wickedplayer494
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Signed Up November 18, 2012
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#9 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion
pendayou should mention something like that in the survey, I was really confused when it started asking for all of that stuff

To be fair, methodology is a lot more prevalent in Consider The Following questions, but definitely not so much in the earlier parts.

posted about 7 years ago
#6 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion
Air_the fuck is this survey? why do you need to know my gpu and cpu and if i'm planning to upgrade them

I'm gonna repost my response to someone on reddit that asked that:

me 24 hours agoThis mostly has to do with the fact that I've noticed that a lot of people are quite leery about their performance being affected as part of updates, and is some nice statistics to have as it gives me specifics about what people use for what, details that the usual Steam Hardware Survey can't really provide as it's more of a "as a whole of Steam" thing.

That, and if there is any one hugely performance-sensitive forum, it'd be TFTV for sure.

posted about 7 years ago
#1 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion

Via HLDS:

Valve- Fixed some players not being able to click on the new rematch UI elements
- Fixed the end of round music not playing in Casual matches

Rumor has it:

- Script changes that implement pretty much all of the above fixes: https://github.com/SteamDatabase/GameTracking/commit/45dd49a28f610260f6007519f2f304331c32edd5

- Size is ~30 MB

---------------------------------

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posted about 7 years ago
#1 CS:GO update for 9/28/16 (9/29/16 UTC, 1.35.5.1) in CS2 General Discussion

Via the CS:GO blog:

Valve[GAMEPLAY]
– Replaced accuracy model for shots taken while in the air. See http://blog.counter-strike.net/index.php/air-time/ for details. (Thanks /u/SlothSquadron for RC feedback)
[SOUND]
– Increased fidelity and reduced distortion in fire sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, unsilenced M4A1-S, and AK47.
– Added unique distant, draw, and reload sounds for Famas, Galil, Aug, SG553, M4A4, M4A1-S, and unsilenced M4A1-S.
[MISC]
– Added Series 2 Pins to available offers.
– Added Bestiary Sticker Capsule to available offers.
– Added Sugarface Sticker Capsule to available offers.
– Added new convar sv_jump_impulse which controls initial upward speed of jumps.
– Fixed watch streams tab to correctly show top twitch.tv CS:GO streams.

Rumor has it:

- Want to have a listen to the new sounds? They're available for viewing on YouTube:

https://www.youtube.com/watch?v=YP9PQDiaWnI

- No, sorry, you're not making any $$$ just like last time - the views counter instead becomes a counter of denied revenue that nobody earns! That's right, not even me!

- CS:GO Stash has both the Bestiary Sticker Capsule and the Sugarface Sticker Capsule up for freely previewing their contents

- String changes and plenty of script changes for all of the new weapons: https://github.com/SteamDatabase/GameTracking/commit/dc19d57bc5ca373740092ef139bde94142c6279f

- As there's still a small trickle of these people, slowly but surely as Redstone 1 rolls out: if you're intending on reporting issues (don't be afraid, you never know if you're not the only one!), and you happen to be on Windows 10, please make mention of whether or not you're on Redstone 1/the "Anniversary Update" as not all issues may be caused by this update itself (or the previous one), but by Redstone 1
- Unsure of whether or not you're on Redstone 1? Search for "winver", and if "OS Version" is 1607, you're on Redstone 1. Otherwise, if it says 1511, you're still on Threshold 2
- It's strongly advisable though that due to how bug-riddled Redstone 1 continues to be that you take any and all available steps to hold off on the Threshold 2 to Redstone 1 jump for a week or two while issues are slowly but surely fixed
- I'll leave this notice out by mid-October as most Redstone 1-related issues should have been ironed out by then, either by Microsoft or by you

- Size is ~40 MB

---------------------------------

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posted about 7 years ago
#1 TF2 update for 9/27/16 (9/28/16 UTC) in TF2 General Discussion

Via HLDS:

