wickedplayer494
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SteamID32 STEAM_0:0:39891323
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Signed Up November 18, 2012
Last Posted December 11, 2024 at 5:36 PM
Posts 848 (0.2 per day)
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#7 TF2 update for 10/25/16 in TF2 General Discussion

Still can't kick squeakers and use my "SSA doesn't permit those under 13 to use Steam because COPPA" text chat bind :(

posted about 8 years ago
#1 TF2 update for 10/25/16 in TF2 General Discussion

Via HLDS:

Valve- Extended Scream Fortress VIII to run through November 16th, 2016
- Fixed a problem causing some players to receive the incorrect number of Merasmissions
- Players should receive one Scream Fortress VIII Merasmission per day of the event, for a maximum possible of seven as of today
- Players who received too few Merasmissions will be able to quickly catch up to the intended amount
- A small number of players who received too many Merasmissions will not receive any for the next few days
- Fixed the Tome of Merasmissions displaying an erroneous maximum number
- All players will have the opportunity to receive twenty-six Merasmissions during this year's event, regardless of number of Merasmissions completed in previous years
- Fixed a small number of unusuals that did not have the proper displayed quality (unique (golden name) instead of unusual (purple name))
- Updated the model/materials for The El Paso Poncho
- Fixed not seeing the correct display name for featured community maps (example: pl_fifthcurve_event vs. Brimstone)
- Updated the localization files
- Updated mvm_ghost_town to fix error models in the spawn rooms
- Updated pl_fifthcurve_event (Brimstone)
- Fixed RED players getting inside BLU's 2nd forward spawn
- Fixed skull's teeth in hell being non-solid
- Fixed hell's coffin tune and tiny spell song sometimes playing to the next round from previous round
- Fixed some players dropping into hell's lava in rare cases
- Fixed big pumpkin in RED 2nd base being non-solid
- Updated pd_pit_of_death_event
- Fixed an exploit which allowed players to enter the enemy spawn
- Fixed enemy players teleported to the Underworld spawning in one another
- Fixed finale particles not being drawn from certain distances
- Fixed certain overlays not rendering
- Increased damage over time dealt in the Underworld
- Added climbable props to the platforms near mid
- Added a nobuild to the area surrounding the portal
- Added signs in spawns to make the second door more obvious
- Adjusted respawn times so that the losing team will respawn faster
- Adjusted health, ammo, and spellbooks around the map
- Changed the Underworld buff to use the Purgatory buff from Eyeaduct
- Players killed during the finale will now turn into ghosts
- Decreased score limit from 5 to 4 points per player

Rumor has it:

- Having troubles votekicking people on Valve's servers? /u/DukeBruno123 of reddit reports that it's not fixed

- Soul Gargoyles will now level up every 2000 souls after your first 2000 souls collected, up to 20 levels at 38000 collected souls, with a description update to match this new behavior

- The item schema update reveals the names for each of the 17 new Soul Gargoyle strange ranks, in ascending order: Pleased, Delighted, Cheerful, Joyous, Dignified, Proud, Noble, Honored, Exalted, Breathtaking, Outrageous, Spectacular, Majestic, Epic, Legendary, Australian, and Merasmus's Own

- A few other script updates, and the other half of the item schema update: https://github.com/SteamDatabase/GameTracking/commit/88a17f4fd347007de7f381cb9584ba70ebe0f009

- Size is ~70 MB

posted about 8 years ago
#120 Scream Fortress VIII has arrived in TF2 General Discussion

Hey! If you're on Mac OS X/macOS and you're crashing, please see https://www.reddit.com/r/tf2/comments/58qmcm/hey_mac_os_xmacos_users_that_are_crashing_see/.

posted about 8 years ago
#1 MAJOR CS:GO update for 10/13/16 (Infernew) in CS2 General Discussion

Via the CS:GO blog:

