I'll give you a night that LuckyLuke will remember.
Account Details | |
---|---|
SteamID64 | 76561197994749697 |
SteamID3 | [U:1:34483969] |
SteamID32 | STEAM_0:1:17241984 |
Country | United States |
Signed Up | April 1, 2014 |
Last Posted | December 21, 2020 at 9:05 PM |
Posts | 2128 (0.6 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 6.0 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
---|---|
Mouse | Logitech MX Master |
Keyboard | Ducky 9008G2 Pro Limited Edition (PBT, MX Greens) |
Mousepad | Razer Sphex |
Headphones | Philips SHP9500 |
Monitor | HP L1925 (vert), BenQ XL2420Z, Apple Monitor II |
What the actual how in the fuck did you manage this
Literally the only problem I see is that rockets flip backwards when rewinding, but that's so incredibly minor and I'm sure it would be easy to fix
The most astonishing part is that you've got the whole thing rendering in realtime with actual real player models. Even without animations, that's damn impressive. I never thought we'd get anything more advanced than demos.tf. The stats overlay is really nice too.
i know there are a billion issues with this post but like
or just download it here:https://github.com/Yttrium-tYcLief/CompVMInstaller/releases/download/v1.4.1/CompVMInstaller_1.4.1.exe
and you will need this:https://www.dropbox.com/s/swgl0x110jatxi2/preload_room.bsp?dl=0
you do realize the installer automatically installs preload_room.bsp for you, right?
Updated the OP to tidy it up a bit, and also added better (more modern) instructions regarding Mastercomfig.
The data you are seeing for every other player/object is exactly what the server saw X milliseconds ago, where X is your ping.
The only data that is not server-accurate is your position/input.
Trust me when I say that you do not want your input to be serverside.
The game is very forgiving in terms of lag compensation. If you are missing obvious shots, then either your ping is too high and the server is rejecting almost everything you do because of that, in which case it's literally impossible to help you, or your net settings are absolutely fucked.
Or, alternatively, you're just bad.
Hey guys.
Zen 3 is pretty good.
https://cdn.discordapp.com/attachments/758683168357220382/774280388700405766/unknown.png
https://cdn.discordapp.com/attachments/389102232747900929/775767613606330388/unknown.png
Also just a protip: At very high framerates, timedemo is actually not reliable enough, and doesn't scale properly. It's an easy metric to use when gauging whether a certain FPS config actually helps, but it doesn't provide good enough numbers to tell by how much it helps. It is much, much better to use an actual demo and record performance data using FrameView or FRAPS.
- Reduced ubercharge gain on Ubersaw hit in Mannpower. 40% of regular rate if not powered up, 20% of regular rate if powered up
snowplow was too confusing for new players, but confusing balance changes like this, where a weapon functions in a different undocumented way in an official gamemode, are totally ok
It is literally just a near-recursive loop that lags your client and then executes +attack at the end, if your client doesn't crash beforehand. No need to dive into source for this.
every hour spent in MGE is a week off of your life, so maybe start by cutting back on that.
This cannot be done. You're limited to 4 loadout slots. HUDs cannot really be scripted very much, they're basically just CSS on top of the normal game UI.
springrollsusing map_background "mapname" as opposed to map "mapname" is also slightly faster iirc if you don't care about the aesthetics.
while true, there are some problems with map_background, namely that preload_room can't automatically kick you the second it loads
Edit: deleted graph. Might be bad data, don't want to misinform.