Isn't there a simple way to get a server to assign a different name to people based on Steam IDs? I've seen a bunch of pub servers where admins could assign names to people, where offensive names are automatically changed, etc. It might be a Source Mod, but I would think that it wouldn't be very hard for ESEA to just clamp names at the start of a season. Don't they already limit name changes to a certain number per month?
Account Details | |
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SteamID64 | 76561198020256631 |
SteamID3 | [U:1:59990903] |
SteamID32 | STEAM_0:1:29995451 |
Country | Pirate |
Signed Up | November 3, 2012 |
Last Posted | August 17, 2025 at 2:07 PM |
Posts | 1111 (0.2 per day) |
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Windows Sensitivity | |
Raw Input | 1 |
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Hardware Peripherals | |
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Mouse | yes |
Keyboard | yes |
Mousepad | no |
Headphones | yes |
Monitor | 2 |
http://10fastfingers.com/speedtests/generate_screenshot_result/79_400_0_0_77_1_91.87_9502_116944
I blame this on the fact that I have to glance at my keyboard every few words, due to the fact that I learned to type while playing Counter Strike at the age of 9, and would look at the keyboard every time I started to type something. When I'm writing off of the top of my head I can easily type at closer to 100 WPM since I don't need to look up.
disengageWould like some criticism on this little intro I made. Ignore the bad CC and awful text quality, I'll fixed those another time. http://www.youtube.com/watch?v=mnkyWHNXBhM
Don't use thirdperson, especially if you're backing towards walls. Comes off choppy or clips, and jerks around too much based on player movement. If you want to retain the feel of following the player, I'd suggest starting a bit farther back and moving closer until the shot, then skipping the last bit so that you don't clip the model and going straight to firstperson.
Thanks, I never thought you would be able to decompile maps.
Would you mind sending me the hammer file for this, or the original bball map if you have it? I know enough about hammer to do most of the actual map making part, but haven't learned much about triggers and scripts within the map. I'd probably be able to start implementing some of those ideas for different map geography for bball which people were talking about in the other thread.
Make an upside-down Modest Pile of Hats. Requires no additional modelling, still conveys the meaning.
I sorta know how to use hammer, but I never really got around to the whole trigger part. If someone could somehow get me a copy of the hammer file for the original bball map, I could probably modify it into a whole new map.
DeepReally? Reminds me more of Super Mario Galaxy + Retro Sonic.
Not so much the art design, but the number of convexly curved surfaces reminds me too much of Super Monkey Ball 2.
design reminds me of monkey ball
The problem was the blue effect in weird places. Pretty sure Lights got it sorted out.
I'd wait until you're sure it's not something you can fix, if it turns out to be that it's just some dumb mistake then you'll save yourself a lot of trouble.
No elo please. For stats, I think a simple wins/losses, class percentages, and total matches played would suffice. Maybe if you're willing to go the extra mile you could have player profiles with class/weapon stats. So long as it works like a classic pug, with captains picking, there should be no reason to need actual skill ratings.
If your net stays erratic for long enough (~5-10 minutes), there should be no problem, just play/work normally and when it happens plug into ethernet and run a pingtest/speedtest.
Do you have an ethernet cable you could use, to see if it was a wireless problem? It would be good for discerning whether it's a wireless problem or an ISP problem, which makes a big difference in terms of finding a solution.