Valve[MAPS]
A revised version of de_inferno is available in the Reserves Map group. Thanks to the CS:GO community for their continuing feedback.
For more details, head to http://www.counter-strike.net/inferno/
[GAMEPLAY]
– Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.
— This is tunable via the convar sv_timebetweenducks.
– Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
– Adjusted bomb plant animation when planting the bomb while already crouched.
– Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
– Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles
[Xbox Game DVR]
– Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.
[UI]
– Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
— NOTE: There are no gameplay behavior changes in scoped accuracy; actual accuracy and timing are unaffected. The display now more-correctly represents your current inaccuracy.
– Crosshair blur fidelity improved.
– New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.
[MISC]
– Gameplay convars for community servers & workshop maps:
— weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
— sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
— sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.
– Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
– Doors are always networked to prevent peeks with high lag revealing players behind the door.

Rumor has it:

- Sorry, it appears Inferno is a repeat of Train, and not Nuke, as we don't have "Operation 8" yet

- Inferno remains in the Reserves pool, and unless that's changed before it, it will not be played at the ELEAGUE Major in January

- Valve continued their SourceMod murder spree as it appears to be broken as of this update - poke your resident community server operator to grab the newest SourceMod build

- Here's all of the Inferno-related stuff, as well as strings for that Xbox Game DVR notice: https://github.com/SteamDatabase/GameTracking/commit/d2babe6a1141607b9a6b6bd67a6f2b5915ade204
- Clicking OK on the Game DVR notice if you're on Win10 Redstone 1 will take you to this Steam Support article with instructions on how to disable it
- If you also experience performance issues in League of Legends (Riot has a notice of their own on their boards), Dota 2, Battlefield 4, and/or two other games mentioned here, doing this once for CS:GO will yield performance recoveries in those games as well, as Game DVR in Redstone 1 also supports them
- In Dota 2, the same notice you see in CS:GO will also appear there as well as of the update last night for it, which will take you to that same Steam Support article
- Now that both Valve and Riot have notices of their own, and since it's "mid-October" anyway, the notice about disclosing Threshold 2 vs. Redstone 1 when reporting issues won't be included any longer

- Here's some protobuf changes (hints for player signatures as graffiti were removed), and a lot of low-level changes: https://github.com/SteamDatabase/GameTracking/commit/61b7b3e30b585733961fdfe0ec1a388c0a61a393

- Size is ~185 MB

posted about 8 years ago
#12 TF2 update for 10/12/16 (10/13/16 UTC) in TF2 General Discussion
AdebisiSomebody post the survey contents when it hits pls.

It's a one-question survey that asks you how your match was.

posted about 8 years ago
#1 TF2 update for 10/12/16 (10/13/16 UTC) in TF2 General Discussion

Via HLDS:

Valve- Players will now be randomly selected to participate in a survey at the end of Casual and Competitive matches
- Ongoing improvements to the matchmaking backend to improve match quality and reduce wait times
- Fixed air-blasts sometimes sending deflected projectiles in random directions when the Pyro is close to enemy players
- Fixed a case where players joining community bootcamp servers via the server-browser could not select a team
- Reduced the rate at which players can earn bonus points for extinguishing teammates
- Fixed a case where players could use the Halloween teleport spell to get outside the map
- Updated the localization files
- Community requests
- Fixed Merasmus not being stunned by bomb-head players on community Halloween maps
- Added the ability for community Halloween maps to call a truce during a Monoculus or Merasmus fight
- Can be set via the game rules entity using the SetMapForcedTruceDuringBossFight input
- Fixed energy weapons not hitting pumpkin bombs, Merasmus props, and RD robots
- Mann vs. Machine update
- Fixed the Sentry Buster sound being orphaned if the Sentry Buster detonates while invulnerable
- Fixed zombies not using the correct skin in Ghost Town
- Updated cp_snakewater_final1
- Changes based on community feedback
- Updated pl_millstone_event
- Updated bot navigation file, bots now use all routes, won't get stuck so easily and are smarter
- Fixed woodpile spot where HHH could get stuck
- Improved clipping on wood piles
- Fixed missing rooftop texture
- Fixed a few props flashing at certain angles
- Fixed a spot in the last area where you could place stickies underground
- Fixed Monoculus not getting stunned when hit by players exiting purgatory
- Updated cp_sunshine
- Blockbulleted spiral staircase on the back of second
- Added medium ammo to mid near choke
- Removed clipping over wooden arch going into second from valley
- Reduced the size of the wooden arch
- Blockbulleted a few undersides of staircases on last that could catch projectiles
- Removed a ladder on last