ValveMatchmaking
- Players can now form rematches at the end of a Casual match
- At the end of a Casual match, players will have 30 seconds to opt-in to a rematch
- If at least 6 players from BLU and 6 players from RED have chosen to rematch, then a rematch will begin
- A rematch will use the same teams, map and server
- Players can now re-queue into Casual Matchmaking during the end of a match
- Players who decline a rematch or simply don't vote in the rematch voting period will automatically be re-queued
- Updated the way XP is earned in Casual matches
- Players will now be awarded more XP based on their team's performance at the end of a match
- XP is no longer lost for leaving a Casual match early
- A breakdown of XP sources is now shown when your XP bar fills up
- Casual matches now more strongly prefer to distribute players to teams based on experience, in order to better avoid creating one-sided matches
- Casual matches are now more likely to start with fewer than 24 players in lower population game-modes or regions, wherein the wait time for a full match would become excessive
- The current minimum allowable match size in such situations is twelve players
- The matchmaker will still attempt to place late-joiners into these matches as they become available
- Competitive matches no longer terminate when any player abandons the match
- Bots will now fill in for players who have abandoned, or temporarily disconnected from, Competitive matches
- Matches that finish at an advantage or disadvantage (e.g. 6v5 or 5v6, not counting any bots) will now result in smaller or larger skill rating adjustments for advantaged wins or disadvantaged losses, respectively
- Competitive matches that lose more than one player per team will keep the current behavior of ending the match
- Players who abandon Competitive matches still receive a large skill rating penalty and Competitive matchmaking cooldown, regardless of whether a bot was allowed to take their place
- Greatly improved the reliability of client ping estimates when placing users into matchmaking servers
- The game client now periodically checks in with the matchmaking server network to estimate ping to each region, and feeds the information back to the matchmaking system
- This should greatly reduce cases of players being placed in regions to which they have poor ping, even when said regions are geographically nearby
- The scoreboard now shows the connection status for missing and connecting players

General
- Added tournament medals for ozfortress Season 16 and Season 17
- Fixed an exploit related to the Eureka Effect and carrying buildings
- Fixed Live Streams menu not displaying the list of streams
- Fixed the flamethrower not drawing the Halloween Spell: Spectral Flame effect during Halloween and Full Moon events
- Updated the localization files

Rumor has it:

- Have a screenshot of what the new casual post-game screen looks like:

http://i.imgur.com/gxLigp5.png

- Sorry, competitive fill-in bots aren't controllable like in CS:GO

- A few HUD files were updated, so don't be surprised if some elements break, or all of it breaks

- wiethoofd informs me that they shouldn't crash (provided your HUD uses the hudanimations_manifest setup), but who knows. He's got a detailed breakdown of the changes on huds.tf

- An item schema update that brings the above mentioned ozfortress Season 16 & 17 medals: https://github.com/SteamDatabase/SteamTracking/commit/9bb874d80a1ec4d81a349d7c0af559fee5613ff7

- New strings, an early look at an upcoming item schema update, and GC protobufs oh my! New strings, an early look at an upcoming item schema update, and GC protobufs oh my! New strings, an early...

- Size is ~35 MB

---------------------------------

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posted about 7 years ago
#1 CS:GO PRERELEASE update for 9/23/16 (9/24/16 UTC) in CS2 General Discussion

Via the CS:GO blog:

ValveThe following changes are in the “1.35.5.0rc” CS:GO Beta depot.
[AIR INACCURACY]
– Changed the way accuracy is calculated while a player is in the air. For details visit: http://blog.counter-strike.net/index.php/air-time/

Rumor has it:

- SlothSquadron (everyone's resident balance specialist?) says that a post detailing the new changes is currently in the works has put up his post detailing the new mechanics changes

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.5.0rc"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.5.0rc" in SteamCMD
- Valve servers will almost definitely be unavailable as has been the case with the last few prerelease tests

