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TF2 update for 10/29/14 (10/30/14 UTC)
31
#31
0 Frags +

Does anyone else's server crash when changing the map or loading any configs? MGE and DM are completely broken on my server as well. Just curious.

Does anyone else's server crash when changing the map or loading any configs? MGE and DM are completely broken on my server as well. Just curious.
32
#32
0 Frags +

Dm mod is fucked, there are like 1 or 2 spawns for everybody, haven't tried mge yet.

Dm mod is fucked, there are like 1 or 2 spawns for everybody, haven't tried mge yet.
33
#33
20 Frags +

.

.
34
#34
18 Frags +

Pipes consistently do 112 dmg now with damage spread disabled

Pipes consistently do 112 dmg now with damage spread disabled
35
#35
-1 Frags +
JayPipes consistently do 112 dmg now with damage spread disabled

pipes are better
sticky nerf incoming

[quote=Jay]Pipes consistently do 112 dmg now with damage spread disabled[/quote]

pipes are better
sticky nerf incoming
36
#36
10 Frags +

fuck updates i just want to play the game

fuck updates i just want to play the game
37
#37
7 Frags +
JayPipes consistently do 112 dmg now with damage spread disabled

so do point blank rockets regardless of where you shoot them

goodbye scout mains

[quote=Jay]Pipes consistently do 112 dmg now with damage spread disabled[/quote]
so do point blank rockets regardless of where you shoot them

goodbye scout mains
38
#38
-5 Frags +
JayPipes consistently do 112 dmg now with damage spread disabled

Where are you hitting people?

Pipes have always been affected by where they hit the person

Also any news on fixing target ids are am I going to have to change mains because I can't actually follow what peoples health is

[quote=Jay]Pipes consistently do 112 dmg now with damage spread disabled[/quote]

Where are you hitting people?

Pipes have always been affected by where they hit the person


Also any news on fixing target ids are am I going to have to change mains because I can't actually follow what peoples health is
39
#39
6 Frags +
tenacioustoasterJayPipes consistently do 112 dmg now with damage spread disabled
Where are you hitting people?

Pipes have always been affected by where they hit the person

the whole point of his post is that this is no longer the case

[quote=tenacioustoaster][quote=Jay]Pipes consistently do 112 dmg now with damage spread disabled[/quote]

Where are you hitting people?

Pipes have always been affected by where they hit the person[/quote]

the whole point of his post is that this is no longer the case
40
#40
15 Frags +

http://cloud-4.steampowered.com/ugc/532875698425410340/847AC05656405551C630BCA177ABAF456EE9EF46/

never forget skeleton king

[img]http://cloud-4.steampowered.com/ugc/532875698425410340/847AC05656405551C630BCA177ABAF456EE9EF46/[/img]
never forget skeleton king
41
#41
6 Frags +

here's all the explosives on tr_walkway if you're curious. i'm pretty sure stickies are easier to do 125 with now but i could be wrong

https://www.youtube.com/watch?v=d5Ae1AFMt-g

here's all the explosives on tr_walkway if you're curious. i'm pretty sure stickies are easier to do 125 with now but i could be wrong

[youtube]https://www.youtube.com/watch?v=d5Ae1AFMt-g[/youtube]
42
#42
7 Frags +

http://i.imgur.com/JYa23Xm.jpg

This took me way longer than it needed to.

[img]http://i.imgur.com/JYa23Xm.jpg[/img]

This took me way longer than it needed to.
43
#43
3 Frags +
flamehttp://i.imgur.com/JYa23Xm.jpg

This took me way longer than it needed to.

upload please

[quote=flame][img]http://i.imgur.com/JYa23Xm.jpg[/img]

This took me way longer than it needed to.[/quote]
upload please
44
#44
6 Frags +
flamehttp://i.imgur.com/JYa23Xm.jpg

This took me way longer than it needed to.

yo you cant post this and not tell us what you did

[quote=flame][img]http://i.imgur.com/JYa23Xm.jpg[/img]

This took me way longer than it needed to.[/quote]

yo you cant post this and not tell us what you did
45
#45
3 Frags +

so the annoying thing is spectatorguihealth is now like this 1 size fits all file that makes the health cross on the target ids and over the players head.

edit spectatorguihealth to edit the cross and the number value.

targetid.res is the same except your backgrounds might be shifted a little or uglier than normal because the secondarytargetids no longer have health crosses.

you can't get health crosses back on main target ids unless you're playing medic, so this isn't like a big change other than medics maybe a little easier now... kinda.

theres a command to set the alpha level tf_hud_targetid_alpha 0-100 that sets the background transparency, there's also tf_hud_target_id offset which is the distance in pixels between the center of your screen and the first target id if you want to move them lower.

