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Uber_Hobo's Profile User Rating: *****

Reputation: 14 Good
Group:
The Blue Man Group
Active Posts:
555 (1.82 per day)
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News and Updates (53 posts)
Joined:
28-September 09
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User is online Today, 04:17 PM
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Topics I've Started

  1. To Anyone Mildly Thinking They May Want Minecraft!

    Posted 29 Jul 2010

    Get it now!! To quote Notch's latest blog:

    Quote

    In more concrete news, I noticed that BIGJam starts next week. I will release the SMP server before I leave for that. It might be buggy, but I promise to fix it when I get back. It will be missing mobs. Mobs will come later on, and when they’re in, the game will officially be in beta, and the price will go up to 14.95 euro.
    While in beta, I will start polishing the game and adding alternative payment providers for people who can’t use paypal, and keep piling in new content.


    That means in less than a month, it will be more expensive. So when you complain at how you could have gotten it for an amazing price of only 9.99 euros, I will laugh at you.



    That is all.
    (Now back to work before I leave for vacation!)
  2. Crashing on map change

    Posted 3 Jun 2010

    For those having issues crashing on a map change, an announcement was posted on the Steam Forums by a member at Valve trying to resolve the issues.

    http://forums.steamp...d.php?t=1293534

    Quote

    Hey everyone. I've recently been looking at crash dumps for Team Fortress 2, trying to isolate and resolve several outstanding crashes in the application. I recently fixed a memory leak in the server browser that was causing a bunch of crashes (that fix was pushed out last week), but several crashes remain to be found.

    The current large groups of crashes are:

    - A crash on exit when console commands are unregistered.

    - A crash on level change due to failure to allocate a needed block of memory.

    The crash dumps that we collect automatically are minidumps and only contain a subset of TF2's total memory use. They give me a lot of useful information, but a full application dump will give me a lot more. If you are regularly experiencing or can reproduce a crash on exit or a crash on level change, you can enable full dumps by doing the following:

    Put this line in your steam.cfg (which is found in your steam install directory):

    FullMemoryMinidumps = enable

    And then run hl2.exe (Team Fortress 2) with the argument:

    -nobreakpad

    When you crash, this will generate a full dump file instead of these minidumps. If you can put a full dump up on the web for me to download, that would be great. You can post links to your dumps in this thread or email them to me at brandonr@valvesoftware.com.

    You'll want to remove these settings when you are done collecting full dumps. Full dumps are pretty big and you can quickly fill a lot of harddrive space if you leave the setting on.
  3. A Man's Trek Across the Country

    Posted 27 May 2010

    On his site, http://imjustwalkin.com/, Matt Green makes daily posts on his journey to simply walk Westward, not for a cause, purpose, or publicity; only the sole satisfaction of walking. There's an article a bit more in depth here; I think it's something that could be a lot of fun, just walking across the country.
  4. New Patch Readying Up.

    Posted 9 May 2010

    Found here.

    Client R8 / Server R12 are in QA The next release of the game client is currently in QA.

    We will perform another synchronized client/server update. It is expected to take place early next week.

    The client update will be roughly 500MB in size.


    Changelog:

    Server - Some potential sources for lag/rubberbanding have been eliminated
    Server - The old reserved slots has been replaced by a kick-on-demand system like in BF2
    Server - Log file for server admins: all remote admin interface commands/events are logged
    Server - Log file for server admins: major server events + all chat messages are logged
    Server - Idle kick is controllable
    Server - Profanity filter can be disabled
    Server - Teamkill-kick system is controllable
    Server - Ticket counts and bleed rate are controllable per-level
    Server - Infantry only mode available per-level
    Server - Initial spawn delay and respawn delay are adjustable
    Server - Server description can be up to 400 characters, and use "|" for line breaks
    Server - Banlist can contain up to 10.000 entries
    Server - reduced latency in packet handling

    Admin Interface - fixed the player.onKill spam that occasionally happened
    Admin Interface - ensured that player.onJoin events always report the player name
    Admin Interface - events triggered when people spawn
    Admin Interface - much more info on kills
    Admin Interface - detailed stats are reported at end-of-round

    Gameplay - Various minor level bugfixes
    Gameplay - Helicopter handling has been tweaked
    Gameplay - Weapon tweaks have been implemented based on PC public feedback
    Gameplay - Fixed technical hang when a crate was armed outside of the combat area
    Gameplay - "Victory is near" message was shown for the wrong team on Valparaíso, this has been fixed
    Gameplay - Countermeasures can be fired when driving a helicopter
    Gameplay - The brightness of the pilot view in the Russian helicopter has been reduced
    Gameplay - Advanced Spotting scope works better
    Gameplay - Knifing people in the back works again (we backed out the change that we had done for Server R11)

    Server Browser - Servers are sorted into 3 categories: Normal, Modified, Hardcore depending on their settings
    Server Browser – Added support for retrieving update progress
    Server Browser - Now refreshes information
    Server Browser - Join queue system when attempting to join a full server
    Server Browser - all settings are automatically saved between sessions
    Server Browser - Pings are sent via an alternate mechanism, which should work for non-Administrator users as well

    Client - Fixed DX9 issue, which likely caused graphics glitches and perhaps crashes
    Client - Fixed some crashes
    Client - Toggle/hold crouch is user controllable
    Client - Toggle/hold zoom is user controllable
    Client - Vsync bugfixed for DX10/DX11
    Client - Rewritten how settings are written to disk; this should reduce/eliminate the spawn lag
    Client - Fixed bug where a player could join a server before the stats has been downloaded causing faulty stats in "EOR- unlock progression"-screen
    Client - New chat system allows chatting when dead (but not during end of round) and keeps a 100 lines log
    Client - Improved Play Now functionality
    Client - Removed K/D ratio and Skill Level filters in the leaderboards
    Client - Any points you get while being dead will be added to your score
    Client - Reduced negative mouse acceleration
    Client - More informative disconnection/kick reasons
  5. BIIIIIIIIIIIGGGG TF2 update

    Posted 29 Apr 2010

    Required updates to Team Fortress 2 and Day of Defeat: Source have been released. Please run hldsupdatetool to receive the updates. The specific changes include:

    Dedicated server
    - Linux optimizations.
    - Fixed Linux servers not relisting correctly after a master server restart.
    - Fixed a case where servers could have "ghost" players consuming player slots.

