DarkNecrid
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SteamID32 STEAM_0:0:18907106
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Signed Up August 8, 2012
Last Posted August 6, 2018 at 5:20 PM
Posts 739 (0.2 per day)
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#36 all my demos are choppy in Q/A Help
smzithe problem fixed itself after a couple of months in my case

i can say that i didnt change anything in my config at all, maybe that information is of any help

well if this is true (and i'm assuming you didn't change any hardware) then that pretty much narrows it down to weird threading issue that Valve needs to fix (from CPU/GPU, weird driver issue possibly, etc) or weird cvar issue still (since you two likely have different configs past network settings) I guess.

Sorry I can't be more help Yukari but you're pretty much out of my area of expertise and have fallen into the realm of hoping Valve inexplicably fixes your problem in a random update most likely.

posted about 7 years ago
#34 all my demos are choppy in Q/A Help

I'm assuming multicore rendering didn't help then? Do you have any special error messages in console while playing while recording demos?

Anyways...

Good news #1: The problem is 100% definitely in the recording of the demo.

Good news #2: I'm pretty sure the cause is that something is interfering in the packet creation of the recorder which is causing the "jitter" effect and creating an essentially "inaccurate" demo. You can very clearly see this yourself by loading the demo, then sv_cheats 1 and watch it in host_timescale 0.1. You literally teleport during the jitters and during these intervals your crosshair movement even drops usually. Basically, the demo doesn't have information there and just moves you ahead to the next packet of information.

Bad news #1: I have no idea what is causing it, everything reasonable in-game doesn't seem to be the cause which means this is veering into the territory of:

* a weird bug with some weird cvar (and there's hundreds of these)

* weird threading issue that goes beyond the multicore rendering setting (dunno if you have a similar CPU/GPU to the OP or what),

* something odd with the specific time these recordings are happening breaking the recorder (this used to happen in CSGO, idk if they fixed it, if you recorded a demo after freeze time your demo would break in a manner very similar to this)

* your HDD sucks enough ass at writing small data chunks consistently (this is demo recording in a nutshell) and is causing this.

Bad news #2: It's even harder to figure this out because the .dem format has not been reverse engineered to completion to really dig deep into this. (this is for the best as far as cheating goes tho, if you could do this you could edit them and hide your hacks better)

Bad news #3: This also means these demos will be broken pretty much forever tho.

posted about 7 years ago
#32 all my demos are choppy in Q/A Help

OK, well that rules out that guess.

Only other thing I can think of to try that is still logical (because your guy's network settings are fine) is to disable multicore rendering, record a new demo, play that demo back (you can turn it back on afterwards).

e: yukari could you upload one of these jittery demos for me if the multicore rendering doesn't work, I want to fool around with it?

posted about 7 years ago
#29 all my demos are choppy in Q/A Help

My best educated guess based on what I know of Source is to do the following steps exactly:

* Launch TF2.

* Open console

* Change cl_interp to 0.0152

* Go record a new demo.

* Play that demo back.

Is THAT demo jittery?

posted about 7 years ago
#25 D&D and Other Tabletops in Other Games

Run a campaign (Forgotten Realms) for some friends of mine on Fantasy Grounds because we're all fancy and stuff, it's 5e which is alright I only have a few complaints with it, Pathfinder (3.5E to a slightly lesser degree) is more fun but also way more math heavy so 5e works better for my friends lol.

They're actually going for a less-than-heroic campaign, one of the party members is a Warlock/Sorcerer who serves Cthulhu and is trying to free him from his prison in R'lyeh and one of the other party members (Paladin) wanted to reroll so we actually plotted out having the Warlock + his tiny cult also devoted to Cthulhu full on Julius Caesaring the Paladin.

Now they're trying to trying to free Cthulhu and it's a pretty amoral party (though lending itself more towards Chaotic), it's solid.

e: Oh yeah and the Paladin's new character is one of the cultists who killed his old one lol.

