Stochast1c
Account Details
SteamID64 76561197995209440
SteamID3 [U:1:34943712]
SteamID32 STEAM_0:0:17471856
Country United States
Signed Up August 17, 2012
Last Posted December 18, 2019 at 9:59 PM
Posts 323 (0.1 per day)
Game Settings
In-game Sensitivity 3.41
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
120
Hardware Peripherals
Mouse Zowie ZA12
Keyboard SteelSeries 6GV2
Mousepad Puretrak Talent
Headphones ODAC > O2 > HE-500
Monitor Asus VG236H
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#5232 HUD editing: short questions, quick answers in Customization
Some info that'll be helpful for anyone else:
[$WIN32]	= on the computer version of the game
[$X360]		= on the xbox 360 version of the game
[$WINDOWS]	= on windows
[$OSX]		= on mac
[$LINUX]	= on linux
[$POSIX]	= on mac or linux? I'm unable to test this one, but it's valid

On this note, is there a resource with all of the hud "variables" available or a method to see them? I still don't know what the s modifier to c and r mean.

posted about 6 years ago
#5197 HUD editing: short questions, quick answers in Customization

#5200 yes easily. File is hudmatchstatus.res. Panels are controlled by the teamstatus element within, but the rest of the elements are relevent. See solarhud's most recent tf.tv post for an example picture and it's GitHub for what exactly I editted.

posted about 6 years ago
#7 Whats more accurate in TF2 General Discussion

The scoreboard ping is a rolling average (i think over 5s). Net_graph ping depends on your computation time (fps) and has a shorter time period for its averaging, so you can consider that your actual latency value at that moment.

Console ping I'm not sure since it is consistently higher than net_graph and I haven't compared it with pinging the server outside of the game. A quick search shows that nobody knows how it works, so will need somebody knowledgeable to answer here.

posted about 6 years ago
#46 SolarHUD in Customization

https://i.imgur.com/qGgtUPy.jpg

Finished modifying the match hud to be as usable as possible. I think having it upper middle of screen is the most useful, but if you think there are better locations let me know. At the very least, changing the location is very easy to do. Let me know if you think there is a better layout for the information as well (can show: health, class, and respawn times).

In older news, there is now a warning to let you know if you forgot to extract the base hudfiles on initial download.

And to repeat from the main post, the hud will work with almost every update after you extract the updated files. For the rare instances it doesn't, try updating the info.vdf number, and for the very rare instances where a major update happens and the previous methods fail, the hud will be in a usable state by 10pm ET.

posted about 6 years ago
#5180 HUD editing: short questions, quick answers in Customization

For the match hud, what controls your panel's bg color? The color ignores the ones set at the top of playerpanels_kv, and changing any of the colors later on in TeamStatus (or other elements in hudmatchstatus.res) doesn't seem to affect it.

posted about 6 years ago
#8 how do i make my custom crosshair yellow in Customization

http://www.teamfortress.tv/28738/color-values-for-yellow-crosshair#7

posted about 6 years ago
#7 SSD defragmenting in Hardware

#5

https://www.backblaze.com/blog/wp-content/uploads/2016/03/blog-ssd-inside.jpg

That is what a typical ssd looks like on the inside. The long black rectangles are where the data resides. You can get data from each rectangle at the same time without any downsides. Therefore, if you have a file that is split across 8 rectangles it will load 8 times faster than if it was all on 1 rectangle. That's why your computer says the ssd is highly fragmented (split across multiple rectangles), it is faster for it to do so.

In addition, each time you need to put data onto a rectangle in the ssd it degrades the internals of the rectangle, so attempting to defragment an ssd will not only make it perform worse, it will actually cause it to die faster.

posted about 6 years ago
#5 High ping to Chicago servers in Q/A Help

Nfo servers use the internap network, which is effectively separate from the large majority of web traffic (which helps eliminate over-saturation from standard web traffic, like people trying to use google/facebook/reddit/etc.), but comes with the drawback that your isp needs to hand over your connection to their network in order for you to connect to the server.

You can see the issue happening with your connection at step 11 where you shift from your isp's network to nfo and gain an extra 20ms of travel time. On normal connections you shouldn't see much of an increase, but if the data center is overloaded or there are other issues affecting the site, you will get what you see happening to you.

