Yeah, I just couldn't really figure out where to put them last update. It is on my list.
| Account Details | |
|---|---|
| SteamID64 | 76561198056804798 |
| SteamID3 | [U:1:96539070] |
| SteamID32 | STEAM_0:0:48269535 |
| Country | United States |
| Signed Up | March 10, 2013 |
| Last Posted | August 15, 2026 at 5:36 PM |
| Posts | 420 (0.1 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 3.78 |
| Windows Sensitivity | 6/11 |
| Raw Input | 1 |
DPI |
400 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | Steelseries Rival 310 |
| Keyboard | Lenovo Legion Y540 |
| Mousepad | Steelseries QcK+ |
| Headphones | Sennheiser HD650 |
| Monitor | Lenovo Legion Y540 |
I've been having this problem for ages now with my dx9frames config. Whenever I look in the general direction of water, my FPS tanks down to around 15. If there's no water on the map, my FPS is great, usually doesn't ever dip below 100 so I'm really confused. I've checked out all the water related commands in the config and none do the trick. So I'm wondering if anyone knows of any commands that may manipulate water but don't have water in the command name, as I've checked all of those. This problem doesn't occur when I run a higher quality config either; my FPS doesn't tank even on Chris' maxquality config.
It's been plaguing me forever, I really want to get this resolved as all maps with water on them are literally unplayable for me in this state.
Welcome back Phi! Awesome to hear you'll be finishing out this map. I decompiled the map this afternoon and spent the entirety of it running through this thread and trying to address all the issues that were reported. Check on the thread and you're back! It was good practice anyhow, I hope we get to see RC2 tonight.
If anyone wants, I could throw a link to the thread and some general info up on TF2maps.net to see if anyone's interested in trying to get ahold of her and finishing this out. I'd love to do it myself, but it'd be my first mapping endeavor so I wouldn't want to ruin it for you guys.
You had a 1 second delay before? Did you just think that was latency or something? I couldn't deal with that.
Dr00dl3probably a stupid question; but does this affect frames in any way?
This may answer that.
etherDeetretherits really messed up everything now. Feels horrible.Then turn it back to 0.1 ¯\_(ツ)_/¯
I have. Now it's messed up even when I have 5 ping. So bad that pyros are setting me on fire when they are facing the other way.
Ok so set it back.
v4.05![/u]
- Fixed placement of item effect meters
- Fixed tele status displaying over demo charge (prereleased)
- Fixed koth timer placement for Windows (prereleased)
- Adjusted disguise panel
- Simplified target ID’s (so much better)
- Lowered target ID’s in lowered version
- Fixed MVM robot HP displaying in black
- Removed rounding on some buttons
I probably created some problems in clipping with some item meters by lowering the target ID's and the engineer's building target ID isn't quite updated yet. If they are an issue, they will be fixed tomorrow.
Download
Screenshots (updated with new target ID's and disguise panel)
Old vs. new target ID's:
http://i.imgur.com/TOhwWhM.png
^that's not quite updated either, somehow the left end got rounded so it looked even worse than this
My HUD was made for Macs as I have a Mac.
Finally here, thanks for your patience guys! Screenshots will be updated soon.
- Added Clear Sans Bold and removed Market Deco
- Support for BASE Jumper
- Taunt HUD
- Support for taunt selection in backpack
- Fixed engi build panel being removed with using 4plug options
- Added a working robot destruction display until I can decide on a design
- Added buttons to preview both red and blu versions of loadouts in the class loadout panel (works only in main menu or servers with sv_cheats set to 1)
- Fixed bomb showing with huntsman
f_blueHuntsman uses the sticky charge meter, maybe a bug on Valve's part. The general workaround is to just disable the HudBowCharge. You'll have to figure out the label thing then though.
Hmm maybe I could just call it charge. That applies to both. Or wait no the shields' meters are called charge.
No offense taken, I just thought maybe some people skipped over it. Thanks for your response, too bad it won't work.
I have another question: with the Huntsman equipped I see not only the bow charge but a meter for bomb charge for the Demo's sticky launcher.
http://puu.sh/aRA5f/8550c25cab.png
They both fill up when I start drawing the bow back.
I asked a couple days ago if anyone knows how to fix the vaccinator with the shadows still being visible behind it. Does anyone know how?
How do you fix the Vaccinator? It had been a problem for a long time that the shadow from the regular medi-guns would carry over into the Vaccinator and look ugly. Seems that it's been recently solved.
Like this: