I've released a small update on Windows to fix a crash after the last update.
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SteamID64 | 76561197988840641 |
SteamID3 | [U:1:28574913] |
SteamID32 | STEAM_0:1:14287456 |
Country | France |
Signed Up | April 28, 2013 |
Last Posted | May 13, 2021 at 5:58 PM |
Posts | 159 (0 per day) |
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Update (4.75):
- Add support for mp_tournament_readymode 1
Update (4.74):
– Preset names are now allowed in tftrue_whitelist_id
– tftrue_whitelist is now deprecated and will be removed, please use tftrue_whitelist_id instead
KanecoAnAkkkUpdate (4.73):Sry if it's a stupid question but is the ingame tv_delaymapchange dynamically updated with the stv delay setting to make it compatible with any custom delay the stv might be using??
- Fixed crash with logs
- Removed tftrue_tv_delaymapchange, you can now use tv_delaymapchange 1 which will prevent map changes if the STV hasn't finished broadcasting the end of the match
Indeed, I looked how it works, and basically they block the changelevel command when you have both tv_delaymapchange and tv_delaymapchange_protect commands set to 1 and if the last end of round was more than tv_delay+3s ago.
Update (4.73):
- Fixed crash with logs
- Removed tftrue_tv_delaymapchange, you can now use tv_delaymapchange 1 which will prevent map changes if the STV hasn't finished broadcasting the end of the match
Update:
- Fixed the plugin not loading on Windows after the latest TF2 update
eatm0rewafflesisland55eatm0rewafflesMy MGE server is not updating properly. Running latest SourceMod. Suggestions?
type "sm version" in console and tell me what version you're running. i know the first SM snapshot build after the TF2 update failed cause it wasn't built with sdkhooks(if i recall correctly) then the one thereafter has been working for me. i'm running 1.7.3-git5213 however 5214 has been released so i may update to that. 5212 was the build that failed if i'm not mistaken.
I'm running 5214 and I can not get my server to boot at all at the moment.
Is that related to TFTrue?
dollarlayerAnAkkkFixed changelevel being broken after latest update.
Do we need to update tftrue on our servers?
No, it will automatically update. You can just restart it to make sure it does.
Fixed changelevel being broken after latest update.
Update (4.71):
- Fixed weapon names sometimes being wrong for damage log lines
- Changed chat message to be reliable in case of packet loss
BitesAnAkkkYou should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
If this is the case, then why can't we push Valve to implement similar fixes into TF2?
Perhaps we could see them with the up-and-coming matchmaking update that's been All The Excitement in the community lately. It's something I think this community should aim for - since 128 tick makes aiming better, after all
..get it??
Valve developers that work on TF2 and others OB games decided that tickrate should be locked on 66 and there is no point to make it higher - which may be true in some way. It may not really improve anything, it may just be a placebo effect, or even, the things you notice and think they are "better" could just be the result of different recoil/spread timing or other things which make it "easier" to hit the opponent (like you aren't even actually supposed to hit him in the first place with the real recoil/spread).
Dota, L4D and L4D2 run at tickrate 30, I don't think that really makes hit registration worse. Many other non-Valve games also run their server tickrate (or actually FPS as they call it) with such low values (e.g. Quake).
They took a totally different route on CS GO, which is quite stupid in my opinion. Either block it or allow it on all games.
EDIT:
BTW TFTrue had a tickrate 100 option for a moment, which was tested, but it turns out there were too many issues, so I had to remove it.
You should not use anything else than 66tick on TF2, there are many parts of the game engine where calculations are based on tick 66, so this’ll fuck up a lot of things (e.g. weapon recoil or doors). That’s why the tickrate is locked to 66 in TF2.
You can even ask the guy who made the plugin, he will tell you the same, it's even written in red on the download page.
On CS GO Valve fixed all these tickrate issues, so it can be modified without any issues.
omnificDoes it use UGC and ESEA configs too, it sounds really interesting!
No, they are not in, but if UGC/ESEA want them to be added or anyone else, feel free to send a pull request on github :)
TFTrue is now open source and can be found here:
https://github.com/AnAkIn1/TFTrue
The source code lack comments in many places and the build system isn't perfect (need to edit the file to point to the SDK location), but I haven't have much time to fix this nowadays. Feel free to contribute :)
When someone will hack the servers using game exploits that were fixed years ago, and then download malicious files on every client that connect to the servers (or even delete windows files), I'm not sure people will keep playing this.