what the fuck did i just watch
| Account Details | |
|---|---|
| SteamID64 | 76561197994749697 |
| SteamID3 | [U:1:34483969] |
| SteamID32 | STEAM_0:1:17241984 |
| Country | United States |
| Signed Up | April 1, 2014 |
| Last Posted | July 21, 2026 at 4:13 AM |
| Posts | 2142 (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 |
There's something really wrong with the lighting in SFM, I'm not sure what's causing it exactly but if you could take a look at it that'd be awesome. This is RC5, but it probably wasn't fixed in RC6 yet. I think it's something related to HDR.
smoboIs it match fixing if i offer words of encouragement to the people i bet on?
That's not fixing, it's called profiting off of having a heart.
PSU is overkill, case is meh, you really should be going for 16GB of RAM if you're considering a 980.
I'm pretty sure those are just the bumper car animations, they're not new.
What makes the main menu cycle backgrounds? A lot of people have their HUDs set to only use the Upward file, and then they replace that file, but how does the default HUD do it? I've been digging at it but I haven't had any luck figuring that out.
EDIT: Found it, it's scripts\ChapterBackgrounds.txt.
Pushed a commit with the new build/destroy menu and MvM fixes. Fire up mvm_ghost_town to see all the fixes easily.
Thoughts, Takram?
EDIT: I also made two new main menu backgrounds for RED and BLU themes. Up to you if you want to use them or not.
http://i.imgur.com/bpdzbTl.jpg
http://i.imgur.com/0D0i7wN.jpg
EDIT2: A couple more things:
- I submitted another commit that fixes positioning of the background behind targetid names.
- You mention that "Floating health is not supported", but it works just fine for me.
backquasThat's bad idea.
Honestly, you don't really need to muck around with SSL if all you're doing is pulling a single string of Steam64 IDs. It's not like you're signing into a service, or even submitting any information whatsoever.
While I support using SSL for any type of website that has any text fields whatsoever, this isn't that kind of situation.
Github: https://github.com/Yttrium-tYcLief/ScrubDetector
Persistent scrublist: https://raw.githubusercontent.com/Yttrium-tYcLief/ScrubDetector/master/scrublist
Install link: https://github.com/Yttrium-tYcLief/ScrubDetector/raw/master/tf2csd.user.js
The content of both the script link and scrublist link can be changed without the link itself changing. Changes are very easy to push, and people can use the Issues section of the repo to submit new cheaters.
The scrublist can be accessed without SSL by simply changing https to http if you don't want to bother with SSL.
I'll throw up a Github repo for it, along with a host for the list.
NotTerranIs there a way to give the ammo a red backing when running low like the health does?
There's already a special tint that happens when you get low on ammo, though it's pretty subtle. I'm sure you could exploit that change to make it less subtle.
Fiddle around with resource/ui/HudAmmoWeapons.res.
takramI don't have enough backpack pages to be sure it would work. It never occurred to me that this could be an issue, but I'll check it out.
Yeah, I noticed this too, I've got 22 pages and it wraps around like so.
http://puu.sh/gW8Qa/e4b276276d.png
takramI haven't pushed any updates in months, as nothing major has been introduced, nor has anything been broken afaik that hasn't already been stated. I did revert the main menu and I pushed the minor fix for the main menu's infamous box in the top left.
I did, however, try to work through mvm a little more while I made it "playable," but I just couldn't figure out how things worked, particularly the scoreboard. If you are able to make the changes, I will be sure to push through the updates.
As for the engineer stuff, I'll look into it when I get some time if you haven't.
I've fixed the money and bot indicators. Money is blue when all cash is collected, and red when some was missed. There's a bug in the game itself that causes the missed indicator to always appear between waves rather than the fully collected indicator. As for the rest, I'm honestly just rearranging/resizing most of the MvM HUD so that it's up to spec. Keeping with the style of course, just fixing any padding issues, missing elements, etc.
Here's a preview. The leaderboard is still very much a WIP, lots of alignment issues.
http://puu.sh/gW9bd/50c50af141.png
http://puu.sh/gW9by/043d3bd997.png
I'll take care of the Engie stuff before I go to sleep tonight.
If you're curious about locations, the leaderboard is handled by MvMScoreboard.res, the ready up panel is handled by HudTournament.res, the money is handled by MvMInWorldCurrency.res, and the wave indicators are handled by EnemyCountPanel.res.
I'm actually just gunna submit a pull request for all of the above stuff, I'm fixing it myself.