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Country | England |
Signed Up | January 19, 2013 |
Last Posted | October 10, 2024 at 4:54 PM |
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dqzthen you'd also have to ban medic's uber-related chat binds, because it effectively accomplishes the same thing by showing uber info on HUD and reducing reliance on comms. Except, in this case, medic is the one pressing buttons to give info, instead of the other way around.
I don’t think this is a fair comparison, given that
1. you are relying on your medic to ensure the info is accurate
2. the medic is manually pressing buttons to communicate the info
2.a. the one receiving the info cannot control when it is sent
3. the info is not exact
SamusHowever, if you allow this specific method to show the % on your HUD and then suddenly more is found, that opens up the question if that would be okay too since it would use the same or a similar method and is thus part of the game. At what point is something considered to be too "game breaking"?
I don’t think it’s unprecedented to have specific rules detailing what is and isn’t allowed on ETF2L. Many of the rules pages go into excruciating detail as to what exactly you can and can’t do with game exploits. It’s a fair concern, but I’m pretty confident there’s nothing else in specifically “showpanel specgui” that can be abused. Any other showpanel or related command ffound in the future could be easily banned (and, as you said, detected).
I think the admins have done a good job of explaining why it’s not allowed right now, especially considering how many people seem to be against their consensus. Even though it’s possible to use this command on default HUD with no game modifications, you would want a hud that cleans up the specGUI or you’d be missing a decent chunk of your screen for a tiny number. Arguing based on contradictions in the rules feels to me like missing the point - at the very least, it’s understandable to ban it right before LAN out of caution. The QOL vs EasyMode debate will be familiar to literally anyone who has played OSRS/WoW Classic and it’s not a simple one.
Devil’s advocate: it does reduce the reliance on comms in some specific situations. It is not completely worthless in high level games. How big is the difference? Not as obvious as it seems unless people start trying hard to abuse it on teams. It would take purposely omitting all % calls until uber is almost ready, and actively using the comms space for calls - is this ever enough of a gain to make a difference? I could potentially see it happening with very talkative teams - shouldn’t they be punished instead?
Would having it improve the game? Does teams being more effortlessly cohesive benefit fast play more than stalemating?
While researching I found this thread from 2 years ago - pretty interesting read regarding peoples’ opinions on Match HUD.
Unrelated: I’ve been updating the hud in the OP (not uploaded yet) with an emphasis on glance value and subconscious information that a lot of huds neglect. More on that soon.
twiikuueven if it was, here's a bunch of references in the code that clearly refer to this as *spectator* HUD elements
when you are alive as a character in a team, you are not a spectator
Just out of curiosity, do you know anything about the ubercharge panel in HudMatchStatus?
Other than your own post asking about it many years ago, all I could find about it was the original post from swissolo's match hud thread when it first released:
swissoloLots of parameters and features are broken as far as I can tell because Valve didn't bother to finish implementing what they weren't using. Every block below respawntime in my file is disabled. The death and skull panels work, but I couldn't get anything useful out of the other disabled sections (which includes chargeamount sadly). Let me know if you get one of these features working.
Given that leagues are against it on the basis of how it is accessed, it seems that the only way to show this info "legally" would be by pursuing this lead.
I don't know enough about the actual mechanisms of the tf2 hud to try to bruteforce any information out of it, but the panel at least exists.
I have had people anecdotally tell me that they have had huds with this enabled, but I seriously doubt this was cracked without being big news.
WandumPopped off and a cable went loose
Sorry for your ears
domo_nuke.wav
BumFreezeAlso cheat feed massively reduced the quality of RGL LAN imo with pauses spoiling all the last pushes
I think it was the pauses that massively reduced the quality of the lan
People keep linking me to this old thread in which it’s described as an exploit, but of course the context is that this was found before the match hud was released - it was an enormous advantage then. Your teammates’ health and spawn timer was not available information at the time.
