treetoonTheoretically, if I'm actually correct in saying this, it could delay your sticky for 500ms if you switch weapon one frame before the point of sticky activation.
You're absolutely right, here's a compilation of the three bugs:
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treetoonTheoretically, if I'm actually correct in saying this, it could delay your sticky for 500ms if you switch weapon one frame before the point of sticky activation.
You're absolutely right, here's a compilation of the three bugs:
syphTwiiKuuhttps://clips.twitch.tv/BlatantAmusedDuckYouWHY posted in this thread...aurahdidnt switching to pipes make det time longer?I didn't experience that while creating my sourcemod fix.
Works fine when you have ammo in your primary weapon.................
This is still a huge win,
sticky det bug before: shoot sticky, hold m2, switch to melee: never det
sticky det bug now: shoot sticky, hold m2, switch to melee, attack: det after ~200ms
aurahdidnt switching to pipes make det time longer?
I didn't experience that while creating my sourcemod fix.
PheaaDemo det bug isn't fixed though? You can't det while swinging melee
Getting the same issue, shooting a sticky, holding M2 and switching to melee is fine but holding M2 and M1 to attack with melee delays it for like 200ms.
syph-Fixed not being able to detonate stickybombs when switching to melee with secondary attack held down
Does it also mean switching to pipes?
Switching to pipes wouldn't stop you from detonating, so yes it does mean switching to pipes and holding M2 will let you detonate.
I've had Piston 2 (two pairs), Piston 3 and the Hybrid pro HDs, they're just as good. I got them from the official store, could have been pricier but I didn't have to look for non-counterfeits, so that was good.
Messing_Aroundbit late isn't it
bitch this is Off Topic i wont be afraid to call you out, . i was scrimming when this was posted and then i watched the GF (well played SVIFT btw)a nd then i went to h&cking bed soooo BUgGer off okay!? also nobody else posted it
i aint need your stinky passive aggrievance
https://twitter.com/CokeEsports/status/938472994111934465
Coke EsportsThere's more that unites us, than divides us. #ShareaCoke
gemmdiscord.teamfortress.tv
edit: RATS!
Expired invite, missing http:// in your link.
I'm beginning to question your virginity, Gemm...
guyehhhdx8
Did you try Comanglia's Max FPS for High Quality PCs? Or even default settings?
Toaster settings don't make the game run better for most recent builds.
I'm fairly certain DX8 features need to be emulated.
https://clips.twitch.tv/ApatheticTameFinchFreakinStinkin
https://clips.twitch.tv/FurtiveCuriousRingTwitchRaid
https://clips.twitch.tv/HilariousCautiousSaladBabyRage
https://clips.twitch.tv/ResolutePricklyOrangeBrainSlug
knuck120 ticks
+ Tickrate Enabler works (but it needs to be compiled, the provided release using the -tickrate argument doesn't work)
+ It seems to set the tickrate properly, it's mentioned in a few console logs and netgraph shows sv: 120
+ Doors aren't affected, actually most bugs reported from last investigation don't seem to happen anymore
- Wallbugs happen a lot more often, to the point where it's annoying and abusable. On 1000 tickrate, touching a slanted wall guarantees instant freeze. -- If that's the only issue, it might be worth trying to find a temporary or sending a permanent fix to Valve.
- On 1000 tickrate, sliding off slanted surfaces is impossible, I wouldn't be surprised if this affects 120 tickrate as well, but it's a lot less noticeable (it's still possible to). It could just be a new type of wallbug because it stops you with no fall damage, I'm pretty sure.
- Air accel should be affected but it isn't, leads me to believe that the plugins doesn't actually work ?
- The hitscan benefits aren't obvious to me, I'll let actually good players decide
https://github.com/daemon32/tickrate_enabler
EDIT: Rewrote using Metamod:Source, a lot easier to compile and I'd assume less likely to break after updates
https://github.com/ldesgoui/mms-unlocked-tickrate
EDIT 2: My plugin actually affects the game entirely to a point where it's not playable. I hadn't tested it ingame before release. I assume tickrate_enabler only affects deeper layers of the engine code (old source code) whereas mine affects every layer, tf2 included. I doubt daemon32's plugin actually does anything significant other than burn CPU time and show bigger numbers. Sorry folks
Vulcanhow
Pretty old bug, the metal beam isn't physically present, only visually.
https://imgur.com/a/5FlVl
AMS__ triple dh
https://clips.twitch.tv/WittyFunnyPenguinTinyFace
WARHURYEAH crackshot
https://clips.twitch.tv/InventiveColorfulOysterKappa
WARHURYEAH backcap strat
https://clips.twitch.tv/CaringManlySandstormNotATK
I'm not sure if this was posted yet:
You can let the damage taken indicator circle tell you when you've got crit heals.
Edit scripts/hudlayout.res and find "HudDamageIndicator", inside of that block, set "MinimumTime" to "10" and "MaximumTime" to "10". I'd also suggest playing with the rest of the values to find a comfortable mix of visible but not obtrusive.
When all indicators disappear, you've not taken damage for 10 seconds.
Sadly, it doesn't work for fall damage.