source-sdk-2013

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7posts · 30d
Nov 40 posts
  1. Reddit · · r/tf2 · u/antielectronbomb

    Valve, swallow your pride and fix this game by reverting the 2016 update There should be a "Serious Complaint to Valve" Reddit flair for this type of post Valve, FIX THIS GAME. (and your other games too because Left 4 Dead is having the same problem). Casual Mode is not working because of your hastily made matchmaking system back in 2016 which ended up making a lot of players leave. Search it in Google Trends (trends.google.com) if you don't believe me, in 2016 there is a very steep drop in interest in your game. I've played this game since 2009 and I have never witnessed the amount of gross negligence that an established game company has over its playerbase and customers. Your company used to be very responsive with your community. What is wrong with you Valve? What happened? Did the mass layoffs back in 2013 (cnet.com) or so changed your company for the worse and you stopped caring? Your game is dying to your gross negligence while we give you billions of dollars. Your company keeps putting on band-aids fixes to Casual Mode while not solving the root causes, and now the matchmaking system is just unplayable which is COSTING your company money and trust. Even Asian gacha games fixes issues faster than your company! This has gone on for about 3 days now. Yet, your company managed to fix the Crate Depression of 2019 in less than a day, on a weekend too! There is a SOLUTION. Remove the matchmaking system because that is the root cause for Casual Mode not working. Heck, even someone already has made a pull request (source-sdk-2013#1877) in your GitHub page already! All it takes is a single "Merge PR" to fix everything and earn more money for your company and your stakeholders like map and item creators! Do you like money? Because everyone does! But you don't listen and you lose a lot of potential earnings to you and your stakeholders. If you actually listen back to your customers again, we will love you again. Otherwise, you will keep losing money and losing trust. I'm just tired of this,Valve. And so is everyone else with your negligence. Just please revert your game back to when it worked.

    112 points · 75 comments
  2. Reddit · · r/FPSPerformanceLab · u/fpsperformancelab

    CS2 sensitivity in motion: 10 cm, matched eDPI and flick corrections At 800 DPI, sensitivity 0.865 and m_yaw 0.022, 10 cm of mouse travel gives about 59.94° of rotation. A full turn takes about 60.06 cm in this model. This is the animated companion to our three sensitivity diagrams: - 0:00: mouse travel and camera rotation increase together. - 0:16: 400 × 1.73, 800 × 0.865 and 1600 × 0.4325 keep the same turn distance, while the angle per count changes. - 0:32: three first stops, followed by corrections from before and beyond the target. The angular bars compare positions, not frames or polling intervals. A mouse report can contain several counts. The final example keeps the first stopping points visible so you can follow the correction. Scope: the camera diagrams use nominal DPI and linear, unscoped horizontal input without acceleration or extra multipliers; the paths are illustrations, not player recordings or evidence that a setting improves aim. What's your current DPI and sensitivity? Sources: CS2 extracted convar data, Valve Source SDK 2013 scaling reference (Source 1, not CS2 client source).

    1 point
  3. Reddit · · r/FPSPerformanceLab · u/fpsperformancelab

    CS2 sensitivity in three diagrams: mouse travel, DPI and camera rotation These three diagrams explain the nominal relationship between mouse travel and camera rotation in CS2. The examples use horizontal, unscoped, linear input with m_yaw = 0.022 and no extra scaling or acceleration. Check your own settings before comparing. 1. From mouse travel to camera rotation The model is: counts ≈ distance_cm / 2.54 × DPI angle_deg ≈ counts × sensitivity × |m_yaw| cm/360 ≈ 914.4 / (DPI × sensitivity × |m_yaw|) At 800 DPI and sensitivity 0.865, 10 cm of travel gives about 59.94 degrees of rotation. A full turn needs about 60.06 cm. Fractional counts in the calculation are a continuous approximation; mouse reports contain integer counts. Configured DPI is nominal CPI, not a calibration measurement. 2. Matching the turn distance while changing DPI 400 DPI × 1.73, 800 DPI × 0.865 and 1600 DPI × 0.4325 all give 692 eDPI. With the same yaw factor, their nominal cm/360 is the same. The angle per count changes from 0.038060 to 0.019030 to 0.009515 degrees. That is a change in angular granularity. Whether it improves your performance requires testing. The tick marks on slide 2 represent angular positions, not frames or polling intervals. One mouse report can contain several counts. 3. Why degrees are not pixels With a fixed centre crosshair, rotating the camera changes where the world projects onto the image. Slide 3 calculates the displacement of a point initially at the centre for two explicitly chosen horizontal FOVs at a 1920-pixel image width. These are projection examples, not screenshots or measurements of your game. The resulting subpixel coordinates do not mean the desktop cursor moves by a fraction of a pixel. FOV and image stretching affect the appearance of motion. They do not enter this unscoped rotation-distance formula when the input mapping stays unchanged. Zoom needs a separate model. Matching cm/360 also does not guarantee matching perceived speed across games or FOVs; eDPI comparisons require the same game and multipliers. You can inspect sensitivity and m_yaw by entering their names without a value in the developer console. To check the physical result, use a fixed world reference in local practice and measure mouse travel for a slow full turn, without lifting the mouse. Repeat the measurement. Pad measurements and actual CPI have uncertainty. Sources and scope CS2 game-extracted convar data, maintained by SteamDatabase, lists m_yaw as 0.022. It is extracted data, not an official Valve explanatory article: github.com/SteamDatabase/GameTracking-CS2/blob/ma… Valve's Source SDK 2013 shows the linear sensitivity and yaw operations used as the code reference for this calculation. It is Source 1 code, not the CS2 client source: github.com/ValveSoftware/source-sdk-2013/blob/mas… The equations, projection examples and diagrams are calculated illustrations. They do not measure sensor accuracy, system latency, rendering behaviour, recoil or match performance. For papers, proposed tests and questions about the interpretation, use our Aim science discussion: reddit.com

    1 point
  4. @timeimp @WeezyTF2 PR isn't merged yet, and I decompiled the client.dll to see if it uses the same solution (it's different???) but it's the same results to the end user/tf2_playerstats.dmx after a quick test also all the steam stats I linked in the PR were added source-sdk-2013#2139

    1 like · 6 views
  5. @drewcoffman notice how valve is so bent on making the tf2 fanbase suffer as much as possible they expect them to spend their own time and inference github.com/ValveSoftware/source-sdk-2013/pulls

    424 views
  6. Reddit · · r/tf2 · u/dilbertron

    Did you know that unique sounds are supposed to play when you melee a robot in MvM? I restored them. The code and audio files are all in the game already, however due to an unfortunate typo/oversight inside the if statement that controls this feature, the code never ran. I stumbled upon this and fixed the if statement, allowing for these sounds to be heard as intended for the first time in 14 years! Link to the Github PR

    646 points · 19 comments
  7. Reference: github.com/ValveSoftware/source-sdk-2013/blob/56a… TheAsuro/VelocityMovement adrianb.io youtube.com youtube.com GU Decompiled Archive Prior 2021 (Cannot Provide File.)

    25 views

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  • ValveSoftware/source-sdk-2013 reached #1 in daily stars on gitwal · Jun 27, 2013
  • ValveSoftware/source-sdk-2013 reached #2 in daily forks on gitwal · Jun 27, 2013
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