Account Details | |
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SteamID64 | 76561198020256631 |
SteamID3 | [U:1:59990903] |
SteamID32 | STEAM_0:1:29995451 |
Country | Pirate |
Signed Up | November 3, 2012 |
Last Posted | April 2, 2024 at 2:16 AM |
Posts | 1110 (0.3 per day) |
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Windows Sensitivity | |
Raw Input | 1 |
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Hardware Peripherals | |
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Mouse | yes |
Keyboard | yes |
Mousepad | no |
Headphones | yes |
Monitor | 2 |
toothWaldoThe problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.
I don't know any of the numbers, but I'm pretty certain actual tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.
True, but the relative size of a TF2 hitbox also seems to be larger. Either way, it suffices to say that an LG will be different than a pistol and will have to be balanced accordingly. Arguing about the balance of something that doesn't exist is kind of pointless in my opinion.
The problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.
However, I have come to a conclusion about how a pistol/smg or similar spread-based automatic weapon can be made RNG-free. Shotguns, with nospread on, have no RNG, despite modelling a spread. Applying the same logic to the pistol doesn't work, however; you get a LG, which significantly changes the weapon. In order to balance this, you must account for the spread factor, and how it becomes more significant as distance increases.
http://puu.sh/g10Xn/eb88126e2c.png
This method deals with both the RNG, and prevents the pistol's usage from changing (other than making it consistent). Each time the player fires, a cone is drawn from the fire point of the player with a slope equal to the 'accuracy' of the weapon. For the first player it hits, the ratio of the cross sectional area inside the enemy's hitbox to the area outside of their hitbox is used to determine how much damage the shot does (as well as a falloff equation for distance). The point at which the cross section is taken could have an effect on the damage done, so I arbitrarily decided to use the midpoint with respect to the cone's vertex and the point which the player is aiming at.
http://puu.sh/g11t8/3272b4e3f9.png
Shotguns could be done in this way as well. This would alleviate the need to occasionally aim at the far side of an enemy so as to get one of the side columns of shots to hit as well. In the picture below, aiming at the center of the target now results in the yellow tracer, 3 hits. Aiming to the far side results in the red tracer, 6. Due to all hitboxes in TF2 being convex (read: all rectangular prisms), this will always make aiming for the center the most effective strategy (though in some cases not necessary - at some ranges either the entire cone will be inside of the hitbox, or the entire hitbox will be inside the cone without aiming for the perfect center).
http://puu.sh/g11Tr/bc0575b11f.png
Implementation will probably never happen, as it requires making an entire new hit detection method, is significantly more resource-intensive (though that hasn't stopped Valve before), and collision with walls and such would be fairly odd (though it could be treated like the Bison, having a very small collision box despite having a large hitbox). Alternatively, if modelling the pistol/smg as it is now is not the goal, a low damage, high fire rate shotgun would be equally RNG-free.
Medigun that can heal two targets at once, with normal heal/overheal, but with no uber. Not sure how it would balance, but the ability to trade initiation for a constant heal advantage would be interesting.
Found some interesting (cheat-protected) convars:
"hud_damagemeter" = "1" ( def. "0" ) client
cheat
- Display damage-per-second information in the lower right corner of the screen.
"hud_damagemeter_ooctimer" = "1"
client
- How many seconds after the last damage event before we consider the player out of combat.
"hud_damagemeter_period" = "0" client
- When set to zero, average damage-per-second across all recent damage events, otherwise average damage across defined period (number of seconds).
http://puu.sh/fNIoj/aa4d511955.png (bottom right)
http://puu.sh/fNIsb/b6d9cd656c.png (after 1 second)
It shows your DPS as calculated over the last hud_damagemeter_period seconds. Not especially useful as of now.
hooliWaldoCorrelation doesn't imply causation.Actually, correlation does imply causation.
Imply is used in the logical sense in the phrase, not as casually used; eg. if P implies Q, ~Q implies ~P.
-protolol? If the problem isn't irc then why hasn't a pug started in over a week yet tf2pickup sees 40 pugs per day. I know fucking tons of people who dont want to bother with irc but still want to pug. There needs to be a visual web based service for people to want to pug. Stats don't lie.
WaldoPugna used to have admins who would send an announcement from the steam group around the normal pugging time. In the months before the death of pugna, Mythikal/mpb/Fog stopped doing so, resulting in less games starting. Switching irc servers wasn't beneficial. Also, the season in which many teams played both ESEA and CEVO coincided with pugna losing most of its userbase.
Ultimately, IRC pugs are just momentum-driven. If people know that they're happening, they will work better than inhouses in terms of both consistency and how inclusive they are. After the series of events described above, the momentum is gone, and they die until they are restarted forcefully.
