Antaresyttriums mod still seems to work in matchmaking for me wtf
it'll probably take a little while for the sv pure whitelists to be updated, but it will happen
edit: ninja'd by 8 seconds
| 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 |
Antaresyttriums mod still seems to work in matchmaking for me wtf
it'll probably take a little while for the sv pure whitelists to be updated, but it will happen
edit: ninja'd by 8 seconds
the king is dead
long live the king
There's so much hype about this game with so little substance to back it up that I think it'd be wise to wait and see how it pans out.
nobelharvardshttp://www.teamfortress.tv/post/458489
To be fair, plans definitely change. I'm not keeping my hopes up though.
Hunter_ThompsonYou guys not understanding where is the problem. Problem is in network connection. Impossible to connect if your IP is filtered on remote side. You can perform any rituals without any result.
There can be only one solution - change your IP.
or get a VPN
– Shipping changes to how some UI elements are implemented in preparation for a move to Panorama UI. This should have no noticeable change in UI functionality, but is the first step in moving to the new system.
Oh boy CSGO is going Source 2
didn't we have this thread like last week
you have to enable mipmapping
edit: you had this thread like last week and TEN MONTHS AGO
dude...
You could always just try making a sourcemod extension, but the downside is that it's going to be server-side and would cause a little bit of latency, whereas cl_showpos is client-side. On a local server you wouldn't notice much of a difference but it would still be there, not to mention the fact that a sourcemod extension might have inherent latency past the regular server delay.
probably can't change that. but why can't you just ignore the other values? it's not like most people using net_graph ever actually read much more than fps, ping, and lerp
It uses whatever Steam is set to use. Try going to the Steam settings for voice communication.
Well, they confirmed after reviewing the binary and source that it's a false positive. Hopefully this signature gets pushed out to your client soon.
dangoI'm not quite sure I follow this logic. I noticed the issue because when launching a HUD with uppercase letters, TF2 will automatically make a folder with the name in lowercase for sound/sound.cache. This means that at some point (presumably before the HUD files are loaded, since the HUD doesn't ever load) they are calling some sort of String.toLower() function which certainly doesn't make sense when case sensitivity is an issue. My assumption is they convert the stored name to lower case for some reason, and then attempt to find the folder matching that lowercase name, which as you pointed out doesn't work on a case sensitive system.
Oh, I guess they already have some form of compatibility layer and they just forgot to include it in their info.vdf interpreter. That's definitely a bug then.
dangoThanks yttrium for suggesting yayahud (which works), which made me realize the solution.
I'm gunna totally pass it off as knowing about case sensitivity in UNIX-like filesystems. Yesyes.
On a serious note, case sensitivity is definitely an important thing, but it's only one of the dozens of things you need to know as a HUD maker when trying to target non-Windows clients. I think the best thing to do is save this lesson in a folder and publish it, along with a bunch of other thoroughly-tested cases, in a "Targeting OS X and Linux with HUDs" thread later on, that way every HUD developer can easily read that thread and make their HUDs 100% compatible. For instance, iirc TF2 on Linux doesn't properly read TTF font files, they have to be formatted as OTF (not to mention that when defining them in ClientScheme.res you have to do so case-sensitively). Just one of the many lesser-known things you have to keep in mind as a developer.
dangoI don't think this was the case before MyM and I assume it's a bug
Wasn't the case before MyM because info.vdf didn't exist - MyM is what introduced the whole concept of HUD versioning.
Not really a bug so much as an unintended feature. Case sensitivity is something you have to account for on UNIX and UNIX-like filesystems, which Windows does not abide by. Frankly all this means is that Valve is actually doing their Linux programming correctly - TF2 really isn't running under a WINE compatibility layer. If they wanted to try and fix this "bug" they would actually have to develop a workaround that makes Source on Linux not conform to the Linux filesystem standard.
the301stspartanI swear if Valve are silently fixing this with no announcement whatsoever, leaving everyone guessing if it's safe to play tf2 yet, someone's gonna drink their own piss, and it's not gonna be me.
toads_tfif you have problems do you have an info.vdf file in the folder containing resources, materials, etc?
see #6