HealthIconPanel.res needs to be resized to make the cross above the player's head fit. I can't seem to control the spectatorguihealth health cross' overheal size though. It kinda goes off on its own but maybe valve messed up.

ill look into it.

as for uploading my masterpiece where is a good place for project hosting.

so the annoying thing is spectatorguihealth is now like this 1 size fits all file that makes the health cross on the target ids and over the players head.

edit spectatorguihealth to edit the cross and the number value.

targetid.res is the same except your backgrounds might be shifted a little or uglier than normal because the secondarytargetids no longer have health crosses.

you can't get health crosses back on main target ids unless you're playing medic, so this isn't like a big change other than medics maybe a little easier now... kinda.

theres a command to set the alpha level tf_hud_targetid_alpha 0-100 that sets the background transparency, there's also tf_hud_target_id offset which is the distance in pixels between the center of your screen and the first target id if you want to move them lower.

HealthIconPanel.res needs to be resized to make the cross above the player's head fit. I can't seem to control the spectatorguihealth health cross' overheal size though. It kinda goes off on its own but maybe valve messed up.

ill look into it.

as for uploading my masterpiece where is a good place for project hosting.
46
#46
0 Frags +
flameas for uploading my masterpiece where is a good place for project hosting.

1) you are a god
2) Github?

[quote=flame]
as for uploading my masterpiece where is a good place for project hosting.[/quote]

1) you are a god
2) Github?
47
#47
9 Frags +

is anyone else getting significantly worse fps since the update?

is anyone else getting significantly worse fps since the update?
48
#48
16 Frags +

new neat cvars
they're cheats so they only work on demos

hud_damagemeter                          : 0        : , "cheat", "cl"  : Display damage-per-second information in the lower right corner of the screen.
hud_damagemeter_ooctimer                 : 1        : , "cl"           : How many seconds after the last damage event before we consider the player out of combat.
hud_damagemeter_period                   : 0        : , "cl"           : When set to zero, average damage-per-second across all recent damage events, otherwise average damage across defined period (nu
new neat cvars
they're cheats so they only work on demos

[code]hud_damagemeter : 0 : , "cheat", "cl" : Display damage-per-second information in the lower right corner of the screen.
hud_damagemeter_ooctimer : 1 : , "cl" : How many seconds after the last damage event before we consider the player out of combat.
hud_damagemeter_period : 0 : , "cl" : When set to zero, average damage-per-second across all recent damage events, otherwise average damage across defined period (nu
[/code]
49
#49
1 Frags +
kirbyhttp://i.imgur.com/B4RNxMF.png
http://i.imgur.com/nnItZOi.png

THIS UPDATE IS AMAZING

[quote=kirby][img]http://i.imgur.com/B4RNxMF.png[/img]
[img]http://i.imgur.com/nnItZOi.png[/img]
[/quote]
THIS UPDATE IS AMAZING
50
#50
-5 Frags +
shiznohttp://cloud-4.steampowered.com/ugc/532875698425410340/847AC05656405551C630BCA177ABAF456EE9EF46/
never forget skeleton king

thank mr skeltal

[quote=shizno][img]http://cloud-4.steampowered.com/ugc/532875698425410340/847AC05656405551C630BCA177ABAF456EE9EF46/[/img]
never forget skeleton king[/quote]
thank mr skeltal
51
#51
3 Frags +

Getting fluctuations from 140 - 50 FPS on the event map.

Also getting poor FPS stability on other maps. With a capped FPS of 290, it switches between 290 and <150 frequently

Getting fluctuations from 140 - 50 FPS on the event map.

