how is that even possible
like cherry switches are around ¢80/pc in bulk
| 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 |
how is that even possible
like cherry switches are around ¢80/pc in bulk
yeah the vacc used to use attack3 but they moved it to reload like a year ago
BilbertPeople have created timers for tracking Übercharges. I remember that Slin used to use one. I don't think anyone was ever VAC'd for it.
http://www.teamfortress.tv/17883/uber-tracking-hud-mod
HUD mods have nothing to do with overlays in regards to implementation.
I majorly upgraded my computer for the first time in 5 years so I'm feeling pretty good about it
And my new job is going pretty well so far
if you don't know about something then listen and learn, don't speak up. smh
this mod can't change fov at all, sorry
probably the most posted about thread outside of the thread itself
riotbzok that was actually crazy from corsa tho
Yeah I saw spy and loudly sighed, but then that play
Poke gen 3, Superstar Saga, Yoshi's Island, Aria of Sorrow
duck_I did make some spawns for pl_borneo
https://www.dropbox.com/s/8146l434ajljqsr/pl_borneo.cfg?dl=0
I'll pull request these into SOAP
not only did he have to sign up for a forum to spam it but he actually had to make a steam account and link them as well
that's some dedication right there
Syncopated_HeartbeatI've noticed that when using weapons for classes with some, but not all viewmodels changed, the animation seems to stop partway through and snap back to the idle animation. I noticed this on pyro and engineer mostly. When using melee as pyro, he swings it, but shortly after, instead of the animation being able to finish, it suddenly just snaps back into pro's hands. Same with engie's wrench. Is this a bug, or something I just never noticed?
I know why it's happening but it's kind of hard to explain. Basically, not all animations were created properly by Valve. Rather than the animation of the wrench going back to the idle animation being part of the end of the swing animation, the game relies on a smooth transition between animations in order for it to naturally glide back. However, I've turned off smooth transitions (using the "snap" command) for the beginning of idle animations due to an issue with the end of inspect animations when inspect animations are shown but idle animations aren't.
Theoretically I could fix this in the future by making it so that the snap command is only there when the inspect is shown but the regular animation is hidden.
smakersNot often do I come to the forum and actually get a chuckle out of something, but I enjoyed this.
i'm glad you enjoyed my version of kittyn's joke that i totally stole
Blame-_-Is this supposed to make my game look blurry? It feels like theres some kind of filtering on my screen but i have antialiasing and anisotropic filtering off, and it only has this blurry look when i use transparent viewmodels.
It forcefully enables motion blur, because the transparency stems from a motion blur shader trick.
Even with motion blur strength set to 0 it still has a little bit of blur, but Valve's comp MM actually forces motion blur strength to 1, so it looks really bad.