Though that makes it even weirder when you consider there's an even easier way you can make custom cuboid trigger volumes in source without a brush model! Use the "mins" and "maxs" parameters to set the bounds (2 short lines total), and set the solid type to 2. This only works with addoutput outputs normally but they could've easily fixed that.
@xDShot90009 ай бұрын
There are technically no more brushes. Everything is polygonal based.
@Greenhourglass9 ай бұрын
@@xDShot9000 so it's all mesh based like Source 2 and a lot of other engines? ...In that case, I'm curious why they chose to use the Source engine in the first place
@Pinsplash9 ай бұрын
there are some entities that seem to be just like the old-style brush entities though with a numbered model and data in the bsp that looks the same as it did back in HL2
@Cats-TM9 ай бұрын
9:53 I thought line of sight triggers were used in HL2 and the episodes? It was just a few of them though.
@Greenhourglass9 ай бұрын
Yes, but they are saying that Titanfall 2's triggers ALL require a line of sight; a limitation, not an optional feature. This is not true for triggers in HL2 or any other Source game
@Cats-TM9 ай бұрын
@@Greenhourglass Yeah, that was my bad. I do not think I entirely thought through my comment before posting. Sorry about that.
@Greenhourglass9 ай бұрын
@@Cats-TM it happens!
@ILikeCornYouKnow8 ай бұрын
In Portal 2, they're also used
@Dr-Zed9 ай бұрын
This is insane
@realElo.29 ай бұрын
wow.. great video. goodjob!
@MannFace519 ай бұрын
The mind boggles at the level of understanding you have for the source engine. I hardly know how console commands work 😆
@kafkabigmon9 ай бұрын
Tf2 is my second favorite game called tf2
@liyifenn9 ай бұрын
Minor subtitle mistake at 9:28. "It can't tell if the entity *[current]* currently exists or not,".
@MarkRosOfft8 ай бұрын
why do I still can't comprehend that both Apex and Titanfall are just mods for source engine?
@samu72788 ай бұрын
is titanfall/apex really running on source when it has been modified to the point it's practically a different engine?
@rafaelhines11787 ай бұрын
Same question could be asked for hl1 on the quake engine
@Icecreamman5718 ай бұрын
5:30 this is a screenshot I made to help someone lmao
@Icecreamman5718 ай бұрын
I’m in the titanfall 2 speedrunning discord.
@Icecreamman5718 ай бұрын
Idk why I can’t just edit my original comment, but to wanted to say good shit for finding this. Being able to see these triggers helps speedrunners out so much, thank you!❤️
@malfolin9 ай бұрын
I think to end the debate is Titanfall 2 works on source or not, we can say that is works on Soueke/Quarse engine.
@borealisaristocles48259 ай бұрын
kzbin.info/www/bejne/f3aTlX-Lg7-pec0
@MegaZeta9 ай бұрын
Is there any chance the developers made triggers require line of sight so that they could use them for enemy line-of-sight in foliage? I'm shooting entirely in the dark here, I admit...
@Pinsplash9 ай бұрын
i don't think that's related
@MegaZeta9 ай бұрын
@@Pinsplash Thanks for the reply
@tools.shoe.country.quickly9 ай бұрын
Titanfall 2
@borealisaristocles48259 ай бұрын
no se como le haran eukara y xylemon para que esto funcione en FTEQW XD
@chri-k9 ай бұрын
why would they do this?!
@xDShot90009 ай бұрын
They clearly did not manually put them by hand typing each number. In their map editor and debug builds it's represented in convenient way.
@chri-k9 ай бұрын
@@xDShot9000 of course, but still why
@SSS333-AAA9 ай бұрын
i'm not educated on this subject so i'd appreciate it if someone answered my questions rq. what is a trigger? i'm guessing it's an object that triggers something on a map? like it spawns enemies if you enter an area i think right? why do we need this script to show them? is titanfall actually on the source engine or on a modified version of it? is source a good engine for getting started with? or should i just try starting with something like godot or (life is) roblox?
@SaphireLattice9 ай бұрын
Trigger is some sort of area or thing to interact with by walking, jumping inside or doing some action with (and so "trigger"), that will cause some sort of function of the engine or the map scripting to run. Usually it's changing some value to activate another object, play an audio file, trigger a cutscene, etc. And yes, spawning enemies is one possible function. It's really any dynamic action within the game map. The entire script is necessary because the version of source engine used for the game is heavily modified and some stuff that one would expect just is not there. Like debug command to show the triggers. And uh, it's a modified version of source engine from what I understood? Not sure on details Source is not viable for developing your own game without either some source modding knowledge, or you being a company of some kind. That and it is not really easy to learn... Godot is a good choice, really. Roblox is... while not a good company, I can acknowledge that it does help people learn game dev.
@Greenhourglass9 ай бұрын
the next pinsplash video is going to have to have definitions for "map" "engine" and "video game"
@SSS333-AAA9 ай бұрын
@@Greenhourglass i have a father figure.
@tastywaffles02169 ай бұрын
@@SSS333-AAA good, and i have a mother figure, she even taught me how to do my nails and makeup on my own and also how to dress cute like my older sisters when i was still 8, what about you huh?
@SSS333-AAA9 ай бұрын
@@tastywaffles0216 great to hear :D i wonder if green hourglass here has a similar experience.
@machine.angel.7779 ай бұрын
Great video, why are there definitions popping up all over the place?
@ReachTea8 ай бұрын
My god so much mouth sounds
@soupcangaming6628 ай бұрын
You picked the wrong TF2, fool!
@konakonakonakonakona9 ай бұрын
You might as well put the definition of every word you say up as well
@hand139328 ай бұрын
there is an overwhelming amount of distracting text on screen throughout the first half of the video not every word needs a full dictionary definition
@hl1xaweaponanimator269 ай бұрын
bro showtriggers was at 0 lmao
@meeeeooooww9 ай бұрын
It doesn’t work
@hl1xaweaponanimator269 ай бұрын
@@meeeeooooww aww
@teamspen2109 ай бұрын
That convar is checked during map load, for regular Source at least.
@fiftysh9 ай бұрын
'showtriggers 1' draws triggers stored in the bsp as only those have meshes generated when compiling a map. In the case of titanfall 2 all triggers are stored as keyvalues ( apart from a few on mp_angel_city ). Apex Legends moved to storing the collision information in base 64 encoded keyvalues. Titanfall 1 doesn't support keyvalue triggers.