MessyRecipe
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SteamID3 [U:1:10491009]
SteamID32 STEAM_0:1:5245504
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Signed Up June 5, 2013
Last Posted July 9, 2016 at 9:49 PM
Posts 93 (0 per day)
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#117 The demoman nerf: a semi-statistical analysis in TF2 General Discussion
MagikarpBefore this nerf, in competitive play, no one really had problems with demoman. There wasn't much big demoman complaint threads at all and we were fine with how the game was(aside from little to no support from Valve). Then Valve releases this nerf(probably to cater the pubbers/SPUFers) and as the demo mains start to defend their class, their are others attacking the class or reasoning about it like "learn 2 aim".

Heh, that's probably one of the funniest things about it. People liked to make "demo is ez m1 m2" jokes before but nobody seemed to consider it a serious issue. Then as soon as the surprise initial nerf came out, suddenly everyone bandwagons with the idea that' the class definitely really needs some kind of change, let's figure out what.'

And through it all a sticky can still one-shot light classes at close range...

posted about 9 years ago
#767 Post your setup in Off Topic
enigmado yourselves a favor and get a 10-keyless keyboard

I realize this quote is from 2 years ago but, oh god I could never

Before I made a desktop I had a laptop with one for awhile and then it died and I had to get one without and it felt like I was missing an arm. Tried to type on the empty desk next to the end of the laptop's keyboard whenever I went to type in years/CC number/anything in Excel

posted about 9 years ago
#95 TF2 update for 1/27/15 in TF2 General Discussion

Just did some testing on my server with bots. I think I now know at least one necessary condition to cause this, possibly the only necessary condition (just crashed so didn't get to vary stuff yet) --

Before I get to the test results, I should note that my reports of not getting prop disappearance were wrong, Sunshine just has very few disappearing props. But forward spawn doors, staircases, some bits of the wall/windows in cafe were vanishing. Also, it seems you cannot fix the props with record + stop, only the player models.

Test conditions were:

Server in tournament mode with SourceMod, SOAP
Running cp_sunshine_rc1a
Several bots loaded (spawned as heavy, scout, soldier)
Playing scout with a gold botkiller Mk II scattergun

The vanishing bug occured whether ragdolls were on or not, so it's not ragdolls. In fact, it occured regardless of killing or even hitting anyone.

My testing indicated that the only two consistently present variables at the time of players disappearing were:

1) In the process of firing my scattergun
2) viewmodel_fov set to a value that causes tracers to not appear

I use viewmodel_fov 0.001, but it also occured with viewmodel_fov 360 and viewmodel_fov 0.1

I got the most consistent results with r_drawviewmodel 1 and viewmodel_fov 360. Under these conditions, players disappeared immediately upon firing a single shot. With the other FOV values or with r_drawviewmodel 0, not every shot was guaranteed to cause the disappearance; it usually took between 5-11 shots in quick succession. This occured regardless of whether I was shooting an enemy or shooting a wall.

I was not able to trigger the bug with viewmodels enabled, or with viewmodel_fov 0 (which ceased to hide tracers after one of the last several updates). Also, I've already forgotten this bit, but IIRC it did not occur with r_drawviewmodel 0 while viewmodel_fov was set to a "normal" value.

At the time of this post I have not tested the following conditions--

Using any other type of botkiller scattergun
Using a non-botkiller scattergun
Using other weapons
Using other classes
Firing into the air (I was always either shooting a bot or a wall)
Other maps
Servers without SourceMod
Servers without SOAP

I did try a combination of several of these -- same class and weapon and viewmodel settings but on Walkway, both on my server (with SourceMod) and offline. I was not able to trigger it on Walkway, though I have not tried since discovering the specific conditions (though I was operating under them anyway). This indicates it could require SOAP to be loaded -- though obviously not active, if people are having it during scrims.

While there is more testing to do, I would tentatively conclude that firing a hitscan weapon while using a viewmodel FOV value that removes tracers is likely the cause of this bug. Possibly more likely with weapons that cause more tracers (e.g. scatter/shotgun rather than pistol), and probably more likely when firing rapidly (as I was almost always able to trigger it within 11 shots rapidly, whereas it seems to take more time when actually playing). Other conditions such as SOAP are not certain. It is also worth noting that because changing the viewmodel_fov did seem to change the frequency of occurence, that it may not specifically need tracers to be hidden, that may just make it more likely.

posted about 9 years ago
#41 Single Player games in Other Games

Europa Universalis II, if you like spreading colors around on maps http://i.imgur.com/aejGhRT.png

Still runs on anything

posted about 9 years ago
#77 TF2 update for 1/27/15 in TF2 General Discussion

Only stuff from the FPS configs I'm using is hiding the ragdolls --

cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

Don't think I've had an issue with props though unless the maps I was on (Coal and Sunshine) happen to use props that are immune. I do get disappearing players though, so if it is, in fact, FPS-config-related, then the disappearing players would be related to one of those. Will maybe test each individually if it's not fixed by tomorrow.

I suppose it's possible that if anyone dies, every model is hidden? Anyone know if the disappearance happens upon someone dying? It definitely doesn't happen consistently if that's the case though -- but the last ragdoll bug that happened was only when people died to certain things (gibbing explosives I think?).

posted about 9 years ago
#74 TF2 update for 1/27/15 in TF2 General Discussion
SoarexProps and people keep disappearing; had to make a bind to record and stop a demo. Helped a bit, however I keep crashing a few minutes after I do this.

I was CTDing too actually -- does it happen if you don't fix it with that? I haven't had the patience to just leave it and see...

G.SKILL RAM for me.

I doubt it's hardware; probably Valve rotated some new interns in to handle TF2 for the next few months and they fucked something up.

posted about 9 years ago
#59 TF2 update for 1/27/15 in TF2 General Discussion

Possible relevant drivers and config stuff for me -> GTX 580 with 344.11 NVIDIA drivers

r_drawviewmodel 0; viewmodel_fov 0.001

cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

tf_hud_target_id_disable_floating_health 1

Don't think I've got anything else set that changes the visuals of things drawn in 3D space... maxed out everything graphics-wise so none of the maxframes stuff for me (aside from ragdolls) and I still get it.

posted about 9 years ago
#110 The demoman nerf: a semi-statistical analysis in TF2 General Discussion
kaidusAs much as I'm still having fun playing demo post-nerf, it's retarded to say "aim your stickies".

Logic-devoid platitudes / throwaway empty phrases like "aim your stickies" and "wahh I can't destroy everyone" are easy ways to dismiss counterarguments while swaying over emotionally-driven individuals.

Funny thing is that pubbers still think the same exact things as before so nerf is a failure in intent anyway:

*DEAD* Garbage Scrub [mysterymeat3] : fucking sticky spamming faggot
[EON]Agent K.™ : You're a pretty good sticky demo m8

This is what happens when you balance around players that don't try to avoid taking damage...

posted about 9 years ago
#54 TF2 update for 1/27/15 in TF2 General Discussion

+1 confirmation on the disappearing bug. Didn't pay attention to props, but was in SOAP and without anything special like dying happening, everyone would just vanish, leaving just shadows (and nameplates if I happened to hover over a teammate's location).

record demoname + stop fixes it when it occurs, but it happens again shortly after.

TF2 now http://i.imgur.com/9wWXxwR.jpg

posted about 9 years ago
#2 Low to mid open team LFP in Recruitment (looking for players)

Forgets about scrims if he schedules ahead of time, then spams the shit out of you to play when you're scrimming with people who did plan ahead.

http://pastebin.com/KzCTVQQv

posted about 9 years ago
#56 Scout/Medic LFT low open in Recruitment (looking for team)
UncleDaneBut I really don't mind. Most teams we play against have their own "version" of an Atomisk anyway. Not uncommon to come across people like this.

I haven't played with anyone like that in something like two years. Maybe it's only most of the teams that are willing to play against you?

posted about 9 years ago
#242 ESEA S18 & TF2 in TF2 General Discussion

Killing, sorry if I missed it, but did you address this? The deadline for registration was January 5, was it not?

MessyRecipeAccording to the thread about registration here:

http://teamfortress.tv/thread/21526/esea-season-18-registration/
Registration will be open until January 5th 2015 11:59pm
If you're leaving team registration open through January 5, how is it possible that you can make division decisions prior to that?

Also it's been like Christmastime holidays and it's not even New Year's and stuff, I imagine many people haven't even bothered dealing with team stuff because they're doing family holiday things. Seems like a poorly-chosen deadline in general, unless the intention is to deliberately squeeze TF2 out while avoiding taking the blame.
posted about 9 years ago
#7 Messy Recipe LFT Demo (Open) in Recruitment (looking for team)

Bump, still looking

posted about 9 years ago
#1 Messy Recipe LFT Demo (Open) in Recruitment (looking for team)

Edit: turns out I'm not playing this season or at least not gonna start; might be able to backup though but probably can't actually be reliably around every night

Super late post I know, especially given that ESEA is apparently rolling back the deadline by four days, but...holidays...

Anyway, I led a UGC team since last fall that isn't continuing this season, so I'm looking to take it a bit more seriously and play Open this season, if anyone's got time for tryouts.

I'm generally on pretty much every night from around 9pm Eastern 'til sunrise. Usually prefer having a few nights free each week but I'm pretty flexible.

6s experience == Played demo in Steel/Silver/Gold since around August 2013. Did main-calling really early on but would probably prefer to not do that since it's been awhile. I think I'd probably do alright in mid-low Open.

Can provide/maintain Mumble and/or TF2 server if needed. Willing to do any team-maintance stuff needed as well as long as it's not anything to do with finding ringers or filling empty positions.

Generally think I'd do best with a team that shows up to everything on time, is organized, doesn't annoy the fuck out of other people with memes and binds, and takes time to practice individual things. 25 years old so it'd be nice to play with a bit older people, but not too picky right now.

Steam -- http://steamcommunity.com/id/MessyRecipe

posted about 9 years ago
#26 ESEA S18 & TF2 in TF2 General Discussion

According to the thread about registration here:

http://teamfortress.tv/thread/21526/esea-season-18-registration/

Registration will be open until January 5th 2015 11:59pm

If you're leaving team registration open through January 5, how is it possible that you can make division decisions prior to that?

Also it's been like Christmastime holidays and it's not even New Year's and stuff, I imagine many people haven't even bothered dealing with team stuff because they're doing family holiday things. Seems like a poorly-chosen deadline in general, unless the intention is to deliberately squeeze TF2 out while avoiding taking the blame.

posted about 9 years ago
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