gr8stalin
Account Details
SteamID64 76561197984338378
SteamID3 [U:1:24072650]
SteamID32 STEAM_0:0:12036325
Country United States
Signed Up April 20, 2013
Last Posted October 29, 2017 at 2:23 PM
Posts 845 (0.2 per day)
Game Settings
In-game Sensitivity everyone
Windows Sensitivity here
Raw Input 1
DPI
is
Resolution
fucking
Refresh Rate
psychotic
Hardware Peripherals
Mouse g400
Keyboard leopold
Mousepad qck+
Headphones  
Monitor  
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#18 Looking For People To Interview in Projects

Good work, Oblivionage

posted about 10 years ago
#9 Overwatch Event Impressions in Other Games

http://puu.sh/gfjcd/e23fe1491b.png

Wow, color me surprised, an Engineer-like class draining all kinds of speed and fun out of the game.

Tracer is a cutie, though.

posted about 10 years ago
#238 Reflex: Arena shooter in development in Other Games

Performance update is live. Important bits as follows:

Server

  • Re-wrote server front-end to use windows forms instead of raw console. This should actually reduce CPU loads.
  • Fixed a bug where the servers Steam information was being updated far more often than it needed to be. This fix should also reduce CPU loads.

Client

  • Reduced required DirectX version to 10.0
  • Input is now sent to the server at 75fps (down from 125fps). This should lower the CPU load for dedicated servers with no noticable impact for players (the server only ticks at 75fps anyway so the extra data was largely wasted).
  • Lightmap format has changed. We now store an extra colour for low end machines, instead of the expensive per-pixel lightmap information. Sorry mappers, this means you need to rebuild.
  • Ridiculous amounts of graphics optimisations (shadows, zprime, decals, gbuffer format, shader optimisation, normal blending). Players should see significant FPS increases across all video configs.
  • Created micro/macro texture architecture, giving us more detail, more customization and using less GPU.
  • Added configs for different video modes. Until we've done our options menu, the easiest way to change video settings is to bring down the console, type "loadconfig vid_X" and then "saveconfig" to store the changes. Graphics presets are:
    1. vid_high
    2. vid_medium
    3. vid_low
    4. vid_hi_vis

  • Added lots of cvars to scale graphics for different hardware. Generally, 2 is highest quality, 0 is lowest quality.
    1. r_shader_quality <0-2>
    2. r_texture_quality <0-2>
    3. r_effect_quality <0-2>
    4. r_shadow_quality <0-2>
    5. r_texture_resolution <0-2>
    6. r_texture_microdetails <0-1>
    7. r_high_vis <0-1>

  • Updated lava shader to something prettier
  • Loading bar is now orange for no reason

Known Issues:
Reports of video driver crashes and occasional freezing of client/server. Consider this a general stability warning -- huge amounts of the engine have been rewritten and we're expecting some bugs

posted about 10 years ago
#9 best of tf.tv in TF2 General Discussion

http://teamfortress.tv/post/389598/the-demoman-nerf-a-semi-statistical-analysis

posted about 10 years ago
#34 ESEA gives no fucks in Esports

Can we just start signing all of our interactions on ESEA with a PGP key?

posted about 10 years ago
#45 Week 6 - Open Power Ranks - Badlands in TF2 General Discussion
downpourfeet and leg fetishes are weird?
or are you talking about festives like the gummy tree
http://static.giantbomb.com/uploads/scale_small/4/48222/1826974-backpack_a_rather_festive_tree.png
is kind of weird

fuck you
you don't know SHIT about the wonder of the christmas tree

posted about 10 years ago
#1 Space Hulk: Deathwing in Other Games

https://www.youtube.com/watch?v=zD0RlnQOmKs

https://www.youtube.com/watch?v=zD0RlnQOmKs

40K NIGGAS WW@

I personally wasn't a fan of E.Y.E. because it was all over the place, but it was an incredibly solid game with great albeit thinly spread design to the point where a few communities I frequent call it a cult classic. This also marks the second legitimate FPS game for the 40K series ever, the first being Fire Warrior which gathered a cult following but wasn't good enough to be a cult classic. Knowing Streum On, though, it's going to be SP with online co-op since E.Y.E. had it too (ability to shove player count for 32-player co-op). Odd choice of music for 40K that doesn't really fit but I'm not complaining.

My dick cannot be harder. I just hope it doesn't cost as much as Armageddon and that was $40 for grid-based Advance Wars tactics.

posted about 10 years ago
#222 Reflex: Arena shooter in development in Other Games

ETADPU

Newborn dropped a development timeline yesterday (2/11/2015) of what the team hopes to accomplish in the coming months and these are the two closest updates:

NewbornVersion 0.31.x
For this version, we've been making big changes to our art pipeline. For players, this means better performance -- both generally and through the newly implemented quality settings. Running some profiling on my system, the current Steam build averages 146fps. The new version averages 154fps on High Quality, 184fps on Medium quality and 264fps on Low Quality. We're expecting these numbers to improve further as we finish off the last tasks and if Low Quality isn't enough for you still, we've got a High Visibility mode planned that will have very little detail but should run very very fast. Reflex now also supports DirectX 10 devices.

There's also exciting changes for us devs, who are excited about weird things. One of the major changes is implementing a macro/micro texture system. In simple terms, what this means is that we now create a material that says "this bit here is wood and this bit here is steel and this bit here is cloth". Not only does this significantly improve the detail of our textures, it also lowers the cost and makes tweaking and customizing materials a whole lot faster and more powerful.

This power will be passed on to map authors as soon as we hook up a UI for it. Initially, this will mostly mean that you can have complete control over the colors of the dev textures via tint overrides but eventually you'll be able to override each micro-material on a surface. For example, if we provided a material that was a door with iron bracing, you would be able to replace the iron with something like steel or gold or the wood with a darker version or a worn, painted version (that you could then change the paint colour of).

