turbochad69
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
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#3 Thoughts on the unexpected super team "Froyotech" in TF2 General Discussion

Hoooly shit you know "b4nny"? How

posted about 3 years ago
#26 who is winning? in TF2 General Discussion

for baloo specifically, it could be that red players stand out from the background more and are thus slightly easier to aim at

posted about 3 years ago
#4 How to fix teleporter cost in hud? in Customization

it could be inside a vpk

posted about 3 years ago
#2 How to fix teleporter cost in hud? in Customization

chances are you have a custom scripts/objects.txt somewhere. removing it should make the tele cost normal.

posted about 3 years ago
#81 I'm writing a proper guide to performance. in Q/A Help

https://i.imgur.com/0SdD5yT.mp4

posted about 3 years ago
#58 I'm writing a proper guide to performance. in Q/A Help
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.

posted about 3 years ago
#2 Sensitivity randomly lowering mid game in TF2 General Discussion

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

posted about 3 years ago
#155 faceit tf2 in TF2 General Discussion
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'

posted about 3 years ago
#3 Can you customize crit sounds per class/weapon? in Customization

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

posted about 3 years ago
#9 AimIsADick Blocker 9000 in The Dumpster

New features added:
• auto -frag :DD

Update from greasyfork or paste

fetch('/post/frag/'+post.id.replace(/[^\d]*/g,'')+'/minus');

into the while loop

posted about 3 years ago
#1 AimIsADick Blocker 9000 in The Dumpster

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

posted about 3 years ago
#7 how to remove Viewmodels 2 in Customization

this is a joke right

posted about 3 years ago
#16 seriously? in TF2 General Discussion

wonder if banny would get banned if he casted a match that rgl casted

posted about 3 years ago
#48 I'm writing a proper guide to performance. in Q/A Help
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

posted about 3 years ago
#39 I'm writing a proper guide to performance. in Q/A Help

changed from google to cloudflare dns, fps tripled, ping halved, tysm!!

posted about 3 years ago
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