twiikuu
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SteamID64 76561198020242938
SteamID3 [U:1:59977210]
SteamID32 STEAM_0:0:29988605
Country France
Signed Up November 6, 2012
Last Posted March 29, 2021 at 2:59 PM
Posts 769 (0.2 per day)
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#88 I'm writing a proper guide to performance. in Q/A Help

hooking up my fps counter to datadoghq dot com to get Real Observability and be able to make Educated Decisions based on Real World Data

posted 1 week ago
#19 combine every log in TF2 General Discussion

@valykir https://github.com/ldesgoui/clone_logs
now do it or no balls

posted 3 weeks ago
#9 faceit tf2 in TF2 General Discussion
TailorTFmalyNo Linux client = no faceit for me :( I've always used their website for their tf2 stuff and from what I've seen it works fine. So far I don't see anything indicating that they'll require their client for this new system.

last i paid attention to it, your account would get randomly flagged and you'd have to play with the AC for a while

posted 4 weeks ago
#22 Phoenix Red announces GGtoor Locked (down) & Loaded in News

Put simply, if the website logic can show you the password in plaintext, so can any attacker after compromising the system

posted 3 months ago
#20 Closing thoughts on S37's plugins in TF2 General Discussion
MakWasn't the plugin made and then implemented because some people thought that the game without a plugin was boring? With all due respect, I don't think anything more than theory-crafting was put into the concept and implementing of the plugins either, so I don't see why it's not valid to counter in kind :P

The plugin was originally made to allow playing without medic attach speed, this was explicitly made to have something more substantial than theory-crafting. I then saw the opportunity for me to include various fixes to things that annoyed me directly throughout the 7k hours I played, those weren't made because I had thought of balance changes.
The issue I have is that theory-crafting is (historically very) noisy, and I'm particularly interested in hearing about feedback rooted in experience, which I would like not to be drowned out.
I don't mean to be dismissive, I hope you understand.

Mak[Soldiers can get away with dumb shit]

I understand and agree that the change makes directly bombing a lot more powerful, that's not what the change was implemented for (dealing 70 self-damage because a scout brainlessly ran into you is what). I'm not sure I see where it has a large negative impact on the game, it helps breaking holds and doesn't seem impossible to counter..? Am I mistaken?

MakConsidering there is a whole season of gameplay and that a lot of people did not like the plugins, I would say it is safe to say there is no point in putting them in again in their current state.

If that's the case, agreed, although that's not my decision

posted 3 months ago
#17 Closing thoughts on S37's plugins in TF2 General Discussion

I appreciate the comments but I'm sort of disappointed by the lack of depth in the feedback given, bar Mak and Sil, we learn nothing from "disable medic attach speed" or "it makes the game boring" (???).
I have a hard time believing the feedback on gunboats isn't mostly theory-crafting, I haven't paid an enormous amount of attention but if it is "way too powerful" like suggested, I would expect to see some clips demonstrating it.
I would like to try implementing some features before next season, granted I have the free time to do so:
- Making Soldier's base self-damage reduction always apply (as opposed to only in the air), this may not be possible as it may affect rocket jumping
- Normalize pipe sizes (hoping to ask Shounic about what he learned when making his video on the subject)
- Making engineer buildings collide with all teammates (to stomp the "medic hides in a dispenser" defense, which is incredibly stupid in my opinion)

posted 3 months ago
#6 etf2l season 38 in TF2 General Discussion

Any reflections on the plugins? Interested to hear

posted 3 months ago
#21 twitch killing the in site stream viewer? in TF2 General Discussion
zx37twitch has inherited all of Amazons cold user-hating megacorp policies yet none of its massive megacorp infrastructure

still to this day cannot load a 30 second twitch clip on mobile chrome in under 3 minutes (gigabit internet, iphone 11)

hate to go "akshually" but that's obviously false considering twitch are one of the biggest AWS customers
slicing and transcoding large video files on demand isn't the cheapest thing in the world, especially at scale, but hard agree that the clipping experience is poor partly because of the time it takes, i don't think throwing infrastructure at the problem would help much however

posted 3 months ago
#7 dribble.tf - stv demo replay in browser in Projects

Quite an impressive piece of work, have to commend the code quality (the Three.js rendering with React components is pretty cool)
As I'd have expected, the valve assets seem to be a big pain point, it's neat that you managed to get something working altogether, is your current pipeline able to extract animations as well?

posted 4 months ago
#4 Waitless +attack delay. in Customization

cheers leth

posted 6 months ago
#97 ETF2L S37 plugins in TF2 General Discussion
ZestyYeah in addition to random spin, pipes also have a random velocity added (including left/right and up/down velocity), I think it's this that causes the spread right?

Yep

SylentIdk if this has been brought up but the no pipe spin plugin makes stock pipes much harder to see.

If people generally agree that it is actually "much harder" to see, I would suggest making it known (upfrag Sylent's post) and I'd suggest ETF2L remove this change for now, I have to admit that I have overlooked the visibility aspect as I assumed it would not be an issue, apologies.

posted 6 months ago
#93 ETF2L S37 plugins in TF2 General Discussion
Makam replying late and also to the not most relevant part of the plugins but it is a purely visual change, pipes still have variance in their accuracy from when they're shot, go try it out on a server if you want. Both where they land and the way rollers roll are still random and the amount is probably not reduced at all by this. I just think it looks freaky, makes stock pipes look like LnL which is pretty spooky.

The no-spin thing actually affects how pipes travel in the air, as air drag affects their trajectory. I agree that consistent spin would be better than no spin (but I still think no spin is better than random spin), I just have not had the time to make that happen.
The variance you're seeing is the random spread that pipes have. (Yes, that's a thing)

posted 6 months ago
#40 ETF2L S37 plugins in TF2 General Discussion
SylentShoot people in the face at point blank and only take 18 self damage

That's if you're in the air, if not, that's closer to 31 damage.

SylentEven the default rocket jump self damage resist doesn't apply when damaging someone else

That's not a condition which affects Soldier's base self-damage resistance, the only factor is whether you're in the air or not.

posted 6 months ago
#34 ETF2L S37 plugins in TF2 General Discussion
WackyfireballHaven't they both been in the game since the beginning?

That's not a particularly good reason against trying out changes.

WackyfireballAs far as I'm aware and according to the wiki, gunboats aren't suppose to apply when you hit an enemy, why would this be changed if its a not a bug.

The wiki explains the behaviour, the implementation rather than the intent of the feature, the latter seemed to be "gunboats only apply for rocket jumps", that is quite different. I implemented the change because I feel that situations such as the one described by Kermit feel incredibly absurd - the behaviour is hard to expect, to predict.
I would prefer to have Soldier's base self-damage resistance always apply (as opposed to only mid-air) rather than this, but I've not had the time to develop the change.

Wackyfireball And doesn't letting projectiles go through allies reduce part of positioning and communication.

I've never understood the point about positioning when it comes to this change, I just cannot envision a situation in which this can be abused and not be reproduced without the plugin. This testing season could show me otherwise. The point about communication makes even less sense, you shoot a rocket, your scout who faces the other way runs into it, you're just never going to be able to prevent that through comms, that seems silly.

posted 6 months ago
#39 twiikuu's technology in Projects
dan_cIt looks like setting "sm_remove_medic_attach_speed" to 1 on v1.9.1 of the tf2 comp fixes is causing the medic to....run faster than scout when attached lol. Tested this last night on both a serveme and an independent server with 1.9.1 loaded on. Any idea whats happening there?

Sorry I didn't catch your message earlier. That was a bug in a previous version of the library I depend on, which has been fixed late May, Versions `2.2.0-detours11` and above should work fine. If you could send me the serveme reservation ID, that would be great too. Thanks

Related issue: https://github.com/peace-maker/DHooks2/issues/3

posted 7 months ago
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