puntero
Account Details
SteamID64 76561198061538510
SteamID3 [U:1:101272782]
SteamID32 STEAM_0:0:50636391
Country Argentina
Signed Up December 21, 2016
Last Posted July 21, 2022 at 8:30 AM
Posts 17 (0 per day)
Game Settings
In-game Sensitivity 2.6
Windows Sensitivity
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech G Pro X Superlight
Keyboard VSG Alnilam (Kailh Brown)
Mousepad Redragon Flick XXL
Headphones Logitech G733 KD/A
Monitor ViewSonic 144Hz 24"
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#39 working on a comp tf2 video essay, need your help! in Projects

Beastly documentary, don't think it could be topped off. Congratulations!

posted about a year ago
#1163 Wut hud/crosshair/cfg thread in Customization
zhernpunterohttps://www.youtube.com/watch?v=Y4vF9AiIeLY

i'm going crazy for both hitsound and killsound. does anyone know?
Show Content
and if you have the hud it's a plus
hud is arekk hud and hit/kill sounds are this (get rid of "_scr" for them to work)

i love you so much, thanks a lot

posted about a year ago
#1161 Wut hud/crosshair/cfg thread in Customization

https://www.youtube.com/watch?v=Y4vF9AiIeLY

i'm going crazy for both hitsound and killsound. does anyone know?

Show Content
and if you have the hud it's a plus
posted about a year ago
#8 working on a comp tf2 video essay, need your help! in Projects

Did my collaboration on my part, hope to see the results soon!

posted about a year ago
#65 Thoughts on new RGL ping guidelines? in TF2 General Discussion
okyaaaLETS GOOOOOOOO welcome back boys!

Thank you! We're glad to be able to play :D

posted about 2 years ago
#63 Thoughts on new RGL ping guidelines? in TF2 General Discussion
arcadiaI want to say thank you to exa and the rest of the RGL team for taking this seriously and listening to the community here. It's difficult to accept responsibility for a mistake (especially with all the vitriol towards the league in general) so I really believe a sincere thank you is in order for righting this wrong.

Hopefully an agreement can come together during this season allowing SA players to continue playing in RGL

Yes!
I already said my appreciation toward the staff team. It's wonderful that this got solved so quickly.
All my thanks now goes to everybody that did write up an opinion in regards to this situation, otherwise this wouldn't have gotten so much attention.

SA players are all thanking everybody that helped us through, including staff.
We're looking forward to discuss possibilities on another time, but for now we got what we wanted; the ability to play Season 7!

Thank you all for everything!

posted about 2 years ago
#53 Thoughts on new RGL ping guidelines? in TF2 General Discussion
botmodei see no reason to stop sa/eu people from playing if they want to. it's not like rgl 6's has leagues for other regions

other people having high ping doesn't really affect low ping players, that should be pretty obvious from the 2 cups where a top level na/eu full stack played in the opposite region

Thank you botmode, an opinion like this coming from a great player like you actually makes me really happy and content.
All we want as South Americans is to be able to play. Most of us transitioned to RGL because of the low, corrupt and repetitive leagues that exist here, at least I did because of that.
Your opinion is something I greatly appreciate you for publishing here :)

I can quote all South Americans in RGL right now that have registered on a team for Season 7 as to why they wanted to play, and it's always because our region's scene is in constant declining (which is explained in our document).

amperetrying to escape SA only to keep trying to enjoy this game in some f form, getting the money to play the league, working my damn a off practicing my English calls and getting used to the unplayability of 200ms only to get restricted by some nobody that CLEARLY hasn't played a single f round of 6s, what a f time to try to enjoy some tf2

This is the frustration we have felt. The inability to have a proper appeal for this situation that shouldn't have happened.
If they hadn't changed this rule 3 days before the season starting, this would all have been avoided.
On this I quote what brody said (thank you too):

brodyyou announce the ruleset when you announce the new season, then you allow people to register. thats just how it works. if you need to change something like this it can wait until next season

even if the rule is fair youre straight up scamming people out of money

If this change was announced when Season 7 hit, we wouldn't have even thought about registering into the league nor reuniting the money (which is not easy for people like me on Argentina due to political and economy issues on our country) to pay our respective inscription fees. Not trying to get pity because of that situation, but we all abided by the rules at the moment of our inscriptions, why change them now when matches start in less than a week?