Rumor has it:

- SourceMod servers are broken as of this update - poke your server operator to update their version of SourceMod

- Piping for the survey: https://github.com/SteamDatabase/GameTracking/commit/3323e3ac9a6738a6d896c73bff84f188137a3f0f

- If you're selected, you'll be asked the following: "Please rate the quality of the match you just played:"
- Options from worst to best are: Horrible, Bad, Neutral, Good, Great

- Digi shows the panel's appearance

- Size is ~100 MB

posted about 8 years ago
#1 CS:GO PRERELEASE update for 10/12/16 (10/13/16 UT) in CS2 General Discussion

Via the CS:GO blog:

ValveThe following changes are in the “1.35.5.3rc2ep1” CS:GO Beta depot.
[INFERNO]
-Removed player/C4 collision on windows in top of alt-mid apartments.
-Weapons can no longer get thrown inside small cubby above underpass
-Removed tiny gap in pit that allowed you to look towards arch without any risk
-Can now jump on top of sandbags from CT side at top of Banana
-Removed some unintended boost/exploit positions
-Fixed some minor graphical bugs
-Smoothed out movement when hugging the wall while going down stairs towards boiler
-Added chalk to T spawn
[GAMEPLAY]
-Fixed a bug where players could jump higher than intended.
[UI]
-Sniper scopes now blur less when double-scoped.
-Increased opacity on highly inaccurate/blurred scopes to make the crosshair more visible.
[MISC]
– Added cl_drawhud_force_radar to render radar with cl_draw_only_deathnotices.
– Doors are always networked to prevent peeks with high lag revealing players behind the door.

Rumor has it:

- swainez7 of reddit shows us the new chalk in T spawn: http://i.imgur.com/lnm9wds.jpg
- In addition, he also points out that a new map clip was added near sandbags, which makes the player appear to float mid-air

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.5.3rc2ep1"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.5.3rc2ep1" in SteamCMD
- Valve servers will almost definitely be unavailable as has been the case with the last few prerelease tests

- Size is ~30 MB going from the original RC2 branch to RC2 Episode 1, ~40 MB going from RC1 direct to RC2 Episode 1, and ~185 MB opting in directly from the public branch

posted about 8 years ago
#11 TF2 Blog: "What We're Up To" in TF2 General Discussion
YOyaCOMMUNICATION!?!?!?!

What a shocker!

posted about 8 years ago
#1 TF2 Blog: "What We're Up To" in TF2 General Discussion

http://www.teamfortress.com/post.php?id=24805

ValveAwooo, folks! It’s almost that time of year again: Halloween. Normally that’d mean we’d be putting the final touches on our annual Halloween event, but this year we’re working on something even better: an all-new Pyro Pack, improvements to Comp Mode, and a big new update and campaign.

But that doesn’t mean Halloween’s cancelled. Next week, as always, every past Scream Fortress event will rise from the dead to terrorize your computers for a limited, horrifying time, including last year’s Merasmissions. We’ll also be shipping some community Halloween maps, all-new custom contracts for those maps, a new Halloween taunt, a new item that gives unusual effects to taunts, and a new cosmetics case!

And it wouldn’t be a Halloween pre-announcement blog post if we didn’t scare most of you TO DEATH. For instance: What if just now you heard the rattling moon-lit sound of a SKELETON? No, nothing? Everybody still alive? Okay, but what if that sound was coming from INSIDE YOUR OWN BODY? Because there’s a SKELETON in there RIGHT NOW? Oh, you already knew that, did you? Well, what if we were to tell you it’s STEVE BUSCEMI’S SKELETON? How did it get INSIDE you? What did he do with YOUR skeleton? Why don’t you ask him, because he’s RIGHT BEHIND YOU! No, look down! Farther! Because he’s just a puddle of flesh with two BULGING EYEBALLS staring up at you! And a SNAGGLE-TOOTH! That’s right, you just BODY-SHAMED STEVE BUSCEMI! Because it was YOU writing this blog post the WHOLE TIME! AWOOOOO!