I don't know if there is anything you can do to help your problem out, you could try complaining, but I doubt your isp has a different data center to do the hand off for you. Might also be able to complain to nfo/internap as well, maybe enough complaints from your area will get them to open more access points.

If it is your server that you maintain, maybe consider switching to an amazon or google vps, since they will have a direct connection from your isp to server.

posted about 6 years ago
#137 Newbie Mix Coaches in TF2 General Discussion

Have enough newbies for two mixes, need coaches now

posted about 6 years ago
#6 DM not refilling ammo/health in Q/A Help

.sp files are the source code behind the plugin, they are effectively useless when it comes to running the plugin. You need to check your .cfg files in both custom/ and in tf/cfg/sourcemod for any of those commands that twiikuu showed you. Usually they are set in tf/cfg/sourcemod/soap_tf2dm.cfg, but you might have them elsewhere that are conflicting.

If everything is in order, try updating mm and sm to their latest verisons (I know they work, just did it on my server) and try reinstalling soap. Might want to check the plugins/ directory for multiple plugins of soap that might be conflicting as well.

posted about 6 years ago
#55 ESEA Invite this season in TF2 General Discussion
sandblastiirc:
the sparkle gang: spamfest, stochapstick, june, etney/zesty?, smitty, split
HiipFireZesty invite????????

FUCK yeah dude
crabfi think etney told me he isnt gonna play 6s again

Etney is looking for job opportunities that would prevent him from being able to dedicate time to playing tf2, so he left.

Zesty probably will be on backup duty like last season, I don't think he wants to play full-time.

Everyone else is staying, so we are just looking for one of a pocket/med/scout.

posted about 6 years ago
#226 December Global Whitelist Changes in TF2 General Discussion

For actual testing feedback:

  • Bonk - still stupidly overpowered, let's scouts completely commit into losing fights and then escape. Effectively forces the pushing team to be less aggressive to not die to scouts that can safety remain in a fight. Haven't tried it breaking stalemates, but I imagine it will be just as effective there. The damage invulnerability lasts far too long.
  • Parachute - both teams refused to run it and I really don't see much of a difference between now and when it was last tested to allow it. If you are going to unban it because all teams are refusing to play with it, then please let us know.
  • Sandman - is bad, but annoying. Best use is like all other recharge weapons, spamming from resupply cabinets into choke points.
  • Gas Passer - doesn't charge fast enough to ever really be a factor.
posted about 6 years ago
#16 Class Change Nerf Idea in The Dumpster

In matches that matter, teams will do whatever is possible to win games, which for teams defending last means doing whatever is possible to not lose the game. A class switch delay will not change this dynamic, players on last will still switch to the best classes, but it will greatly affect the counter-push if they are successful in their defense. The switch delay would only serve to stalemate the game even worse, as teams on last definitely won't be able to push out of last.

What you should really be trying to brainstorm ideas for is how to make players run offclasses in situations that aren't last stalemates. Every class in the game is viable for specific situations, the problem is that game situations change very rapidly, so one class being viable for one situation becomes terrible in the future. An idea like a 3s class switch anywhere on the map works much better at solving this problem.

And no, class limits and weapon bans are not put in place because of the way current last holds work, they are there because in situations where a particular massing of classes or a particular use of weapons completely breaks the flow of the game. The situations might be rare or they might be all the time, but either way, allowing a trump card to be played in the form of a banned weapon / class would be a huge mistake.

I don't have any plans to seriously implement this into the game.

Then why are you even suggesting this as a solution to a problem then. At least if you are going to theory craft do it within the confines of the game as it actually is or could possibly be.

posted about 6 years ago
#136 Newbie Mix Coaches in TF2 General Discussion

Need coaches now, have at least 2 mixes ready to go right now

posted about 6 years ago
#4893 HUD editing: short questions, quick answers in Customization

#4894-6

The repo is now at https://github.com/SteamDatabase/GameTracking-TF2/tree/master/tf/tf2_misc_dir

You can also easily extract the hud files from your own tf2 installation with gcfscape opening the tf2_misc_dir.vpk in tf/

posted about 6 years ago
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