I also love Shadowrun but it's nowhere near as popular as D&D.

posted about 7 years ago
#19 NA ugc team numbers compared to esea in TF2 General Discussion

#18 i don't know what you mean, if you mean season I mean the previous season of ESEA. If you're confused about the wording, the drop was substantial but the time frame it occurred in was a little while after Highlander's drop. I am not saying the drop was little, altho I guess I could have said "shortly thereafter" instead. Sorry for any confusion.

posted about 7 years ago
#87 Who is the best tf2 caster of all time and why in TF2 General Discussion

I'm really sad no one other than mustardoverlord has said him yet since he was my first and by far my favorite hype man on caster so I'm going with Leonardo "Leogeo2" Gonzales of pwnage.tv boys.

https://www.youtube.com/watch?v=EMfLZ-cOvbI&t=1m15s

https://www.youtube.com/watch?v=EMfLZ-cOvbI&t=2m43s

hype

Bloodsire for analysis man tho.

posted about 7 years ago
#17 NA ugc team numbers compared to esea in TF2 General Discussion
botmodeKillingS14 to bitcoin gate. All of my hard work. LULAs dumb as it sounds bitcoins almost single handedly killed tf2's growth
there was other stuff that slowed it and such but bitcoins had an immediate impact within 2 seasons that's super obvious and since it happened tf2 has more or less stagnated or shrunk

While I'm sure it didn't help (duh, I'm sure it actively hurt getting new players into competitive TF2), I don't think it's the actual reason for the decline in S15 & S16 because every single league in every format experienced a drop in that S16 time period of various degrees (~March - June 2014, some leagues the drop just persisted for the rest of that year). Even if you could sway me that for some reason ESEA's bitcoin drama somehow affected NAHL (NAHL lost 37% of its peak players in this time period and S12 was even the monetary prizepool season), I don't think you could make a compelling argument as to why it would affect ETF2L/OZF as well.

I personally think it was a combination of other competitive games (the end of S15 is when CSGO finally broke 100k players and it'd only take off hella from there etc), it being Winter for S15 (Winter seasons usually have less players), and a bunch of the old player base reaching adult ages where they didn't want to/couldn't dedicate to something like this anymore.

posted about 7 years ago
#12 NA ugc team numbers compared to esea in TF2 General Discussion

#11 since hl skews younger player wise and people dont have a monetary reason to show up teams usually want people to be online and around often, it's not like esea where people will expect you to show cause you dropped money on it etc

you also just have bad luck or something, i've been a part of 15 seasons of highlander and been cut 0 times.

e: but I feel for you, Steel and sometimes Silver can be extremely volatile, there is a lot of incompetent team leaders around.

posted about 7 years ago
#8 NA ugc team numbers compared to esea in TF2 General Discussion

I'm going to eventually get around to UGC NA 6s vs ESEA but I need to get the numbers from snowblind still and I'm currently taking a break from numbers/graphs to do actual fun things.

#6 I wouldn't really say it's largely due to overwatch (OW came out before S19 so there is a drop to be noted though), but largely just that people are getting burned out either from having nothing to play for or not enjoying the skill gaps.

Highlander's top end hemorrhaged because there is nothing to play for, a lot of the teams that get first place plat have died once they've received enough medals - ginyu/knd/mts/. DK is basically the only "good" team left and they don't seem to really take it super super serious anymore because there's no one that really competes with them, back when Gold existed there were plenty of people that actively avoided Platinum because there's no prizepool so there's not too much reason to not just sandbag Gold instead if you don't care about medals. enough people have left at certain tiers of play outside of the very top that there's just massive skill gaps outside of Steel which makes some people burn out on attempting to climb.

It's a lot harder to pin point because the seasons prior to the ones in the graph are so out of sync with one another in exact dates, but it bears mentioning that ESEA experienced a substantial drop (ESEA's team amount hasn't been this low since 2014) last season a little while after Highlander did and this is not unusual - after all every peak record of teams ESEA has ever had occurred about 2 seasons after Highlander took off in North America (it gained like 20-30 teams), these two formats + leagues correlate quite a bit actually in population overall.