Correlation doesn't imply causation.
bearodactylnataponwhat server location/regions do people usually play pugs in NA? are there any recommendations on dedicated server hosting in those locations?chicago servers are good (outside of esea)
smoboI see what you're saying here, but from my experience the biggest problem with IRC pugs was the lack of administration and the tendancy for people to stop adding up when they see others aren't added. Unlike inhouse pugs where people start pugs with announcements or steam messages, there was no real way for irc pugs to get people to add up.hooliWhat can we learn from the death of irc pugs? Was it due to separating the pool of players? Or perhaps the lack of new blood? How can we prevent this in the future?...
Without this motivation a lot of people would glance at the channel, realize there weren't enough players to pug, and leave the IRC. The idea of people not playing medic was only really an issue at the very end of the channels life (when most of the regulars had stopped opening the IRC in the first place) and at the very beginning.
The whole lack of seriousness you're talking about is mainly caused by the fact that most of the admins didn't pay attention to the channel or had stepped down. In the months preceding mixes death defy was the only 'active' admin, although not usually online during pugs.
As people have said, ultimately irc pugs died because people dont like idling in irc channels. Developing a good web client like the one reilly posted could definitely bring back the player base for pug.na imo.
Pugna used to have admins who would send an announcement from the steam group around the normal pugging time. In the months before the death of pugna, Mythikal/mpb/Fog stopped doing so, resulting in less games starting. Switching irc servers wasn't beneficial. Also, the season in which many teams played both ESEA and CEVO coincided with pugna losing most of its userbase.
The issue with pugna/mix wasn't the irc format. Even if you successfully argue that irc is too complicated to use (which is absolutely moronic, it's a chat box), there is already a large playerbase which has already used pugna/mix in their years of service, and thus have already overcome this immense barrier. As of now, there are still (after 2-3 months of no pugs) 21 people idling in pugna. If the bot/servers were to be restarted, new admins chosen (for the old group, as it has >1000 members), and some kind of larger announcement on the forums made, I see no reason why it couldn't be restored to what it was a year ago.
If it's absolutely necessary to make a more user-friendly interface, we could do what Twitch chat does. Make a web client or executable (like Dango's) which displays IRC chat, but masks all of the commands behind pretty pictures and has a more visual interface for actions such as adding, captaining, etc. This would allow users to interact with a nice Center-like interface or with a normal IRC client.
Ultimately, IRC pugs are just momentum-driven. If people know that they're happening, they will work better than inhouses in terms of both consistency and how inclusive they are. After the series of events described above, the momentum is gone, and they die until they are restarted forcefully.
Likely m_rawinput 1, though it is preferred for a few reasons.
Additionally, this turns off mouse accel (m_mouseaccel 0)
I played on the notorious Dallas 99 last night, 11/12 players had sub-80 ping and no issues. Admittedly, the 12th had 200 constant, but it's better than the 140 average I've seen previously.
I had entirely forgotten about signing drivers, thanks. This thread, however, confirms my belief that I need to modify i8042prt, rather than writing a new filter driver. Sadly, all of the links to prebuilt drivers are down, and the diff file from here doesn't actually correspond to the source for i8042prt that I found.
Good point, I had tried asking on a few StackExchange sites though. I entirely forgot about the MSDN forums.
So, recently I bought an IBM terminal keyboard. Knowing that the general consensus is that these cannot be made to work with Windows (barring a microcontroller), I thought this would be a fun project.
So far, I have cleaned the board up, made an adapter from the proprietary 240-degree 5-pin DIN adapter to PS/2, and successfully gotten characters to print out under Windows. Many of the scancodes sent by the keyboard did not map correctly to their keycaps (or in some cases the functions on the keycaps did not exist anymore!), so I used a registry entry documented here as well as information on the scancodes sent by the keyboard here (second diagram), and a list of actual scancodes found here. This has so far resulted in this registry entry (the <>, and grey block above the arrow keys have yet to be remapped).
So far, so good. However, at this point I noticed some oddities with respect to the function of the numlock and scroll lock keys (but not capslock), as well as numerous issues with attempting to use the keyboard in any games. Using this program, I deduced that the keyboard is not sending keyup scancodes. This thread states that a filter driver is needed to call IOCTL_INTERNAL_I8042_KEYBOARD_WRITE_BUFFER to send commands to the keyboard, which can be used to make the keyboard send keydown and keyup scancodes (possibly without repeating, but that may not be an issue).
I, however, have absolutely no clue where to begin with writing a driver. If anyone could offer some expertise on the matter, I would be quite grateful.
tl;dr, does anyone know how to write a Windows 7 filter driver?
I definitely like the reversions; the visual style seems much more fitting now. I'd still like a +frag option, but that's purely aesthetic.