this thread is even further proof that there should be negative nerd stars
Account Details | |
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SteamID64 | 76561197994749697 |
SteamID3 | [U:1:34483969] |
SteamID32 | STEAM_0:1:17241984 |
Country | United States |
Signed Up | April 1, 2014 |
Last Posted | April 30, 2024 at 6:37 PM |
Posts | 2133 (0.6 per day) |
Game Settings | |
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In-game Sensitivity | 6.0 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
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Mouse | Logitech MX Master |
Keyboard | Ducky 9008G2 Pro Limited Edition (PBT, MX Greens) |
Mousepad | Razer Sphex |
Headphones | Philips SHP9500 |
Monitor | HP L1925 (vert), BenQ XL2420Z, Apple Monitor II |
Seinfeldim sure there's shit that valve could do to get people to play in-game competitive TF2 but we already hand out clout medals for every form of 3rd party competitive right now, and pubbers don't play 3rd party competitive. tf2 in the public average gamer eye is just the funny casual silly game where heavy says pootis
do you honestly think pubbers care about medals? they care about shiny quirky fedoras
if there was some lime-colored jester hat that people could get for playing comp, they would do it
Seinfeldthere is not a single thing in all of TF2 that we can do, including removing the whitelist, that will get pubbers to start playing competitive tf2
pubbers will play comp if they can win hats for free by doing it
like if valve had craft hat drops in the in-game comp mode people would play it whether it was broken or perfectly mirrored real comp
mad milk
need i say more
Jokes about Steel aside:
- Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
- So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
- It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.
I'm sure there's something obvious I'm forgetting.
Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.
Just a quick update on the progress.
I have MAJORLY reworked the entire MvM HUD, as well as slightly tweaked a few things about the ingame hud, namely the killstreak indicator, disguise panel, and class preview. old new, old new, old new
I have reworked a bit of the inventory UI so it's a lot more polished. old new, old new
I'm right now in the progress of creating new class preview images for the inventory UI.
Once that's done, I'm going to work on the main menu a bit.
I'm going to revisit yayahud.
It was never really *my* hud. I updated it from takyahud for a couple major TF2 versions, but I didn't customize it and didn't fully like how it looked.
I'll be merging Hypnotize's updates and working from there. Not much will change ingame aside from the scoreboard, but MvM and the main menu will definitely see some work.
Expect a darker main aesthetic with a small number of bright colors to make it stand out.
Can the friends list on the main menu be collapsible? If so, will it still render when collapsed, causing lag?
EDIT: Second question - in MvMInWorldCurrency.res, the labels are set to use "%currency%". This shows up ingame as $415 or whatever. Is there a way to remove the cash sign?
AdjeSitngusI have weird problem. I had everything working last week, I do preload this correctly but yeah, for some reason it doesn't work properly. I mean, sometimes it works, sometimes not. When I change class/server/map it might break. No idea whats happening. I tried to reinstall this but it didn't work
https://github.com/mastercoms/mastercomfig/wiki/Troubleshooting#animation-andor-model-mods-not-working
If you are using mastercomfig, check if you have asynchronous disk loading disabled.
mod_load_anims_async 0 mod_load_mesh_async 0 mod_load_vcollide_async 0
I wish I had known about this earlier. I'll bake this into the autoexec additions.
EDIT: Updated the OP to reflect this.
wickedplayer494Yesterday was all sorts of chaos
ok hol up I wasn't criticizing you, and I'm sorry you went through all that shit, that sucks man. I was bringing up the fact that the TF team patched the game and only sent out an email to hlds_announce half an hour later, when normally they send the email roughly an hour before.
Wicked hasn't put out a post because there wasn't an hlds-announce email. Again.
Two bugfix updates in two days, though... Interesting.
does this do anything?
I've set it to 80 and I'm only getting put in Singapore servers where I have 450 ping. And it's putting me there immediately. If I have a max ping setting, Valve, respect it. how difficult is this.
yeah i agree who cares if youre getting backcapped
- controlpointcountdown.res
- controlpointicon.res
- controlpointprogressbar.res
- hudobjectiveflagpanel.res
- hudobjectivekothtimepanel.res
- hudobjectivestatus.res
- hudobjectivetimepanel.res
- objectivestatusescort.res
- objectivestatusmultipleescort.res
edit: oh and this should have gone here