zeSIMON
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SteamID32 STEAM_0:0:43730100
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Signed Up December 30, 2013
Last Posted May 13, 2018 at 5:19 PM
Posts 357 (0.1 per day)
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#103 TF2 Update June 11 in TF2 General Discussion

New stuff found:

In addition, the following are new UserMessages, both of size 3, indices 51 and 52 (if you don't know what it is, I can't really explain it properly):
RDTeamScoreBar, RDTeamScoreIntel
Relevant: tf_logic_robot_destruction.cpp, as testinglol pointed out. Also tf_robot_destruction_robot.cpp.

Also ubercharge_ammo and ubercharge_transfer. A weapon with the "ubercharge_ammo" attribute will, upon firing, lose that amount of Uber from the player's Medigun. If the weapon also has ubercharge_transfer, and if you fire at another Medic, they gain (ubercharge_ammo value) * (ubercharge_transfer value). Only works if your uber percentage is above the ubercharge_ammo limit.
...FUN TIMES.

back_headshot does as advertised, but only for tf_weapon_scout_pistol_secondary (the Scout pistol unlocks): shots from behind that hit the head are crits.

mod_flamethrower_spinup_time does as advertised, though to the client (because of clientside prediction and the way I'm accessing these attributes) it appears as if you're still firing even though you're not actually firing until the time specified by the attribute elapses after pressing attack. However, the sound you hear for the flamethrower sounds a bit empty until you start actually firing; it's hard to describe, but it adds the "roasting" sound effect, I guess, when the fire actually starts emitting.

sniper_crit_no_scope seems to be for the new Sniper rifle.
Zooming for CTFSniperRifleClassic is very interesting:
When you first zoom in, you aren't slowed down and you don't have a sniper dot (but it seems like you also cannot fire). However, after a certain amount of time spent zoomed, you slow down and gain the sniper dot, and can fire (if you're not in midair); I think Valve will also add the zoom penalty to it so that it has no FOV change on zoom either, and here's why:
Valve presumably added the sniper_crit_no_scope attribute because typically the "can this sniper crit" check looks at, among other things, your FOV being less than your default FOV, and having this attribute allows you to bypass that check. Zooming just adds the scope overlay, without actually zooming in. testinglol's already posted the aforementioned scope overlay.
(Walkabout much?)

and

So I was doing more digging.

It looks like the tf_weapon_throwable (bread) weapon slots are: secondary for every class except Medic, who gains it as primary, and Spy, who actually doesn't appear to gain it at all.

In addition, the tf_weapon_parachute weapon slots are secondary for Soldier and primary for Demoman. There's code in here that does have it for Demoman. Once again: FUN TIMES.

I got this info from the weapon ent translation list, which takes a given classname from schema (e.g. tf_weapon_shotgun) and turns it into the actual entity classname used for a particular class (tf_weapon_shotgun_primary, etc.). For both tf_weapon_parachute and tf_weapon_throwable, there's _secondary and _primary as well, and they're mapped to the classes as I described above.

by FlaminSarge from facepunch

posted about 10 years ago
#87 TF2 Update June 11 in TF2 General Discussion

AND EVEN MORE:

These are interesting files I've found in a leak by testinglol and decided to rip for your viewing pleasure.
DISCLAIMER - SOME TEXTURES HAVE BEEN RESIZED TO FIT EASILY
Fem_Bot.vtf - http://i.imgur.com/PBcAuxx.png
Tumor_Loaf.vtf - http://i.imgur.com/C2HTQwu.png
Loaf_Mini.vtf - http://i.imgur.com/cnZuHbS.png
icesculpture.vtf - http://i.imgur.com/hQNfJwD.png
Chicken_Bucket.vtf - http://i.imgur.com/VVQdTFq.png
Bucket.vtf - http://i.imgur.com/MSiSmfN.png
Hat_Stand.vtf - http://i.imgur.com/eG6q90x.png
Earpiece_Color.vtf - http://i.imgur.com/fyJsFBf.png
Dapper_Cadaver.vtf - http://i.imgur.com/Mx6HQM2.png
Pages.vtf - http://i.imgur.com/xggbfkx.png
Bread_Knife.vtf - http://i.imgur.com/ECs6pVl.png
Wine_Bottle.vtf - http://i.imgur.com/8kFDBq1.png
Boxing_Ring.vtf - http://i.imgur.com/00gVzkf.png
Weights.vtf - http://i.imgur.com/zNYGtzK.png
Punch_Bag.vtf - http://i.imgur.com/qksVb34.png
Storefront_Color.vtf - http://i.imgur.com/JItjke2.png
Streamer.vtf - http://i.imgur.com/2DxrMSl.png
Strawberries.vtf - http://i.imgur.com/7WsqFBY.png
Simple_Chair.vtf - http://i.imgur.com/itxPxKf.png
Leather_Chair.vtf - http://i.imgur.com/zHvmZBo.png
Sheet.vtf - http://i.imgur.com/STtxeSA.png
Urinal.vtf - http://i.imgur.com/JzpDq83.png
Cards003_Soldier - http://i.imgur.com/r12M383.png
Cards002_No - http://i.imgur.com/ERV1xWI.png
Cards001_CarSpy - http://i.imgur.com/9ynkzp6.png
Here, it hints we meet the Announcer.
ConsoleKeyboard_Color.vtf - http://i.imgur.com/oMRaZNE.png
Console_Keyboard.vtf - http://i.imgur.com/dg7iH2l.png
SelfDestructButton_Color.vtf - http://i.imgur.com/XeHXWSl.png
Self_Destruct_Sign.vtf - http://i.imgur.com/VRvsjyh.png
SOURCE - https://docs.google.com/document/d/1A77yP7scpxpg2Yurdu0jdSgON5Y4CITAwiVeCQMWs0Q/edit

from reddit by ClubbyBear

ALSO, from facepunch by MaxOfS2D:
Chat with McVee
https://dl.dropboxusercontent.com/u/3797350/hosting/2014-06/2014-06-12_21-01-41.png
https://dl.dropboxusercontent.com/u/3797350/hosting/2014-06/2014-06-12_21-06-20.png

posted about 10 years ago
#86 TF2 Update June 11 in TF2 General Discussion

by Dr. Ocsid from facepunch

I feel like I'm late again but here we go.
http://i.imgur.com/BQ2S1id.png
http://www.reddit.com/r/tf2/comments/27z9q0/bread_knifevtf_bread_update_weapon/

EDIT: Also this creepy-ass thing.
http://i.imgur.com/UFUh9aM.png
http://www.reddit.com/r/tf2/comments/27za14/fem_bot_colorvtf_bread_update/

EDIT2: http://www.reddit.com/r/tf2/comments/27zaoj/i_found_more_bread_related_files/
posted about 10 years ago
#74 TF2 Update June 11 in TF2 General Discussion

by FlaminSarge from reddit

Aaaaand here's the list of new/changed entities for this update (and the subsequent update, I guess).