    Engine
    - Marked the "snd_show" convar as a cheat.

    Team Fortress 2
    New content:
    - Added new community map cp_freight.
    - Added missing physics models for several items.
    - Added jiggle bones to the Sam & Max items, and The Buff Banner.
    - Added Crit-a-Cola.

    Gameplay Changes:
    - Pyro changes:
    - Flamethrower direct damage reduced 20%.
    - Burn duration reduced (10 -> 6 seconds).
    - Airblast re-fire delay reduced by 25%.
    - Airblast ammo usage reduced by 20%.
    - All reflected rockets/grenades/arrows now mini-crit.
    - Airblasting enemies into environmental deaths now awards the death credit to the Pyro.
    - Heavy changes:
    - Minigun spin-up/down time reduced by 25%
    - Minigun firing movement speed increased to just under half-normal (from 80 to 110).
    - Throwing a sandvich to a teammate now earns a full bonus point (was half a point).
    - Bonk! changes:
    - Post-use movement penalty removed.
    - Now has a re-use cooldown time, like The Sandman.
    - The Chargin' Target changes:
    - Direct charge hit now does 50 damage + 10 per head (up to 5 heads).
    - Capped the turn rate from +left and +right while charging.
    - The Huntsman changes:
    - Removed restriction that arrows need to be aimed before they can be lit by a Pyro.
    - Bow can now be lowered without losing the lit arrow.
    - Changed bow so you can start charging it while you're jumping, but you can't fire until you're on the ground.
    - Fixed bug where flame effect would get stuck on if you change weapons with a lit arrow.
    - Backpack changes:
    - Moved Crafting button out to the root class/backpack selection panel.
    - Dragging and dropping items in your backpack now makes appropriate sounds.
    - Bot changes:
    - Bots don't retreat to gather health as readily if they are in combat.
    - Bots no longer retreat when moving to block a point capture.
    - Bots should now equip an appropriate combat weapon and fight while moving to collect health.
    - Bots who are roaming the map and hunting now chase down their victims, following them around corners.
    - Bots That fire projectiles (ie: rockets/grenades/etc) don't hold down their fire button for a minimum time. This was causing Soldier bots to fire rockets into nearby walls as they strafed, killing themselves.
    - Soldiers bots now switch to their shotgun after firing all four rockets when engaging an enemy.
    - Added a few more bot names from community suggestions.
    - Fixed a behavior loop with Engineer metal gathering.
    - The Sandman change:
    - Added a slight speed reduction to stunned players.
    - Community requests
    - Added ConVars log_verbose_enable and log_verbose_interval to report player positions in the server log at regular intervals
    - log_verbose_enable default: 0
    - log_verbose_interval default: 3 secs
    - "Last-weapon" initialization on respawn now sets itself to be the melee weapon if you don't have a selectable secondary weapon (like The Razorback).

    Bug Fixes:
    - Fixed an case where The Gunboats didn't apply their damage reduction properly.
    - The amount count in the HUD now flashes red when you're low on ammo.
    - Extinguishing a burning teammate now earns a full bonus point (was half a point).
    - Fixed a permanent overheal exploit involving dispensers.
    - Fixed a bug in spectator mode where the user aborted out of freezecam, setup a spec mode (like IN_EYE), and would then have the setting stomped after the freezecam timer expired.
    - Fixed bug with disguised spy sometimes seeing his own name in the disguise status HUD.
    - Fixed a client crash that could result from players with arrows embedded in them.
    - Fixed items that can be worn by any class having the wrong model when worn by a disguised Spy.
    - Added missing map prefixes to server browser game types.
    - Killing yourself with your own sentry no longer increments the sentry's kill counter.
    - Fixed dropped hats sometimes having the wrong team color.
    - Fixed crit-boosted players not getting critical hits if their weapon has custom no-crit behavior.
    - Fixed the achievement dialog taking a long time to pop up, and completed achievements now sort to the bottom of the list.
    - Fixed Spies disguised as Medics hearing the autocaller sound.

My Information

Member Title:
Oh Herro Preeze!
Age:
19 years old
Birthday:
November 6, 1990
Gender:
Location:
Rochester, NY

Contact Information

E-mail:
Click here to e-mail me
Steam:
Steam  uber_hobo
Website URL:
Website URL  http://ubernet.game-host.org/

Comments

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  1. Photo

    Fire Icon

    02 Oct 2009 - 19:05
    AMAZING
  2. Photo

    Suki Icon

    01 Oct 2009 - 22:32
    lmao, nice profile picture.
  3. Photo

    Uber_Hobo Icon

    30 Sep 2009 - 03:48
    *Awesomeface*
  4. Photo

    SectsDryve Icon

    29 Sep 2009 - 23:00
    BuMP!?
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