BumFreezei love you big time if you make something so teams can !gg forfeit a game when theres less than 5 mins left to end trash time
already exists
https://www.teamfortress.tv/38608/sawrs-competitive-plugins
called "GG Concede"
[quote=BumFreeze]i love you big time if you make something so teams can !gg forfeit a game when theres less than 5 mins left to end trash time[/quote]
already exists
https://www.teamfortress.tv/38608/sawrs-competitive-plugins
called "GG Concede"
Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:
To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well EDIT: This is wrong, CSGO writes the rest of the delay buffer when stopping a recording, TF2 does not, this is therefore a misconception, my bad.
- "GG Lag" may also be is caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.
To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)
- The fucky Wrap Assassin ball collision on Gullywash 2nd is caused by the detailing under the planks using func_lod, which should definitely be replaced by func_detail instead
To tournament admins:
- All holidays can be entirely disabled if you have SourceMod and basecommands by using `sm_cvar tf_force_holiday_off 1`
- Regardless, the Birthday ball should be entirely disabled in your tournament config via `tf_birthday_ball_chance 0`, it has a physics model and collides with stickies during rollout
- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.
Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:
To server hosts:
- [s]"GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well[/s] EDIT: This is wrong, CSGO writes the rest of the delay buffer when stopping a recording, TF2 does not, this is therefore a misconception, my bad.
- "GG Lag" [s]may also be[/s] is caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.
To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)
- The fucky Wrap Assassin ball collision on Gullywash 2nd is caused by the detailing under the planks using func_lod, which should definitely be replaced by func_detail instead
To tournament admins:
- All holidays can be entirely disabled if you have SourceMod and basecommands by using `sm_cvar tf_force_holiday_off 1`
- Regardless, the Birthday ball should be entirely disabled in your tournament config via `tf_birthday_ball_chance 0`, it has a physics model and collides with stickies during rollout
- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.
hey twikkuu can you make a league website haha, asking for a friend
hey twikkuu can you make a league website haha, asking for a friend
twiikuuTo map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)
With all due respect, providing "proper" blockbullet fixing to an entire level does NOT only take 20-30 minutes even in the case of process, it can take several hours.
probably up to tenths of hours if the issues on your map are severe. At least if you don't want a sloppy job
[quote=twiikuu]
To map makers:
- Splash bugs are entirely mitigable by taking the time to properly clip things with `BLOCK BULLETS`, most of process can be made better by switching some `PLAYER CLIP`s to `BLOCK BULLETS` (should take no more than 20-30 minutes to fix a map)[/quote]
With all due respect, providing "proper" blockbullet fixing to an entire level does NOT only take 20-30 minutes even in the case of process, it can take several hours.
probably up to tenths of hours if the issues on your map are severe. At least if you don't want a sloppy job
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.
TFTrue downloads a new whitelist file every time the command tftrue_whitelist_id is executed and reparses it entirely anyway, there is no built in check for the latest available items_game.txt hash to prevent redownloading or reparsing of whitelists already available on disk.
- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.
I"ll look in to that, however TFTrue will most likely still parse that + items_game.txt and change/add based on the hats/cosmetic enabled settings.
[quote]- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.[/quote]
TFTrue downloads a new whitelist file every time the command [i]tftrue_whitelist_id[/i] is executed and reparses it entirely anyway, there is no [url=http://whitelist.tf/last_update.php]built in check[/url] for the latest available items_game.txt [i]hash[/i] to prevent redownloading or reparsing of whitelists already available on disk.
[quote]- Considering most servers are able to update whitelist files on the fly, `unlisted_items_default_to` should be set to 1 and the file should only contain the items that are banned, to reduce the processing required.[/quote]
I"ll look in to that, however TFTrue will most likely still parse that + items_game.txt and change/add based on the hats/cosmetic enabled settings.
twiikuuSorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:
To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well, I think it may be possible to mitigate some of it by writing demofiles to a ramdisk. I'll be investigating to see if it's possible to simply delay the writing until the STV has caught up.
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.
GG lag even happens on my servers with SSDs and NVMe SSDs.
[quote=twiikuu]Sorry for the bump, putting down some information I've discovered so that it can be found later, it doesn't necessarily concern players directly:
To server hosts:
- "GG Lag" is caused mainly by srcds writing the demo file to disk, which is something like ~1mbps worth of data, it happens in CS:GO as well, I think it may be possible to mitigate some of it by writing demofiles to a ramdisk. I'll be investigating to see if it's possible to simply delay the writing until the STV has caught up.
