Jstn7477
Account Details
SteamID64 76561197982896766
SteamID3 [U:1:22631038]
SteamID32 STEAM_0:0:11315519
Country United States
Signed Up January 5, 2013
Last Posted December 7, 2013 at 12:24 AM
Posts 146 (0 per day)
Game Settings
In-game Sensitivity 3.0
Windows Sensitivity Default
Raw Input 0 
DPI
2300
Resolution
1920*1080
Refresh Rate
120Hz
Hardware Peripherals
Mouse Logitech G500
Keyboard Gigabyte Aivia Osmium Mechanical (MX Reds)
Mousepad Razer Scarab
Headphones Roccat Kave 5.1ch
Monitor ASUS VG236HE
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#8 Inspired in TF2 General Discussion
HazSwaghttp://pricespy.co.nz/product.php?e=283805

would that be a good switch?

That appears to be a 10/100 megabit switch and not a 1000 megabit (aka gigabit) switch, but it'll work. A gigabit switch would be preferred especially if your router has gigabit LAN ports, simply for 10x more bandwidth if you are doing any inter-network file transfers, but for a small LAN party it should be okay.

posted about 11 years ago
#2 Inspired in TF2 General Discussion

You can get a gigabit Ethernet switch and connect it to one of the LAN ports on your router and expand your network. A decent 8 port gigabit switch is fairly inexpensive, usually $20-40 USD or so (probably more expensive in NZ). Note that one of the 8 ports on the switch and one of the 4 LAN ports on the router would be used, so that would leave 10 LAN ports for computers.

posted about 11 years ago
#87 MGE 2.0 release in TF2 General Discussion
IndimanCpricetry reinstalling/re-copying over the addons folder for mge from git. Also what map are you trying to play on?mge_training_v8_beta4a
Turns out the new metamod version is made for steampipe, so I went back to an older version, and now it works (ty tragic)

Yeah, I think Metamod 1.10.0-hg829 is the last version that works with the soon to be traditional TF2 servers. Unfortunately, the Alliedmodders symbol/snapshot server had a piece of hardware fail at a rather inconvenient time, so only the latest (and incompatible) snapshot is available. I do have the latest Linux one that works, but not the Windows one. :(

Has anyone who mentioned the spire issue tried out the Spireking arenas on mge_dueling_v1_fix1 at all? I need to know if the fix works/if it's the only needed fix before I implement it on MGE Training V8.

posted about 11 years ago
#78 MGE 2.0 release in TF2 General Discussion

I might be starting some work on MGE Training V8 beta4a today. I plan on implementing the little fix I made for the spire, and raising the ceiling height of the bball arena.

I'm on the fence about whether or not I should get rid of one of the Turris arenas in favor of a Spireking arena, now that actual turris support is implemented by the plugin. Obviously it will take some work considering I had made a special "conjoined" pair of Turris arenas specifically for this map, but it would add slightly more variety to the map, I suppose. I know I have been changing arenas around since Beta3, but I'm curious to know if players want such a change or not. Please don't ask me to put Ultiduo on MGE V8 either because it is at its limits already.

Does anyone know of any other outstanding issues I need to correct? I know that the development of this map has been slow going, but I really want to get MGE V8 polished up soon and push it as the successor to MGE V7. The only way I can fix problems you're having is if I am made aware of them. I hardly have time to game as it is.

posted about 11 years ago
#5 TF2 Crashes/Freezes in Hardware

How old is your laptop? Chances are dust and other debris has built up in the heatsink, compromising heat dissipation even after just a few months of use. Do you regularly clean your laptop's ventilation system using something like a can of compressed gas? I know HP laptops aren't exactly known for great cooling systems, but I'm just curious if you have done that sort of maintenance at all.

posted about 11 years ago
#4 Science & Boinc projects in Off Topic

I've been an avid supporter of distributed computing projects for the last few years, and have dedicated many machines and GPUs just for the cause. I love accumulating computer hardware, so anything I stop using essentially runs distributed computing applications until it is sold or dies.

WCG stats: http://stats.free-dc.org/stats.php?page=user&proj=bwcg&name=652421
F@H stats: http://folding.extremeoverclocking.com/user_summary.php?s=&u=479212

I'm going to be sad when Help Conquer Cancer runs out of new GPU work within a month, considering I have an HD 7970, 2x HD 7950s and 2x HD 7770s doing that, but there might be new projects in the future. :)

posted about 11 years ago
#73 MGE 2.0 release in TF2 General Discussion

Hey folks, I have finished my first bugfix release for MGE Dueling V1.

Changelog:
-Corrected Ultiduo elevator clipping issues, players will no longer clip through the elevator when they stand on the edge. (Thank you Dave_ for identifying and correcting this issue)
-Created a fix for the spire model clipping issue (identified by MightyMe) by using a player clip brush. Players should no longer become stuck on the area of the spire identified in post #69 when they are brushed up against the wall. I will also implement this fix in MGE Training V8 if it has been proven to correct the issue.
-Created player clip brushes to overlay the 2fort "shack" model on Spireking. Players should no longer get "stuck" on the roof peak anymore.
-Raised the skybox in bball by over 100% to please the people who apparently enjoy hitting the ceiling more than playing MGE (just kidding). I plan on carrying this over to the next MGE V8 release as well.

