Benroads
Account Details
SteamID64 76561198040399924
SteamID3 [U:1:80134196]
SteamID32 STEAM_0:0:40067098
Country United States
Signed Up January 29, 2013
Last Posted June 23, 2023 at 12:09 AM
Posts 1213 (0.3 per day)
Game Settings
In-game Sensitivity 1.1
Windows Sensitivity 5
Raw Input 1
DPI
1800
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Logitech G610
Mousepad Steelseries Qck Heavy
Headphones Sennheiser 569
Monitor ASUS VG259QM
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#220 Reflex: Arena shooter in development in Other Games

Small patch released earlier today

Changelog for 0.30.3:

Replays

    Fixed issue where download UI was stuck on screen after starting replay
    Replay editor no-longer crashes
    Hacked fix for replay editor to display weapon correctly
    Note: The replay editor still need some major maintenance after the netcode changes. Use it at your own risk.

Gameplay

    Added force respawn -- after 5 seconds dead, players are automatically respawned.
    Fixed missing health pickup on CPM22
    Burst gun damaged reduced (from 18 per shot to 10)
    Reduced bias of near spawns from 5 to 2.5

Bug fixes

    Players joining TDM games now are properly connected as spectator
    Fixed bug where connecting spectators could telefrag people
    Fixed bug where connecting spectators would make a spawn sound.
    Added minimum time between jumps (to avoid mousewheel spam issues)
    Fixed several bugs under extreme conditions at connection handshaking time
    Fixed rare crash bug which occurred during gamestate download
    Gamestate download speed is now greatly improved over high ping connections

Maintenance

    New installations of reflex will now be installed to Steam/common/reflexfps to prevent stomping of RefleX.

Improvements

    Restored com_idlesleep (client only, despite name), stops CPU spinning in client, defaults to 1
    Changed internal timing method. This improved dedicated server responses. Please let us know if this effects jittering people were seeing in any way! (I don't think it's related)
    Adjusted servers to report players in format "name (steamid:ip)" to console
    Dedicated server title bar now contains useful information.
    Dedicated server CPU load should be lower

From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/

posted about 9 years ago
#21 giving away an awp asiimov battle scarred in Off Topic

:~)

posted about 9 years ago
#207 Reflex: Arena shooter in development in Other Games
2cthe only major difference I've noticed is that you can't 'clip' corners. netcodes basically unplayable at 90ping but i havent played .30 yet

I've always been confused about how this project rationalizes turning their game into success really. it's just an inferior clone at this point with no attempt at being different in any major ways. ive had $200 steam bucks sitting around for forever so i bought it to play with friends but cpm is better in just about every way

Corner clipping was removed for kinda unknown reasons, asked newborn around it a few times but have not gotten a solid answer on why it should be removed. Other major difference is how ramp jumping works overall but they have said that it is very much a work in progress. Also I think it is pretty stupid to compare CPM to Reflex just on the basis that CPM is a mod and Reflex is a brand new game/engine. It's fairly early in development and forming opinions at this point is pretty pointless as nearly everything is going to change. That being said you are right in CPM being better is pretty much every way bar map editing currently but that is somewhat to be expected. I imagine them branching off from CPM eventually but right now it's a really solid base that I think they could work into a great game providing it doesn't die before it has a chance to.

2cmake cpm hitsounds pls

http://puu.sh/eAuWv/7f77fd1e48.zip

http://puu.sh/eAuYX/3b7e0555c9.png

Install there make sure you delete the 3 weapon_hit_low/medium/high files otherwise it won't work. These are not pitched like Quake 3 ones are but I might fix that later.

posted about 9 years ago
#202 Reflex: Arena shooter in development in Other Games

Netcode update is officially out (30.2) will update post when a changelog is released.

Overview (for clients):

The new Reflex netcode uses a combination of extrapolation and backwards reconciliation in attempt to keep what you're seeing consistent across clients and servers. 

This lag compensation has an upper limit of 80ms -- if you have more than an 80ms ping, you'll need to lead by ping - 80ms. I.e, if your ping is 100ms, you'll need to lead by 20ms.

Our backwards reconciliation has the same limit -- if your enemy has a ping of over 80ms, they won't be able to shoot you from 500ms in the past.

We use these upper limits to avoid the drawbacks of each. For example, with extreme extrapolation values, you get error prone, warpy players. With extreme backwards reconciliation, you get laggy enemies shooting you long after you were safely behind a wall. In Reflex, these drawbacks are minimized.

We have several ideas which we'd like to investigate in the future which would further improve the netcode (notably client-side knockback prediction, client-side prediction of projectiles and compression). These features will require significant research and testing so for now, we're going to focus on other areas of the game.

We've had very good reports from our private testers with this netcode and we are open to any feedback you have. We are gamers too and we'd like the best possible solution for everyone!