- "GG Lag" may also be caused because the whitelist is re-exec'd and it has gotten huge, it happens anytime the tournament mode restarts, I will investigate to see if it can be disabled.[/quote]
GG lag even happens on my servers with SSDs and NVMe SSDs.
Collaide
Of course, there are diminishing returns, you can get a map to a pleasant state without perfecting it, in the case of Process, it did actually take only 30 minutes to switch stairs to BLOCK BULLETS and add a few transitions from displacements to brushes
Wiethoofd
This is true, therefore what I suggested wouldn't make much of a difference considering that most servers would be running TFTrue. The best would be to have TFTrue produce a whitelist file that contains the minimal amount of items possible.
Arie
I updated my post, the demo writing actually doesn't affect the server the same way that it does for CSGO because TF2 does not write the entire delay buffer at the end of a recording.
The culprit would therefore be the whitelist reloading, which I have disable on my plugin via
sm_tournament_end_ignores_whitelist 1
which is enabled by default and available on serveme.tf
EDIT: it does make it less noticeable but it's still present :(
[quote=Collaide][/quote]
Of course, there are diminishing returns, you can get a map to a pleasant state without perfecting it, in the case of Process, it did actually take only 30 minutes to switch stairs to BLOCK BULLETS and add a few transitions from displacements to brushes
[quote=Wiethoofd][/quote]
This is true, therefore what I suggested wouldn't make much of a difference considering that most servers would be running TFTrue. The best would be to have TFTrue produce a whitelist file that contains the minimal amount of items possible.
[quote=Arie][/quote]
I updated my post, the demo writing actually doesn't affect the server the same way that it does for CSGO because TF2 does not write the entire delay buffer at the end of a recording.
The culprit would therefore be the whitelist reloading, which I have disable on my plugin via [code]sm_tournament_end_ignores_whitelist 1[/code] which is enabled by default and available on serveme.tf
EDIT: it does make it less noticeable but it's still present :(
It 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?
It 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?
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
[quote=dan_c]It 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?[/quote]
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
twiikuuIf you could send me the serveme reservation ID, that would be great too. Thanks
Sorry for late reply. Res ID is 346546 from DAL serveme #07. Thanks for letting me know on the dhook library!
[quote=twiikuu]If you could send me the serveme reservation ID, that would be great too. Thanks
[/quote]
Sorry for late reply. Res ID is 346546 from DAL serveme #07. Thanks for letting me know on the dhook library!
Download link for respawn bind don't work.
Download link for respawn bind don't work.
[quote=TontonFlairix]Download link for respawn bind don't work.[/quote]
https://raw.githubusercontent.com/ldesgoui/tf2-custom/master/optimal-respawn-bind/cfg/orb.cfg
ANN: v1.13.0 of tf2-comp-fixes introduces a cvar to inhibit `extendfreeze`, I invite league admins to consider adding it to their configs. The update has been deployed to serveme.
When enabled with sm_inhibit_extendfreeze 1, clients will not be able to use the extendfreeze command.
This prevents some information leak, players can use this command after dying to spectate their killer in third person.
This slightly alters the handling of freezecams and may result in reduced spawn timers of at most 2 seconds across the board.
Here's a demonstration of the info leak, at 6:10
https://youtu.be/WHGVAJgHMX8?t=371
Thanks to JackyLegs for bringing this up to me
ANN: [url=https://github.com/ldesgoui/tf2-comp-fixes/releases/tag/v1.13.0]v1.13.0 of tf2-comp-fixes[/url] introduces a cvar to inhibit `extendfreeze`, I invite league admins to consider adding it to their configs. The update has been deployed to serveme.
[quote]When enabled with sm_inhibit_extendfreeze 1, clients will not be able to use the extendfreeze command.
This prevents some information leak, players can use this command after dying to spectate their killer in third person.
This slightly alters the handling of freezecams and may result in reduced spawn timers of at most 2 seconds across the board.[/quote]
Here's a demonstration of the info leak, at 6:10
[youtube]https://youtu.be/WHGVAJgHMX8?t=371[/youtube]
Thanks to JackyLegs for bringing this up to me
ANN:
v1.14.0 of tf2-comp-fixes adds `sm_fix_post_pause_state`
E: This is similar to the feature of the plugin by F2 and maintained by Aad used by RGL, this is mainly because ETF2L wanted to enforce the feature without having to require installing another plugin.
