Account Details | |
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SteamID64 | 76561198108250545 |
SteamID3 | [U:1:147984817] |
SteamID32 | STEAM_0:1:73992408 |
Country | Belgium |
Signed Up | May 3, 2015 |
Last Posted | April 9, 2025 at 3:09 PM |
Posts | 1679 (0.5 per day) |
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In-game Sensitivity | 30cm/360? changes |
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Raw Input | 1 |
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if you want it to be fast, which i recommend for the scale of your idea, record demos using OBS
That also gives you control over the graphic settings/HUD on replay
The way I'd do it is record it twice. Once without HUD, then with.
Then you can basically move the clutter off screen and have it fit in the 9:16 ratio shorts use
quick paint thing to show what I mean https://imgur.com/a/40HL8kT
You can do this through OBS, you can cut the scene into smaller bits on the OBS canvas. So you record one with the HUD elements, which are recorded at the top and bottom of the screen
Then you just record without the HUD and edit that video to be centered between the HUD elements
S0rcedo you have any idea on how id change the sound of the tomislav? it does the sound once and stops
might be coded elsewhere. I never messed around with miniguns because changing those'd be bannable in leagues
flamethrowers and miniguns need a loop. it might be coded elsewhere or be a property of the WAV? I'm not sure
All you can really do is try things to reverse engineer how it works, or go through source code leaks
Try the huo-long heater's ")weapons/dragon_gun_motor_loop.wav". If it works you will have the option to use WAVs that are named loops probably. Idk if you can make non-looping WAVs work
You have 2 options:
Option 1: change it in the weapon txt files, like VTF crosshairs. For example this is SoundData in tf_weapon_grenadelauncher.txt
SoundData {
"single_shot" "Weapon_GrenadeLauncher.Single"
"reload" "Weapon_GrenadeLauncher.WorldReload"
"special3" "Weapon_GrenadeLauncher.ModeSwitch"
"burst" "Weapon_GrenadeLauncher.SingleCrit"}
Option 2: changing game_sounds_weapons.txt. I have mine in my VTF crosshair Scripts folder alongside my weapon txt files. Here's a download for a version i have on dropbox. I'm uncertain which changes I made. My guess is I lowered scattergun sound volumes
You can also use game_sounds_weapons as a reference for cool sounds to replace others with. So it's nice to have even if you use weapon txt files
For example you can find AWPer HAND as "CSGO AWP" in game_sounds_weapons, change its volume, or copy the wav and make the stock sniper play the same sound. Or make your ubersaw sound like an AWP. World is your oyster
A quirk of the source engine is sometimes it might still play the stock sound. It happens less if you post multiple lines of the wav in the section. The original with stock sounds has the issue. The file that gets shared to change that one copies the line stock sound around 300 times in the original section which makes it work 95% of the time.
I've no clue if the AWP has the issue
I like the loch n load dud for a quiet scout pistol (only changes your own pistol's sounds)
Despite being a scout main and significantly worse at projectiles, idm settling for soldier/demo if there's too many scout mains. A system that just needs 2 volunteer medics is enough for me, though ideally all classes are predetermined because not everyone agrees with that
2 queues on the same system. 1 captain queue, 1 random team queue. captain queue requires "x" skill level, random queue requires "y" lower skill level
no offclassing unless 1 team is holding last/trying to push out of last/wiped on mid. Forward spawn offclasses allowed too. No time limit on offclasses required as long as previous conditions are met(?)
Voice chat required for captain pugs. Random queue requires voice chat during the day/scrim hours, but after normal scrim/match hours it is not. So ppl can just chill in late night games like tf2centers currently. idk how viable that is though. Maybe requires separate queues
No elo, or have hidden mmr. just having a global win% leaderboard is better imo. requires x amount of wins before you show up on the leaderboard
We lack a lot of context. perhaps record some POV demos and upload them here
In console, use "record x" with x being a random title for the .dem file. "stop" will end the recording and put it in your tf folder
in scout 1v1s, if you struggle, you most likely are not using your movement in tandem with controlled aim, or nerves make you panic and go for weird flicks etc. There's also a certain cadence to scout 1v1s in how ppl move and the timing of shots. That comes with experience
110 hours is relatively little considering playing pubs puts you against multiple ppl that have 2000-5000 hours due to how long TF2 has existed
I'd be happy to have a look at your gameplay and give feedback. I'm no MGE player so I can't help you gain much elo if that's what you're after, but I have enough experience in comp and pubs to give you general advice
I wasn't around back then but I will just make random assumptions and extrapolate to look smart
Hype for game trailers wasn't as huge so a lot of it might've been word of mouth. Niche communities could become outliers with more hype due to posts on ancient forums or friend groups who wanted to play together
Natural Selection also had asymmetrical combat which it handled in a different way, but would definitely make the player base more compatible. A lot of FPS at the time were symmetrical and often homogenous in how combat went (think CS, CoD, etc where everyone had similar/mirrored access to mechanics and loadouts).
Movement tech was also important in NS so a lot of ppl probably found learning the TF2 tech enjoyable when they transitioned
you can find the offsets for each weapon in tf\scripts\items\items_game.txt
ctrl+f "min_viewmodel_offset"
S0rceonly works on the first server i join
whitecastleemployeeboth packs stopped working after the latest update
probably has to do with the "faster loading" that the update had
this preload map is currently in the works and uses vscript
Currently not compatible with mastercomms, but im pretty sure you can decompile the mastercomms VPK with Crowbar/CFGScape. And then edit the mastercomms folder to include the mat_antialias stuff mentioned on the gamebanana page. That should make it compatible. Someone just has to put in the work to figure out what needs editing
I've decided to stick with mastercomms for now and stop using my custom viewmodel stuff. So I've not tested this preload method yet. If it's not made compatible in the next 2 or 3 weeks I might try to do it myself if I can remember to/have time to
edit: this gives some insight why mods break now
tl;dr once listmodels reaches 2048 loaded models it will clear the list and start over to prevent decreasing loading performance during sessions. this will happen once every couple maps. more if the map is bigger, less if the map is smaller (aka more vs less models to add to the list)
A comment in the above thread mentions mod_forcetouchdata 0 fixed the issue for them
Plenty ppl in the french circlejerk always defended azn. So not really surprising for other french players to start doing so eventually.
Ex-AC so schmitshot's opinion ultimately no longer matters. The other votes were unanimous as the video pointed out
Video uploaded by another french player who was banned for wallhacking in the past, and posted on TFTV by one of their friends. Would never have predicted that
jhawdga2yeah but what if im playing on an sv_pure 1 server
You seem very focused on this sv_pure thing
HUD crosshairs and VTF crosshairs work on all sv_pure settings
That's why people use it
You're way overthinking. You know the 2 methods. Both work. Choose one.
If you know how to HUD edit, make the HUD crosshair switcher
If you don't, make a VTF crosshair pack using cfg.tf