- SteamDB GameTracking services will be completely unavailable as it only keeps eyes on the public branch - be aware, but even if it did keep eyes on alternate branches, there likely wouldn't be anything of particular significance to be found within its diff with this update in just ~5 MB

- Size is ~5 MB

posted about 7 years ago
#1 CS:GO update for 9/21/16 (1.35.4.9) in CS2 General Discussion

Via the CS:GO blog:

Valve[NETWORKING]
– Allowing wider range for network channel bandwidth rate setting representing allowed game traffic to client:
— Increased default rate to 196608 which will accommodate users with internet connections of 1.5 Mbps or better.
— Players can increase their rate setting up to 786432 to represent 6 Mbps surge bandwidth allowed, but must be aware that requesting high surge bandwidth may cause packet loss if their ISP or network hardware drops packets at a high surge rate.
[SMOKE]
– Flying smoke grenades no longer have a half-second restriction after a bounce before subsequent bounce can extinguish a molotov.
– Smoke grenades bouncing off a surface not directly on fire will not extinguish a molotov.
– Smoke grenades can no longer stick under a hot surface to extinguish a molotov.
– Smoke can still extinguish fires in a smoke volume even if the emitting smoke grenade rests behind an obstacle.
[MISC]
– Fixed a bug where players could double crouch jump higher than designed height.
– Fixed a bug where players would not be able to uncrouch in the air.

Rumor has it:

- There's some new datacenters, including one in the US midwest (exact location to be confirmed, but probably Chicago or Minneapolis): https://github.com/SteamDatabase/GameTracking/commit/9ff3f65713ee82fe10d014a560c5311b7778cf75

- Also, the prerelease branch was destroyed immediately after the promotion of these prerelease fixes to the public branch, so no need to freak out about running a prerelease branch

- Size is ~15 MB

posted about 7 years ago
#12 TF2 update for 9/20/16 in TF2 General Discussion
toads_tfi saw geel's post on reddit about it using a better server network that valve uses for cs and dota, and some strings in the code essentially confirmed it

Just FYI, "strings" =/= "protobufs".

posted about 7 years ago
#1 TF2 update for 9/20/16 in TF2 General Discussion

Via HLDS:

Valve- Internal changes to the way the client talks to the Valve gameserver network in preparation for future changes to the matchmaking ping system

Rumor has it:

- The GC is being restarted per a GC message sent out just now: "The item and matchmaking servers will be unavailable for approximately ten minutes for maintenance"

- Crates seem to be dropping again after a long drought of them being missing

- geel9 speculates that these changes could be to do with implementation of the Steam Datagram system, currently used in both Dota 2 (after its Source 2 hybridization) and CS:GO
- It's official, as seen throughout: https://github.com/SteamDatabase/GameTracking/commit/70040ea701cbb7877ef24bea7ed7c0e61a70a779
- This diff also mixes in bits from a Dota 2 update (the 2nd one, specifically), for those of you smart enough to not chain yourself to a single point of failure

- Size is ~30 MB

posted about 7 years ago
#1 CS:GO PRERELEASE update for 9/20/16 (1.35.4.9rc) in CS2 General Discussion

Via the CS:GO blog:

ValveThe following changes are in the “1.35.4.9rc” CS:GO Beta depot.
[NETWORKING]
– Allowing wider range for network channel bandwidth rate setting representing allowed game traffic to client:
— Increased default rate to 196608 which will accommodate users with internet connections of 1.5 Mbps or better.
— Players can increase their rate setting up to 786432 to represent 6 Mbps surge bandwidth allowed, but must be aware that requesting high surge bandwidth may cause packet loss if their ISP or network hardware drops packets at a high surge rate.
[SMOKE]
– Flying smoke grenades no longer have a half-second restriction after a bounce before subsequent bounce can extinguish a molotov.
– Smoke grenades bouncing off a surface not directly on fire will not extinguish a molotov.
– Smoke grenades can no longer stick under a hot surface to extinguish a molotov.
– Smoke can still extinguish fires in a smoke volume even if the emitting smoke grenade rests behind an obstacle.
[MISC]
– Fixed a bug where players could double crouch jump higher than designed height.
– Fixed a bug where players would not be able to uncrouch in the air.

