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SteamID64 76561198045803959
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SteamID32 STEAM_0:1:42769115
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Signed Up March 1, 2014
Last Posted April 17, 2018 at 5:39 AM
Posts 1287 (0.9 per day)
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#69 Most underrated prem/invite players of all time. in TF2 General Discussion
Sentinel66 posts and no ryb?

Ryb isn't underrrated. Randa on the other hand never got the international recognition he deserved.

posted 3 days ago
#90 - free server reservations in Projects
ArieIf true (which I doubt) it's kind of amazing you can scam businesses out of their money months later because you let your dumb kid use your card.

It's true, makes running ecommerce stores a pure joy.

posted 2 weeks ago
#2 b4nny appreciation thread in The Dumpster

posted 2 weeks ago
#229 match stats in Projects
oblaI'm the server administrator for both logs in question. Neither server runs TFTrue. Does that mean `medicstats_logbuffs 1` removes overhealing or the opposite. As of yesterday, ozfortress servers now use that cvar set to 1, while PugChamp uses '0'. I'm looking through logs to see the difference.

Typically 1 activates and 0 deactives. From the MedicStats source:

- You can disable logging buffed heals with cvar: medicstats_logbuffs 0

So medicstats_logbuffs 1 should be active

e: Although looking through the source of both I can't actually find any parts of them that output the text "overhealed" which is odd.

e2: It appears it's a LiveLogs thing, maybe that's installed on one server and not the other. I'm not sure what the buffs functions output in TFTrue and MedicStats, maybe they just mean healing events at all? Reading the code that's all they seem to output.

posted 2 weeks ago
#227 match stats in Projects
oblaOverhealing clearly distinguished from healing. I can't seem to find why one has it but not the other? I looked on both servers, both utilise F2's Supplemental Stats v2 and Medic Stats

MedicStats turns it's own buff logging off if tftrue is installed to prevent them both doing it. For Tftrue the convar is

tftrue_logs_includebuffs 1

for MedicStats its

medicstats_logbuffs 1

Maybe the server admin turned off all additional logging for performance, although adding "overhealing" to a log line isn't exactly a strain

posted 2 weeks ago
#225 match stats in Projects
PaulsenAfter some internal discussions with members of the ozfortress community (including the head admin) we think there is a stat missing from that can actually provide a lot of useful information: buffs.

Taken form this game this is what a tf2 log healing event looks like

L 04/04/2018 - 19:44:12: "SoLe<464><[U:1:3624870]><Blue>" triggered "healed" against "Paulsen<469><[U:1:35306962]><Blue>" (healing "24")

I'm not sure how you determine from that whether the heal event is a buff or healing from a damaged state. The logs don't give player health totals, and they also don't record all damage events (self damage, world damage, etc) so you can't reliably calculate it from context.

One possibility might be that overhealing always heals for certain amounts, but that would require some research to establish whether they were different from a normal healing event. Even if that were the case healing rates between normal max health and overhealed health probably also vary by medigun (which isn't shown by logs unless there is an uber) and the class being healed, so it's hard to reliably extrapolate a healing event as as being a buff by it's amount without adding a lot of game knowledge to the parser and making it more brittle and error prone.

I don't think it's possible without a modification to server plugins to mark healing events as being overheals or not, and they don't receive much support these days.

posted 2 weeks ago
#51 Competitive Matchmaking Discussion in TF2 General Discussion
Joe_Shroe...whether it be rewards for the best players in their divisions at the end of comp seasons (a special hat, skin, or cosmetic for example), an in-game Valve sponsored matchmaking tournament, or anything else that would persuade the average pubber to try competitive.

Performance related rewards would need hacking to be policed much more extensively because items turn it into a profit making activity, and Valve's track record on TF2 hackers is dreadful. Participation rates are really the only safe metric for rewards given.

However I don't think you get special rewards for playing Pass Time or Mannpower modes and I imagine they view matchmaking in a similar way. It's just another way of playing the game and they don't want to skew participation unnaturally.

posted 2 weeks ago
#99 Ster talks about the TF2 casual and comp community in TF2 General Discussion
ymRaisinHe does Choose Your Own Adventure book reading streams now.

Fuck I've been missing this. Has he got onto Steve Jackson's Sorcery yet?

posted 2 weeks ago
#146 TF2 Pro League in Projects
MenachemHow so? Do they somehow make more money with more clicks even though they don't serve ads? Even if that were the case, people will still have to use their site to actually get in a game.

They work on engagement with their services. works as an advertisement for every competing system and platform, which is a huge disincentive for FaceIt to use it. The only way it makes sense is if they think users are going to abandon their platform because of the lack of, which they aren't.

posted 2 weeks ago
#138 TF2 Pro League in Projects
Kuferlunless they have some secret technical issues that won't allow them to run the plugin, it makes no sense not uploading logs, atleast until they got their own service running.

There is an obvious business case not to use an external service and force players to use their system.

posted 2 weeks ago
#143 strategy tool in Projects
JORDYmight wanna edit the first post of the thread cause you changed the domain again

Thanks for the heads up

posted 3 weeks ago
#16 Ready Up: Competitive Team Fortress 2 Released in Videos actually mentioning what was in the letter they sent...

tl;dr valvepls

posted 3 weeks ago
#635 Fantasy TF2: Let’s do this! in Projects
BeaterFirst off you have to organize everything: Find out who's playing on which teams, add them and their steamid if they're not already in the system, decide on the prices for everyone and figure out how much money to make available for players.

Then after you've set everything up it's pretty much just uploading logs from every match with a description and a timestamp to keep everything organized

Good summary, but you forgot the oath of eternal loyalty to me

posted 3 weeks ago
#141 strategy tool in Projects
mentalWill try that later, thanks for the response man! :)

It might be that I just haven't fixed it properly in all the places it needed from an earlier bug. I definitely got it to work in Chrome though so it should be an option. I'll check it in detail at some point.

posted 1 month ago
#12 My Logs in Projects

Added season 29 6v6 ongoing logs as a public set. I'll keep it updated, I'll probably have to extend the allowed size of log collections to accommodate it

posted 1 month ago
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