Where does it even state in the rules that throwing a game leads to a ban? Are admins this desperate that this falls under the 'match betting' rule? Please show me these people betting on Div 2 6s main season games
Account Details | |
---|---|
SteamID64 | 76561198072250111 |
SteamID3 | [U:1:111984383] |
SteamID32 | STEAM_0:1:55992191 |
Country | Belgium |
Signed Up | September 18, 2016 |
Last Posted | July 15, 2025 at 1:26 PM |
Posts | 131 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 2.90 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
240hz |
Hardware Peripherals | |
---|---|
Mouse | Logitech G Pro Wireless |
Keyboard | Wooting One |
Mousepad | SteelSeries QcK XL |
Headphones | Audio Technica ATH-M50X |
Monitor | LG 27GK750F |
The Steam API uses 64-bit Steam ID's, so before you could fetch the name you'd have to convert your SteamID3 to a 64-bit Steam ID.
They can be mathematically converted to a 64-bit ID, the actual math behind it is briefly explained in the official Valve documentation but I'd recommend you grab a library for your language of choice since there will almost certainly be someone who already built a package to do the conversion for you.
Once you're at that point you can use the Steam GetPlayerSummaries API to get their current nickname (or better in this context probably: use the league's API to fetch their primary alias).
https://developer.valvesoftware.com/wiki/Steam_Web_API#GetPlayerSummaries_.28v0002.29
RGL used to have an undocumented API to fetch stuff by Steam ID but it seems like it's not available anymore, last time I asked them about it they seemed equally confused about having an API. Not sure if they've built a proper API by now (doubt it), you might be out of luck on that front unless you want to try scraping the data
https://i.imgur.com/qw2samM.png
Alternatively, since the logs should contain names as well you could build a script and see which alias gets used the most for every player
Tino_... because pretty much all of the backend people who wanted to even try to work on a project like this have said fuck it and left and don't care anymore.
Building the technical infrastructure for a league (minus all the game servers I guess, but other leagues like ETF2L don't provide those either) isn't that hard to arrange and I strongly doubt that no one in this entire community has the skill set to build something that matches or outclasses RGL.
The real problem imo is that the people who are capable to make this have no guarantee that people will actually move over to a new platform, and it'll probably end up segmentalizing the existing playerbase over multiple leagues. No developer is going to spend a few weeks coding for the laugh just to realize that people would rather stick with RGL because b4nny plays it (while said developer(s) pay out of pocket to keep that infrastructure running). Marketing a league, sustaining it, finding volunteers to actually run the whole thing and do admin/AC work + incentivizing people to play on it (with or without prize pools) over RGL is the hard part, Valve's not even adding new medals to the game afaik and just rehashes old models (which is one of the bigger incentives for newer players to join like it or not).
When ESEA died it was a no-brainer to move to RGL since all it took was for them to add a gamemode to their already existing platform (also b4nny plays it). The only competition at the time ESEA died that wasn't a wip or ran by questionable people was UGC (lol)
stop playing tech support for this website
lots of the information you spread is just wrong or so completely irrelevant (at this point in time) that it hurts (posting about an RCE years after the code leak, talking about how changing DNS servers increases your in-game performance etc)
even when it's not and whatever you are saying is technically correct people are not asking you, they are asking the original creator of whatever tf2 customization is around
https://imgur.com/gallery/FgVnKt0
Changed some fonts and other things on srshud
Don't know much about how you'd go about solving the first or third problem but I found a copy of the no disguise smoke mod on my drive so here you go (I think it only works for STV demos though, not sure).
https://drive.google.com/file/d/1RrCxo7I2_-aJCRDTJdJa76r1lnBAPZ6y/view?usp=sharing
Using it with Lawena should just be a matter of dragging the folder inside of custom (Lawena's custom folder) and then enabling it on launch.
It's a good system, no random crits & spread, decent map pool, queue times are roughly 1-3 minutes and most importantly no automated cheating bots. It took me a while to get the anti-cheat working as I had to disable Hyper-V and run some weird command line tool to get it working, but now it's fine.
Pubs are quite enjoyable and they don't take years to finish thanks to stopwatch. Haven't seen too many stacks but most of the people who queue with their friends are just vibing from what I've seen. I've only ran into like two 6 stacks with like 3 medics that run perma kritz + banners to farm points for a ~€10-20 hat/weapon from the shop, but honestly it doesn't matter cause your game will end in no time, you get one less point and just move on from there.
Just look for scoreboard.res which is usually located in the resource/ui folder and copy/paste it into another HUD in the same location. Depending on fonts & colors that the HUD you are copying it from is using, you might need to tinker a bit more than that by adding color/font definitions in your clientscheme (most modern huds split these up in separate files nowadays).
Alternatively, if you are using Hypnotize's updated version of this hud there should be a 12v12 scoreboard in here.
https://github.com/Hypnootize/Rads-Hud/tree/master/resource/ui
https://github.com/Hypnootize/Rads-Hud/blob/master/resource/ui/ScoreBoard_12v12.res
Rename ScoreBoard_12v12.res to Scoreboard.res and you should be good to go
Also:
https://www.teamfortress.tv/19073/hud-editing-short-questions-quick-answers
I tried changing the font to Surface and while it does work for the health pretty much everything else is broken. I uncommented Surface in font_customization.res and commented out Product Sans, am I doing something wrong?
I'm pretty sure the only way you could accomplish this (sort of) is to have a static HUD crosshair that doesn't scale and an in-game crosshair (the one that enlarges) that is smaller than the scale of your normal HUD crosshair. For example you use a dot at size 24 (hud crosshair), use an in-game crosshair at the same time with a smaller scale (20 or whatever works for you). The HUD crosshair will hide the in-game one but when it enlarges it'll grow bigger than the HUD crosshair.
Is it possible to arrange the players on the match HUD vertically rather than horizontally?
Is it possible to change whether HUD elements hide when holding tab (scoreboard)? For example, my health disappears when I open my scoreboard, could I make it so that when I hold tab my health remains visible too?
While still in development (I don't see myself using this until the map textures aren't black/white), the fact that this is a functional prototype with the option to use both free camera and first person POV switching + the ability to skip to past ticks without having to reload all the previous ones is actually insane holy cow. Mad props!
Depends on what fonts you like, I personally just go with sans-serif fonts from Google. I use Inter and Jost in my website projects so I end up switching the fonts in most of my HUDs with these as well.