Added filter_tf_condition, with keys "condition" and "Negated", and your standard filter inputs ("TestActivator") and outputs ("OnPass, OnFail").
Added func_forcefield, with inputs Enable/Disable/Toggle/SetExcluded/SetInvert, and keys StartDisabled, Solidity, solidbsp, excludednpc, and invert_exclusion.
For info_player_teamspawn, added "SpawnMode" key. This'll be fun.
All currency packs (money drops in MvM) are now of the custom entity netclass "CCurrencyPack", where they were "CBaseAnimating" before. This only added "m_bDistributed" as a netprop (maps can't edit it) to the entity.
For all buildables (sentries, dispensers, teleporters, sappers, map dispenser objects), they've added the Enable and Disable inputs.
Valve has REMOVED tf_flame_rocket. It was an unused Flamethrower altfire. It was overpowered. It was fun. I miss it already.
As you know, tf_gamerules got the SetCustomUpgradesFile input.
Now for some biggish stuff:
New entities tf_projectile_throwable_breadmonster, tf_projectile_throwable_brick, and tf_projectile_throwable_repel. They all seem to be grenade/milk/jarate clones for now (not respectively, just the general type of entity).
There's tf_taunt_prop, which is probably a prop spawned during a taunt (though it has a base class that's the same as an NPC). Like that chair the Engy builds.
trigger_player_respawn_override got the RespawnName key and SetRespawnName input. I think it changes the player's name on respawn if they die within it, but it's also possible that instead, the player respawns at the named entity. Which is cool. Really cool.
I'm sure this has already been covered, but spellbooks now appear in slot 4 on every class. It's weird. http://steamcommunity.com/sharedfiles/filedetails/?id=269982184
A few more things, mostly inaccessible for mappers:
CTF flags now have m_nPointValue and m_flAutoCapTime properties.
CHalloweenSoulPack (halloween_souls_pack) now has m_flBias, m_flDuration, and m_nParticleIndex properties.
Dispensers and cart dispensers now have the m_iMiniBombCounter property. This'll be fun too; was this already a thing?
Every grenade-type projectile (i.e. not flare, rocket, arrow) now has the m_hOriginalLauncher property, which is NOT the m_hLauncher property they already had. Strange.
Every weapon now has the m_nKillComboClass and m_nKillComboCount properties.
Player ragdolls now have m_bCritOnHardHit. Gunslinger combo maybe finally has a cool animation now? Mayyyybe?
eureka_teleport is the command you use to teleport home or to your teleporter. eureka_teleport 0 for home, 1 for exit. Can't glitch it to teleport to other buildings or a still-building teleporter, sadly.
m_bPackEquipped was removed from players, and m_flSpyTranqBuffDuration left in its place (well, more specifically, pack was removed, everything shifted down one, and tranq buff was added at the end).
Players also got the properties m_unTauntSourceItemID_Low and m_unTauntSourceItemID_High, probably for the new taunt items coming out so it can tell which item caused which taunt. Also added was m_bAllowMoveDuringTaunt and m_flTauntForceMoveForwardSpeed, related to the attributes you can see on the schema diff.
Conditions (for addcond) 78, 79, 80, and 81 exist. I don't know what they do yet, but I'll figure out soon enough.
Arrows (Huntsman, Crossbow, Rescue Ranger) got a "m_iProjectileType" property.
As that other post in the subreddit points out, CTFRocketLauncher_AirStrike, CTFRocketLauncher_Mortar now exist but are no different from the stock rocket launcher and aren't actual entities yet.
However, CTFSniperRifleClassic has the m_bCharging property in addition to all the normal Sniper Rifle properties.
CTFSpellBook (all spellbook weapons, not the ones that fall out of the cart) now have m_flChargeBeginTime. So does CTFThrowable. This property has always been on the Stickybomb Launcher.

That's it for now. Will probably edit later with more things.

AND

This has probably been pointed out and/or no-one gives a shit but the bread in the Adult Swim ad blog post image
http://i.imgur.com/aNKSTUk.jpg
and the bread now
http://i.imgur.com/wkPyHjk.png
seem to be identical so they've most likely had the bread models done for over a year. Probably doesn't matter much but it's kinda interesting, I guess.

by Kapellmeister

posted about 10 years ago
#55 TF2 Update June 11 in TF2 General Discussion

by Hell-met from Facepunch

there's a new addcond

it's a new cloak

it uh

makes you able to attack while invisible, then you flicker a bit during the attack, and then you go back to being invisible.

better not ever get in.
it's addcond 66 btw
posted about 10 years ago
#44 TF2 Update June 11 in TF2 General Discussion

by Mitchel from facepunch

I've checked out throwable bread monster entity
It seems smiliar to jarate and flying guillotine

After player gets hit with it he will start bleeding and generate effect 'blood_bread_biting' while bread model should stay on him like huntsman arrows when we shoot in players.