Overview (for server admins):

    The new netcode uses more CPU than previous versions so keep an eye on your CPU load (especially when running multiple servers on a single box).
    We've increased sv_fps to 70 so bandwidth requirements have (almost) doubled. 

Known Issues:

    Client crash at end of connecting to server. 
    Animations aren't working correctly with extraploation
    Players can push dead players around
    Pickups can block jumppads/teleports/otherpickups
    Players take 1 tick of damage on respawn after dying in lava
    Players in lagstate freeze in mid air

Changelog:

Server

    Removed com_idlesleep command
    Improved connection stability client<->server (should fix issue with clients getting dumped from local server)
    Implemented lag state. If client stops responding, they go into a lag state, when the return, they do a small download to catch back up to game. This also fixes disconnection issues when map is undergoing many simultaneous edits.
    Increased default (and recommended) sv_fps to 70

Game Balance

    Reduced Ion Cannon damage (from 9 to 7)
    Reduced Ion Cannon knockback (from 1.1 to 0.5)
    Added per-weapon death messages
    Added combat text for damage
    Added Aerowalk/CPM22 greybox (thanks to Hubster and Preacher for letting us include this)
    Added DP4 community map
    Added XADM1 community map
    Added end-game camera to xadm1
    Added biased random spawns
    Added player joined / left arena messages to HUD

Art

    Fixed pain effect particles based on damage
    Toned back IC impact effects

Sound

    Updated hit sounds
    Updated player landing sounds
    Fixed problems with hit sounds not always being audible
    Adjusted damage ranges for hit sounds

Bug Fixes

    Smoothing on local client (aka error decay), this signficantly reduces local player jitter when knocked around
    Lava damage now done when first entering lava, not after delay
    Fixed client side prediction of pickups, previously if you stood on pickup when it spawned, it would keep spawning on your local client even though not really there on server.
    Fixed potential server lockup with grenade trajectory
    Fixed very rare gamestate delta bug where variables wern't synced to client, will increase server CPU load though :(
    Fixed crash bug which occurred when spectating a client that disconnected (if they were the only other client)
    Fixed bug with server projectiles going through players (this also appeared as grenades boucning off other players on the client).
    Removed double jump flag on spawn

Improvements

    +commands work on mousewheel now
    Clamped outgoing packets to 125 (previously it was unclamped, so at 1000fps you'd send 1000 packets/second)

Damage reporting

    Created internal damage entity to help report damage type / amount etc in a more consistent way
    Ion cannon hit beeps now correctly reported at higher pings
    Damage numbers now displayed on screen.
    Damage numbers for SG / burstgun are grouped together and displayed in one number, currently toggleable via cl_text_group
    Added custom death messages by damage type
    The hostile pain sound is now only applied once when all 16 shotgun pellets hit one target

Debug/logging

    Built lagmeter to help debug spikes cl_show_lagmeter 1
        Scene delay is how far behind the server your client view is.
        Extrapolation is how far ahead of time your client pushed the view

    Built traffic meter to help debug trafic use cl_show_traffic 1
        Shows outgoing traffic in red, incoming traffic in green
        Shows dropped/missing packets in both directions (missing sent packets is only known once server informs you)

From: http://www.reflexfps.net/forums/index.php?/topic/1984-030x-new-improved-netcode/

posted about 9 years ago
#85 1/13/2015 Site Update in Site Discussion

I liked having the server tab at the navigation bar, maybe some way to add in IRC for the pug/scrim channels would be pretty cool as well. Also if possible maybe make the active server sidebar thing changeable, maybe a filter to only show certain kinds of servers? Like you'd be able to set it so you would only see the DM servers or only Jump servers instead of just whatever has people in it (Normally pubs).

posted about 9 years ago
#51 BBall Tourney in TF2 General Discussion

No need to regulate how shotgun in used in bball, if people want to make a game not fun they can do it a million other ways instead of using a shotgun.

also maybe lf bball homie

posted about 9 years ago
#7 Transparent Viewmodels in any HUD in Customization

Kinda sad it does not work in dxlevel 81, maybe there is something you need to do with the material files to make them work properly in lower dxlevels?

posted about 9 years ago
#75 ESEA-IM S18 Happenings/Predictions in TF2 General Discussion
Ringo__Starrwhy don't you instead bring up the time on metalworks where neither you nor hippo went to mid when the game was tied?

https://www.youtube.com/watch?v=kvRl0FCZi_U&feature=youtu.be

posted about 9 years ago
#13 koth_viaduct_pro5 release in Map Discussion

Not sure why the small ammo was moved as well as removing the railing?

http://puu.sh/dU0gX/0ce2742f10.jpg

Personally liked where the ammo was and using the railing to dodge and jump around was fun as well.

