twiikuu
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SteamID64 76561198020242938
SteamID3 [U:1:59977210]
SteamID32 STEAM_0:0:29988605
Country France
Signed Up November 6, 2012
Last Posted November 13, 2024 at 6:16 AM
Posts 850 (0.2 per day)
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#190 Med speed buff removal EU DMIXES in TF2 General Discussion

Mac reminded me that stickies aren't affected as much because the physics model prevents the center from being right against the brush, still it can still happen in your average stairs

https://youtu.be/0k9ioGI6T6Q

CollaideWhile we're on the topic of stickies, aren't they randomly dispersed by a tiny amount when you fire them? Does this ever make a difference? What would be the reason for that even?

There is a random spread and random rotation applied on pipes and stickies. It makes sense for stickies because no random would allow you to put 8 stickies down and it would look like one.

CollaideMaybe it would be possible to "disable" the fix in cases where there are more than 2 stickies clustered together, something like "if multiple stickies are within x radius of each other and they detonate at the same time, only 0-1 stickies have the "fix" applied to them...
OR even more extreme variations of this; if multiple stickies are detonated simultaneously -> don't apply the "fix"

That could give decent results but it would be too hard to do via plugins, I think.

CollaideI don't fully comprehend the last explanation you mentioned, but I assume that it means the fix could fairly be applied to stickies if that offset value isn't too generous.

Yes, it could be tweaked so that it doesn't feel unfair when taking damage from stickies, but still work as expected when rockets are dealing damage.

CollaideIn that case, could it be set to a value so that matches player vision in some way like, if the stickies are visible they can deal damage?

That's how it currently works, if you have direct line of sight to a sticky, it will do damage to you

posted about 4 years ago
#188 Med speed buff removal EU DMIXES in TF2 General Discussion

It's interesting to see game developers finally trying to tackle the issue, most FPS I've played don't do anything to deal with it (Diabotical, Source games (Apex included), q1/q3 and subsequent mods, (I think I recall witnessing it in Quake Champions streams), Warsaw), the exception being Reflex Arena, but I don't recall their solution being perfect (IIRC thin walls allow explosions to pass through, which should include stairs).

I think that's because of a few probable things:
- It's a difficult 3D maths problem to visualize in its entirety
- It's easy to ruin your performance budget by trying something smart (doesn't matter as much nowadays, but probably did a lot in before late 2010s)
- It has important balance and game feel implications
- The easy solution is good enough, the hard solution is a time sink (and gamedevs don't have time)

I think the change is safe in terms of balance/game feel when it comes to CS:GO, I don't see a situation where the change would make the game worse, because there's only so much control you have over a grenade, you have to take in count a lot of the physics to make it land at the right place, and you don't control the timing.

When it comes to TF2 (and possibly R6 if they have something like C4, but I don't know that game), I would see such a change as potentially extremely bad, because you can control the exact position and explosion time of stickies, allowing you to do up to 8 stickies worth of damage to someone that's completely unaware of their presence.

https://i.imgur.com/xo6gETz.png

In this image, we see how explosions currently work, the damage is only dealt if the player is in the red tinted zone. If I were to magically change TF2's code to use the new CS:GO explosion handling, the medic would take damage, and most definitely enough to die and drop.

With that in mind, there are still solutions available, the one I have in mind would be to offset the epicenter by the normal of the result of the original trace, scaled by some value, and run a new trace with the maximum length substracted with the length of the offset.

https://i.imgur.com/ckg9VuO.png

In this image: the original trace in blue, the end of this trace in orange, the normal and offset in green, the new trace in pink (max length not demonstrated).

I'm not convinced that this is a perfect solution, the more lenient you make it (via the offset length), the more you allow explosions to deal damage without the player being able to see it. There may also be degenerate cases in which the offset goes "the wrong way", but that should be easy to solve by changing how it is picked.

posted about 4 years ago
#22 TF2 update for 5/1/20 in TF2 General Discussion

Hello,

This is a great tribute.

I hope you can understand that I mean in no way to be insensitive, but this unfortunately affects competitive play, as such I've taken the liberty to update my mod to allow making it not clip, and partially transparent. Here is a preview:

https://i.imgur.com/7Y1vspH.png

I'll be asking Arie to update serveme servers, for the time being, you can completely remove the statues with the command

rcon ent_remove entity_soldier_statue

EDIT: Latest version is on serveme, `rcon sm_cf fixes` will make it noclip and half-transparent like in the screenshot.

