please pick up the lad before everyone gets tired of among us and he has nothing else to do.
Account Details | |
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SteamID64 | 76561198098770013 |
SteamID3 | [U:1:138504285] |
SteamID32 | STEAM_0:1:69252142 |
Country | United States |
Signed Up | September 13, 2016 |
Last Posted | September 14, 2025 at 12:28 AM |
Posts | 398 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 2 |
Windows Sensitivity | default |
Raw Input | 1 |
DPI |
1000 |
Resolution |
1920x1080 |
Refresh Rate |
60hz |
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Mouse | |
Keyboard | |
Mousepad | |
Headphones | HyperX Cloud Stinger |
Monitor |
24CaptainZidgelCombine the hammer idea with sourcepawn and then you have the best of both worlds.
We already have arenas set up for MGE, so wondering how hard could it be to take some popular 6s maps and transform them into these "retake" maps?
Depending on how you want to structure your retake map it could be simple or difficult (captain obvious lol)
but basically if you wanted to do a tug of war between 2 teams (not like a bunch of mini arenas) on a normal map, you could practically throw down a bunch of new spawns, some brushes to stop you from leaving crucial areas, and just activate/deactivate them from SP - disclaimer, ive only tinkered with SP in CS:GO. TF2 could have wrinkles in its spawning mechanisms.
I like the idea but 6v6 is certainly a lofty goal.
4v4 might be more achievable. Assume each time has lost two people, but still decided to push - that would definitely not be a realistic situation in most 6s games in my experience. Probably better the attacking team always has the uber ad, as you're not going to be pushing otherwise.
I dont know too much about advanced hammer but does this even need to be a plugin? If you modify the spawn points and game logic that chooses where your spawn is (and spawn times), and ditch the randomized classes idea, you might be able to do 90-100% of this in hammer. I guess it depends on the expertise of anyone who decides to take on the idea. - then again you can't spawn people with uber levels in hammer. sourcemod probably wins here.
I haven't been listening to a lot of music later in the year because of work, if I did I probably listened on youtube, so that's going to be a skew about my interests.
Top Songs:
1. The Banana Splits - The Theme Music
2. The Banana Splits - The Theme Music
3. The Banana Splits - The Theme Music
4. The Banana Splits - The Theme Music
5. The Banana Splits - The Theme Music
Alright, I've been going back and forth on this all day but I've finally decided to vote.
I just put my ballot in the mail!
dbkhooliwould you beg me to vote if you knew i wouldn't be voting for your candidate?yes, participate in democracy even if that democracy is actively being undermined.
What if they vote for the candidate/party undermining democracy though
paskoIm not left wing or right wing
Im taxi driver
Curl Error 28 is a timeout. Demos.tf is hosted in Europe, NFO is an American server provider. You can see why there would be a time out issue. Of course though, if it were just a NA->EU problem, everyone getting their Chicago servers from NFO would have this same problem. Are you renting from a pop center like LA, by chance? (the timeout setting may be specifically formulated to accommodate midwest US since thats where most players play)
Find path to frying pan hit sound
Create your own duplicate path from tf/ to this file, but rooted in custom/ instead. (IDK sound paths but for textures its like custom/materials/models/..any-intermediate-folders../file.vtf)
Add custom sound with the same name of the frying pan sound
must load a server with no sv_pure settings like `map itemtest` or something to load custom assets up for casual.
DrHappinessClass Limit 2 is a happy medium between the more restrictive community competitive and the unregulated casual.
I would take this further and insist class limit 1. This way, your team can't have 2 spies and the enemy team can't run 2 heavies-2 medics, a near undefeatable combination for gibus players.
MM is never going to be like 6s and it shouldn't be, as you alluded to. it would never gain an audience. The very restrictive class limits mean your newb teammates get to play offclasses without your team getting completely screwed.
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.