| Account Details | |
|---|---|
| SteamID64 | 76561198098770013 |
| SteamID3 | [U:1:138504285] |
| SteamID32 | STEAM_0:1:69252142 |
| Country | United States |
| Signed Up | September 13, 2016 |
| Last Posted | January 29, 2026 at 12:12 PM |
| Posts | 404 (0.1 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 2 |
| Windows Sensitivity | default |
| Raw Input | 1 |
DPI |
1000 |
Resolution |
1920x1080 |
Refresh Rate |
60hz |
| Hardware Peripherals | |
|---|---|
| Mouse | |
| Keyboard | |
| Mousepad | |
| Headphones | HyperX Cloud Stinger |
| Monitor | |
I'll be honest I can't really see a difference in "smoothness" between videos except the first one has motion blur on (gross!).
If you're already recording at 60fps, I can't imagine that upping to a higher rate (i.e. 120) then downgrading would improve "smoothness". Not a videography expert but that doesn't sound like a thing that happens.
mastercomsUpdate on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
Could a fixed, 100% accurate spray be created from, say, suppressing the getbulletspread function or returning a perfectly accurate vector when a weapon fires?
Don't know anything about the TF2 source or C++ but those hyperlinks I provided seem like the heart of bullet spread for auto weapons.
join this team to win main immediately
trux and tracker will turn every game into a scout diff game, beep_boop and jemond are also excellent at video gaming.
Did you do your stopwatch only in post processing or do you have a server plugin / windows program to easily benchmark your jumps?
CaptainZidgelOne thing I have in progress with this is a tool to specifically track stats over Team scrims in RGL, and even compare players head-to-head (so, say, casters could compare pocket scout to pocket scout before a game).
https://github.com/CaptainZidgel/Clash
https://i.imgur.com/2UL8Ukm.png
Expanding window of avg DPM over season 3 of RGL
Had this finished like 3 days ago but was thinking of making a webapp but lost all motivation for that so here's the library. Due to the size of seasons, you can use it without caching logs and it'll only take like 10 minutes.
mastercomsWhat features would you like from CS:GO's engine?
I do not know if this is even possible or feasible to port to TF2 or even to get from CSGO's engine (I do not know how it is implemented), but the VScript VM would be cool. A scripting environment in basically every Source game since L4D2
Obviously this is a wish upon a star kind of wish, but if it were actually possible to backport this to Team Comtress, I'd be highly impressed.
my last bump of the season probably,
ive crunched the numbers and this is my average DPM if you pick me up
https://i.imgur.com/6aroj3D.png
This is what we in the data science business call 'unstoppable growth'
I've created a Python package to turn stats into pandas time series' so you can plot overtime in matplotlib (the library also comes with a basic plotting preset and I intend to create more)
https://i.imgur.com/JbJbRJG.png
There's even an option to shade in competitive seasons.
There's no CLI for end users to auto create a graph but I'm thinking of making one soon.
If you're a developer interested in using this, check out https://github.com/CaptainZidgel/SPOT
One thing I have in progress with this is a tool to specifically track stats over Team scrims in RGL, and even compare players head-to-head (so, say, casters could compare pocket scout to pocket scout before a game).
when will you fix that awful recurring glitch where i miss all of my shots
lesser known up and comer, pick him up
bump, still looking for tryouts
DO NOT play more than 2 games against this person, he will memorize your movement patterns and you will be pre-dead every time you spawn.
Call him frogboy because he's leaping up the ranks!!