as is always said in these threads, dont get a headset
edit: see here http://teamfortress.tv/forum/thread/7861/1 for good headphones
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SteamID64 | 76561198008003429 |
SteamID3 | [U:1:47737701] |
SteamID32 | STEAM_0:1:23868850 |
Country | United Kingdom |
Signed Up | October 8, 2012 |
Last Posted | May 8, 2023 at 8:07 AM |
Posts | 610 (0.1 per day) |
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vanillaStarkyou can also change the delta_lifetime to something like "999" if you want it to stay on your HUD
wouldn't that affect the floating number too?
well yeah but the floating number is invisible
KaeyelI believe this from HUDDamageAccount should be the element you're looking for. I'm not 100% sure though
"DamageAccountValue" { "ControlName" "CExLabel" "fieldName" "DamageAccountValue" "xpos" "c-184" "ypos" "r65" "zpos" "2" "wide" "100" "tall" "26" "visible" "1" "enabled" "1" "labelText" "%metal%" "textAlignment" "west" "fgcolor" "255 255 255 255" "font" "HudFontMediumBigBold" }
wrong entry, that changes the number on your hud
go into resource/huddamageaccount.res and change the negativecolor under huddamageaccountpanel to "0 0 0 0"
you can also change the delta_lifetime to something like "999" if you want it to stay on your HUD
just use OBS to record the game and change the mode to file output only
it's better than fraps and it's free
I got quite a few frags from when I played scout a couple seasons ago
TrekkieI always wondered exactly what fps that guy wanted if not 60?
he wanted 30 but I have no idea why
huhyOrigo laugh :D
http://www.twitch.tv/huhytf2/c/2023779
More Origo:
droughtas for the cap times, if thats what etf2l needs to keep it playable in their format, thats another matter entirely.
Yeah it was always more geared towards ETF2L as it was only ever practiced in gravelpit week as it took so long to play with ABBA format.
If it's unnecessary in ESEA I'll stop updating this
Yeah so basically Mould and I are making a gravelpit_pro map (next beta will be released) and we're looking for some ideas.
The main complaint about gravelpit is that it's too slow (especially in ETF2L where you're trying to play it with another map) so we're trying to make the map faster. We're doing this mainly through cap/spawn times and making engineers less viable.
Major changes
- Cut the cap time on A & B by half (from 60 to 30 seconds for x1)
- C point still has the same cap time
- Cut the the respawn times for both blue and red (unsure by how much so far as it's confusing)
- Changed the timer style (so instead of starting with 6 minutes and having it increase as you cap points you instead start with 6 minutes and it is unchanged by points capped). This makes it easier to see your time as first attackers
Smaller changes
- Got rid of that spot where medics get themselves stuck
- Removed some of the arches in the tunnels out of blue spawn to remove some sticky trap spots
- Stopped stickies being placed inside doors frames
A
- Moved a small ammo pack to the middle roof on A to make it harder for engineers to place close sentries
- Clipped stairs to fix the explosion bug
- Changed small healthpack in the AC connector to a medium one with an ammo pack (with the intention of making it easier to watch flanks when holding B)
B
- Increased the skybox height on B point
- Added a wall in front of short (between the shed and the wall) to stop medics being picked by snipers [unsure whether this should stay]
- Changed the medium ammopack on B to a small one
C
- Added small invisible wall to stop heavies getting on the roof behind the point
- Increased the trigger size on resupply cabinet in red spawn (so you cant touch it and not get ammo)
Planned Changes
- Fix the panel on B roof not colliding with rockets/bullets
Before you give a suggestion, remember that hiding spots give character to a map and should be removed only if they're very imbalanced
RenhetatmoDid you choose the Carcharias yourself, or was the gift unguided?I chose it myself and I don't regret it. What are you getting at here? Are you just trying to be an elitist wiener garbler or what? OP wants suggestions, people are contributing with products they have tried and liked.
My stuff has never broken because of something I did. If you treat things well, they'll last and and work well worth your money. I play better than a lot of people with my Deathadder and Carcharias, and Steelseries mousepad. All three were gifts from people who know computers and video games, by the way. I trust them not to give me garbage.
The Carcharias may work well but it costs quite a bit of money (which is mainly because of the brand). It isn't bad you can just get better deals.
Also this argument doesn't apply to mouse mats & mice
A 5cp wont be imbalanced as such unless it isnt properly mirrored (like granary) but what makes a map bad is usually choke points and height advantages which either make it too easy or too difficult to push.
This isnt too helpful as most are different
1. Most people find sponsors from previous teams that had them
2. Sometimes but a lot of the time they want you to use theirs
3. Dont act like a dick and make them look bad
I asked a few guys on steam what their first impressions were of teamfortress.tv (having never seen it before)
The responses were pretty much "too much text"
So, here's my suggestion:
Remove the twitter column as I don't think people read it (I don't at least) and make the whole width only for featured stuff. Also reduce the info under the title to a couple of sentences
Original
http://i.imgur.com/ike4M4m.png
New
http://i.imgur.com/KcGV8Jn.png
Looks far less cluttered in my opinion, although it would look much nicer when done by someone who knows what they're doing (I'm awful at photoshop)