Rotten_Mindwhat to do if i have intel hd graphics?
Account Details | |
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SteamID64 | 76561198003911389 |
SteamID3 | [U:1:43645661] |
SteamID32 | STEAM_0:1:21822830 |
Country | United States |
Signed Up | May 16, 2015 |
Last Posted | December 29, 2020 at 8:30 PM |
Posts | 234 (0.1 per day) |
Game Settings | |
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In-game Sensitivity | 0.533333 = 17"/360 |
Windows Sensitivity | 4/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
2560x1440 |
Refresh Rate |
144hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder 2013 |
Keyboard | Microsoft Wired 400 |
Mousepad | some cheap rosewill that works |
Headphones | Sennheiser HD 558 |
Monitor | Asus ROG Swift |
SentinelpazerI'm fully open to feature suggestions anyone has ideas.
Maybe damage numbers, if it's at all possible
Other than that, great job
Damage numbers would *sort* of be possible in STV, but STV doesn't transmit the player_hurt event onward to spectators, so the only way to figure out damage numbers would be to monitor player "damage dealt" counters (the same ones that show up on your scoreboard) and look at what players lost health that frame. The only problem with that is the damage dealt counters in the game count only "real" damage, so if you direct someone who has 2hp, damage numbers would only know that you did 2 damage to him. Might be more confusing than helpful, but it's still a possibility for the future.
bearodactylProps to you for taking the time to fix it. If you haven't already though you might want to just talk with tsc and see if it can just be integrated into status spec. I guess if he doesn't want to maintain it anymore and you do this makes sense too.
Thanks!
As far as I know, tsc had told essentials.tf that he was no longer interested in maintaining StatusSpec, and I've tried to contact him on Steam for almost 2 months at this point, so I don't really see that happening.
Hey TF.TV!
A few months ago, I was asked by the people over at Essentials.tf to look into fixing the StatusSpec casting plugin for the DreamHack Winter tournament. CastingEssentials is what I ended up with. In addition to stability improvements and bug fixes, here’s a list of major features (there are more unlisted ones!):
- Camera Auto-switching: Originally present in SS, automatically switches away from killed players to their killer. Improved in CE to only switch to killer automatically if you don’t manually switch away from a player during the delay.
- Camera Smoothing: Originally present in SS, allows smoothing between players when switching cameras. Rewritten with a nicer smoothing algorithm, as well as a LOS check to prevent flying through walls.
- Custom Static Map Cameras: Supports placing named cameras around the map, which can be switched to by ce_autocamera_goto. This feature will be extended in the future to support tracking rollouts automatically.
- Thirdperson Cameras Attached To Player Bones: Does what it says on the tin. Supports position offsets, so you can do over the shoulder cameras and stuff, and attach them to spine or head bones.
- ce_cameratools_spec_class <team> <class> [index]: Allows spectating certain classes on certain teams through a single console command. Useful if you just want to have a “spec the sniper” bind or something.
- ce_cameratools_spec_steamid: Allows spectating a specific steam ID. Word from vJill is that this will be integrated into the game’s spec_player command soon however, at which point it will be removed from CE.
- Console Filter: Originally present in SS, now stable with mat_queue_mode 1/2. Begone, unknown particle system!
- FOV Override: Inherited from SS.
- Freeze Info: Displays a message and a timer indicating how long the game has been paused. Inherited from SS.
- Forced Killstreaks: Shows killstreaks for every weapon for every player. Inherited from SS.
- Local Player: Highlights the currently spectated player in the killfeed, as if you were actually them.
- Map Configs: Allows having map-specific configs operate in STV, for example configs named cp_granary.cfg will be executed automatically when you switch to that map.
- Medigun Info: Shows charge levels and medigun type for medics on a separate panel on the hud. Inherited from SS.
- Player Aliases: Overrides player names. Inherited from SS.
- Projectile Outlines: Draws outlines around projectiles similar to how outlines are present around players. Originally from SS, rewritten to be much more stable and less likely to break when Valve changes things.
- Team Name Overrides: Allows overriding team names, up to 32 characters supported.
- HUD Antifreeze: Prevents the spectator GUI from freezing after pauses.
Full descriptions of these features and others are available on the (under construction!) CastingEssentials Github wiki.
I'm fully open to feature suggestions anyone has ideas.
I just came here to laugh at the thought of people playing pass time and this mess of a thread is what I find?
MikeMatpazerults in overwatch are like tf2 if everyone could press q to get random crits exactly when they wanted them?
last I checked you lose kritz when you die, don't build kritz for free by doing nothing, and require another player to actually use the kritz on and coordinate with...
ults in overwatch are like tf2 if everyone could press q to get random crits exactly when they wanted them
why does anyone take that game seriously
WiethoofdbleghfarecIs there going to be a broadcast of the event anywhere?twitch.tv/teamfortresstv
I'll be flying to Sweden to do ingame camera \o/
Hype, now to ruin the stream with some time bomb in the casting plugin xd
Admit it,now that I said this you're gonna be paranoid
ScrewballPeople need to restart there servers every 4 hours instead of leaving them on infinite map time or some ridiculous number. The longer a server is up the worse it feels. Pretty certain TF2 has a memory leak or 5.
I'm pretty sure it just has to do with the float used for measuring world time in seconds just becoming inaccurate over time. Either way, you're right, changing the map after an hour or so will prevent this sort of behavior. I find skial servers almost unplayable because they've usually been running for like 9 hours.
The brightness of the medibeam particles has to do with the available alpha blending modes used on the individual particles themselves in dx8 vs dx9. In a nutshell, in dx8 as you add more color (red in this case) it fades from transparent to red to white, where in dx9 it just fades to pure red and stops.
In other words, you can't get dx9-style medibeams in dx8 without editing the particle effects or textures.
Medigun type/charge level was previously provided by StatusSpec, which has been broken since the September 10th update. A replacement should be available (hopefully) shortly.
tonyswedeyone of my friends has nullcore and he destroys kids in mge and they rage
i think people cheat or hack to get reactions if u don't give them a reaction eventually they'll forget about it and leave
or that's what i think they do.
sounds like an awesome friend, can you have him add me?
New end-of-game survey: http://steamcommunity.com/sharedfiles/filedetails/?id=779878498
I don't understand all this "HL needs to die" talk... you can play both formats at the same time, they're scheduled on different days :)
why is this not automatic at this point