AnAkkk
Account Details
SteamID64 76561197988840641
SteamID3 [U:1:28574913]
SteamID32 STEAM_0:1:14287456
Country France
Signed Up April 28, 2013
Last Posted May 13, 2021 at 5:58 PM
Posts 159 (0 per day)
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#7 cl_interp at 0 in TF2 General Discussion
Setsulcl_interp 0 + cl_interp_ratio 0 -> interp 0 ms
cl_interp 0 + cl_interp_ratio > 0 -> interp > 0 ms

You should never do this because the client and server code don't match :
If cl_interp_ratio = 0, client considers 0, server considers 1
(can be seen in the Source SDK)
This means the server will apply the interpolation delay in the lag compensation code, while you don't have it on your client. You end up having a bad registry.

posted about 10 years ago
#44 TFTrue in Projects

Update (4.03):
- Fixed crash after latest update when using the status command
- Log uploading will abort after 20 seconds if it hasn't finished and display an error message

posted about 10 years ago
#43 TFTrue in Projects
StorbAnAkkkAre you running a Linux or Windows server?

EDIT: I've tested on both Linux and Windows and couldn't reproduce the crash. Are you running any other plugins?

I do believe this is a Linux server, and I'm running MetaMod, SourceMod, and SizzlingStats. I have not tried removing those plugins to test for compatibility just yet.

I've tested with SizzlingStats and it didn't crash. Please try to run only TFTrue and let me know if it changes anything.

posted about 10 years ago
#40 TFTrue in Projects
StorbEver since the most recent TF2 update (July 2), pausing has led to my server crashing immediately. Uninstalling TFTrue fixes this, as of now.

New bug? Or is it just me?

Are you running a Linux or Windows server?

EDIT: I've tested on both Linux and Windows and couldn't reproduce the crash. Are you running any other plugins?

Not_MatlockThis is a really cool mod.

The only problem (and I could be totally wrong here) is that TF2 is constantly getting updates. Things like CPMA, AG, and such all work so well (as far as I know) because the games they mod aren't updated anymore (I think).

Will a comp mod really work for TF2 if the base game is being updated every other week?

The plugin exists since 2008 and it hasn't been broken that much by updates. There are a few features that used to get broken a lot (jump while ducking) but they're disabled by default. It's been a while no updates have broke it.

posted about 10 years ago
#16 tf2 rates in TF2 General Discussion

Looks like some people need to read this:

https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking

posted about 10 years ago
#36 TFTrue in Projects

Update (4.01):
- You can now write in the chat more than once when the game is paused
- Changed autoupdater URL for future updates

posted about 10 years ago
#35 TFTrue in Projects

The site was offline, it might have caused in-game chat errors saying that the last version of the plugin couldn't be retrieved. It's now fixed, though the current site URL won't say online forever, the new one is http://tftrue.esport-tools.net/

posted about 10 years ago
#67 110 fov in TF2 General Discussion

Many people still use it, even if it's banned. Probably not in ESEA though due to the AC.

posted about 10 years ago
#65 110 fov in TF2 General Discussion

You could still use the OpenPlugin. I know a few people that compiled it themselves, still use it and aren't banned. Still at your own risk though.

posted about 10 years ago
#73 Update! in TF2 General Discussion
atmoFor hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.

That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.
With a higher interp you're at a disavantadge as well though, you see enemies later than they might see you (considering you have the same ping).

posted about 10 years ago
#34 TFTrue in Projects
manaI wanted to give you a big thanks, TFTrue is actually really remarkable and saves a lot of headaches with logs and demos.

To my Ameri-bros, you guys should use this more if you can!

Glad you like it :)

LazyPandaI'm kinda confused here with steampipe. Do I install this client side as well or is it only server side? If I need to install it client side where do I put it now with steampipe?

It's only server side.

posted about 10 years ago
#31 TFTrue in Projects

4.0 ( June 2, 2013 )
- The whitelist system is now more efficient, it won't add tokens and other items that don't belong in the whitelist anymore
- Added tftrue_no_action to disable action items
- Added tftrue_whitelist to set a specific league whitelist, it replaces tftrue_unlockable_weapons which will be removed soon
- Console messages when allowing/removing whitelist items are removed to prevent spam
- sv_pure can now be enabled even if the server wasn't started with -sv_pure or +sv_pure

posted about 10 years ago
#21 Interp Toggle Exploit in TF2 General Discussion
ErenJayProtatoThis reminds me of a hud reload scheme bug.
When you press a key bound with hud_reloadscheme you will freeze for half a second. Not really that useful, but I guess it could be used for dodging strafing etc.

If you spam it, you can bonk almost infinitely.

They already fixed any unlimited bonk exploits with one of the last updates.

posted about 10 years ago
#19 Interp Toggle Exploit in TF2 General Discussion

https://github.com/ValveSoftware/Source-1-Games/issues/816

inb4 it gets ignored

posted about 10 years ago
#10 Interp Toggle Exploit in TF2 General Discussion

DBlocker already prevents this "exploit" since a long time.

http://dblocker.didrole.com/

posted about 10 years ago
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