TechDude
Account Details
SteamID64 76561197989245290
SteamID3 [U:1:28979562]
SteamID32 STEAM_0:0:14489781
Country United States
Signed Up July 29, 2012
Last Posted April 16, 2017 at 11:21 AM
Posts 379 (0.1 per day)
Game Settings
In-game Sensitivity 1.6875
Windows Sensitivity 6
Raw Input 1
DPI
800
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G402 Hyperion Fury
Keyboard Nixeus Moda
Mousepad Perixx DX-1000XXL
Headphones Superlux HD668B
Monitor ASUS VG248QE 144hz
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#25 Team Fortress 2 Open Source in Projects

Same source engine as modern TF2? How does that work?

This could be simply be my ignorance of how these games are built, but if you can run beta code on top of the current source engine framework that would mean slightly less work.

Here's an example patch from 2009: http://store.steampowered.com/news/2825/
-Fixed explosive radius detection using an axially aligned box instead of a sphere
--Compensated by increasing the radius of grenades, pipes, and rockets to 50% of what they lost at the corners of the OBB
--Grenades/Pipes radius change: 132->159
--Rocket radius change: 121->146

This was a huge change to the mechanics of explosions so that they were more consistent. I would expect this to be part of the TF2 codebase rather than the source engine, does your version have this update?

Here's a complete list of patches if people want to start digging and asking questions: https://wiki.teamfortress.com/wiki/Patches

posted about 9 years ago
#13 Team Fortress 2 Open Source in Projects
future6s will never get developer support, so lets move on and start here.

While valve may not target 6s they know it exists and are not actively working against us. Weapon balance is hard and suggesting that we could start from 5 year old source code and develop something even close to what we currently have now is a joke.

If we don't like a weapon we ban it.

Valve has surely put many many man years of development time into TF2 since 2008. Do you really think that development by people outside of valve not familiar with the engine and who don't have valve's internal support network will ever be able to create a comparable platform even if it was purely focused on 6s?

posted about 9 years ago
#6 Team Fortress 2 Open Source in Projects

There have been lots of good updates amidst the hat madness. Think of stuff like engine stability, server cvars, gameplay tweaks, blast radius stuff, loadout amounts, animation improvements, performance improvements, exploit fixes, and innumerable other little things that we now take for granted.

I don't feel like going back to the world where rocket explosions were square, crits couldn't be turned off, multicore rendering often crashed the game, scout double jumps looked like shite and you could change interp while you were alive to abuse headshots.

I will be sticking with current TF2 with all of its unfortunate hat madness.

posted about 9 years ago
#3 TF2 update for 1/27/15 in TF2 General Discussion

With original tabbing (the formatting is gross, I wish the forums respected tabs!):

  • Fixed a client crash related to Spies disguising as players and then switching their disguise weapon
  • Fixed a bug related to overhead icons disappearing (Nemesis, Dueling Partner, Powerups, Coach/Student)
  • Fixed wrapped Giftapult packages not having the "Deliver Gift" option in the context menu
  • Fixed some taunt sound effects that were clipping the character lines
  • Fixed a bug with Dead Ringer cloak meter being lowered to 40% after Super Armor duration ends when cloak was extended via pickups or the L'Etranger
  • Removed the promo restrictions from the Brimstone
  • Added TF2Connexion Season 14 tournament medals
  • Updated the localization files
  • Mannpower mode changes:
    • New temporary powerup - Uber. Respawns at 1/3rd the speed of Crit powerup
    • Fixed some bugs that would cause powerups to stop spawning
    • Fixed the Action Slot key behaving different for the grapple hook depending on the setting for hud_fastswitch
    • Powerup changes:
      • Vampire: Flamethrower and Minigun return 80% of damage back as health instead of 100%
      • Warlock: Added 25% damage resistance. 100% of sentry damage is now reflected back to the sentry
      • Vampire and Warlock max health buffs are now additive (+80hp and +100hp) instead of multiplicative (x1.4 and x1.5)
      • Haste: Sticky bomb arm time reduced
      • Precision and Haste: Sniper rifles now have quicker damage ramp-up and re-zoom after shooting
      • Precision: Sniper rifles now have double damage. Increased blast weapon clip size by 50%
    • Scoring Support
      • Capture flag: +20 points
      • Return team flag: +4 points
      • Kill an enemy who is carrying a powerup: +1 point
    • Flag mechanics
      • Captured flags now take 12 seconds to re-emerge from the ground so they can't be stolen again right away
posted about 9 years ago
#2 What resolution? in Hardware

Definitely go for 1080p if you can (the 22W17D that you linked).

120/144hz screens seem out of your price range based on what you linked, but you should definitely plan to get one of those for TF2!

posted about 9 years ago
#9 GT80 Titan in Off Topic

It doesn't have 120/144hz don't care

posted about 9 years ago
#24 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help

You should see a slight boost by using the 4790k CPU system to play TF2, it should be in line with the single threaded performance improvements in haswell vs ivy bridge. Some benchmarks are here:
http://www.anandtech.com/bench/product/552?vs=1260

posted about 9 years ago
#23 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help
MR_SLINBefore, I could tell the difference between when I was streaming and when I wasn't

This really is the key. Lots of people want to stream, but are not willing to accept the lag that it entails.

There are methods that reduce the streaming lag, but I don't know of any that are completely effective in removing it.

A streaming computer with a capture card probably would work perfectly with a cheap AMD CPU and built in graphics.

posted about 9 years ago
#16 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help

Cool, well it sounds like your cloned screen is running 144hz through dvi and 60hz through HDMI.

posted about 9 years ago
#14 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help

I really like the concept of using a second PC to stream because it does fix the problem of input lag and it does improve your framerate (your CPU can scale to higher clock speeds if less cores are in use).

So, my overall question is, does this set up allow you to play tf2 on your 144hz screen at 144hz?

posted about 9 years ago
#13 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help

I dunno, so what refresh rate is that primary monitor setup as? It sounds like it's running at 60hz.

posted about 9 years ago
#10 Guide to Streaming with 2 Computers (2PC Setup) in Q/A Help

Do you use a 120/144hz screen for your primary monitor?

Is the monitor showing TF2 cloned with the HDMI output that connects to the capture card?

If so, can you run the screen at 120/144hz and the HDMI out at 60hz?

posted about 9 years ago
#5 If you can code, please read. in Off Topic

The site took 17 seconds to load...

posted about 9 years ago
#16 Chemistry anyone? in Off Topic

Calling @Trekkie!!

posted about 9 years ago
#2 TF2 update Jan 15 2015 in TF2 General Discussion

The question then is, how did they fix it and did it affect other HUD modifications?

posted about 9 years ago
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