Regardless, when making this edit I wanted to use it as a quality of life tool. It was useful for pugs and mixes where my medic is emo because he got randomly picked or whatever. I didn’t actually think people would consider it a meaningful advantage in organised games. I do hope it’s eventually reconsidered so that I don’t have to be a Cheater to use it in a pug
glasshow do you end up with eight mousepads
perhaps you stack them to make one tall mousepad?
this is ancient lan tech: the more mousepads you stack, the less of the bumpy old table you can feel through it
RicoBy the way, this is toggleable without lag, so you can just useto not have to use match hud if you leave in your other players.tf_use_match_hud 0 alias +teampanel "showpanel specgui" alias -teampanel "hidepanel specgui"
I did experiment with formatting the specgui like a match hud and it works really well for your team, except obviously you can't see the enemies' half which is kind of a dealbreaker - seeing the enemies' classes and names when they are dead is info you can't get from the scoreboard.
It's a shame because using it like a match hud would have been perfect, since the specgui is ordered by class and the match hud isn't. You can get around it by keeping the enemy half of the match hud intact and hiding your own half, but you'd have to match the styles and whatnot.
There is a way to have your medic's current ubercharge percentage on-screen.
This thread is more about that than about my hud, but I polished it a bit and included it as a demonstration.
"showpanel specgui" brings up your team's spectator panel, and can be used while playing on mp_tournament 1.
(Thanks to lawn for reminding me that this command still works.)
This HUD element has essentially the same information as the match HUD but also shows uber percentage.
So I edited my spectator gui files to be completely hidden except for the ubercharge amount.
One complication is that the specgui disappears upon death, so you need some way to call it while playing.
For example, you could use a bind to see it while you hold a button, or you can simply bind "showpanel specgui" to your +forward key to show it permanently.
alias uberpanel "showpanel specgui"
bind w "+forward;uberpanel"
Notes on the HUD itself:
- I edited broeselhud_blue, so anything that hasn't been changed belongs to that hud.
I didn't touch any of the backpack or trading windows along with anything I never use.
- If you want to spectate a game and have the spectator GUI, use cl_hud_minmode 1.
For playing the game, use minmode 0. There are buttons for each on the main menu (Spec Mode and Play Mode).
- Damage numbers best used with hud_combattext_batching_window 2.
I set the numbers to fade after 2 seconds (default is 1.5) - if it disappears fully, you can be certain your damage was not batched.
- Removed sniper charge meter
The flashing lightning bolt is enough to judge damage timing. It flashes at 25, 50, 75 and 100% charge.
I have moved it to the edge of the screen, where it doesn't block the scope view.
- Custom capturing point animation doesn't work on sv_pure.
I don't know why. It should work, it's being preloaded
If you want to rip just the ubercharge part for your own hud, you're looking for hudtournament.res and potentially some stuff from the other hudtournament files that I forgor
MankyThe top jam layer has an average thickness of 4mm, and the covering chocolate layer has an average thickness of 1mm, totaling in 5mm of thickness.
These dimensions may be incorrect as the sponge layer of the jaffa cake has not been accounted for. The dimensions of a jaffa cake are not readily available on the internet; the closest found was 15mm in total thickness, measured from the tip of the Jaffa dome to the base of the sponge. The cited volume of the mouth was also based on a liquid volume; consequently, much of the area will be impossible to occupy when filled with non-elastic solids. As it intuitively seems unlikely that a human could fit two jaffa cakes side-by-side horizontally inside the mouth to facilitate two stacks of cakes, this permutation of the cakes was discarded. Using the cake thickness measurement under the assumption that all of the jaffa cakes will be orientated in parallel, we can simply divide the average width of a human mouth cheek-to-cheek by the height of a jaffa cake to calculate how many will fit orientated vertically. The mean maximum mouth opening measured vertically between the teeth is 52mm; as such, after accounting for teeth, most people will be able to fit a jaffa cake on its edge between the tongue and the roof of the mouth. Given this information, the crux of the matter lies upon the distinction between having the mouth open and closed. Any amount of jaffa cakes that fit in the opened mouth will fit when closed, as they will be crushed and expand to fill the volume like a liquid - but is it cheating?
is there any way to preload custom icons for the match hud?
e.g.
https://i.imgur.com/Y83MQj7.png
doesn't seem to work on sv_pure
make sure vsync is forced off in nvidia control panel
if you weren't hitting your refresh rate before and you are now, then you would be feeling extra input lag from vsync