pazer
Account Details
SteamID64 76561198003911389
SteamID3 [U:1:43645661]
SteamID32 STEAM_0:1:21822830
Country United States
Signed Up May 16, 2015
Last Posted December 29, 2020 at 8:30 PM
Posts 234 (0.1 per day)
Game Settings
In-game Sensitivity 0.533333 = 17"/360
Windows Sensitivity 4/11
Raw Input 1
DPI
1800
Resolution
2560x1440
Refresh Rate
144hz
Hardware Peripherals
Mouse Razer Deathadder 2013
Keyboard Microsoft Wired 400
Mousepad some cheap rosewill that works
Headphones Sennheiser HD 558
Monitor Asus ROG Swift
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#9 Reflecting on UGC's Season 32 whitelist experiment in News
-waxNot sure if this is a hot take

this is a hot take

posted about 4 years ago
#3 Resources on making TF2 client plugins in Q/A Help

Twiikuu is correct, there isn't really such a thing as client plugins. It's just a matter of pretending to be a server plugin so the game will load your dll, then once you're actually loaded you can start hooking functions. I'm afraid I don't know of any tutorials or anything though, you just kinda figure stuff out as you go along. The closest thing to tutorials or a help forum would be game cheating forums, but that's about 75% script kiddies copy and pasting code.

That being said, feel free to add me on steam if you want to ask me anything specific.

posted about 5 years ago
#30 Episode III cancelled in News
Twiggyso is something non-tf2 happening with the cloud based gaming shenanigan? If yes i'm interested in what games they could get to run this way, considering even tf2 wouldn't

The problem isn't getting the games to run; they can run (almost?) all games like this. The issue is latency, and although Shadow has claimed to have solved it, it's very obvious they haven't, because it's unsolvable. No matter what anyone ever tries to do, you will never get a frame encoded, sent over the internet, then decoded in the same amount of time it takes a normal desktop to get the same frame rendered and sent to your monitor.

The only games this will ever be suited for is games where latency doesn't really matter, aka things like hearthstone or turn-based games, and MAYBE MOBAs. Even then, I can't imagine spending $25 a month on a non-optimal experience like that.

posted about 6 years ago
#266 Updating cp_snakewater in Map Discussion

Something thing that myself and Wiethoofd have noticed is that when time is added to the round timer, it always shows a green "+0:01" instead of the actual added time.

posted about 6 years ago
#41 i63 POV Demos Thread in TF2 General Discussion

https://github.com/PazerOP/DemoLib2

Latest two commits are the i63 demo fix (but shouldn't hurt anything on other demos).

Basically, the source engine keeps a set of "static baselines" for every entity type (an entity type being something like CTFPlayer, or CTFProjectileRocket) that tell the client how to initialize variables for that entity when a new one is created. This is so you don't have to network huge amounts of state every time a new entity is created, the engine can just say "hey, remember how I set up that entity? do that again". The problem is that some-fucking-how, a few of these baselines were missing (mostly spy weapon entities, and an engineer wrench entity).

There isn't really a safe way to deal with this, and it usually indicates that something is majorly fucked up with either the demo or the network stream, so the engine just crashes with an error message. Thing is, it appears that this was the *only* thing wrong with these demos. So I just modified the above tool to insert "empty" baselines for the missing entity types. I believe the engine zero-initializes stuff that isn't included in the baseline, so we just end up with fully zeroed-out network data for those entity types.

This may cause issues with those repaired entities, but in my experience, static baselines are sort of unnecessary, since data changes away from the static baselines so often that any issues won't last very long.

EDIT: Actually it appears only spy weapons were causing the issue.

Show Content
just ban spy in 6s I guess

https://puu.sh/Bo8Ut/17cac88ba6.png

posted about 6 years ago
#39 i63 POV Demos Thread in TF2 General Discussion

These are repaired versions of corrupted demos that beater mentioned. They shouldn't crash your game now, but there may be minor issues such as spy weapons being invisible.

https://drive.google.com/file/d/155aUirnXT7OGt-8mE2asas_HwEflOpEJ/view?usp=sharing

posted about 6 years ago
#69 What's the one thing that grind your gears in TF2 in TF2 General Discussion

when people discover the "cvarlist" command and suddenly decide they know more about tf2's programming than valve

posted about 6 years ago
#21 no disrespect in TF2 General Discussion
tojoplease do this for every casted match btw, makes viewing 10x better

Impossible for ESEA matches unfortunately, their fault.

posted about 6 years ago
#5 >:( in Off Topic

infinity sucks

https://cdn.discordapp.com/attachments/283700807042465792/483433736680243201/infinity_sucks.jpg

posted about 6 years ago
#72 CastingEssentials Spectator Plugin in Projects

Do you have an stv demo I can test this with? Or are you attempting to test this on a local server?

Also, do you see the SrcTV+ on the list on the server when you run the command plugin_print?

posted about 6 years ago
#70 CastingEssentials Spectator Plugin in Projects

Do you have SrcTV+ installed on the server? This is required for banner charge amounts to work (even for listen servers) https://github.com/dalegaard/srctvplus/releases/latest

posted about 6 years ago
#65 CastingEssentials Spectator Plugin in Projects

New release: r21

Breaking change: Added ce_hud_progressbar_directions (default 0). You must turn this on if you use "direction <north/east/south/west>" on your progressbars in your HUD (probably the case if you are already using ce_hud_player_health_progressbars)

I'd recommend you delete your existing CE folder and replace it for this version.

Release highlights:

  • Significant performance improvements!
    r20: 115226 frames 1066.662 seconds 108.02 fps ( 9.26 ms/f) 5.166 fps variability
    r21: 115226 frames, 919.681 seconds 125.29 fps ( 7.98 ms/f) 8.337 fps variability
    stock tf2: 115226 frames, 908.826 seconds 126.79 fps ( 7.89 ms/f) 6.454 fps variability
  • New outlines! (again)

http://pazer.us/s/bg.png

I'm getting tired of reformatting the entire changelog for TFTV, so you can check out the full changelog here: https://github.com/PazerOP/CastingEssentials/releases/latest

posted about 6 years ago
#1 DemoShellInfo - Demo info inside File Explorer in Projects

This is a Windows shell extension that shows information about demo files directly in Windows explorer:

http://pazer.us/s/ar.png

http://pazer.us/s/at.png

The installer is only compatible with 64-bit OS, but the extension could be recompiled for 32-bit.

Download & source code: https://github.com/PazerOP/DemoShellInfo/releases

posted about 6 years ago
#64 CastingEssentials Spectator Plugin in Projects

New release: r20

If you previously used player health progressbars on your hud, ce_hud_player_health_progressbars (and ce_hud_forward_playerpanel_border) now default off. If you still want to use them, you must turn them on in your config. This change was to avoid wasting performance for people who didn't know about/use these features.

https://github.com/PazerOP/CastingEssentials/releases/latest

posted about 6 years ago
#62 CastingEssentials Spectator Plugin in Projects

Menachem, did you have

ce_antifreeze_enabled

on?

posted about 6 years ago
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