Forums

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Stimpack

Pages: 1 ... 4 5 [6] 7 8 ... 22
76
General Discussion / Re: BBall Server .cfg?
« on: July 27, 2013, 10:47:21 AM »
My personal ruleset (probably horrible by many standards):

-Grab intel asap at start of round
-Never do the "oh I messed up a jump let me strafe back to where I started and try again"
-Never hit the kill bind or intentionally miss the hoop to dodge an airshot. You dish out frags, you take frags in return.
-Try to avoid standing under the hoop and hoopshotting people
-Shotgun doesn't look nearly as cool as airshots
-Don't be a dick

77
Jump Help / Re: annexv2 red7
« on: July 24, 2013, 11:20:02 AM »
http://imgur.com/dSC1uhm.png

Here's a visual to accompany my previous post.

78
Jump Help / Re: annexv2 red7
« on: July 23, 2013, 01:10:06 PM »
Actually you can get way more speed than you need to complete the strafe. Go fast, but not too fast or you'll just end up smashing your face into the side wall when you try to strafe.

If "fast but not too fast" is too vague, I can attempt to draw a diagram in MS Paint to better illustrate what I mean.

79
Jump Videos / Re: Run of the week
« on: July 20, 2013, 12:58:15 AM »
ROTW #36 - HeliX on jump_style


nice

80
New Maps / Re: jump_turnip_v2
« on: July 18, 2013, 12:50:25 PM »
This is getting a little off topic.

Anyway, it'd be better to have hard maps on the server that are rarely played than to have no hard maps on the server at all.

81
New Maps / Re: jump_turnip_v2
« on: July 16, 2013, 12:19:23 AM »
so randumb lelelelelelelxD

Bad textures, sure.

Bad humour, sure.

Walking on skybox, sure.

Text on the middle of your screen through the entirety of a jump? Nah.  v3 edit or remove that please... not putting something that freaking retarded dumb on the server.

If you are about taking a hard nose on maps that shouldn't be on the server, why in the f is jump_bounce on the server?

That map just happens to focus on a technique that people don't really utilize often. Other than that it's a perfectly normal map. It's got a main course, bonuses, and isn't too ridiculous to be speedrun (guyyst, x dias).

82
Bball iT / Re: Last few bugs to squish
« on: July 15, 2013, 01:43:19 AM »
I also get this

Attemped to precache unknown particle system "bot_recent_teleport_blue"!
Attemped to precache unknown particle system "fireSmoke_Collumn_mvmAcres"!
Attemped to precache unknown particle system "fireSmoke_Collumn_mvmAcres_sm"!
Attemped to precache unknown particle system "medic_resist_bullet"!
Attemped to precache unknown particle system "medic_resist_blast"!
Attemped to precache unknown particle system "medic_resist_fire"!
Attemped to precache unknown particle system "medic_resist_match_bullet_red"!
Attemped to precache unknown particle system "medic_resist_match_blast_red"!
Attemped to precache unknown particle system "medic_resist_match_fire_red"!
Attemped to precache unknown particle system "medic_resist_match_blast_blue"!
Attemped to precache unknown particle system "medic_resist_match_bullet_blue"!
Attemped to precache unknown particle system "medic_resist_match_fire_blue"!
Failed, using default cubemap 'engine/defaultcubemap'

83
Jump Videos / Re: Run of the week
« on: July 14, 2013, 09:30:42 PM »
Fribe is scary.

84
Vanilla doesnt work cause of water triples and quints, so no that cant be the standard.

And except for rj_training no maps have jumps where limited health is actually part of the jump, so the "how maps were intended" thing doesnt apply either.

pagoda/tholos are examples of maps where health regen matters. There are a few others as well, including some demo maps. But yea you're right, some maps like facility (the quint) need hurtme.

As of now I think skillsrank is fine since it seems to work flawlessly.

Idk what would make you say that but imo it's EXTREMELY flawed. Allowing sticky jumper on maps, some weird point system that simply rewards the person who accumulates the most "decent" (top 10 as opposed to #1) speedruns, only available on servers (no offline), excluding portions of the world (atm players like momiko, onakin, torii, combustion, lambda, skeleton are all excluded unless they want to try with a ton of lag), cheatable times via hook and the wonderland lag glitch, throwing together demo/sol runs even though they should be separated, no proper WR list, etc etc. Hell as we speak the timers are still down on the iT servers from the steampipe update afaik.

We just need a completely new speedrun system or a complete overhaul of skillsrank imo, one that works offline and can be spread globally. It also must be cheat-proof, like accounting for host_timescale. And imo the only way to make it completely legit is to require demos otherwise there still may be cases of the wonderland lag glitch or some other new cheats, unless that's somehow detectable. Making it cheat-proof, making it global, and making it offline compatible are the three biggest things that need to be done imo. This would likely requires knowledge of modding and web developing. I'm currently learning web development (javascript and node.js) so it's possible I could work on a new online database, but it's going to be like a month at least before I think I can do it. Hell it'll be a nice programming project at least, if I can accumulate enough web dev knowledge to get there.

I might be able to help build a front-end (more javascript/jquery and d3.js). I'm not very well-versed in back-end stuff though.

85
Jump Help / Re: Helpful links to stuff
« on: July 11, 2013, 07:35:21 PM »
Small notice about regen scripts; I believe neither of the regen scripts are necessary anymore because impulse 101 now automatically reloads for you. Bind mouse1 "+attack; impulse 101" should work.

86
General Discussion / Re: Jump map difficulty ranking
« on: July 11, 2013, 11:57:51 AM »
In the Medium section you should correct jump_ayers_v2 c2/full and jump_ayers2_a8.

87
General Discussion / Re: View Feet on fire While Rocket jumping
« on: July 10, 2013, 02:05:39 PM »
fair enough

88
General Discussion / Re: View Feet on fire While Rocket jumping
« on: July 09, 2013, 08:35:33 PM »
also a better way of putting it is i feel that the animation gets across who i am i dont really use it to put people off or to annoy its just that it gives brief information in seconds
i apologize if it annoys you  :-\

What annoys me about it is that there's one for every post you make, including multiple posts on a page (meaning my browser has to load and animate it redundantly), and it takes up more space than a lot of posts.

With regards to your question, the flaming feet effect in STV demos is dynamic and is located some distance from the actual foot of the jumper; I'm not sure how these two factors would come into play if someone were to try to make a the same effect via custom skin.

89
General Discussion / Re: View Feet on fire While Rocket jumping
« on: July 09, 2013, 02:29:02 PM »
The feet on fire effect is a byproduct of using STV demos for recording first-person POVs. It's not visible in POV demos.

Also, having a .gif in your signature is incredibly obnoxious.

90
Jump Help / Re: Mouse Settings
« on: July 08, 2013, 07:02:04 PM »
Use whatever you want.

I'm using a 3500dpi mouse (razer abyssus) with 0.40 in-game sens and 1.33 mouse accel (raw input)

Pages: 1 ... 4 5 [6] 7 8 ... 22
spirit Powered by SMF 2.0 RC5 | SMF © 2006–2011, Simple Machines LLC