VaskieI 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.
it's a valve thing and there's no way a hud can revert it back to the way it was. The target id is now based on the player you are looking at instead of a static position on the hud. Unless valve changes it because everyone hates it, we're stuck with it. Also there is no way to fix it saying %health%.
[quote=Vaskie]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.[/quote]
it's a valve thing and there's no way a hud can revert it back to the way it was. The target id is now based on the player you are looking at instead of a static position on the hud. Unless valve changes it because everyone hates it, we're stuck with it. Also there is no way to fix it saying %health%.
VaskieI 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.
Doesn't look like it's possible to revert. Might get in contact with Valve and see if they'll bring back the old targetID and make the new one a console command for those who like it.
[quote=Vaskie]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.[/quote]
Doesn't look like it's possible to revert. Might get in contact with Valve and see if they'll bring back the old targetID and make the new one a console command for those who like it.
Please do, i will be doing it myself. I don't have any issues with people having the option, but don't demand players to get used to a different TargetID after 7 years of getting used to the one they liked. A simple command would be great.
Please do, i will be doing it myself. I don't have any issues with people having the option, but don't demand players to get used to a different TargetID after 7 years of getting used to the one they liked. A simple command would be great.
tenacioustoasterviewmodel -360 removes tracers /flams/medibeam
ghost beam is dead though
also if you get the achievements all you get is a hammer
http://steamcommunity.com/sharedfiles/filedetails/?id=333776703
It removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh
[quote=tenacioustoaster]viewmodel -360 removes tracers /flams/medibeam
ghost beam is dead though
also if you get the achievements all you get is a hammer
http://steamcommunity.com/sharedfiles/filedetails/?id=333776703[/quote]
It removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh
yukitenacioustoasterviewmodel -360 removes tracers /flams/medibeam
ghost beam is dead though
also if you get the achievements all you get is a hammer
http://steamcommunity.com/sharedfiles/filedetails/?id=333776703
It removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh
derp the dude below is right turn off viewmodels
[quote=yuki][quote=tenacioustoaster]viewmodel -360 removes tracers /flams/medibeam
ghost beam is dead though
also if you get the achievements all you get is a hammer
http://steamcommunity.com/sharedfiles/filedetails/?id=333776703[/quote]
It removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh[/quote]
derp the dude below is right turn off viewmodels
marqueeyukiIt removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh
viewmodel_fov -360 + r_drawviewmodel 0 will solve that. Been using it for a year now since I got sick on my console getting flooded with errors with viewmodel_fov 0 everytime I fired.
I used fov -360 for everything but medigun cause I liked the ghost beamish thing but they broke that so rip
[quote=marquee][quote=yuki]It removes the tracers, but your screen periodically goes black/grey/whatever when you reload. ughhhhhhhhhhhhhhhhhhh[/quote]
viewmodel_fov -360 + r_drawviewmodel 0 will solve that. Been using it for a year now since I got sick on my console getting flooded with errors with viewmodel_fov 0 everytime I fired.[/quote]
I used fov -360 for everything but medigun cause I liked the ghost beamish thing but they broke that so rip
Can confirm that small decimals work fine for tracers, not sure if it works for flames or healbeam. I've been using 0.001 forever because there is a small difference between that and 0 -- when you shoot a wall with viewmodel_fov 0, you just see the bullet holes appear, while with 0.001 sparks will come out of them as well. Varying the decimal can sometimes make small bits of tracer effect appear in weird locations (don't remember if larger or smaller values make this more likely), but I've never seen them at all with 0.001.
And yes, the black flicker thing is from having viewmodels on but viewmodel_fov small enough to not see them. If you have your configs set to hide viewmodels and set FOV to 0 on weapon switch, you'll notice this if do "alias r_drawviewmodel none" while they're on (good for watching POV demos where you want to see your weapon without it hiding again every swap, as the viewmodel commands get executed during demo playback).
Can confirm that small decimals work fine for tracers, not sure if it works for flames or healbeam. I've been using 0.001 forever because there is a small difference between that and 0 -- when you shoot a wall with viewmodel_fov 0, you just see the bullet holes appear, while with 0.001 sparks will come out of them as well. Varying the decimal can sometimes make small bits of tracer effect appear in weird locations (don't remember if larger or smaller values make this more likely), but I've never seen them at all with 0.001.
And yes, the black flicker thing is from having viewmodels on but viewmodel_fov small enough to not see them. If you have your configs set to hide viewmodels and set FOV to 0 on weapon switch, you'll notice this if do "alias r_drawviewmodel none" while they're on (good for watching POV demos where you want to see your weapon without it hiding again every swap, as the viewmodel commands get executed during demo playback).
I'll try the -360 and 0 thing another time. thanks
I'll try the -360 and 0 thing another time. thanks
https://www.youtube.com/watch?v=d5Ae1AFMt-g
Thanks Valve! :D
viewmodel_fov -360 and 360 function the same for tracers, you still get terrible sparks ~50% of the time with scattergun but not with shotgun (soldier, pyro etc)
viewmodel_fov -360 and 360 function the same for tracers, you still get terrible sparks ~50% of the time with scattergun but not with shotgun (soldier, pyro etc)
the explosive part of this update is great
everything else is uuuuuugh
but why 112.
the explosive part of this update is great
everything else is uuuuuugh
but why 112.
https://www.youtube.com/watch?v=MMN3AeMYReI
downpourbut why 112.