AND

Found some activity data relating to new update stuff:

- ACT_BREADMONSTER_VM_PRIMARYATTACK
- ACT_BREADMONSTER_GLOVES_HITRIGHT
- ACT_BREADMONSTER_GLOVES_IDLE
- ACT_BREADMONSTER_GLOVES_HITUP
- ACT_BREADMONSTER_VM_DRAW
- ACT_BREADMONSTER_VM_IDLE
- ACT_BREADSAPPER_VM_DRAW
- ACT_BREADSAPPER_VM_IDLE
- ACT_BREADGLOVES_VM_HITLEFT
- ACT_BREADGLOVES_VM_HITRIGHT
- ACT_BREADGLOVES_VM_SWINGHARD
- ACT_BREADGLOVES_VM_IDLE
- ACT_BREADGLOVES_VM_DRAW
- ACT_PARACHUTE_DEPLOY
- ACT_PARACHUTE_DEPLOY_IDLE
- ACT_PARACHUTE_RETRACT
- ACT_PARACHUTE_RETR
- ACT_THROWABLE_VM_DRAW
- ACT_THROWABLE_VM_IDLE
- ACT_THROWABLE_VM_FIRE
posted about 10 years ago
#40 TF2 Update June 11 in TF2 General Discussion

pretzel was already shown on the Two Cities update-page:

http://img5.fotos-hochladen.net/uploads/pretzellwvh8b0m6n.png

also:

Valve added new function:

CBaseGrenadeConcussion that uses CBaseGrenade as base

int __cdecl CBaseGrenadeConcussion__Precache(char *a1)
{
int result; // eax@1

CBaseGrenade__Precache(a1);
CBaseEntity__PrecacheModel("models/weapons/w_grenade.mdl", 1);
result = CBaseEntity__PrecacheModel("sprites/twinkle01.vmt", 1);
CBaseGrenadeConcussion__m_nTrailSprite = result;
return result;
}

Seems like grenades will have trails aswell
posted about 10 years ago
#35 TF2 Update June 11 in TF2 General Discussion
edit: more in
#ItemSel_UTILITY Utility items
m_bCritOnHardHit (Special death type)
You can use parachute with sourcemod
next_disguise, prev_disguise
TF_WEAPON_SNIPERRIFLE_CLASSIC
mod_flamethrower_spinup_time
back_headshot
air_jump_on_attack
mult_sniper_charge_per_sec
mult_sniper_charge_per_sec_with_enemy_under_crossh air
sniper_beep_with_enemy_under_crosshair
sniper_crit_no_scope
sniper_penetrate_players_when_charged

http://puu.sh/9po9Q/6556d70d95.png

???

posted about 10 years ago
#25 TF2 Update June 11 in TF2 General Discussion

each of these breads belong to one specific class!!!

posted about 10 years ago
#86 TF2 Legacy videos in Videos

These are great! I love the minimal editing so you can actually see the frags :)

posted about 10 years ago
#141 i52 LAN Fundraiser in News

Okay, so I don't want to be annoying or anything, but my question still wasn't answered and I am not the only one who is waiting for a reply:

If I donate but am not living in NA and want to have the T-Shirt-Perk, do I have to attend the i52 to get it or will it be shipped from the UK then? Because it was said that they will be "brought over"

posted about 10 years ago
#4 Huge Fps Drop in Q/A Help

http://teamfortress.tv/thread/7639/fps-improvement-compilation

try everything you can :C

posted about 10 years ago
#3 Scout lf movement in Mentoring

https://www.youtube.com/watch?v=ozID2op5C-U&index=33&list=PLD098F81F2CA74F00

pretty helpful things (not only movement stuff though)
also the playlist contains some other very good scout videos :)

posted about 10 years ago
#118 i52 LAN Fundraiser in News
omniSo the fundraiser has flexible funding. If the fundraiser doesn't reach $12k, you'll still be sending at least one of the teams, correct?

And if it magically reaches like $18k, will we send 3 teams?

posted about 10 years ago
#115 i52 LAN Fundraiser in News
SimCould you change the url to i52.tf?

Done!

posted about 10 years ago
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