Please don't post on the forum asking for pirated software.
Account Details | |
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SteamID64 | 76561197974943998 |
SteamID3 | [U:1:14678270] |
SteamID32 | STEAM_0:0:7339135 |
Country | United States |
Signed Up | July 20, 2012 |
Last Posted | March 29, 2015 at 6:37 PM |
Posts | 797 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1150 |
Resolution |
1680x1050 |
Refresh Rate |
120 Hz |
Hardware Peripherals | |
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Mouse | Zowie EC1 eVo |
Keyboard | |
Mousepad | Zowie G-TF |
Headphones | |
Monitor | Samsung 2233rz |
These last few payments bring the total amount of pre-paid players to 15. Still 25 other players who have stated intent to attend, but have not pre-paid yet.
Yes, registration has been extended until June 4th June 3rd @ 11:59CDT. As of right now we have 12 ready teams, including Classic Mixup, Froyotech, Exertus, Street Hoops, and 6cuties. If you want to see how you stack up against the best in North America, this is your chance.
EDIT: Thanks Spangler
SedosIs this solely TF2, or would there be a possibility of setting up a friendly game of CS:GO or DOTA?
You can play anything that is installed on the PCs.
miwoIn my quest to improve my scouting, I've been DMing a lot. What I would love to see is my percentage of damage done vs optimal damage.
Since I die all the time to dumb things in DM, I don't pay attention to kills or deaths. I just try to hit every shot for an optimal amount of damage based on the distance. So I estimate the amount of damage I should do ideally, based on the distance I am away. 100 if pt blank, 40 if mid/far, etc. I do it mentally in my head, but it would be nice to know for sure.
Is there any way to do this client-side? I imagine it would use a lot of resources server side, it's probably not doable.
That actually might be possible to do server-side. I think the formula for tf2's damage falloff is readily available so this could potentially be calculated. It does get tricky though because you also have to account for the spread of the scatter pellets. At 100 feet, each pellet may do X damage but it's not possible to hit someone with all of them like it is at close range, so that would need to be accounted for.
turtsmcgurtsActually, it works just fine. This is the method a friend and I have used in a plugin for just under two years. I just hopped in game to confirm, just to make sure I wasn't crazy.
Oh wow, either that has changed since I first started developing MGEMod (almost four years ago!) or I was doing it very wrong. Good to know! I guess accuracy stats are no longer that absurd.
That said, I haven't touched the MGEMod codebase in quite some time and am busy with other projects. Though there's nothing stopping any of you from adding them and submitting a pull request!
dflameI also do agree that you should add sniper back into it.
Class limits have nothing to do with the actual SOAP TF2DM plugin, and are set on a per-sever basis by that server's administrator. Talk to the owner of your DM server if you want to see class limits changed.
dflameI think it's a needed addition to the DM servers. Thoughts?
dflameLike honestly, I could careless if they add this into the DM servers, I just think it's a nice addition.
?
turtsmcgurtsi'd imagine something like this would work
find an event that gets triggered when somebody fires hit or miss, such as TF2_CalcIsAttackCritical. increment the variable for their shots_fired here.
find an event that gets triggered when somebody takes damage, such as player_hurt. increment the variable for the attacker's shots_hit
TF2_CalcIsAttackCritical is a good candidate, but if you turn off crits that event never fires. Additionally, last I checked, leaving crits on to take advantage of this event but programmatically disabling crits by returning PLUGIN_HANDLED (or something similar) results in prediction errors for the client. In other words, the client would still see and hear crit effects when they were expected to crit, but would not actually do critical damage. While this is only a cosmetic issue, I feel it would cause significant confusion.
dflameCan you add something where at the end of each map in the DM servers it shows everyone's damage (like a sizzling stats page for each map or something? It would show who's doing all the damage and who is just cleaning up. I think it's a needed addition to the DM servers. Thoughts?
Why are stats important in DM? Why does it matter who is doing the most damage and who is cleaning up?
zenF2 has accuracy in logs from the lego server. Magic? :/
That probably also uses some kind of OnGameFrame-based workaround, though I can't be sure as his plugins are closed-source as is TFTrue. I'd be happy if he came in and announced there was a better way of tracking accuracy though.
AloSecif there is, would it be possible to check the shooter's ammo when he hits his target, and compare that ammo to his ammo the last time he hit?
Far too many things can happen between the time a player is hit twice. What if, between the first and second hit, the attacker shot 3 times and reloaded? What if the attacker shot once and reloaded? You would not be able to tell between those two scenarios. There are several other scenarios like this that all make that method inaccurate.
EDIT: I suppose you could look at reserve ammo as well, but that is also not reliable because they could pick up ammo, or die and respawn, etc. The number of workarounds built on top of workarounds rapidly spirals out of control and takes over the whole codebase just for this one feature.
thesupremecommanderI think the reason accuracy was removed is because there is no good way to measure it in the Source Engine. Most ways attempt to simulate it but aren't perfect and use a lot of resources in trying to come up with an answer.
More or less this. Determining accuracy in MGEMod involved, on every single game frame, scanning every weapon held by every player and checking to see if its ammo had decreased. To my knowledge, there is no in-game event that can be hooked when a player shoots and misses, so this was a workaround. It's possible there are better workarounds, but it was way too much hassle for a minor feature that most people did not care about.
Frostfireare we allowed to bring our own food into the venue?
(im assuming yes cause of the cookies)
Yes, outside food is allowed. Ignite asks that surplus food be stored in our private room, and not out on the main floor.
MATHYOUImportant question here: Can I bring cookies? If so, my mom will bake them and I will bring them and we will then proceed to eat them.
You are welcome to bring as many or as few cookies as you like.
freakinWhat is the maximum attendance/when does it sell out? Is there a refund policy?
I plan on attending but it's a 10hr drive/$300 flight and I have a lot of summer plans TBD
There are 55 computers. The max capacity of the venue is about 150 persons. Obviously, not all of these persons can be on computers at the same time, but if you just plan on hanging out then you can do so.
Refunds will be available until about a week before the event.
ATTENTION:
Given the unexpectedly large amount of people attending, this event is no longer pay-at-the-door. Additionally, the price has been dropped from $55 to $48 per person. To be guaranteed a seat, you must pre-pay. As Ignite has no ability to accept advance registrations from individual attendees, they have asked that I collect all the registration fees and forward them as one lump sum. If you have any questions or concerns about this, please email me at email@alexvan.camp
To pay, click the orange "Pay Now" button in the body of the news post.