Rumor has it:

- KillahInstinct has a list of the new options for the networking changes on reddit

- Both of the previous prerelease branches have been destroyed, so if you were on those, you'll be sent back to the public branch when Steam picks up that they've been destroyed

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.4.9rc"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.4.9rc" in SteamCMD
- Features that rely on Valve's servers may be unavailable

- SteamDB GameTracking services will be completely unavailable as it only keeps eyes on the public branch - be aware

- Size is ~15 MB

posted about 7 years ago
#1 CS:GO update for 9/16/16 (9/17/16 UTC, 1.35.4.8) in CS2 General Discussion

Via the CS:GO blog:

Valve[Gameplay]
– The first-person camera of players, spectators, and demo-viewers is no longer allowed to rise higher than their third-person head. This should prevent first-person players from being able to see from perspectives where their third-person head is not also exposed.
– When a player’s first-person camera is adjusted, bullets fired from both their client and server-side locations are also adjusted to emit from the corrected position.
– If for any reason the third-person player animation lowers a player’s head beneath the client’s first-person camera, the client’s first-person camera is lowered to stay at or under the height of their third-person head. This means that the third-person motion of the player is now represented more accurately from the first-person perspective.
– Third-person landing recovery animations are now weighted based on altitude traversed and duration in-air. Players landing from small jumps or falling from lesser heights will play more subtle landing animations.
– The anti-crouch-spam system has been changed to use degrading speed, instead of logging keypress-count. As before, the more often players crouch, the slower they will rise or lower. But this should now prevent bugs where players would instantly stand, or lose their crouch-spam penalty by moving a tiny amount. If players crouch even more, eventually they will just stay standing up.
– First-person and third-person crouch speed is now more closely related. The third-person player lowers more quickly to match the first-person representation.
– Players landing in crouch positions play a more subtle landing animation that raises their third-person head less noticeably.
– Molotovs are no longer extinguished by smokes that are significantly below them, so now it is possible to smoke inside hut on Nuke and throw a molotov on top of hut, or smoke under palace balcony on Mirage and throw a molotov on balcony floor.
– Molotovs are no longer extinguished by smokes that are above the fire height.
– Molotovs no longer spread under closed doors.
– Smoke grenades no longer get stuck in player clips when they extinguish flames upon bouncing off a wall.
[Sound]
– Increased fidelity and reduced distortion for fire sounds for AWP, SSG 08, G3SG1 and SCAR-20.
– Added unique reload, distant and draw sounds for SSG 08, G3SG1 and SCAR-20.
– Gunshot tails for AWP, SSG 08, G3SG1 and SCAR-20 no longer remain at the position they were fired, and instead more accurately spread over the environment.
[Maps]
– Latest version of de_cache, minor bug fixes.
[Misc]
Lag compensation system will now reliably restore pose parameters responsible for animation layering which makes server-side hitboxes for lag compensated players better match client-side rendered models. (Thanks, /u/Spurks)
– Fixed a bug where player body pitch could improperly rotate the entire player entity inside lag compensation processing.