Happy pre-Halloween, everyone who’s still alive after reading that! (Probably not many of you.)
posted about 8 years ago
#1 CS:GO PRERELEASE update for 10/10/16 (10/11/16 UT) in CS2 General Discussion

Via the CS:GO blog:

ValveThe following changes are in the “1.35.5.3rc” CS:GO Beta depot.
[MAPS]
A revised version of de_inferno is available in the Beta depot. Check it out and send us your feedback!
[GAMEPLAY]
– Added a 0.4 second cooldown to the crouch button to reduce the visual noise from spamming crouch in the air.
— This is tunable via the convar sv_timebetweenducks.
– Fixed a case where a player’s crouch state did not match the state of the +duck key. The most noticeable case was when taking over a bot that was crouching.
– Adjusted bomb plant animation when planting the bomb while already crouched.
– Fixed a bug where molotovs/incendiary grenades did not generate flames when they exploded on the corner of a ledge.
– Reduced viewmodel rotational effect when pointing a weapon at near-vertical angles
[Xbox Game DVR]
– Added a performance recommendation for Windows 10 users explaining how to disable Game DVR if it is enabled.
[UI]
– Sniper scopes are much more responsive to your actual accuracy; the blur is driven by your current inaccuracy.
— NOTE: There are no gameplay changes to scoped accuracy. The display now more-correctly represents your current inaccuracy.
– Crosshair blur fidelity improved.
– New console variable cl_crosshair_sniper_show_normal_inaccuracy (default 0) includes standing inaccuracy and spread in your sniper crosshair blur.
[MISC]
– Gameplay convars for community servers & workshop maps:
— weapon_air_spread_scale (default 1): Games that focus on air combat can set this to a lower value to improve weapon accuracy for players in the air.
— sv_enablebunnyhopping (default 0): Disables the air-velocity clamping to 110% of maximum running speed.
— sv_autobunnyhopping (default 0): Holding +jump causes players to automatically re-jump at the exact landing tick.

Rumor has it:

- Wish to opt in? Right-click on CS:GO in your Steam library, go to Properties, go to the Betas tab, then select "1.35.5.3rc"
- If you don't see this branch offered, restart Steam
- To opt in for servers: run "+app_update 740 -beta 1.35.5.3rc" in SteamCMD
- Valve servers will almost definitely be unavailable as has been the case with the last few prerelease tests

- Hot off the GameTracking press: https://github.com/SteamDatabase/GameTracking/commit/8bbece90cc7714492c9ee78a60542fe24c94110d

posted about 8 years ago
#11 MAJOR CS:GO update for 10/6/16 (Graffiti Update) in CS2 General Discussion
Daggertf2 is next

Spoiler alert: noisemakers are also limited uses

posted about 8 years ago
#1 MAJOR CS:GO update for 10/6/16 (Graffiti Update) in CS2 General Discussion

SourceMod/MetaMod-reliant community servers appear to be broken per several scattered reports. You'll need to wait on a fix from SM/MM's maintainers.

-------------------------------------

Via the CS:GO blog:

Valve[Graffiti]
– Added ability to apply graffiti. http://www.counter-strike.net/graffiti/
– Added Community Graffiti Box 1 to offers.
– Added CS:GO Graffiti Box to offers.
– For a limited time every player will get a graffiti pattern when they launch the game.
– Added sealed graffiti to the list of possible weekly drops.
– Graffiti FAQ: https://support.steampowered.com/kb_article.php?ref=7737-UKVB-0657
[Misc]
– Improved reliability of smoke grenades popping to extinguish fire when bouncing smoke grenade on displacement surfaces.
– Fixed respawn waves not working outside of Guardian and Strike missions.
– Added steam protocol support for connect and playcast commands:
— steam://rungame/730/76561202255233023/
     +connect%20127.0.0.1:27015
— steam://rungame/730/76561202255233023/
     +playcast%20%22http://cdn.net/match/id%22
[Sound]
– Fixed bug where M4A1-S was audible at long range.
– Lowered volume of weapon sounds.
– Made minor volume mix adjustments.

