gemmdiscord.teamfortress.tv
edit: RATS!
Expired invite, missing http:// in your link.
I'm beginning to question your virginity, Gemm...
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SteamID64 | 76561198020242938 |
SteamID3 | [U:1:59977210] |
SteamID32 | STEAM_0:0:29988605 |
Country | France |
Signed Up | November 6, 2012 |
Last Posted | February 10, 2024 at 7:12 AM |
Posts | 842 (0.2 per day) |
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gemmdiscord.teamfortress.tv
edit: RATS!
Expired invite, missing http:// in your link.
I'm beginning to question your virginity, Gemm...
guyehhhdx8
Did you try Comanglia's Max FPS for High Quality PCs? Or even default settings?
Toaster settings don't make the game run better for most recent builds.
I'm fairly certain DX8 features need to be emulated.
https://clips.twitch.tv/ApatheticTameFinchFreakinStinkin
https://clips.twitch.tv/FurtiveCuriousRingTwitchRaid
https://clips.twitch.tv/HilariousCautiousSaladBabyRage
https://clips.twitch.tv/ResolutePricklyOrangeBrainSlug
knuck120 ticks
+ Tickrate Enabler works (but it needs to be compiled, the provided release using the -tickrate argument doesn't work)
+ It seems to set the tickrate properly, it's mentioned in a few console logs and netgraph shows sv: 120
+ Doors aren't affected, actually most bugs reported from last investigation don't seem to happen anymore
- Wallbugs happen a lot more often, to the point where it's annoying and abusable. On 1000 tickrate, touching a slanted wall guarantees instant freeze. -- If that's the only issue, it might be worth trying to find a temporary or sending a permanent fix to Valve.
- On 1000 tickrate, sliding off slanted surfaces is impossible, I wouldn't be surprised if this affects 120 tickrate as well, but it's a lot less noticeable (it's still possible to). It could just be a new type of wallbug because it stops you with no fall damage, I'm pretty sure.
- Air accel should be affected but it isn't, leads me to believe that the plugins doesn't actually work ?
- The hitscan benefits aren't obvious to me, I'll let actually good players decide
https://github.com/daemon32/tickrate_enabler
EDIT: Rewrote using Metamod:Source, a lot easier to compile and I'd assume less likely to break after updates
https://github.com/ldesgoui/mms-unlocked-tickrate
EDIT 2: My plugin actually affects the game entirely to a point where it's not playable. I hadn't tested it ingame before release. I assume tickrate_enabler only affects deeper layers of the engine code (old source code) whereas mine affects every layer, tf2 included. I doubt daemon32's plugin actually does anything significant other than burn CPU time and show bigger numbers. Sorry folks
Vulcanhow
Pretty old bug, the metal beam isn't physically present, only visually.
https://imgur.com/a/5FlVl
AMS__ triple dh
https://clips.twitch.tv/WittyFunnyPenguinTinyFace
WARHURYEAH crackshot
https://clips.twitch.tv/InventiveColorfulOysterKappa
WARHURYEAH backcap strat
https://clips.twitch.tv/CaringManlySandstormNotATK
I'm not sure if this was posted yet:
You can let the damage taken indicator circle tell you when you've got crit heals.
Edit scripts/hudlayout.res and find "HudDamageIndicator", inside of that block, set "MinimumTime" to "10" and "MaximumTime" to "10". I'd also suggest playing with the rest of the values to find a comfortable mix of visible but not obtrusive.
When all indicators disappear, you've not taken damage for 10 seconds.
Sadly, it doesn't work for fall damage.
Menachemonly works with linux servers :(
Yeah, that'll be fixed tomorrow hopefully.
EDIT: Should work now.
Hello, here's a temporary solution as a sourcemod plugin: https://github.com/ldesgoui/tf2-sticky-delay-fix
Hopefully VALVe acknowledges this.
driftahi sticky det bug
i fix :)
https://github.com/ldesgoui/tf2-sticky-delay-fix
(running temporarily on: connect 212.47.245.244)
nuzeMedi beam bug.
Has it been documented by anyone yet ?
