Hoooly shit you know "b4nny"? How
Account Details | |
---|---|
SteamID64 | 76561198374045865 |
SteamID3 | [U:1:413780137] |
SteamID32 | STEAM_0:1:206890068 |
Country | Pirate |
Signed Up | March 20, 2020 |
Last Posted | August 22, 2024 at 1:24 PM |
Posts | 309 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 5.2 |
Windows Sensitivity | no |
Raw Input | yes |
DPI |
no |
Resolution |
1024 768 |
Refresh Rate |
120 |
Hardware Peripherals | |
---|---|
Mouse | no |
Keyboard | yes |
Mousepad | no |
Headphones | no |
Monitor | yes |
for baloo specifically, it could be that red players stand out from the background more and are thus slightly easier to aim at
it could be inside a vpk
chances are you have a custom scripts/objects.txt somewhere. removing it should make the tele cost normal.
AimIsADickI was wrong when I said that frame time and frame rate were the same metric. They clearly aren't the same. You can't just derive frame time from frame rate (like frame time = 1⁄framerate) as that ignores any variations in frame time. Instead you have to record both frame rate and frame time.
Framerate and frametime are exactly the same metric, period. The 'rate' in framerate comes from comparing frametime to a set time interval (1 second, in frames per second). You can derive one from the other simply by taking its reciprocal, as that's all they are: reciprocals of each other.
The difference you believe you've discovered between frametime and framerate is actually you discovering the difference between instantaneous and average rates of change. Average framerate communicates the exact same thing as average frametime (they are the same), and instantaneous framerate communicates the exact same thing as instantaneous frametime (they are also the same).
You're looking at the difference between average framerate and instantaneous frametime, noticing that they are indeed not the same thing, and then saying that the reason they are not the same has to do with framerate vs. frametime when in reality it has to do with average vs. instantaneous rates.
It is true (as you've been saying) that having consistent frame pacing is important, but you can measure that pacing in either frametime or framerate, as they are interchangeable, measuring and communicating the exact same thing.
It's a bug relating to the steam overlay. They already fixed it in beta, not sure about release.
https://steamcommunity.com/groups/SteamClientBeta/announcements/detail/3021325661690892614
tommyagree 100% drhappiness. I think that tyler from vnn's take on faceit he put up today was much more measured and accurate
I watched that video and it came off as more of 10 minutes of tyler reading faceit's faq to you with a vpn ad in the middle than a 'take'
It doesn't look like there's any way to change the crit landing sounds on a per-class basis. Those specific .wav files you mentioned are under the "TFPlayer.CritHit" sound definition in scripts/game_sounds_player.txt, which just gets played by the client without any logic regarding what class you're on.
If you're determined to do it anyways, you could probably come up with some clever workaround that essentially has the same effect as being able to change the actual crit hit sound per-class would have. The thing that comes to mind for me would be to mute the actual crit hit sound, and then add a second sound to the crit sound definitions for the weapons of each class in either scripts/tf_weapon_whatever.[ctx|txt] or scripts/game_sounds_weapons.txt. Obviously this wouldn't be a perfect solution since a few of those sounds are shared across classes and some weapons don't have crit sounds, but I don't see any reason it wouldn't work besides that (haven't actually tried it though).
I can't remember what the deal is with sound scripts and sv_pure, but sv_pure is completely broken anyways so it kind of doesn't really matter
New features added:
• auto -frag :DD
Update from greasyfork or paste
fetch('/post/frag/'+post.id.replace(/[^\d]*/g,'')+'/minus');
into the while loop
https://greasyfork.org/en/scripts/423626-aimisadick-blocker-9000/code
Was getting tired of reading frametime nut shit so I edited the burger blocker, use w tampermonkey/greasemonkey/violentmonkey, yw
wonder if banny would get banned if he casted a match that rgl casted
AimIsADickBumFreezemiles per hour is a very misleading metric. i measure my speed in hours per mile. its soooooo different and so much better!!!Strawman.
What do you mean strawman? Miles per hour has the exact same kind of relationship to hours per mile as FPS has to frametime. It's identical.
Go look at what an fps indicator does, it's literally 1 over the last frametime. Here's cl_showfps for instance https://i.imgur.com/QNjUyPI.png
changed from google to cloudflare dns, fps tripled, ping halved, tysm!!