Marched in the St. Patrick's Day parade in Dublin last week and got drunk at Guinness afterwards. Not that crazy but it was cool.
Account Details | |
---|---|
SteamID64 | 76561198007577013 |
SteamID3 | [U:1:47311285] |
SteamID32 | STEAM_0:1:23655642 |
Country | United States |
Signed Up | October 25, 2013 |
Last Posted | September 13, 2021 at 2:48 AM |
Posts | 753 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 2.06 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1250 |
Resolution |
1920x1080 |
Refresh Rate |
144 Hz |
Hardware Peripherals | |
---|---|
Mouse | G400s |
Keyboard | 1986 IBM Model M |
Mousepad | Steelseries Mass |
Headphones | Sennheiser HD280/AT 2020 Mic |
Monitor | The 144hz BenQ everyone has |
2 matchmaking stress tests so far.
Both during common exam times that I've had. :'(
I wanna play toooooooooooooooooooooo!
DavidTheWinComangliaViper4K 120Hz. OLED is great and all, but the question still remains: what GPU on Earth could support that with at least semi-playable frame rates?
Most GPUs for TF2 and CSGO on low settings B)
I can run AAA games at close to maxed settings at 60fps with 2 980s, I'd bet I could run some of them close to 120fps at lower settings and Pascal/Polaris should make that even easier.
980TI here, GTA V ultra is ~70 and BF4 is ~100. TF2 ranges from ~160 to ~280 with no cfg... this all on 1080p.
You'd need a beast... or triple SLI 980TI's for 120 FPS 4K.
Dreamboat
Off twitter, UEAKCrash got one too. Might be map makers, might be the random wave.
If it's mappers I'm officially not cool enough to have one. Or my maps suck. Probably both.
sigh
https://soundcloud.com/hyce777
Bunch of originals in there, as well as some demos and whatnot. The ones that I think are the best are Worldside Traveler, Out To Midnight, Hypocrisy, and Sincerity.
If you guys like where logjam's been going with the preRC3 builds (I'm trying to make 2nd less convoluted at the moment) I can certainly have RC3 out and ready in time for the season. Should you want to go more specific into what "it's got too much going on" means, http://www.teamfortress.tv/14370/cp-logjam-5cp/?page=13 is my thread and I would love to hear any and all feedback.
Hyce
2639 frames 23.638 seconds 111.64 fps ( 8.96 ms/f) 8.055 fps variability
CPU: Intel Core I5 6600 @ 3.3 ghz
Graphics Card: Nvidia GTX 980TI
dxlevel (default is 90): 90
Resolution: 1920x1080
Full-screen or windowed: Full Screen
FPS configs enabled: None
Shadows enabled/disabled: Enabled
Haven't done anything to launch options or configs yet on the new rig. Not sure if I've got everything set up quite right yet.
I would absolutely love a heatmap from the cup, that would be outstanding. Not sure who to go to to get one though.
The change I made to cave in RC3pre1 is an attempt to fix that, I know how little it is actually used. The 2nd changes I'm planning for RC3pre2 might make cave more useful.
Thanks again for ETF2L running the map and not giving up on me :)
Logjam has been a project for over two years now.
It's been through 65 versions with the name Logjam, 72 versions total.
It's been an incredible learning experience the whole way through.
If you think I'm going to give up on this you are wrong. I've had to take a couple hiatuses because school can get in the way and nothing happened for a bit there- but I won't just throw it out in the cold.
Yeah, it kind of is, isn't it. Haha. Well you've got me, I should've listened to you 8 months ago. Haha. How funny.
Alrighty folks, we've got two of them!
https://www.youtube.com/watch?v=lD_ag67tH3I
cp_logjam_rc2a
This map is intended for use in the ETF2L cup on Thursday.
DOWNLOAD: https://www.dropbox.com/s/9n0mnafrs1ncwl7/cp_logjam_rc2a.bsp?dl=0
RC2->RC2a
Fixed missing clipping on blue side at mid
Fixed weird large clipping red side at mid
Fixed some displacement holes
Fixed a vertex sticking out a little to far in choke possibly preventing rocket jumps
Added a silly bit of wood to spire to block snipers on the bats at 2nd from shooting people in choke
Fixed some missing trim on red spire
Added some wire spools into the cage stairs to bats @ 2nd
cp_logjam_rc3pre1
This is a test version for what RC3 may look like. If ETF2L wants to they could use this instead I guess.
DOWNLOAD: https://www.dropbox.com/s/i0l2kuqu0481fck/cp_logjam_rc3pre1.bsp?dl=0
RC2a->RC3pre1
All notes above for RC2->RC2a included
Removed large slanted roofs on mid
Lowered super tall houses on mid at cave entrances
Modified the house on mid to make it fit better and be a better high ground
Added a box to jump to the house from by choke
Removed concrete patio by house, made it all displacement so there's more free ground on mid
Removed the health and ammo in cave by mid
Widened the middle of cave
Added a health kit and ammopack in the new wide area of cave on a bit of high ground to encourage fights/usage
Here are screenshots of rc3pre1:
http://i.imgur.com/3ANj94q.jpg
http://i.imgur.com/5eydaHY.jpg
http://i.imgur.com/pPOTJxl.jpg
http://i.imgur.com/S4uVIFW.jpg
I think that this is heading in the right direction. Thanks to tf2pug.me for adding the map to it's rotation.
Hyce
Got it.
B4nny suggested an idea to me on his stream the other day- here's a visualization of mid in a potential RC3 from hammer (no lighting). I'm willing to change everything but I'm not going to be listening to everyone's feedback. Made that mistake once, won't happen again.
Might as well. I wasn't 100% on the room/balcony sticking around so I didn't do much to detail (that stairway was copied from elsewhere) but dropping a prop in wouldn't be hard.
o.O
Went and looked in hammer, that huge friggin block must've been there for at least a few versions as I don't recall changing that retaining wall although I might have. The one on blue side isn't clipped. Dammit. I think I've got enough little stuff that could be breaking that I should fix for the tournament on Thurs. Expect to see rc2a by tonight or tomorrow at the latest.
The invisible blocks are block bullet ramps that aren't quite aligned anymore with the new choke, I need to re-do those. As well as do something to cliff walls as far as clipping is concerned.
DamnEasy
The one where you can see all 3 entrances into 2nd from your lobby area
Oh yeah, uh, that one. Sorry I read sightline and brain went into detail oriented looking at which single sightline could be way too long or open or something. Needs more tweaking.
I'm very excited to see how the map is received in the tournament on Thursday. Should give me some ideas on where to go next.