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About JeremyG

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  1. For point #3, I noticed that often the server has to download the map from the workshop, and this can take a very long time sometimes. If you wait long enough, it'll eventually go through. I've received at least 3 free wins for waiting longer than my opponent. I don't get why the server has to download the map from the workshop though, shouldn't they always have the map on the server already?
  3. No, usually it's whoever joined first. If you type "callvote kick" in console, it'll show players with their respective client indices
  4. I've just gotten two time penalties for seemingly nothing. The second one after my opponent disconnects mid-game. I haven't even gotten close to the disconnect button in all my 5 games. What? EDIT: yo another time penalty after playing a game to completion. Am I not allowed to play more than 3 games or something? wtf
  5. I'm gonna bump this post because this exact thing happened to me again this week. I'd like to hear some more opinions on this, I can't be the only one who's had this happen in a game.
  6. client: disconnecting due to excessive outbound reliable queue No idea what that error message means... getting this even after restarting steam. Wasn't getting this yesterday. 16:01 CEST and beyond 1 <1 ms <1 ms <1 ms 2 * * * Request timed out. 3 7 ms 7 ms 6 ms [] 4 * * * Request timed out. 5 8 ms 10 ms 10 ms [] 6 9 ms 9 ms 11 ms [] 7 18 ms 19 ms 18 ms [] 8 18 ms 15 ms 16 ms [] 9 17 ms 17 ms 17 ms [] 10 17 ms 21 ms * [] 11 17 ms 17 ms 17 ms [] ISP is Ziggo. IP is Location is Netherlands. EDIT: Turns out this happens to every server, not just official ones. Definitely on my end then.
  7. After 7 months, my prayers have been answered
  8. When playing experimental mode, if you pick up a shotgun, you'll immediately get the low ammo notification for it.
  9. I think that, if we're assuming that everyone is superhuman and can see the difference between 1 unit, it could get slightly messy if the player that ends up getting the red gets damaged in that small timeframe. I could also imagine a situation where two players are standing up against each other for about a second, being equidistant to the item. What happens then? Will the item just sit there, not getting picked up? I can already see the bug reports rolling in
  10. I thought of that, and I think the best answer would be to leave that (extremely rare) edge case to RNG. That way there's no biases
  11. As the title says, when both players pick up an item at the exact same time, the lowest client index gets the item. This is mostly a problem if both players are on an item pedestal as it spawns. I think a better way to handle this edge case is to give the item to whoever is closer to the center point of the item.
  12. map

    I like the little easter egg you put in
  13. When having a special character in your name (for instance, ™), this character and everything after it will not be displayed by any HUD element, including the non-widget ones. Also, interestingly, the character right before the special character will be bolded. As an example I've changed my name to "Snowy™ Skum", and took a screenshot of the chat window after loading into a map and sending a message:
  14. For some reason I was able to push a friend into the wall(but only visually). Here's the first instance, on my end. Then we found how to reproduce it and here's his side, with player velocity shown on screen. This only worked with me pushing him in, not the other way around. Neither of us had any ping issues nor any packet loss. How we reproduced it: Have one player push a stationary other player towards a wall Then, the other player has to move towards that wall, whilst still being pushed If done right, this bug might occur. If it helps, his ping was lower than mine(13 vs 18), which might be a factor.