Rumor has it:

- hollandje of reddit took some screenshots of the UI for applying graffiti

- /u/vMcJohn reminds everyone that graffiti can be found through regular drops as well, and isn't exclusively a paid thing

- sigsegv__ points out in the below GameTracking diff that some bot radio sounds direct from Counter-Strike: Condition Zero were added for who knows why. These sounds are for winning a round

- Strings, and VPK contents diffs for the textures: https://github.com/SteamDatabase/GameTracking/commit/5335294da9c955e7143bdf782927e521e86f8688

- Strings, and VPK contents diffs for the textures: https://github.com/SteamDatabase/GameTracking/commit/5335294da9c955e7143bdf782927e521e86f8688

- And the item schema update, with images of both boxes: https://github.com/SteamDatabase/SteamTracking/commit/7fa305c6f9605094cec0c3da7313e58f870ba556

- Did you know: whoever was responsible for shipping this update doesn't use C:\ and instead uses D:\? NOW YOU KNOW, brought to you by MaxReiger!

- Do you happen to be fluent (or near-fluent) in another non-English language? If so, consider signing up for the Steam Translation Server to help translate the 200+ strings added in this update, or even the ~25 strings for the FAQ page on Steam Support

- This update is considered MAJOR due to there being a standalone page on the www.counter-strike.net domain as opposed to just the blog post, as well as the above mentioned Steam Support entry

- As there's still a small trickle of these people, slowly but surely as Redstone 1 rolls out: if you're intending on reporting issues (don't be afraid, you never know if you're not the only one!), and you happen to be on Windows 10, please make mention of whether or not you're on Redstone 1/the "Anniversary Update" as not all issues may be caused by this update itself (or the previous one), but by Redstone 1
- Unsure of whether or not you're on Redstone 1? Search for "winver", and if "OS Version" is 1607, you're on Redstone 1. Otherwise, if it says 1511, you're still on Threshold 2
- It's strongly advisable though that due to how bug-riddled Redstone 1 continues to be that you take any and all available steps to hold off on the Threshold 2 to Redstone 1 jump for a week or two while issues are slowly but surely fixed
- I'll leave this notice out by mid-October as most Redstone 1-related issues should have been ironed out by then, either by Microsoft or by you

- Size is ~135 MB

posted about 8 years ago
#9 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion
pendayou should mention something like that in the survey, I was really confused when it started asking for all of that stuff

To be fair, methodology is a lot more prevalent in Consider The Following questions, but definitely not so much in the earlier parts.

posted about 8 years ago
#6 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion
Air_the fuck is this survey? why do you need to know my gpu and cpu and if i'm planning to upgrade them

I'm gonna repost my response to someone on reddit that asked that:

me 24 hours agoThis mostly has to do with the fact that I've noticed that a lot of people are quite leery about their performance being affected as part of updates, and is some nice statistics to have as it gives me specifics about what people use for what, details that the usual Steam Hardware Survey can't really provide as it's more of a "as a whole of Steam" thing.

That, and if there is any one hugely performance-sensitive forum, it'd be TFTV for sure.

posted about 8 years ago
#1 TF2 update for 9/28/16 (9/29/16 UTC) in TF2 General Discussion

Via HLDS:

Valve- Fixed some players not being able to click on the new rematch UI elements
- Fixed the end of round music not playing in Casual matches

Rumor has it:

- Script changes that implement pretty much all of the above fixes: https://github.com/SteamDatabase/GameTracking/commit/45dd49a28f610260f6007519f2f304331c32edd5

- Size is ~30 MB

---------------------------------

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posted about 8 years ago
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