UPGRADE INSTRUCTIONS FOR MGE 2.0.x USERS (until GitHub release is updated):
Open your existing mgemod_spawns.cfg located in tf/addons/sourcemod/configs in a text editor. Use CTRL+F or scroll down to the KeyValue that says "mge_dueling_v1" (should be the last set) and replace that map name with "mge_dueling_v1_fix1" and save/upload. Upload the new map (obviously), change your server configs to load the new map and restart your server. MGEMod should load properly with all the spawns since you updated the map name in mgemod_spawns.cfg to the new one.

Temporary download: https://www.dropbox.com/s/zs3evcbzvqko7kj/mge_dueling_v1_fix1.bsp

Thank you for the problem reports!

posted about 11 years ago
#41 MGE spawn glitch (non beta) in Q/A Help
mage24365Apparently it's happening again on my Multiplay server.

It was fixed for a while.

What version of SourceMod and MGEMod is your server running? Is Multiplay the GSP that doesn't let you install your own addons or am I mistaken? Anyway, MGEMod 2.0.2 is the latest version released early this morning, which may have fixed the problem if you had upgraded to 2.0.

posted about 11 years ago
#72 MGE 2.0 release in TF2 General Discussion
KanecoJstn7477I'm fairly sure that the spire in its entirety is a model. I'm not absolutely sure if I can correct that, maybe with a player clip brush or something in the shape of a ramp. Is this the same problem that people have with the spire on MGE Training V7/V8?
I think I only have that problem on v8 and not v7

Are there any other spots on the spire that cause this and need to be investigated?

posted about 11 years ago
#70 MGE 2.0 release in TF2 General Discussion

Dave_ was kind enough to approach me about the Ultiduo elevator clipping bug last night, and I allowed him to fix the problem and test it. I expect to have a bugfix version available possibly today, if not by the end of the week. I am also going to add player clip on top of the "2fort roofs" in Spireking as they are "sticky" when crossing over the center of them, and possibly investigate a solution to the problem in the post above. As usual, I'm incredibly busy at work, but I'll try to fix these things as soon as possible.

MightyMethere is a small edge bug on top of spireking arena:
http://i.imgur.com/CLUkn6L.jpg

if you walk up and quickly want to turn right it kinda blocks you even though it's a very small step

I'm fairly sure that the spire in its entirety is a model. I'm not absolutely sure if I can correct that, maybe with a player clip brush or something in the shape of a ramp. Is this the same problem that people have with the spire on MGE Training V7/V8?

posted about 11 years ago
#52 MGE 2.0 release in TF2 General Discussion

Still getting an array index error with 2.0.1, though it only happened once today.

L 04/16/2013 - 10:45:35: [SM] Plugin encountered error 15: Array index is out of bounds
L 04/16/2013 - 10:45:35: [SM] Displaying call stack trace for plugin "mgemod.smx":
L 04/16/2013 - 10:45:35: [SM] [0] Line 1886, mgemod.sp::CalcELO()
L 04/16/2013 - 10:45:35: [SM] [1] Line 1645, mgemod.sp::RemoveFromQueue()
L 04/16/2013 - 10:45:35: [SM] [2] Line 541, mgemod.sp::OnClientDisconnect()

posted about 11 years ago
#43 MGE 2.0 release in TF2 General Discussion

My servers (as of a few minutes ago) are now updated to 2.0.1. Thank you guys for the bug reports!

posted about 11 years ago
#35 MGE 2.0 release in TF2 General Discussion

CPrice and I found a few errors in the logs, and I've sent my logs to him. I'm sure he can probably address the minor issues pretty quickly.

zigzterDoes the bball arena still have the really low skybox of the old MGE? If so, is it possible to set it to the same as ctf_ballin_sky?

It does. I will keep this in mind for the next versions of mge_dueling and mge_training_v8.

posted about 11 years ago
#7 MGE 2.0 release in TF2 General Discussion
Bubbawill you be adding more arenas from standard maps? i.e. Metalworks Mid, Process 2, idk I just thought of those for now

MGE V8 is full, although I might replace a Turris arena with Spireking arena and promote it to release candidate. The brand new dueling map does have some space left but I wanted to get it out at a reasonable time considering I delayed CPrice's mod release by about a month or so.

If I have more time/patience, I hinted at possibly making an MGE Training V9 sometime in the future that would be purely new arenas. V8 was designed to do everything V7 minus the bugs and with more arenas to play on.

posted about 11 years ago
#36 MGE spawn glitch (non beta) in Q/A Help

Looks like it's working great on my MGE V8 Beta4a server with the latest SM 1.5.0 dev build. Didn't see anyone have to suicide because they were teleported to the center of the map, so it appears to be fixed. I recommend everyone upgrading to this fixed version.

posted about 11 years ago
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