So Highlander dying is likely not a good thing for 6s, considering there are plenty of people who go HL main to 6s main but almost no one who does the reverse, 6s is slowly losing one of its better ways to transition people into it by giving them a relaxed method of getting their feet wet at taking the game more seriously and getting into the competitive swing of things.

(Prolander won't help much at all with a pay barrier.)

e: I'm just saying that Prolander won't be a viable replacement to transition people over to 6s to as Highlander continues to wither and eventually dies out. Hopefully Valve's 6s is a real thing by then. Not trying to Prolander meme.. ):

posted about 7 years ago
#48 Koth Product (former pro viaduct) in Map Discussion

#48 Nope, in my screenshot I am noclipped floating above the ground by quite a bit to get the best picture of rock from the perspective of an offensive Sniper, a Medic would still be protected by all those things because in reality there is a substantial slope into the ground there, you can't actually stand at that height at that spot in my original picture without noclipping. (and I've never seen a Medic actually stand on fence itself? Medic is only 1 inch shorter than Sniper so that wouldn't work out too well for you unless you were crouched on fence 24/7 which shouldn't be a very good idea for a class that needs to surf rockets/escape on a moments notice)

This is the almost the exact same spot (just moved forward against the fence since that helps with clipping rockets from bombers so it's a more realistic position) without the noclipping (as a Medic even to alleviate any worry): http://i.imgur.com/H6JzDaV.jpg

Even with my clipping you'd be super well protected from enemy Snipers. You'd have to move off the slope to flat ground on the left (basically the very very far left of the fence) or past the fence on the right out into the open to lose the Sniper protection due to the slope existing.

posted about 7 years ago
#89 Best med ever? in TF2 General Discussion

#87 probably a bunch of people who are recent players and don't know that Ruwin used to play hella Medic back in the day?

anyways my vote is for shade, I don't remember exactly when but there was a really good decently close match on Granary (of all maps) where he had 0 deaths, it was actually amazing. best med at minimizing mistakes.

posted about 7 years ago
#46 Koth Product (former pro viaduct) in Map Discussion

Hey Fubar, just wanted to make sure you're aware of this since it's in another thread, but the spawn zones on both spawns seem like they are set to both teams + extend outside the spawn partially, so if you run into the enemy's spawn door and change classes you will teleport back to your own team's spawn across the entire map.

posted about 7 years ago
#7 A bug and an exploit in TF2 General Discussion
ZestyThere was another exploit like this in the past which allowed you to bring up a texture editing window which would let you edit textures while playing the game. Pretty sure the command for that started with "showpanel" and I'd be willing to bet there's more of these. These all seem like the sort of commands that should require sv_cheats 1 in any case so its odd they're whitelisted.

It is just cvar changes from test builds that slip through the cracks to get reverted back to normal hidden/sv_cheats status likely. Not much of an excuse to happen but it is pretty rare all things considered.

My favorite one of these though that I wound up reporting to UGC/ETF2L/Valve was they had an update that made a normally hidden and unchangeable cvar unhidden and not require sv_cheats (but still require rcon) to change. When the cvar was changed it made absolutely zero notification anywhere publicly since it's supposed to be hidden normally. The cvar let you change backstab hit detection between 3 different kinds, the current kind, the OLD backstab detection (the one that let you hella sidestab/"facestab" back in the day) and the other is an entirely different way of determining backstabs that basically broke most current stabs and best as I can tell was never actually finished being implemented.

I did a test HL lobby with a friend on enemy Spy abusing it, set up a script so that whenever I wasn't attacking with knife the server would be on the worst backstab detection and when I did attack with my knife it would be on the old op backstab detection.

It was great.

posted about 7 years ago
#12 New hack? in TF2 General Discussion

There's been plenty of hacks over the ages that have bypassed server commands like sv_pure and sv_cheats and this is just another one of them likely.

posted about 7 years ago
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