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SteamID64 76561198020242938
SteamID3 [U:1:59977210]
SteamID32 STEAM_0:0:29988605
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Signed Up November 6, 2012
Last Posted February 28, 2026 at 1:01 PM
Posts 870 (0.2 per day)
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#30 What are you going to do when TF2 dies in Off Topic

probably create a purist TF2 "clone" with middie bots and plug myself in until i rot away

posted about 7 years ago
#6067 stream highlights in Videos

https://clips.twitch.tv/CalmDeterminedMangoSquadGoals

posted about 7 years ago
#24 ETF2L replacing Sunshine with Cardinal (also money in TF2 General Discussion
YeeHawIdk what map it’s replacing though

ESEA will have 9 maps (8 current + 1 new)

posted about 7 years ago
#20 Scottish Resistance bug in TF2 General Discussion

Yeah! Just fix it! Right VALVe?

https://i.ytimg.com/vi/X60VLdrKsLQ/maxresdefault.jpg

posted about 7 years ago
#30 lagbots in TF2 General Discussion

Back to Community pubs I guess. o- o no. MyM happened.. :/

It's becoming incrementally harder to enjoy TF2, unplayable casual, performance issues, instability.
If it was up to me, I'd trade the last 3 years of updates with a semi-major update addressing major issues.

posted about 7 years ago
#5269 HUD editing: short questions, quick answers in Customization

All in hudmatchstatus.res TeamStatus:
Does "chargeamount" and "ReadyBG"/"ReadyImage" actually work ?
Are there any other options to team1/2_grow_dir than "east" and "west" ?
Any way to y-offset the second team ?

Sneak peak https://i.imgur.com/vw0zuzl.jpg

posted about 7 years ago
#8 HUD Creation Competition in TF2 General Discussion

Hey, just to make sure, the deadline is June 10th?
I'll give it a try, I have a few ideas.

posted about 7 years ago
#33 Ban the "b4nny bind" in TF2 General Discussion
glassobligatory mention of the time on metalworks habib used this bind right as he died and instant-respawned

never seen that anywhere else

If you suicide in spawn, you can instantly respawn by changing loadout or class
(I think this applies to fall damage deaths as well?)

posted about 7 years ago
#304 TF2 Pro League in Projects
malyIs the file format tf2 demos use known? Can we actually slice demos and retrieve particular information out of them?

File format is half-documented here: https://developer.valvesoftware.com/wiki/DEM_Format
I clearly recall Icewind (demos.tf creator) mentioning that he managed to slice demos into playable chunks, as for retrieving data, it can be done using https://github.com/demostf/demo.js or https://github.com/SizzlingStats/demboyz

posted about 7 years ago
#302 TF2 Pro League in Projects
Menachemso hey if demos.tf is cool are there any plans to get some logs.tf action?

What Brimstone said is true.
I do plan on providing additional stats, whether it be by generating logs for logs.tf or by proposing and coding features for demos.tf.
I can foresee that players would rather have all their logs in one website (that would currently be logs.tf) but the integration would be painful and error-prone.
I think demos.tf has more potential to be a more fitting service for us *and the rest of the community* in the long run:
- STV demos will never require a third party plugin to run (meaning ESEA demos could be uploaded)
- Additional features can be applied to older demos (whereas new logs features can't be backported)
- Intensive stats will never require the gaming server to choke
- Demos.tf software is open source, any kind of statistic can be added
- Hypothetical: stats could be generated directly from a live STV feed (granted you plug it before the match starts)
- 2d/3d Heatmaps
- Automatically slice demos for fragmovie makers

I could come up with even more ideas, the only limiting factor is my free time

There are some downsides, obviously:
- Demo analysis (without packet filter) can be quite CPU expensive
- Demos take more space
- Both meaning that stats may take longer to be available
- It's possible that STV demos are missing crucial packets to provide information to clone stats from logs.tf

posted about 7 years ago
#12 anyone decent with python? in Off Topic

What exactly are you having trouble with ?
I think the document you shared does a pretty good job splitting the task in smaller sub-tasks that can easily be resolved.

posted about 7 years ago
#18 lagbots in TF2 General Discussion

nullifiedcat doesn't push code or really handle his telegram anymore (guess he moved on?), it's all BenCat07 and some other of his cronies
the lagbot basically doesn't chose a class and spams +use to the server, which is not rate limited in tf2

posted about 7 years ago
#10 Reload bug? Shooting cancels/resets reload in TF2 General Discussion
VisgemmVisI think you just didn"t time it right
It should either fire or let the reload continue, not cancel the reload
Look at the video it did not even cancel the reload. He just didn't time it right

https://i.imgur.com/nDX3Jvs.png

Wtf, it shot the rocket to the side (where he aimed during the flick), it made absolutely no noise and no self-damage (it looks close enough though)
Ammo reserve goes from 18 to 19, he picked up an ammo pack and shot so it makes sense
Watch the vid at x0.25 speed

EDIT: he then proceeds to rocket jump, assuming he did not shoot a rocket, and the gun was reloading and empty, preventing the rocket jump

EDIT2: Do you have the demo file @Alfie?

EDIT3: Load up cp_process and type in console

sv_cheats 1; noclip; setpos -788 -2414 590; setang 26 -85 0

This puts you at the almost-exact angle and position when the ghost rocket explodes
-- If you match the position of the explosion (in the frame when the explosion happens, it shows in the bottom left of the screen), the rocket *does* self-damage for about 10

https://i.imgur.com/tyV5obZ.jpg

I need a life

posted about 7 years ago
#8 Reload bug? Shooting cancels/resets reload in TF2 General Discussion
EoNhttps://www.youtube.com/watch?v=s_n6e7CnhyE&t=72s
this is what it looks like with viewmodels btw

I wouldn't say this is the bug because he did manage to get a rocket after the reload animation

posted about 7 years ago
#6 Reload bug? Shooting cancels/resets reload in TF2 General Discussion

I've had it happen as well, although rarely
Impossible to reproduce locally with mouse clicks scripted (~300 clicks per second) and fakejitter/fakelag
I would throw a wild guess that it has to do with client interpolation and the server considering reloading + shooting to be an erroneous state, resetting to default state, which is not reloading and not shooting

posted about 7 years ago
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