Account Details | |
---|---|
SteamID64 | 76561197996269312 |
SteamID3 | [U:1:36003584] |
SteamID32 | STEAM_0:0:18001792 |
Country | United Kingdom |
Signed Up | September 27, 2012 |
Last Posted | February 20, 2024 at 6:29 PM |
Posts | 897 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 5 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
120 |
Hardware Peripherals | |
---|---|
Mouse | Zowie EC1-A |
Keyboard | Coolermaster QuickFire TK |
Mousepad | Corsair M200 |
Headphones | Sennheiser PC 350 SE |
Monitor | BenQ XL2410 |
on etf2l this thread would have been locked at page 2
if you like prodigy check these videos out. all the stuff you see in the video would have been done on 90s technology, which makes the originals even more impressive
https://www.youtube.com/watch?v=eU5Dn-WaElI
https://www.youtube.com/watch?v=6ZYLp5uX9Yw
https://www.youtube.com/watch?v=6ZImvdZ3EZI
I would post some of my favourites but there would be too many
this is incredible.
can you give a basic technical explanation of this? it interests me greatly
TheWandererHi. Unrelated question. T0m was added to the Se7en roster as a backup yes?
no they felt sorry for him so they let him roster ride
RipTidethe physics feel very strange and the rocket jump strength is similar to that of a flare jump
yeah I think the sprint and movement speed mechanics need work
Looks interesting, movement in games can be hard to make enjoyable. I'm gonna check it out
edit: promising start, surprisingly good for an early access game this early in development
RentQNWhenever I join a new server my spectator HUD get's broken and I die instead of showing me how much HP the guy that killed me had left it shows %playername% or something.
It can be fixed quite easily with "hud_reloadsheme", but it's still kinda annoying.
Any way to fix this?
I think this is to do with tf_english.txt or tf_german.txt whatever language you use. Try deleting it and verifying game cache.
rocketslayhttps://clips.twitch.tv/HeartlessRelievedClipzKappa
I NUTT ON PREM SCOUT
Preset folders Medcross and Ring have their folder names swapped
TobShow ContentAlfieHow hard would this be to implement with broesel's crosshair switcher?The point of VTF crosshairs is not having to use a crosshair switcher because every weapon has its own assigned crosshair. However I'm not stopping you
Using cl_crosshair_file "" in scripts needs a workaround because it can't be used alongside other commands in a single line unless you use an exec command
alias vtf "exec vtf_crosshair"Put this in your crosshair switcher script alongside the other aliases
Now make a vtf_crosshair.cfg in the same location as your class.cfg files
In the vtf_crosshair.cfg putcl_crosshair_file ""
in broesel's cfg/crosshairswitcher/settings.cfg find all the ones you want the VTF crosshairs for
<class>_<slot> "size; color; type; viewmodel FOV or viewmodel off"
Replace the "type" with the "vtf" command
The vtf alias you previously made will exec the vtf_crosshair.cfg so instead of getting for example crosshair3 you get the cl_crosshair_file ""
Don't worry about it execing a cfg file every time. It doesn't cause any delays whatsoever. I used to use a similar script but it didn't use broesel's crosshair switcher. However there's no reason why this wouldn't work with broesel's switcher
I did this and it worked, but I noticed if I have the xhair too big, pixels appear at the edge of the texture. So I'll stay with vanilla xhairs
How hard would this be to implement with broesel's crosshair switcher?