112 is the emergency number in europe.
Show Content
That's all I got
[quote=downpour]
but why 112.[/quote]
112 is the emergency number in europe.
[spoiler]That's all I got[/spoiler]
nobelharvardsRockets have a base damage of 90. At point blank range, this is ramped up to 150%, which is 112.
Perhaps they decided to make the Grenade Launcher similar to the Rocket Launcher at point blank, but without the damage ramp over distance.
Either I'm missing something, or you're saying that 90 + 45 = 112.
[quote=nobelharvards]Rockets have a base damage of 90. At point blank range, this is ramped up to 150%, which is 112.
Perhaps they decided to make the Grenade Launcher similar to the Rocket Launcher at point blank, but without the damage ramp over distance.[/quote]
Either I'm missing something, or you're saying that 90 + 45 = 112.
Assuming they wanted to nerf Demoman, there's no reason to simply buff Pipes. We can expect a Sticky nerf soon imo.
Assuming they wanted to nerf Demoman, there's no reason to simply buff Pipes. We can expect a Sticky nerf soon imo.
rage1Assuming they wanted to nerf Demoman, there's no reason to simply buff Pipes. We can expect a Sticky nerf soon imo.
if this is foreshadowing for a demoman nerf why did they also buff rockets? sticks seem to do a lot more damage as well. idk this is p weird.
[quote=rage1]Assuming they wanted to nerf Demoman, there's no reason to simply buff Pipes. We can expect a Sticky nerf soon imo.[/quote]
if this is foreshadowing for a demoman nerf why did they also buff rockets? sticks seem to do a lot more damage as well. idk this is p weird.
SimnobelharvardsRockets have a base damage of 90. At point blank range, this is ramped up to 150%, which is 112.
Perhaps they decided to make the Grenade Launcher similar to the Rocket Launcher at point blank, but without the damage ramp over distance.
Either I'm missing something, or you're saying that 90 + 45 = 112.
rockets dont have full ramp up
neither do sticks
[quote=Sim][quote=nobelharvards]Rockets have a base damage of 90. At point blank range, this is ramped up to 150%, which is 112.
Perhaps they decided to make the Grenade Launcher similar to the Rocket Launcher at point blank, but without the damage ramp over distance.[/quote]
Either I'm missing something, or you're saying that 90 + 45 = 112.[/quote]
rockets dont have full ramp up
neither do sticks
I think they just fucked up, like they did with the target id on disguised spies.
I think they just fucked up, like they did with the target id on disguised spies.
http://i.imgur.com/MBpIeNB.jpg
ty flame. btw the console command to control the alpha value of the team coloured sections of the targetIDs is tf_hud_target_id_alpha (0-255), you missed out an underscore :)
This is messy as hell, and the health value above peoples' heads isn't getting animated for some reason when they are buffed/hurt... yet the medic targetID health values work perfectly. gg valve
also the positioning on stuff like name shadows is a bit weird, so I've just disabled them now for the time being.
[img]http://i.imgur.com/MBpIeNB.jpg[/img]
ty flame. btw the console command to control the alpha value of the team coloured sections of the targetIDs is tf_hud_target_id_alpha (0-255), you missed out an underscore :)
This is messy as hell, and the health value above peoples' heads isn't getting animated for some reason when they are buffed/hurt... yet the medic targetID health values work perfectly. gg valve
also the positioning on stuff like name shadows is a bit weird, so I've just disabled them now for the time being.
cl_jiggle_bone_framerate_cutoff 0 is RIP, Jigglebones are applied to Holy Mackerel for example
and it seems when you taunt, it zooms out from your character, which looks cool
cl_jiggle_bone_framerate_cutoff 0 is RIP, Jigglebones are applied to Holy Mackerel for example
and it seems when you taunt, it zooms out from your character, which looks cool
holy shit as if loch n load wasn't already annoying enough as a light class it now does 134 regardless of where it hits
holy shit as if loch n load wasn't already annoying enough as a light class it now does 134 regardless of where it hits
turns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
turns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
AyRi'm crashing quite a lot, anyone else having that problem?
verifying game cache didn't seem to help
Was happening to me last night. Either go to a non-Halloween server before a Halloween server, move your custom folder to the Desktop / elsewhere while you go to a Halloween server, or get GCFScape, extract the hudminigame ... .res files, and put those in your custom resource\ui folder. GL
[quote=AyR]i'm crashing quite a lot, anyone else having that problem?
verifying game cache didn't seem to help[/quote]
Was happening to me last night. Either go to a non-Halloween server before a Halloween server, move your custom folder to the Desktop / elsewhere while you go to a Halloween server, or get GCFScape, extract the hudminigame ... .res files, and put those in your custom resource\ui folder. GL
bubblebobblerturns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
why are all the actually important changes not listed?
[quote=bubblebobbler]turns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...[/quote]
why are all the actually important changes not listed?
smobobubblebobblerturns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...
why are all the actually important changes not listed?
who cares about silly things like balance when there's new hats
[quote=smobo][quote=bubblebobbler]turns out they buffed gunslinger too
if you're repositioning a building usually, you move at 270 units (default is 300 units) - when moving minisentries you move at the full 300 now...[/quote]
why are all the actually important changes not listed?[/quote]
who cares about silly things like balance when there's [b]new hats[/b]