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SteamID64 76561198043850090
SteamID3 [U:1:83584362]
SteamID32 STEAM_0:0:41792181
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Signed Up April 15, 2013
Last Posted September 28, 2019 at 8:12 AM
Posts 862 (0.2 per day)
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#157 StatusSpec in Projects

No, it is the standard installation procedures, and since you managed to successfully crash your game with previous versions, I doubt that is the issue.

Check your console for load errors relating to StatusSpec. That should clue us in to what the issue is.

posted about 10 years ago
#155 StatusSpec in Projects

StatusSpec 0.18.0 is now available.

The issues introduced with last week's horrific update should all be fixed now. In addition, I have descended into the pits of hell Source and come back with the meaty heart of its glow system. As a result, outlines should be more reliable and more extensible now. This has also allowed me the opportunity to introduce a new feature - projectile outlines!

Feedback and suggestions appreciated as usual.

posted about 10 years ago
#57 9/10/14 update in TF2 General Discussion
vtableCan't you just monkey patch your own copy? Also, why aren't client plugins using the AlliedModders SDK?

Edit: the headers, obviously :P

https://github.com/alliedmodders/hl2sdk/tree/tf2

No, because the library files need to be recompiled as well, and the AlliedModders SDK is incompatible with the Valve SDK.

The Valve SDK is used by client plugins because VPC makes editing and compiling with Visual Studio on Windows not a pain.

posted about 10 years ago
#54 9/10/14 update in TF2 General Discussion
vtableFor plugin authors: IFileSystem changed, GetCaseCorrectFullPath_Ptr needs to be added. On the bright side, Valve might start releasing vtable offsets in future updates.

Unfortunately, it won't help client plugins until Valve releases that update to the SDK. Servers (well, at least MM:S and SM) should be good to go.

posted about 10 years ago
#154 StatusSpec in Projects

StatusSpec will remain broken indefinitely until the Source SDK is updated. I apologize for any inconvenience.

posted about 10 years ago
#31 9/10/14 update in TF2 General Discussion

It looks like several client plugins will be broken with this update. The KeyValues library was changed in this update, apparently.

posted about 10 years ago
#51 Ruleset Discussion in TF2 General Discussion

On a side tangent, CompCtrl was made with the ruleset debate in mind, particularly with the consideration that the game doesn't natively support halves and that alone causes problems.

I personally would prefer to see two shorter halves, though twenty minutes a half feels arbitrary. Fifteen minutes seems a bit short, but testing to determine the best half length would be the best course of action.

posted about 10 years ago
#134 Logs.tf match stats in Projects

SizzlingStats uploads zipped demos to Amazon S3 and stores them for 2 weeks.

posted about 10 years ago
#30 More dumb stuff you can do with the item schema in TF2 General Discussion

As an update, Eric emailed me back yesterday and said they were looking into it. Hopefully it will get fixed very soon.

posted about 10 years ago
#27 More dumb stuff you can do with the item schema in TF2 General Discussion
MessyRecipeMight be worth making the SourceMod plugin into a standalone addon if possible.

Probably not going to happen unless I spend the time to port over TF2Items to a standalone plugin, but I'll consider it if I have spare time and Valve still hasn't gotten around to fixing it.

vtableI'm talking about cases when the client has a newer schema than the server, because it hasn't restarted.

True, I guess, but most schema changes like that don't have major attribute changes.

posted about 10 years ago
#24 More dumb stuff you can do with the item schema in TF2 General Discussion
vtableNote that this plugin will break attributes for a period of time after an update that changes the schema, while the client and servers' attributes are out of sync.

After a *schema update*, not a content update. These are silent and happen more frequently.

Well, the server's item schema isn't updated until the server is restarted, so it doesn't make much of a difference. Most major schema updates come with a server update anyway.

If that is an issue, though, the server has to be restarted. There's no way around that, as the schema download occurs at startup.

posted about 10 years ago
#21 More dumb stuff you can do with the item schema in TF2 General Discussion

Alright, here it is.

You need to have:

The plugin itself (source) should be placed in the plugins folder. What it will do is force all items to use the default attributes for that item, thus blocking the exploit of being able to see other players' health. (There MAY be side-effects with stranges and other cosmetic items not working, but I figure that fixing the gamebreaking bug is more important than breaking the shiny pixels.) It can't do anything about the wallhacks, but those can be blocked with sv_pure 2.

Let me know if you need any help.

posted about 10 years ago
#20 More dumb stuff you can do with the item schema in TF2 General Discussion

Well, I am actually an idiot. The fix I posted above does not work. Please disregard.

On why the medic views aren't working: the attribute is apparently attached to the Gibus for reasons I don't know. If you add the atribute to the Ubersaw (or any other item you wear I guess), it works perfectly.

I may try to look into another fix simply because this is a critical bug. I doubt that it would help ESEA/CEVO, though.

posted about 10 years ago
#15 More dumb stuff you can do with the item schema in TF2 General Discussion

I just tested, and you can, but it's weird. sv_pure 2 does NOT enforce item schema, so these exploits, laughably, will still work. You have to set sv_pure 1 and add the following to pure_server_whitelist.txt:

whitelist
{
	scripts/items/items_game.txt	trusted_source
}

I've emailed Valve and asked them to add this to pure_server_minimal.txt and pure_server_full.txt so that it gets enforced on sv_pure 0 and 2, respectively.

See my below post, this doesn't work.

posted about 10 years ago
#11 More dumb stuff you can do with the item schema in TF2 General Discussion

This is just another symptom of the design of the current item system. Almost every (if not every single one) of the item exploits in recent history is due to the fact that the client stores the schema to items_game.txt on disk, and there isn't much of any checking on the client or server end whether that schema being used is legitimate.

I'm going to try to figure out if there's a way to fix it on individual servers. Meanwhile, it might be useful to figure out if this shows up in client demos, because if it doesn't this is pretty much undetectable.

posted about 10 years ago
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