Also getting poor FPS stability on other maps. With a capped FPS of 290, it switches between 290 and <150 frequently
52
#52
31 Frags +
marqueethis new target id update is a crock of shit

you can 100% spot spies now, they dont have the targetID above them

[quote=marquee]this new target id update is a crock of shit[/quote]
you can 100% spot spies now, they dont have the targetID above them
53
#53
15 Frags +
lexsyou can 100% spot spies now, they dont have the targetID above them

http://i1.kym-cdn.com/photos/images/original/000/614/729/e62.gif

[quote=lexs]
you can 100% spot spies now, they dont have the targetID above them[/quote]

[img]http://i1.kym-cdn.com/photos/images/original/000/614/729/e62.gif[/img]
54
#54
0 Frags +

praying for no hats mod update D:

its like they just don't even try to optimize updates anymore

praying for no hats mod update D:

its like they just don't even try to optimize updates anymore
55
#55
3 Frags +
tenacioustoasterPipes have always been affected by where they hit the person

actually no, that was always a misconception. it's a matter of being rather expensive for the engine to map the pipe against the player's collision since the pipe's collision is arbitrary, and it had to be snug to deal max damage. so it was always basically random how exactly far away the pipe was.

I bet what they did was, when pipes blow up on impact, they turn into little dots instead of being rotating vphysics objects, or they're spherical or something. that would make it possible to map exactly against the hitbox without doing crazy stupid math.

EDIT: Or they could just flag the player they hit or something.

[quote=tenacioustoaster]
Pipes have always been affected by where they hit the person
[/quote]
actually no, that was always a misconception. it's a matter of being rather expensive for the engine to map the pipe against the player's collision since the pipe's collision is arbitrary, and it had to be snug to deal max damage. so it was always basically random how exactly far away the pipe was.

I bet what they did was, when pipes blow up on impact, they turn into little dots instead of being rotating vphysics objects, or they're spherical or something. that would make it possible to map exactly against the hitbox without doing crazy stupid math.

EDIT: Or they could just flag the player they hit or something.
56
#56
4 Frags +
wareyatenacioustoasterPipes have always been affected by where they hit the personactually no, that was always a misconception. it's a matter of being rather expensive for the engine to map the pipe against the player's collision since the pipe's collision is arbitrary, and it had to be snug to deal max damage. so it was always basically random how exactly far away the pipe was.

I bet what they did was, when pipes blow up on impact, they turn into little dots instead of being rotating vphysics objects, or they're spherical or something. that would make it possible to map exactly against the hitbox without doing crazy stupid math.

they should just make pipes spherical to begin with so that they dont randomly go different ways when they hit the same spot

[quote=wareya][quote=tenacioustoaster]
Pipes have always been affected by where they hit the person
[/quote]
actually no, that was always a misconception. it's a matter of being rather expensive for the engine to map the pipe against the player's collision since the pipe's collision is arbitrary, and it had to be snug to deal max damage. so it was always basically random how exactly far away the pipe was.

I bet what they did was, when pipes blow up on impact, they turn into little dots instead of being rotating vphysics objects, or they're spherical or something. that would make it possible to map exactly against the hitbox without doing crazy stupid math.[/quote]

they should just make pipes spherical to begin with so that they dont randomly go different ways when they hit the same spot
57
#57
-1 Frags +

not only that but the the trail pipes (and stickies) travel in are also variable

not only that but the the trail pipes (and stickies) travel in are also variable
58
#58
47 Frags +

theres a new demo rollout thats now possible on process thanks to this update (FASTER THAN THE KAIDUS)

https://www.youtube.com/watch?v=B_L3Lzkyph8

theres a new demo rollout thats now possible on process thanks to this update (FASTER THAN THE KAIDUS)

[youtube]https://www.youtube.com/watch?v=B_L3Lzkyph8[/youtube]
59
#59
4 Frags +

Why does it feel like everything broke? Feels like my mouse is jittery etc?

Why does it feel like everything broke? Feels like my mouse is jittery etc?
60
#60
1 Frags +

I have noticed that a few people have fixed their HUDs and they adapted their HUDs to the new TargetID positioning. I wonder if HUD developers have to do it that way, or can we still have it the way it used to look.

I have noticed that a few people have fixed their HUDs and they adapted their HUDs to the new TargetID positioning. I wonder if HUD developers have to do it that way, or can we still have it the way it used to look.
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