rock-yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?
of course
| Account Details | |
|---|---|
| SteamID64 | 76561197994749697 |
| SteamID3 | [U:1:34483969] |
| SteamID32 | STEAM_0:1:17241984 |
| Country | United States |
| Signed Up | April 1, 2014 |
| Last Posted | July 13, 2026 at 3:54 AM |
| Posts | 2139 (0.5 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 6.0 |
| Windows Sensitivity | 6/11 |
| Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
| Hardware Peripherals | |
|---|---|
| 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 |
rock-yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?
of course
omnificSomething i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round
http://img2.wikia.nocookie.net/__cb20140820072323/pokemon/images/6/62/079Slowpoke_OS_anime_2.png
vibhavpNot sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned
working as intended
but the intentions are retarded
what do you fine gents listen to when fixing valve's shit?
WiethoofdUnfortunately this tweak to get high quality item models conflicts with the 'skins' models shown in the modelpanels :(
Still works in classloadoutpanel. Broken in itemselectionpanel.
Random question.
On the inspect item panel, which you can use on the new skinned weapons and on the Gun Mettle coin, would you guys prefer the default warped perspective, something that looks isometric, or somewhere in-between?
The default FOV is 75, and it looks a little warped. I've got mine set to 40 now and it looks pretty good. Isometric would be 1.
farnsworthI just got a third contract, anyone else?
yup
aniccalooks like festive viewmodels are now fixed as well. :D
http://oyster.ignimgs.com/mediawiki/apis.ign.com/pokemon-blue-version/b/b2/Slowpoke.gif
YungDeskSo did you just update the OP with the updated hud DL? I'm thinking of switching over to yours from rayshud.
Not yet, it's not finished yet. I'll post here to let you guys know.
Need to work on all the Mettle stuff. The leaderboard fix also wasn't optimal.
I want to redesign a little bit of the HUD before I release it. Not sure if I'll brand it my own, or if I'll just keep it here. Fragmentation isn't great but I want to add a few of my own spins.
The bright blue will be in the optional files.
REM_TF2Oh actually I forgot to mention that I actually spent some time practicing "juggling" 2 mediguns from viaduct spawn to mid and it's really not easy. The weapons fly out at a seemingly random trajectory so it's not easy to catch the midair and it's not like CS:GO/CS:S where you could just spam the weapon drop button. Also I noticed the weapon switch button isn't exactly the most responsive thing in the world and it makes it really hard to juggle mediguns up hills.
Also I tested trying to shoot the medigun with a rocket or a scattergun and that didn't work but this was all pre-update so it might work now, not sure.
Even so, RIP milking ubers if one uber is popped already and ambitious last pushes where you can just turtle and stockpile ubers.
I'm gonna ask Alain if he wants to do some testing with me and maybe we'll post another update video at some point so we can confirm all of this once and for all.
Patch 3 apparently improved the weapon switch button responsiveness.
Weapons aren't ragdolled, and don't react to being shot.
Driving down to Philadelphia to pick up my girlfriend from the train station in a few hours
Time to introduce her to TF2
TF2 BlogAn update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:
- Fixed a client crash related to campaign contracts
JermI think stickies are fixed, they feel better, but I don't know if I just got used to the changed ones
Stickies can't be fixed unless there's also a srcds update rolling out. It might be delayed a little, but it needs to be there.
Still no news about what it actually was. No wiki update or official update post.
It was 6.7MB.