athairus
Account Details
SteamID64 76561197996926108
SteamID3 [U:1:36660380]
SteamID32 STEAM_0:0:18330190
Country United States
Signed Up May 25, 2015
Last Posted October 29, 2015 at 5:07 PM
Posts 49 (0 per day)
Game Settings
In-game Sensitivity 3
Windows Sensitivity 6
Raw Input 1
DPI
1000
Resolution
1920x1200
Refresh Rate
60
Hardware Peripherals
Mouse Logitech G502
Keyboard Microsoft Sidewinder x4
Mousepad XTrac Pads Ripper XL
Headphones Sennheiser HD555
Monitor Dell u2410 (Game mode)
1 2 3 4
#5 [SM] Airshot trainer in Projects
rezgarDamn this looks amazing, so when and where can you use this plugin? just on off-line servers or on real servers too etc?

I'm guessing you mean listen servers (servers launched via the tf2 client menu) vs dedicated servers. I talked it over with the Sourcemod guys and they don't support listen servers. What does this mean? You're just gonna have to use an extra 5.3GB and download the dedicated server if you want to do this locally. Otherwise, you can just run it on a remote server somewhere like any other plugin.

Either way, at the moment you're limited to the targets only being correct for one human player, I believe the first human player to connect gets the right targets.

posted about 9 years ago
#1 [SM] Airshot trainer in Projects

I've been sitting on this project for at least 2 3 years now, I never really got around to publishing it, but here you guys go:

https://github.com/athairus/airshot-trainer

What is it? It's a Sourcemod plugin that draws a handy target in the exact place you should shoot to score an airshot. I think a video does it more justice than a text description:

http://youtu.be/x6XfEhjpnv8

It's far from done, though. Besides the todo list at the bottom of the plugin, a big thing that needs to be done is to support showing the correct target to more than one person. I'm imagining MGE with all players having this to assist their aim. Problem is in Sourcemod, you can send sprite entities to each player whose positions are not interpolated, or create entities that have the same position for all players, making them useless for all but one.

A more elegant solution to this would be to ditch Sourcemod altogether and have it done client-side. I highly doubt Valve would sign such a plugin, so it'll have to be launched in -insecure mode to work at all. There's no reason to be concerned about a VAC ban if such a plugin were made.

Anyway, I figured instead of sitting on this plugin any longer I should just let the community be aware such a thing is possible and see if someone can take up the mantle.

Programmers, adopt this puppy plugin!

=========================

EDIT: I seem to be getting a lot of questions about whether this is a cheat or not. Of course it is! It's not an aimbot, though. It only tells you where to aim. But you won't be able to load this in your local client, it's meant to be run on the server. So, the only way to even get this working is to play on a server that has this plugin installed.

posted about 9 years ago
#3 A way-too-detailed networking config in Customization

The one thing I still don't understand is why people advocate for different lerp values based on classes. My understanding is that it only really comes in handy if there's packet loss, which is a fairly significant issue that shouldn't happen to anyone, ever.

Can anyone chime in? I've read the section on interp over and over and still can't understand what the rationale is behind some peoples' choices in interp values. It just seems smart to keep it as low as possible.

EDIT: After some testing I realized that sometimes when using hitscan you want to simulate the advantages (yes I said advantages) a higher ping will give you (read: killing enemies after they think they're behind cover) by turning up lerp (usually as high as it goes?). I think that's incredibly unfair to do that, but hey it's doable with default server settings so I guess Valve knew what they were doing?

Server owners! You should reduce the max lerp ratio from its value of 5 down to something more reasonable like 2:
sv_client_max_interp_ratio 2

posted about 9 years ago
#1 A way-too-detailed networking config in Customization

Still being tweaked! Check the latest posts!

Hi everyone. As my first post here, I'd like to share with you a little network config file I whipped up. I based the settings I chose on nothing more than what I've learned from Valve's official documentation on Source engine networking. With that said, I would love to hear what you think of my choices and documentation. If there's something in my explanations that you feel is wrong, TELL ME!

Enjoy!

Github: https://github.com/athairus/tf2-network-cfg/
CFG file: https://raw.githubusercontent.com/athairus/tf2-network-cfg/master/network.cfg
Special tl;dr version: https://raw.githubusercontent.com/athairus/tf2-network-cfg/master/network-tldr.cfg

Small note: The default aliases assume your jitter will never exceed 10ms. If it does, you gotta do some tweaking.

posted about 9 years ago
1 2 3 4