Talk:Grenade Launcher/Archive 1
Contents
- 1 Oi! What just happened?
- 2 Possible Bug
- 3 What's with the model?
- 4 Red sleeves on Blu team
- 5 4 shots?
- 6 Projectile speed correction
- 7 Demonstration video
- 8 Image fix needed
- 9 Fuse time?
- 10 Missing Grenade from chamber
- 11 Damage increased slightly, odd damage spread discrepancies fixed.
- 12 As of EOTL the GL now has 4 chambers.
- 13 New player model
- 14 Important question
Oi! What just happened?
On the Related Achievements, the achievement Glass0wned just has commas instead of the name. AbeX300 00:26, 23 October 2010 (UTC)
- Fixed, thanks for the hint. For the interested: It didn't have an english name in the core achievement table. --CruelCow 00:35, 23 October 2010 (UTC)
Possible Bug
My Grenade Launcher is very polygony, and I've seen this in a couple YouTube videos too, so it's not just my game. Should I add it as a bug? Thesupersmashbro 9:59 26, December, 2010 PM EST.
What's with the model?
Is it just me, or have the grenades disappeared from inside the grenade launcher? If so shouldn't the video be updated as well as the bug list? 18:40, 18 January 2011 (UTC)KingofKoopas
Red sleeves on Blu team
They have been fixed a while ago. Ohyeahcrucz 09:34, 20 January 2011 (UTC)
4 shots?
I swore it was 6 orginally, but the changelist makes no mention of such a change...Jabberwock xeno 14:42, 29 June 2011 (PDT)
- Yeah, it's a bit odd how they never changed the weapon model to have 4 chambers instead of 6. It's been like that at least since the Mann Co. update, that's when I started playing and I've never had 6 shots. --Cooper Kid (Blether · Contreebs) 15:21, 30 June 2011 (PDT)
- Should it be noted in the main article? It seems very glaring. Dr. Blutengott 21:22, 30 July 2011 (PDT)
- It was 4 rounds when I first started playing TF2, but I remember playing with 6 rounds one day. Sort of like a short test or something. Qorinthian 12:26, 21 October 2011 (PDT)
Projectile speed correction
The game's code states that grenade projectiles fire launch at 1200 hammer units/sec and not 1065. (in the function C_TFGrenadeLauncher::GetProjectileSpeed(void) either returns 1200.0f or 1200.0f * mult_projectile_speed) CursedGhost 14:26, 21 October 2011 (PDT)
- This was tested personally by the Wiki. If you can actually monitor ingame speed to prove this, we'll change it. Fyahweather 15:29, 21 October 2011 (PDT)
Demonstration video
What on earth is up with this page's demonstration video? Why does it show the stickybomb launcher as the primary and grenade launcher as the secondary? Should it be redone? Canama 21:36, 2 November 2012 (PDT)
- Nope.avi We already talked in here. Hinaomi (talk) • (contributions) 22:10, 2 November 2012 (PDT)
Image fix needed
Is it just me, or is the 3D infobox image for the grenade projectile not showing up? also 3d images for the festives would be great kthx -Zykx 18:27, 26 February 2013 (PST)
- Yeah projectile i think is boned. Also festives are already requested, It takes awhile to make so have some patience. About the Projectile, talk to whoever leads the 3D model project. Ashes 18:38, 26 February 2013 (PST)
Fuse time?
The Loose Cannon obviously stats how long the fuse each cannonball it has, so what's the time for the pipes? That would be a great addition to the page. — The preceding unsigned comment was added by SwordM13X24 (talk) • (contribs)
Missing Grenade from chamber
Ok, since Valve converted it to c_model the problem you all see is missing grenade in the chamber. But if you checked clearly another Grenade Launcher, another Grenade Launcher has no grenade in chamber as well. This case is not similar to the Rocket Launcher and another soldier primary that the Stock still reload the rocket because it's still v_model and w_model, but the Grenade Launcher case, all are c_model. And the bug is listed by "If one of them has the different that true in real life, another are bugging", the grenade launcher case is similar to Revolver bug that I removed before that chamber did not spin when fire. It's the same case so this is the reason I reverted. I want to know the reason that why you still revert back. Rikka Takanashi (talk) • (contributions) 08:38, 1 November 2013 (PDT)
- When the Grenade Launcher was still a v_model, it was possible to see the grenades already inside.
- When they converted it to a c_model, the grenades disappeared.
- You can see still the old model on TF2 Xbox/PS3. You can clearly see the grenades which are already loaded. I think GMOD still has the old v_models which you can look at...
