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twiikuu's technology
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31
#31
5 Frags +
BumFreezei love you big time if you make something so teams can !gg forfeit a game when theres less than 5 mins left to end trash time

already exists

https://www.teamfortress.tv/38608/sawrs-competitive-plugins

called "GG Concede"

[quote=BumFreeze]i love you big time if you make something so teams can !gg forfeit a game when theres less than 5 mins left to end trash time[/quote]

already exists

https://www.teamfortress.tv/38608/sawrs-competitive-plugins

called "GG Concede"
32
#32
27 Frags +

Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:

To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well EDIT: This is wrong, CSGO writes the rest of the delay buffer when stopping a recording, TF2 does not, this is therefore a misconception, my bad.
- "GG Lag" may also be is caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.

To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)
- The fucky Wrap Assassin ball collision on Gullywash 2nd is caused by the detailing under the planks using func_lod, which should definitely be replaced by func_detail instead

To tournament admins:
- All holidays can be entirely disabled if you have SourceMod and basecommands by using `sm_cvar tf_force_holiday_off 1`
- Regardless, the Birthday ball should be entirely disabled in your tournament config via `tf_birthday_ball_chance 0`, it has a physics model and collides with stickies during rollout
- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.

Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:

To server hosts:
- [s]"GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well[/s] EDIT: This is wrong, CSGO writes the rest of the delay buffer when stopping a recording, TF2 does not, this is therefore a misconception, my bad.
- "GG Lag" [s]may also be[/s] is caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.

To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)
- The fucky Wrap Assassin ball collision on Gullywash 2nd is caused by the detailing under the planks using func_lod, which should definitely be replaced by func_detail instead

To tournament admins:
- All holidays can be entirely disabled if you have SourceMod and basecommands by using `sm_cvar tf_force_holiday_off 1`
- Regardless, the Birthday ball should be entirely disabled in your tournament config via `tf_birthday_ball_chance 0`, it has a physics model and collides with stickies during rollout
- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.
33
#33
Twitch Prime
41 Frags +

hey twikkuu can you make a league website haha, asking for a friend

hey twikkuu can you make a league website haha, asking for a friend
34
#34
Process/Gullywash Refresh
0 Frags +
twiikuuTo map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)

With all due respect, providing "proper" blockbullet fixing to an entire level does NOT only take 20-30 minutes even in the case of process, it can take several hours.

probably up to tenths of hours if the issues on your map are severe. At least if you don't want a sloppy job

[quote=twiikuu]
To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)[/quote]
With all due respect, providing "proper" blockbullet fixing to an entire level does NOT only take 20-30 minutes even in the case of process, it can take several hours.

probably up to tenths of hours if the issues on your map are severe. At least if you don't want a sloppy job
35
#35
whitelist.tf
1 Frags +
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.

TFTrue downloads a new whitelist file every time the command tftrue_whitelist_id is executed and reparses it entirely anyway, there is no built in check for the latest available items_game.txt hash to prevent redownloading or reparsing of whitelists already available on disk.

- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.

I"ll look in to that, however TFTrue will most likely still parse that + items_game.txt and change/add based on the hats/cosmetic enabled settings.

[quote]- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.[/quote]
TFTrue downloads a new whitelist file every time the command [i]tftrue_whitelist_id[/i] is executed and reparses it entirely anyway, there is no [url=http://whitelist.tf/last_update.php]built in check[/url] for the latest available items_game.txt [i]hash[/i] to prevent redownloading or reparsing of whitelists already available on disk.

[quote]- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.[/quote]
I"ll look in to that, however TFTrue will most likely still parse that + items_game.txt and change/add based on the hats/cosmetic enabled settings.
36
#36
serveme.tf
12 Frags +
twiikuuSorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:

To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well, I think it may be possible to mitigate some of it by writing demofiles to a ramdisk. I'll be investigating to see if it's possible to simply delay the writing until the STV has caught up.
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.

GG lag even happens on my servers with SSDs and NVMe SSDs.

[quote=twiikuu]Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:

To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well, I think it may be possible to mitigate some of it by writing demofiles to a ramdisk. I'll be investigating to see if it's possible to simply delay the writing until the STV has caught up.
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.[/quote]

GG lag even happens on my servers with SSDs and NVMe SSDs.
37
#37
12 Frags +
Collaide

Of course, there are diminishing returns, you can get a map to a pleasant state without perfecting it, in the case of Process, it did actually take only 30 minutes to switch stairs to BLOCK BULLETS and add a few transitions from displacements to brushes

Wiethoofd

This is true, therefore what I suggested wouldn't make much of a difference considering that most servers would be running TFTrue. The best would be to have TFTrue produce a whitelist file that contains the minimal amount of items possible.