sacmeanwhile in etf2l there is not a single restriction or rule and it's free, maybe you SA guys should go there instead LOL

Yeah, ETF2L staff has treated South Americans excellent, at least most of the people that played any season at all told me this, and I'm really flattered to know this.
Big props to ETF2L staff for their acceptance and inclusion. Like I sad above, all we want is to play somewhere different where new faces are seen and new challenges are proposed each time. We're tired of abiding only by another repetitive LBTF2 season (which has the same 3 teams on each div) or go to UGC.

24arcadiaangelcrg

This is legit, professional brazilian Team Fortress 2 player for some good amount of time now.

untamedzandadalenukaspercortenthrowJohhnyFromCali

Thank you all dearly for splashing your opinion here as well, it helps our cause by a lot and warms me up knowing that players like us could have the chance to play against new people on a completely new environment.
Also big props to people helping out on the thread I made on RGL Forums. Whatever needed to make this change be reverted at least only for Season 7.
You guys are the best :')

edit: removed the quote text as to not make the post really long, sorry :P

posted about 2 years ago
#42 Thoughts on new RGL ping guidelines? in TF2 General Discussion
JohhnyFromCaliHow do other currencies work with rgl?

You can have somebody pay for you in the case you can't pay in USD.

posted about 2 years ago
#39 Thoughts on new RGL ping guidelines? in TF2 General Discussion
Pirateer5So they waited for you to pay and sign up before killing your teams?

This my man is exactly what happened.
And worst of all, we all organized our players inside our team to abide by the rules at the time. Only for a slight change to just kill it.

posted about 2 years ago
#36 Thoughts on new RGL ping guidelines? in TF2 General Discussion
exa_The full article, which explains more in detail about why the the rule was reverted can be found here: https://rgl.gg/?a=1566. In a 2020 article, this was also polled where the rule was clarified/explained: https://i.imgur.com/XCGwdqh.png

It is fine, we all knew the rules before joining the league.
The issue now is that we registered and paid our inscriptions under the rule that <150ms players did not count as out of North America (for Peruvians & Colombian players) and organized our rosters according to it as well.
There are exceptions issued for certain players and teams that are also harmless and offer an easier adaptability for everyone than just killing the entire team.
This rule was changed 3 days before the week began, killing 7 teams in its way and deleting the opportunity for Peru & Colombian players alike to play.

That poll was a year ago as well, things seemed to have changed as more South American players have registered on this season otherwise not that many teams would have been killed.

posted about 2 years ago
#10 Thoughts on new RGL ping guidelines? in TF2 General Discussion

Argentinian player here.
I have asked countless teams that we scrimmed against with my IM team (which is consisted of Peru players and abides by the rule of only 2 South American players rostered). Peru players were never an issue playing on RGL since they've always had and STILL HAVE less than 100ms of latency on any region in NA.
My main team roster consists of 3 Peru players, 2 South American (Argentine & Chilean respectively) and 1 North American. Past season and midseason cup was played by lots of South American players.

rglStarting in the year 2021, RGL had updated the region rule to a latency-based system where teams have a maximum capacity of a third of the roster having connections exceeding 150 ping to the league's default region central server. After two seasons, this has given us new findings regarding this rule that was not initially anticipated, which will be covered here.

I also reinforce the fact that this 150ms maximum latency rule was proposed to allow Peru & Colombian players to play since they do not have any official league on their region, and staff members at the time thought it was unfair to not let them play, not counting Brazilian leagues since they have +180ms on any of their servers.

rglEnforcement of the 150-ping rule also proved to be inconsistent. Fundamentally, ping as a metric is difficult to enforce and not a consistent metric, especially after the season starts. There were many situations where players near the 150 ping cap would sometimes be okay, and then other days where they were not.