We've also cleaned up our PBR shaders (including the addition of Image-Based Lighting and Reflection Probes), changed the way all of our textures are packed and compiled and are currently working on some changes to the lightmaps that should increase performance and decrease their filesize.

Oh and Electro made our loading bar orange for no apparent reason.

So, this has been another huge job, immediately following the last huge job (the netcode). The reason we've been quiet with updates is this isn't something we can put out half finished -- it requires us to redo every single material and effect in the game (until recently, things looked very, very broken). We also need this tech done so we can continue progressing with our secret unseen art.
NewbornVersion 0.32.x
The major feature for this release is planned to be an overhaul of the UI system. If everything goes to plan, when we're finished we should have a UI system that is much, much faster to implement so it won't take us hours of fucking around just to do a simple options menu. We're not sure how much will be added or redone in this version but the important part is that development of features like matchmaking, a better server browser, workshop support for maps, training and tutorials etc will no longer be blocked by a crappy UI system.

Fortunately, the UI system can be done behind the scenes -- having it half finished won't prevent us from putting out updates. So we'll probably take this opportunity to fix some of the underdeveloped bits of gameplay that are dragging matches down.

The first of these is changes will be the way MegaHealth respawns. Instead of the fixed 30 second respawn it's on currently, we will be implementing a CPMA style "Respawn after wearoff" system. Initially for testing, "wearoff" means "player has lost 100 health, either by damage or by health decay". In order to avoid the situation where the player who last had the mega gets to know the exact timing but their enemy has to guess, we'll be implementing a visible and audible effect when Mega has worn off and the respawn timer has started ticking.

Next up is splash damage going through walls. We spent a couple of hours the other night working out a system that meets all of our requirements and we're happy with how it looks on paper. The plan is that splash damage will penetrate though 8u brushes but beyond that will be blocked as expected. Primarily this means that if mappers want to create special, risky sections of walkways that are vulnerable to splash, they can. Players will be able to easily recognize these thin surfaces and know to be careful on them. The system also fixes the problem of "stair armor" found in some games where an 8u high step can magically shield you from a rocket exploding 2 inches from your feet. It also makes peeking over ledges slightly more dangerous -- if your feet are ~8u from the edge and a rocket hits it, you'll still take damage (previously, you'd have to have your hitbox actually overhanging).

This release may also see an experimental Respawn Preview system implemented. The way this works is that after dying, your view is teleported to where you will be respawning but you are not actually spawned until you click. This adds some meta to the spawn system. Players could wait to spawn to avoid a nearby enemy or stay safely dead until a nearby item respawns. They could spawn sooner, prepared to quickly finish off a weak player nearby (or telefrag them if they're stupid enough to stand on the spawn).

Like all the experimental features it ultimately comes down to how it plays. If it adds nothing significant to gameplay (or worsens it), it'll be stripped out. If it's awesome, it can be tweaked and built upon (this system could easily evolve into a "choose your own spawn" system if it looked like that system would have value).

We're also expecting to do some minor fixes and improvements such as proper overtime and biasing player respawns away from whoever killed you (instead of where you died). Oh and we'd like to have a Resist power up in soon.

Newborn also tossed in a plan for 0.33.x to 0.36.x (full post in link including the two updates above) about highly general stuff that he and the team want to accomplish, and it sounds like they don't want to stray too far from the CPMA gameplay base concerning other gameplay types until they reach that 0.36.x landmark.

posted about 10 years ago
#4 What would you compare ESEA open to? in TF2 General Discussion
omnificbut when is the best time?

Next season. If you've already got a squad ready to commit, that's even better.

Unless "a couple of seasons" of Steel translates to 1 or 2.

posted about 10 years ago
#3 LF Team Mentor in Mentoring

Still looking for a strong independent team mentor who don't need no payment

posted about 10 years ago
#34 TF2 Feature Requests and Bug Fixes in TF2 General Discussion
komorebiAdd a console command, similar to the one for damage spread, that makes pipes have uniform rotation.

I'm not sure how simple this is but the Loch n Load pills don't even have rotation, they just arc; perhaps all it would take on Valve's end would be an animation substitution?
(Regular GL)
(Loch n Load)

posted about 10 years ago
#35 ESEA-O Predictions and MATHEMATICALS: Episode 4 "In fair Viaduct" in News
MonkeySuitIn case you're following low/mid open, stay tuned.

http://puu.sh/fs7UD/5d0400549f.png

#2jews

posted about 10 years ago
#34 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
TurinOh Yeah Wrangler and Rescue Ranger are perfectly balanced for 6v6, and the attacking team just needs to "git gud".

He's talking about the necessity of unlocks. Reading comprehension.

posted about 10 years ago
#31 Comprehensive List of Everything Wrong w/ Comp A:R in TF2 General Discussion
DrPloxoInter-class balance is just the thing though, every class keeps getting unlocks to be at the level of scout/demo/solly.

Most if not all of your arguing points require you to git the fuck good. If those weapons are so necessary to the respective classes, why haven't they replaced the stock weapons yet? You shouldn't really be stuck 1v1ing constantly either; sure it happens sometimes if you're caught out or something but if you're constantly fighting other classes 1 on 1 without any help, that's a fault on your end, not the class's end. If you're playing 6s or HL, your team should be cooperating with you and vice versa. If your team is constantly failing to work together to win, that's a team issue and that's what practice is for.

posted about 10 years ago
#9 my computer is horrible and im sad and emo. in Hardware

http://i.imgur.com/TLbhQpJ.gif

posted about 10 years ago
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