Could you clarify what you mean?
Account Details | |
---|---|
SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
Country | United States |
Signed Up | August 8, 2017 |
Last Posted | September 14, 2024 at 1:13 AM |
Posts | 1545 (0.6 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
Yeah I'd still use null movement, it was just a neat fact I thought I'd bring up in conversation. The amount of input delay it adds is so small compared to the benefits and the possible increase in responsiveness due to brain/finger delay for releasing keys :)
Update on the fixed weapon spreads: it resulted in worse play than normal, since the fixed seed for the weapon spread could be terrible to aim with, while a randomized seed plays better, since there's even chances of god spread and bad spread, so you aren't stuck with any one spread. It's pretty hard to find a seed for a pattern that's truly "average", so I think randomization is a better way of averaging this out than a fixed one.
Also about multi-threading, I don't think Source really needs much more multi-threading than it already has
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.11
playtesting here: connect tf2.mastercomfig.com
playtest over, thanks all!
Just sent an email to Valve with a fix.
ainoUsed new scoped RNG to implement fixed spread for continuous fire weapons.
If I understand this correctly would this allow csgo esque spray patterns to be learnt for weapons like the pistol? If so, that would be a massive buff to those weapons where it could reasonably be controlled with some practice.
I'd like to see how it plays in practice. It's not exactly CS:GO spray patterns.
I'm personally able to connect to casual and many other mastercomfig users are able to as well. What version, preset and addons were you using? Any custom settings like modules you had?
You can probably use the preload settings from mastercomfig if you aren't already.
Essentially checked mat_antialias > 0 for initializing anti-aliasing (ultimately ended up disabling it anyways), and on AMD cards on Linux and macOS, it did a full color clear which was only intended to happen when anti-aliasing was enabled.
Now it checks for mat_antialias > 1, which is what the game sets in the video options menu (mat_antialias 1) for Anti-aliasing: None.
Hopefully this anti-aliasing fix is less controversial :)
https://github.com/mastercomfig/team-comtress-2/releases/tag/0.0.10
Also, the first Team Comtress 2 playtest is live!!! connect tf2.mastercomfig.com
EDIT: server down now! thanks for playing, we learned a lot!
ReeroIf there is a way to validate this claim that would be interesting because the visual applications of this exploit in jump have definitely improved performance with airpogo and speedpogo on a lot of demojumpers more than the potential frame lag has decreased.
I would also not chalk it up to placebo because there is definitely a conscious element to it considering when you can see my stickies you have an easier time jumping and airpogoing with them
I'm not saying the visuals are placebo, obviously they are not because they can be recorded and shown. But I am just saying that the assumption that it is a reduction in ping that causes that may be placebo, because the projectiles spawn at the same time when recording it.
ReeroThe issue I had with the post #61 is that you instantly chalked up the trick to "placebo" or hearsay (specifically mentioning in regards to jumping) without properly accounting for all the variables yourself. You, as acting as an authority on the game's workings, made a very confident statement and used insufficient evidence to backup your claim, as Waldo's video 100% refuted it.
I think there's a few misunderstandings here. So the initial claim that I was disputing was that the 0 lerp exploit lowered ping:
KaptainCould you explain why it's bad to give the option to players (for projectile clases mainly) to change their settings such that their ping effectively feels lower (i.e. just using lower interp)
Reeroit essentially just makes it feel closest to offline jumping.
WaldoThe higher your ping, the more projectiles appear behind where they actually are. For soldier, this is mostly something that you can get used to providing that your ping is stable. For demo, it's a massive difference since 5 ping -> 30 ping is enough to make it so you don't see stickies when airpogoing at all, which makes it ridiculously harder.
For the purpose of seeing projectiles accurately, lerp is essentially additional latency, so 0 lerp helps a lot.
Kaptainotherwise it just results in it looking like your ping is lower (I understand it isn't, but it simply looks nicer)?
Reerotheres a difference between relying on something and the annoyance that is having to deal with an unnecessary change that essentially increases your ping. Like yeah you can pull the "Chad If You Cant Handle 50 Ping You Are Bad" but you cant deny that ping can make a big difference in performance/enjoy-ability.
As shown by my two videos, this is not the case. This is what I was addressing when I said "it was either placebo or parroted from someone else". There is no difference in projectile delay. Waldo's video does nothing to refute the original point (as you say 100%). It only proved that you could see your stickies while moving fast. So now the whole discussion is about how you can see your stickies while moving fast, still inferring that there is somehow a difference in projectile delay while moving. Honestly, that doesn't make sense to me. If projectiles are spawning at the same position and delay on either setting, that means something else must be different. That means the only way you could see your stickies with projectiles being the same (as proven by my video) is if you yourself were behind.
So ironically, that high update rate exploit is behind normal values because of how the game handles extremely low interp values, so you could be a few frames behind, depending on your frame rate.
Probably same reason they encrypt the weapon script files. To make TF2 a distinct thing you can't modify the integrity of, without actual mods/addons. I wish they did open those things up more, so that the community can experiment, but I'm not sure if it'll be done.