Arie

I updated my post, the demo writing actually doesn't affect the server the same way that it does for CSGO because TF2 does not write the entire delay buffer at the end of a recording.
The culprit would therefore be the whitelist reloading, which I have disable on my plugin via

sm_tournament_end_ignores_whitelist 1

which is enabled by default and available on serveme.tf
EDIT: it does make it less noticeable but it's still present :(

[quote=Collaide][/quote]
Of course, there are diminishing returns, you can get a map to a pleasant state without perfecting it, in the case of Process, it did actually take only 30 minutes to switch stairs to BLOCK BULLETS and add a few transitions from displacements to brushes

[quote=Wiethoofd][/quote]
This is true, therefore what I suggested wouldn't make much of a difference considering that most servers would be running TFTrue. The best would be to have TFTrue produce a whitelist file that contains the minimal amount of items possible.

[quote=Arie][/quote]
I updated my post, the demo writing actually doesn't affect the server the same way that it does for CSGO because TF2 does not write the entire delay buffer at the end of a recording.
The culprit would therefore be the whitelist reloading, which I have disable on my plugin via [code]sm_tournament_end_ignores_whitelist 1[/code] which is enabled by default and available on serveme.tf
EDIT: it does make it less noticeable but it's still present :(
38
#38
3 Frags +

It looks like setting "sm_remove_medic_attach_speed" to 1 on v1.9.1 of the tf2 comp fixes is causing the medic to....run faster than scout when attached lol. Tested this last night on both a serveme and an independent server with 1.9.1 loaded on. Any idea whats happening there?

It looks like setting "sm_remove_medic_attach_speed" to 1 on v1.9.1 of the tf2 comp fixes is causing the medic to....run faster than scout when attached lol. Tested this last night on both a serveme and an independent server with 1.9.1 loaded on. Any idea whats happening there?
39
#39
4 Frags +
dan_cIt looks like setting "sm_remove_medic_attach_speed" to 1 on v1.9.1 of the tf2 comp fixes is causing the medic to....run faster than scout when attached lol. Tested this last night on both a serveme and an independent server with 1.9.1 loaded on. Any idea whats happening there?

Sorry I didn't catch your message earlier. That was a bug in a previous version of the library I depend on, which has been fixed late May, Versions `2.2.0-detours11` and above should work fine. If you could send me the serveme reservation ID, that would be great too. Thanks

Related issue: https://github.com/peace-maker/DHooks2/issues/3

[quote=dan_c]It looks like setting "sm_remove_medic_attach_speed" to 1 on v1.9.1 of the tf2 comp fixes is causing the medic to....run faster than scout when attached lol. Tested this last night on both a serveme and an independent server with 1.9.1 loaded on. Any idea whats happening there?[/quote]
Sorry I didn't catch your message earlier. That was a bug in a previous version of the library I depend on, which has been fixed late May, Versions `2.2.0-detours11` and above should work fine. If you could send me the serveme reservation ID, that would be great too. Thanks

Related issue: https://github.com/peace-maker/DHooks2/issues/3
40
#40
2 Frags +
twiikuuIf you could send me the serveme reservation ID, that would be great too. Thanks

Sorry for late reply. Res ID is 346546 from DAL serveme #07. Thanks for letting me know on the dhook library!

[quote=twiikuu]If you could send me the serveme reservation ID, that would be great too. Thanks
[/quote]

Sorry for late reply. Res ID is 346546 from DAL serveme #07. Thanks for letting me know on the dhook library!
41
#41
1 Frags +

Download link for respawn bind don't work.

Download link for respawn bind don't work.
42
#42
-2 Frags +

...

...
43
#43
3 Frags +
TontonFlairixDownload link for respawn bind don't work.

https://raw.githubusercontent.com/ldesgoui/tf2-custom/master/optimal-respawn-bind/cfg/orb.cfg

[quote=TontonFlairix]Download link for respawn bind don't work.[/quote]
https://raw.githubusercontent.com/ldesgoui/tf2-custom/master/optimal-respawn-bind/cfg/orb.cfg
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