http://puu.sh/dU1f7/4fa7c7099f.jpg

Not 100% about how you handled the china sniper nerf thing, I think it makes the building look pretty weird overall and adding that little bar seems kinda pointless since there are like 3 other ways to get up to there for scout.

http://puu.sh/dU1Qd/f699ce411b.jpg

Pretty large gap between the roof and the actual building

http://puu.sh/dU2fH/b78dcd7197.jpg

Also pretty unsure about what you did around the mid point regarding the displacements. I don't really think the sticky trap on the log at point was ever really an issue. Also raising the displacements on the edge near the medium ammo to try and remove the splash bug seems like a poor solution, you could have just made some small angled bulletblock brushes to prevent it. Now the ledge just kinda seems like it'd be way more annoying if it blocked splash since I didn't see you add bulletblock on the stream but you might have done that afterwards.

http://puu.sh/dU2E7/e96a3dc98e.jpg

The clipping on fenceside cliff is still pretty inaccurate, I'm not 100% sure how to best explain it in a picture so what I did was use r_drawclipbrush 2 and shot where the edge of the clipping brush was compared to the actual fence model.

http://puu.sh/dU2QP/b73b42aa2c.jpg

You can still get caught on the wall here, seems like it is only on the blue side of the map.

overall a pretty good update. Hopefully you'll make a quick revision soonish but I doubt you'll be able to do that in time for the next season.

posted about 9 years ago
#48 Prism HUD & Clean TF2 in Customization
JarateKingIsoWhat mechanics does this hud use to make transparent viewmodels?

I'm interested in using it but iirc the last modification for them on sv_pure (openplugin) causes vac bans.
It overlays the screen with a transparent mask material that's in /replay/thumbnails/ to get past sv_pure. And masking is just using a refract material with no refraction over hud elements. It will not get you VAC banned and never will.
YesProbably the achievement tracker animations or something related to those, there was some discussion about having transparent viewmodels with that before in tf.tv but Im not sure if anyone ever actually worked on it and got it working.I started work on implementing that but never really got far. Without some sort of script or program to run alongside tf2, I don't think you ever actually could get that to work.
Benroads
event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}
I forgot to remove some testing stuff I did :'C

That works fine but the HudWeaponSelection stuff isn't needed there. For cleanliness it should just be the animate hudscope position part that's in the event.

If you want to run it on startup you can put "sv_cheats 1; testhudanim scoperemoval" into your autoexec too.

Yeah I was looking through your other animation files later and did not see any calls for other stuff, kept them in there just incase I missed anything.

BLoodSireWait so two things I'm not clear on.

1) Does it remove the black around the sniper scope?
2) Do this and/or the clean textures really work on sv_pure 2?

Yes the scope removal removes all the stuff around the scope but not the charge bar. The scope removal thing worked on sv_pure 2 for me but I have not tested the textures, normally custom textures break pretty bad on sv_pure 2 servers though.

http://puu.sh/dKPT0/a0244171de.jpg

What zoomed in looks like for me, I'm pretty sure you could have it remove the dot as well.

posted about 9 years ago
#44 Prism HUD & Clean TF2 in Customization

If you want the hidden scope thing you need to load up your HudAnimations_tf.txt file that you can find in scripts. From there you're going to need to add this to the near top of the file

event ScopeRemoval
{
	Animate HudScope Position	"9999 9999" Linear 0.0 0.0
	Animate HudWeaponSelection Position "100 100" Linear 0.0 0.0
	Animate HudWeaponSelection Alpha "50" Linear 0.0 0.0
}

Then you need to search for "event DamagedPlayer" if you've edited your HUD to have a flash on hit crosshair you should know about this area. You'll need to add the following to this event.

RunEvent ScopeRemoval 0.0

Now the scope should be removed once you've done any damage. Hopefully this gets patched soonish.

posted about 9 years ago
#7 Escape Plan/Powerjack Script Help in Q/A Help

I would avoid adding jump to scripts at all because sometimes you'll get stuck in the stupid +jump state and won't be able to jump again until you type -jump in console. But by all means you could just add ;+jump and ;-jump to what I posted earlier. All this being said you're probably better off just manually switching overall, maybe consider reworking your weapon binds so it's easier to switch on/off of weapons since you really only need 3 for most classes.

posted about 9 years ago
#2 Escape Plan/Powerjack Script Help in Q/A Help

alias +thing "slot3"
alias -thing "slot1"
bind KEY +thing

Hold key for as long as you want to keep powerjack/escape plan out

posted about 9 years ago
#9 REFLEX: Try it out! in Other Games

Reflex is still prealpha so it's going to have some pretty glaring flaws for the time being. You can keep up with development on the forums or at #reflex on quakenet and while you're there you should

http://www.playmorepromode.org/

:~)

posted about 9 years ago
#3 Anime+Waifus in The Dumpster

I'm sorry nobody in the team fortress 2 community likes anime.

posted about 9 years ago
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