tf_scoreboard_ping_as_text 1 or change it in advanced options
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SteamID64 | 76561198032358679 |
SteamID3 | [U:1:72092951] |
SteamID32 | STEAM_0:1:36046475 |
Country | Latvia |
Signed Up | June 25, 2013 |
Last Posted | September 6, 2017 at 7:30 AM |
Posts | 31 (0 per day) |
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VanaComangliaalso added, removed a couple redundant lines as well
What commands did you remove? so I can manually take them out of my config.
You can use this to compare the old version with the new one: https://www.diffchecker.com/
crwFor TF2 only should I go with 4 core CPU (e.g. Athlon 860k) or a 2 core with better single core performance (e.g. g3258)?
2 core with better single core performance. If you want to know more ask your questions in this thread: http://www.teamfortress.tv/12714/pc-build-thread
You forgot to change the version number
v1.7a | 17 May 2015 | https://dl.dropboxusercontent.com/u/92187841/gfx.cfg
Brenflamehttp://imgur.com/zmYJ9U1
tis interesting
Did they confirm how they were going to do rankings? Is it like a solid rank with hidden mmr brackets like csgo or just a flat out number like dota 2?
It looks like there will be ranks like in csgo, because it says %ranktitle% so it will be name of the rank, not the number.
Kond3Pjoshuawnexcellent analogy containing fancy words
What do you think is going on in the brain during warming up for games compared to juggling? Some different or more complex neural connections activating?
I think juggling is more similar to rocket/sticky jumping than aiming and dodging. When your juggling, you have some kind of plan on how you gonna throw the next ball and your brain can predict what will happen when you do it. It's the same thing when playing jump maps - it's about how precise you can execute each jump and link them together. Aiming, however, is more unpredictable, you don't know if your opponent is gonna move left or right, or stay still, so your brain can't plan ahead.
^
It's not fixed yet:
While I was able to fix a lot, there's still a few visible issues with the current version of the HUD. A list of known bugs includes:
- Ping getting cut off of the scoreboard when playing in lower resolutions.
- Misalignment of the tournament spectator panels.
- Misalignment of the background behind the font when inspecting a skinned weapon.
- Borders on the backpack not showing up when "Show Quality Color Borders" and "Show Marketable Borders Only"
- Various elements of the tournament ready up system.
While I'll continue to work on the HUD more throughout the day, unless something changes it looks like I won't be able to keep the current tournament spectator panels unless Valve changes something.
The tournament ready up system is spotty because I didn't have an opportunity to test it earlier although I'm certain various elements within it have changed.
As for the backpack borders and scoreboard clipping; I'll see what I can do over the next few days but I should hopefully be able to throw something together for each of those.
can't see player name on top of the health bar when spectating http://i.imgur.com/UKsGy5N.jpg
Stochast1carcadiamaybe logs.tf or sizzlingstats should collect data to see which team has the color advantage
Already started doing this. Two small problems, the map isn't in logs.tf's api so there is a possibility that I am using a log that is on a a/d map or a pl map which we already know favors blue over red, and there is a chance that games for teams that lose / don't have the normal number of players will get put into the mix. I'm assuming that only grabbing 12 player logs alleviates the majority of issues, but I'm not 100% sure.
With the first 38000 6s logs results are:
total: 37667 blue: 17642 red: 16915 tie: 3110
blue-red = 727 = 1.93% games
stddev = 97 i.e. the difference between the two should be <= to that number at a 70% confidence level, or <= 291 at 99%
So looks like blue is the reigning color at least for random logs, I'm interested in looking at only the high level match logs to see if this applies there as well but that is probably going to take way more coding time than the 5min it took to put together the all logs code.
You should try it with tf2pickup logs: http://logs.tf/profile/76561197998444308/uploads
They use player rankings to balance the teams, so skill level is more or less equal
I have similar problem whenever I try to watch pov of one of my teammates. It is just crashing after specific tick. This occurs only when I watch his demos, I can watch other players demos without any problems.
thrasherDirect hit works really well against heavy.
We are playing in etf2l. Direct hit is not in the whitelist.