The reason I am reverting is because you keep removing something which is true. Also, look up about 5 topics. Another person noticed the same issue as I did! "What's with the model?" Treboruk92 (talk) 08:47, 1 November 2013 (PDT)
- Like I said already, all grenade launcher has this problem, I still don't think it needs to be add. Because they all are now using c-model and no grenade in chamber. Also that talk is the past, nobody said like "Added" or somethings like that. That's why I have to talk. Rikka Takanashi (talk) • (contributions) 08:53, 1 November 2013 (PDT)
Like you just said: All grenade launchers now have this problem. Yes, they do. Why? This is because VALVE CHANGED THE ORIGINAL ONE TO A C_MODEL. I stated "Valve changed it to a c_model so you cant see it anymore" Which means, before Valve did that (it was a v_model) you could in fact see the damn grenades in the chambers.
I am going to restore it. And you are going to look at the original v_model of the grenade launcer. Treboruk92 (talk) 09:04, 1 November 2013 (PDT)
- I looked since started the war and I don't think it's good reason to still adding that. Rikka Takanashi (talk) • (contributions) 09:05, 1 November 2013 (PDT)
At least you admitted you were wrong. It is still a bug with the new c_model which should be listed.Treboruk92 (talk) 09:06, 1 November 2013 (PDT)
- So if that, you want me to re-add the bug that the chamber is not move with firing the revolver to all Spy secondary weapon? It doesn't make sense that why we need to focus on the visual bug that doesn't affect to gameplay. Rikka Takanashi (talk) • (contributions) 09:12, 1 November 2013 (PDT)
Yes, that should also be re-added. What made you the dictator of bugs? Any bug is a bug and should be added. Especially if the bug at first did not exist, and it was something Valve did which created that bug. For some people (like me and many others) these things do ruin gameplay. Treboruk92 (talk) 09:20, 1 November 2013 (PDT)
- Well, User:Cooper Kid is the guy who started removed the bug that happen on the weapons on the same slot. Also if you said that, You need to re-add about "clipping" bug and a ton of visual bugs then. Which we talked already that clipping is not bug. This one is too, not the bug. Rikka Takanashi (talk) • (contributions) 09:28, 1 November 2013 (PDT)
Cliping is a bug. It's due to people not modelling properly and not taking things into consideration. Visuals bugs can be fixed. This is also a bug. It's a result of turning the gun into a c_model. Loading air into Direct hits is also a bug.Treboruk92 (talk) 09:33, 1 November 2013 (PDT)
- Clipping can be for entirely different reasons than not "modelling properly". Sometimes clipping can only be solved by Valve, which was something the Flapjack experienced prior to Halloween. Other times, it's just two items clipping together, which isn't in anyway notable or anyone's fault. If an item on its own clips with the base model (or itself), it can be because it wasn't made correctly, but sometimes clipping is unavoidable, especially in shirt items, and similar types of items. In addition, the rockets not going into rocket launchers and the cylinder on the Spy's revolver and the Grenade Launcher not rotating are all animation issues. I'd hazard a guess that the reason that Valve didn't make it so that you can see the grenades in the Grenade Launcher is for animations as well, so that there's no compatibility issues with other types of grenade launchers. --Omolong (talk) 09:42, 1 November 2013 (PDT)
Yeah, some clipping is unavoidable. As for the grenade launcher, as myself and someone else mentioned you could infact see the grenades in the chambers before valve changed it to a c_model. I believe it actually used to revolve too. — The preceding unsigned comment was added by Treboruk92 (talk) • (contribs)
- I already covered both of those, one of them would be an animation issue, the other is just highly likely to be an animation issue. It's not a model problem, or an actual issue with the weapon. --Omolong (talk) 09:58, 1 November 2013 (PDT)
Damage increased slightly, odd damage spread discrepancies fixed.
This happened with both the Grenade Launcher and the Loch and Load. Base damage of 112 and 134 respectively. Only direct hit damage seems to have changed.Arcdash (talk) 13:03, 30 October 2014 (PDT)
As of EOTL the GL now has 4 chambers.
This is what EOTL was really about.
...in any case, there are now tons of images that are outdated. Vxolotl (talk) 17:22, 9 December 2014 (PST)
- I think you have your sources wrong as... we just had someone check the models ingame for the Grenade Launcher. Still has 6 chambers. Ashes (talk) 17:28, 9 December 2014 (PST)
New player model
I think they introduced this sometime last year when they first added weapon skins. The bolts that used to just be bump maps are now fully 3D, and there's an ugly gap (clearly a mistake) around the ring in front of the chambers. Can someone figure out exactly which patch changed that, and update the images accordingly? Steve the Pocket (talk) 14:43, 15 January 2016 (PST)
Important question
Is the update history supposed to call the grenade launcher a pipebomb launcher? -Yogneir
- The Update history is only a copy of the patch notes from Valve. These are 99% official. Undocumented changes are different but also done with a certain professionality level. tl;dr all is well and nothing needs to be changed there afaik. Magicalpony (talk) 21:16, 29 October 2016 (PDT)