Revert state after unpausing
When enabled with `sm_fix_post_pause_state 1`, gameplay state that changed
because of the UserCmd handling bug will be restored to what it was before
the pause. For now, this includes:
- Medigun ubercharge
v1.15.0 of tf2-comp-fixes adds `sm_solid_buildings`, `sm_empty_active_ubercharges_when_dropped`, `sm_prevent_respawning`
Empty active ubercharges when the medigun is dropped
When enabled with `sm_empty_active_ubercharges_when_dropped 1`, mediguns that
are dropped while the ubercharge is active will be emptied.
This prevents the exploit of swapping mediguns while ubercharged to conserve
some of the charge.
Prevent Respawning
When enabled with `sm_prevent_respawning 1`, players cannot force a
respawn in the spawn room by switching classes or loadouts.
Make Engineer buildings solid
When enabled with `sm_solid_buildings 1`, the Engineer's Dispenser and
Sentry gun will be solid to teammates.
Sorry for the double post
ANN:
[url=https://github.com/ldesgoui/tf2-comp-fixes/releases/tag/v1.14.0]v1.14.0 of tf2-comp-fixes[/url] adds `sm_fix_post_pause_state`
E: This is similar to the feature of the plugin by F2 and maintained by Aad used by RGL, this is mainly because ETF2L wanted to enforce the feature without having to require installing another plugin.
[quote]
[b]Revert state after unpausing[/b]
When enabled with `sm_fix_post_pause_state 1`, gameplay state that changed
because of the UserCmd handling bug will be restored to what it was before
the pause. For now, this includes:
- Medigun ubercharge
[/quote]
[url=https://github.com/ldesgoui/tf2-comp-fixes/releases/tag/v1.15.0]v1.15.0 of tf2-comp-fixes[/url] adds `sm_solid_buildings`, `sm_empty_active_ubercharges_when_dropped`, `sm_prevent_respawning`
[quote]
[b]Empty active ubercharges when the medigun is dropped[/b]
When enabled with `sm_empty_active_ubercharges_when_dropped 1`, mediguns that
are dropped while the ubercharge is active will be emptied.
This prevents the exploit of swapping mediguns while ubercharged to conserve
some of the charge.
[b]Prevent Respawning[/b]
When enabled with `sm_prevent_respawning 1`, players cannot force a
respawn in the spawn room by switching classes or loadouts.
[b]Make Engineer buildings solid[/b]
When enabled with `sm_solid_buildings 1`, the Engineer's Dispenser and
Sentry gun will be solid to teammates.
[/quote]
Sorry for the double post
I'm noticing that the comp fix for picking up fully charged mediguns is saying that the previously this was an exploit- is this and the other command changes something that leagues are looking at? It seemed like a feature of the picking up mechanic when valve implemented it
I'm noticing that the comp fix for picking up fully charged mediguns is saying that the previously this was an exploit- is this and the other command changes something that leagues are looking at? It seemed like a feature of the picking up mechanic when valve implemented it
Just to be sure, what is referred to in that sentence is the process of popping uber, picking up a medigun from the ground, which cancels your ubercharge, and then picking up your original medigun, in which some undercharge percent remains
I decided to call this an exploit because I believe popping uber is a commitment and that you shouldn't be able to cancel, exploit might be a strong word.
It does take some skill (and luck) to pull this off, so it's not like the game is worse off with it.
I guess admins should have a quick look to see if they'd rather enable it or not, they should ask ETF2L admins for a demonstration video.
Just to be sure, what is referred to in that sentence is the process of popping uber, picking up a medigun from the ground, which cancels your ubercharge, and then picking up your original medigun, in which some undercharge percent remains
I decided to call this an exploit because I believe popping uber is a commitment and that you shouldn't be able to cancel, exploit might be a strong word.
It does take some skill (and luck) to pull this off, so it's not like the game is worse off with it.
I guess admins should have a quick look to see if they'd rather enable it or not, they should ask ETF2L admins for a demonstration video.
iirc, the spawn time caused by freezecams can be made to be hard coded elsewhere. i'll look around in a bit.
iirc, the spawn time caused by freezecams can be made to be hard coded elsewhere. i'll look around in a bit.