Thank you, stay safe, stay home.

posted about 4 years ago
#177 Med speed buff removal EU DMIXES in TF2 General Discussion
cookieI'm trying to get this installed properly on my server and could use some help.
DHooks (2.2.0-detours10): Dynamic Hooks is installed

The sticky det command seems to work, but nothing else.
https://i.imgur.com/O5KArLh.png

Any help would be greatly appreciated! Thank you.

It looks like you're trying to run the plugin on a Windows server, which is not supported right now, sorry

posted about 4 years ago
#2 Will using AfxHookSource (hlae) on tf2 is safe? in Q/A Help

it makes you launch with -insecure, so no worries of getting VAC'd

posted about 4 years ago
#11 Positive side of the code leak? in TF2 General Discussion
viIf the goal is to make public mods or plugins (that are meant to last) to improve the game then it probably isn't a good idea to use the leaked code. I'm sure it has interesting and useful information, but it isn't licensed to "the community" and projects take a risk of being hurt/destroyed by legal problems with Valve by using this code.

"using" in this case mostly means reading, not copying
and even then, they would not give a shit

posted about 4 years ago
#228 TF2 and CS:GO's source code got leaked in TF2 General Discussion

i think valve has a monorepo for source games? something like that
it's possible the branch leaked was csgo's, but that also contains all of the code from tf2 although outdated
the code is older than jungle inferno because i can't find any references to jetpacks or bananas, but it's also older than meet your match because there are references to the lobby system

kinda sad now

posted about 4 years ago
#6 New Plans in TF2 General Discussion

playing scrims is probably fine

posted about 4 years ago
#220 TF2 and CS:GO's source code got leaked in TF2 General Discussion
PumAn RCE existing is extremely unlikely.

that's not what the article says, and that's not remotely verifiable

there exists bugs, some lead to bad behavior, some let people run code on your computer
they're not all discovered
they're not all exploitable

have to make myself more clear than previous edit:
- the amount of bug is fixed (with each release)
- anyone can find all the bugs simply reverse-engineering the binary
- anyone can find all the bugs simply reading the source
- finding bugs is easier with the source
- not all the bugs have been found
- a lot of publicity is being thrown on this
- a lot more effective man-hours are being put into finding bugs than previously (because reading source is more efficient, and because more people wil ltry their hand)
- saying "there's no more danger than before" isn't really good because it's nuanced

my Official Take is that you should probably avoid casual/public/lobbies for a while because of this potential issue and some other that i will not discuss publicly, playing on servers ran by trusted owners and with trusted players should be fine, so pugs, mix, scrims

posted about 4 years ago
#34 TF2 and CS:GO's source code got leaked in TF2 General Discussion
sheybeyThere are rumors of a remote code execution bug. Source: https://knockout.chat/thread/11915/6#post-358987

No clue if it's real or how exploitable it might be, but maybe worth not playing for a few days.

claiming an RCE a few hours after getting the codebase? :/

posted about 4 years ago
#163 Med speed buff removal EU DMIXES in TF2 General Discussion

i was previously mistaken about gunboats and hitting enemies, the effect is completely disabled if your splash hits one or more enemies, potentially doubling the self-damage you take (31 to 77 when grounded, 19 to 46 when in the air)

i guess i shouldnt really be getting in trouble for saying this, but the recent codebase leak is incredibly helpful, and i am very excited

sm_gunboats_always_apply has been implemented

posted about 4 years ago
#159 Med speed buff removal EU DMIXES in TF2 General Discussion

i have no real preference about the name of the plugin (tf2-comp-fixes), if you think it is problematic and find a better one (naming things is hard), i'll consider it

i dont exactly like promod being used to describe it because it's not a custom client (it's not even hard to install), but im not gonna stop people from saying it

posted about 4 years ago
#16 Med speed buff removal EU DMIXES in TF2 General Discussion

The plugin should be available on serveme EU and NA, thank you Arie.
It includes these commands, disabled by default:

sm_fix_sticky_delay 1
sm_remove_medic_attach_speed 1
sm_remove_projectiles_hitting_teammates 1

If the latter is not found, it has been replaced by

sm_fix_ghost_crossbow_bolts 1
sm_projectiles_ignore_teammates 1
posted about 4 years ago
#29 twiikuu's technology in Projects
Air_is there a way to search for logs that have 2 specific steamids in the same log? a friend of mine recently came back online after a few years and we were reminiscing about the old days and we were searching for logs we were both in.

https://logs.tf/dev should let you (not my project)

posted about 4 years ago
#25 twiikuu's technology in Projects

thanks for the kind words

scrambledYour comp fixes plugin is really cool, does it also disable hitscan being blocked by friendly players?

nop, only projectiles, i can look for hitscan at some point

posted about 4 years ago
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