DuMmTmAll i know is something along those lines is being worked on, prolly cant say more without an angry frenchy beating me up tho
Ever since Reflex (the purist quake clone) came out, I've expressed sentiments of making a purist/pro version of TF2. I can promise that nothing on my end has been developed so far, I've merely sketched ideas. I would consider myself passionate enough to spend a year creating such a thing, however a lot of things need to be flushed out before I consider actually starting.
Following up on this thread:
I have, however, started working on a set of smaller server plugins in hopes that they would be played during Essentials.TF Experimental Cups, and I intend on making them digestible by VALVe if they ever come to listen to us.
The first one I've made might be a polarizing example, I'm not sure everyone would agree to those changes, but bare with me: here's a change to 5CP that involves timers in the gameplay.
Next mod will probably attempt to turn Pyro's flamethrowers into lightning guns. I don't see why more changes in that scope wouldn't be welcomed (medic movement, demo's stickies); besides we've learned from VALVe's mistakes that pushing an update focused on a single class is an awful idea.
N.B.: I'd like to call for people not to be so close-minded about the issue of ProMod/server side mods; exploration does not mean commitment, it's the next best thing after VALVe, the game is on its last breath, what's wrong with making the most of it? etc.
Thanks for reading, let's give demo a glock.
Thanks to the passionate people I've had long conversations with, I can't wait to see what to see what we can offer to TF2 in the future. Long Live Essentials.
Thanks to all the players for being patient when server issues arose, I learned a lot from setting up servers last minute, next time we will be prepared, it might end up being a public project where anyone can boot an entire LAN service from an USB but no promises.
Thanks to Heny for teaching me how to speak northern Swedish, can't wait to use that in comms. And for organizing, obviously.
Thanks to ChrisWalkerTalker and TurboTabs for singing along to the most beautiful album I'll ever hear. I Love You Jesus Christ.
Thanks to my cesspool, I love you guys so much, I wish everyone could have attended, I'll make sure it happens next time.
Thanks to all the lovely cool kids I met: Alfie, cAPS, alba, Papi <3, Hildreth, Funs, Marten, Mon, Aoshi, le mec né le 30 Juin et la bite, Luxx (sorry for oppression), zeFrosty, avvy (man's hot), Raptor ;), Paddie who taught me everything there is to know about TF2, and everyone I forgot.
Thanks to Bobinsky for putting my play in the credits; that gives me shit-talk and bragging permissions, right? See you in Prem, Marten
Thanks to my team for being super fun to play with, as well as Banana eSports for giving us the most hilarious 5-0 to ever experience.
Shoutout to Hiipfire who squats like... I don't know actually.
https://pbs.twimg.com/media/DN4du2oXUAIaaYg.jpg
pootis
https://i.imgur.com/QQEWcrB.png
EDIT: Also shoutout to the madmen keeping their bar open 2 hours longer than they had to on Sunday Night, putting up VODs on TV, discussing eSports, getting autographs from Hildreth and Marten and being generally ok with obnoxious, loud (wo-)manchildren
556pmI don't think anything with a logo or text on would ever make it into the game; I don't think valve can have a "NerdRage" weapon in the game, for example & text/logos push us outside of the established extremes for skins.
We might not have many teams sponsored by companies right now but if valve starts embracing competitive imagine the shitshow we'd have with companies sponsoring teams /expecting/ to get their <brand> weapon in game since "Swift", "Ascent" etc had already set a precedent for it.
I think having a colour palette for each team is the best way to go, with teams like Swift, Antic, Se7en etc having some form of 'away kit' logic for when they're playing on the other team to their colour scheme.
I actually asked ma3la about this and he shares the opinion you have, the only ties with Ascent are the colors, the pattern isn't even linked to the logo: https://www.twitch.tv/videos/185951403?t=01h08m17s
JBCan contracts be reactivated to do the bonus tasks? I currently have a contract that's ready to turn in, but I'm missing one bonus objective. I activated an other contract in the mean time and I can't reactivate the first contract now, since it only says "click to turn in". Help?
You just have to turn it in. It's possible to re-activate it afterwards.
alpha males, unite
https://pbs.twimg.com/media/DM1lLCSWkAAL-Py.jpg
btw the club should be called "108 star club" instead, that's not very imaginative my dude.