Rumor has it:

- Feel free to take a listen to the new AWP/SSG 08/G3SG1/SCAR-20 sounds on YouTube:

https://www.youtube.com/watch?v=70Ly5QnMXY0

- Yes, ESEA's gonna be broken as it usually is after updates - you'll need to wait on them to get things going again

- Script changes for the new (auto-)sniper sound changes and VPK contents diff: https://github.com/SteamDatabase/GameTracking/commit/b24b081a8383e636bd954ca7cd34df5211154851

- As there's still a small trickle of these people, slowly but surely as Redstone 1 rolls out: if you're intending on reporting issues (don't be afraid, you never know if you're not the only one!), and you happen to be on Windows 10, please make mention of whether or not you're on Redstone 1/the "Anniversary Update" as not all issues may be caused by this update itself (or the previous one), but by Redstone 1
- Unsure of whether or not you're on Redstone 1? Search for "winver", and if "OS Version" is 1607, you're on Redstone 1. Otherwise, if it says 1511, you're still on Threshold 2
- It's strongly advisable though that due to how bug-riddled Redstone 1 continues to be that you take any and all available steps to hold off on the Threshold 2 to Redstone 1 jump for a week or two while issues are slowly but surely fixed
- I'll leave this notice out by mid-October as most Redstone 1-related issues should have been ironed out by then, either by Microsoft or by you

- Size is ~50 MB

posted about 7 years ago
#4 TF2 update for 9/15/16 in TF2 General Discussion
Rybkaare all the esea matches today gonna be delayed again because of the esea client

If ESEA breaks with every update as it seems to do with CS:GO, then there's a possibility.

posted about 7 years ago
#1 TF2 update for 9/15/16 in TF2 General Discussion

Via HLDS:

Valve- Fixed a case where crouching was used to see outside of the playable area. This could be exploited to place buildings at invalid locations.
- Fixed regression that prevented valid building placements

Rumor has it:

- Low-level changes for the crouch fix: https://github.com/SteamDatabase/GameTracking/commit/82f5baf14bfd323437e6e16605a0449190c5a316
- No, these aren't the bonus ducks you're probably thinking about, in case you think Valve's preparing for Scream Fortress

- Size is ~5 MB

posted about 7 years ago
#1 TF2 update for 9/14/16 in TF2 General Discussion

Via HLDS:

Valve- Fixed a regression in Mann vs. Machine where stunned bots could not pick-up the bomb
- Fixed being able to damage enemies through gates with the Cow Mangler 5000
- Fixed an exploit related to placing buildings outside of the playable space

Rumor has it:

- Size is ~10 MB

- You should also be aware that the Steam Subscriber Agreement was amended as early as late on 9/9/16
- You can view what changed involving the new SSA here, which now includes a dedicated COPPA clause (no users under 13) which may or may not have been sparked by recent scandals, minor language alterations involving beta/prerelease software, and clarifications for dispute resolution in the European Union
- Continued use of Steam constitutes your acceptance of the new terms

posted about 7 years ago
#1 CS:GO PRERELEASE update for 9/14/16 (1.35.4.7rc2) in CS2 General Discussion

Via the CS:GO blog:

ValveThe following changes are in the “1.35.4.7rc2” CS:GO Beta depot.
[Misc]
– Fixed firstperson/thirdperson desync during crouch-spam cooldown.
– Fixed firstperson camera jolts during grenade throws and strafing.
– Fixed ‘jittery’ players when viewed from thirdperson camera.

Rumor has it:

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.4.7rc2"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.4.7rc2" in SteamCMD
- As was reported previously, some features that rely on Valve's servers may be unavailable

- SteamDB GameTracking services will be completely unavailable as it only keeps eyes on the public branch - be aware, but even if it did keep eyes on alternate branches, there likely wouldn't be anything of particular significance with this update

- Size opting in directly from RC1 is close to 10 MB, size opting in from the public branch is ~15 MB

- You should also be aware that the Steam Subscriber Agreement was amended as early as late on 9/9/16, which includes minor language alterations to a clause dealing with beta/prerelease software
- You can view the rest of what changed involving the new SSA here, which now includes a dedicated COPPA clause (no users under 13) which may or may not have been sparked by recent scandals, and clarifications for dispute resolution in the European Union
- Use of the prerelease branch, as well as continued use of the rest of Steam, constitutes your acceptance of the new terms

posted about 7 years ago
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