-waxNot sure if this is a hot take
this is a hot take
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 |
-waxNot sure if this is a hot take
this is a hot take
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.
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.
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.
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.
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
when people discover the "cvarlist" command and suddenly decide they know more about tf2's programming than valve
tojoplease do this for every casted match btw, makes viewing 10x better
Impossible for ESEA matches unfortunately, their fault.
infinity sucks
https://cdn.discordapp.com/attachments/283700807042465792/483433736680243201/infinity_sucks.jpg
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?
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
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:
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
This is a Windows shell extension that shows information about demo files directly in Windows explorer:
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
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
Menachem, did you have
ce_antifreeze_enabled
on?