Might I add that this is denominated "poor internet connection" and not related to latency?
Anyone regardless of region could experience packet loss, jitter or rubber banding even on 15ms of latency. This has nothing to do with region.

edit: We, SA players, have made a document explaining the entire situation and how can it be reverted for inclusion.
We all thank you people for being on our side and seeing the wrong-doing of this change, your support is all we need <3

Link to the document: https://docs.google.com/document/d/1uQyF8VtLzDdmFqLvbHe4z0hjHYRRJ9KdeilEXLUiaZw/edit?usp=sharing
Link to the RGL Forums Post: https://forums.rgl.gg/topic/1814/rgl-south-american-inclusion

posted about 2 years ago
#10 logs.tf -> Demo Ticks (Python Script) in Projects
BvI don't want to discourage you in any way of creating your own way of finding events for fragmovies but I do want to point out that there's demoticks.tf.
I'm currently in the work of rewriting a lot of the code but it should soon be open source as well (the parser is already).

Sorry to reply so late to this. Excellent project!
I wrote this script as a scapegoat one to get ticks quickly without having a demo file (only through log files) since I have 0 to none idea about parsing demo files for information. At the time I made the script I was fully unaware of this website, so if anything I would be fully compliant to help out!

BvAnyway best of luck to you!

Thank you! It's just a simple script for anyone that ever needs to utilize it. I'm not that keen on Python so it'll most likely stay as it is right now :P

posted about 2 years ago
#8 logs.tf -> Demo Ticks (Python Script) in Projects
bearodactylit would be cool to have events for 4ks or 5ks as well, and the ability to select for a specific player (if that's not already a thing) for stuff like frag movies

Yeah, I've been thinking of including this for a few weeks since I planned on creating a frag movie, it occurred to me that this would be a great tool that would help on finding the moments whenever a play happens.

I'll see of implementing a new update to the script in the foreseeable future, I don't program in Python that much and have little knowledge of it :P

posted about 2 years ago
#5 logs.tf -> Demo Ticks (Python Script) in Projects
ZolakJMaxchillZolakdont know if that's a conscious decision on your part or not but i think instead of downloading and extracting the logfile you could just have just made a request to the logstf api to retrieve the needed infothe api doesn't give you times for anything, it's the pre-parsed data that you see on screen

to get ticks you need the raw file with events, which is what you get when you DL it

I remember seeing once when playing around with it that most events had its times stored in the api, thats why i asked about it. If thats really not the case then all good

Yeah, what JMaxchill says is correct. There are no event times' information in the Logs.TF API, just pre-parsed data from the site just like you see it rendered.
This script grabs the raw log from the site, unzips and reads it entirely and calculates the approximate SourceTV Demo Tick for every major event. I will consider adding more events if players require them.

Btw, pushed a small "update" to the script to fix a silly formatting mistake (oops) and a more precise tick calculation.

posted about 2 years ago
#1 logs.tf -> Demo Ticks (Python Script) in Projects

Heya. This is based on an idea from a friend of mine, pandaojo.
We always were slow whenever doing demo reviews with our team, or checking an STV demo of our matches to discuss mistakes and strategies. It occurred to him grabbing a log file straight from logs.tf and convert it into demo ticks with important events. I wrote a script from scratch that does this.

The script will show all major events on a log file, and get the corresponding tick respective to the STV demo (assuming the STV and log file start at the same time). It does have a little offset and isn't 100% exact, but it will get the closest tick to the event.

Currently, it only shows off über drops, über pops, airshots and round starts. Its main use is mainly for demo reviewing and these are the most important events in my consideration. I could make it better and add other events as well if demand is on it.
Feel free to fiddle with it as you like.

How to use?

  1. Run the script
  2. Get the log ID (ex.: logs.tf/2928367)
  3. Insert it into the input
  4. ???
  5. Profit

Download here (v1.1)
Raw (Source Code)

Download here (v1.0)
Raw (Source Code)

v1.1:
- Fixed a minor string formatting error regarding who airshots who.
- Made tick calculation more precise.

v1.0:
- Initial release.
posted about 2 years ago
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