sktKING
Account Details | |
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SteamID64 | 76561197981944988 |
SteamID3 | [U:1:21679260] |
SteamID32 | STEAM_0:0:10839630 |
Country | Tonga |
Signed Up | April 19, 2014 |
Last Posted | November 10, 2024 at 5:11 PM |
Posts | 1566 (0.4 per day) |
Game Settings | |
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In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
1024*768 |
Refresh Rate |
75 Hz |
Hardware Peripherals | |
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Mouse | Razer Copperhead |
Keyboard | Packard Bell wireless AA powered |
Mousepad | ikea gaming desk |
Headphones | |
Monitor | Packard Bell 17" CRT |
Can you try with multicore option set off? Maybe the lag is because all tf2 threads are spread on all your cores and have high priority?
I've had a similar issue but even rebooting my pc didn't let me join a server. I assume the problem has been had on a serveme server? Arie maybe knows more.
ok, but it's not working with match hud :
HudKothTimeStatus
{
"fieldName" "HudKothTimeStatus"
"visible" "1"
"enabled" "1"
"xpos" "c-100"
"zpos" "1"
"ypos" "429"
"wide" "200"
"tall" "160"
"blue_active_xpos" "26"
"blue_active_xpos_minmode" "26"
"red_active_xpos" "118"
"red_active_xpos_minmode" "118"
if_match
{
"blue_active_xpos" "26"
"blue_active_xpos_minmode" "26"
"red_active_xpos" "118"
"red_active_xpos_minmode" "118"
}
}
if_match here does nothing, the thing just chills at whatever its xpos in hudobjectivekothtimepanel is
also do you happen to know what controls build menu position?
"ActiveTimerBG"
{
"ControlName" "ImagePanel"
"fieldName" "ActiveTimerBG"
"xpos" "40"
"ypos" "11"
"zpos" "3"
"wide" "56"
"tall" "30"
"visible" "1"
"enabled" "1"
"image" "../hud/objectives_timepanel_active_bg"
"scaleImage" "1"
if_match
{
//"tall" "0"
}
}
That's my active timer (the white border)
without match hud :
https://i.imgur.com/j6qZJOa.png
with match hud :
https://i.imgur.com/RNlsXBg.png
Can anyone explain why the behavior is different? ow tf does that image even move depending on who has the point?
google document links are still deleted;
friends categories are still there, but it's still not possible to order them. They are alphabetically sorted, and that's it. Besides they always appear below the new friends-in-game thing.
1 - will it stop removing google docs links?
2 - i sort friends by personal categories regardless of if they play or not is that out of the window?
3 - is discord going to survive?
4 - how much more ram usage have you guys seen?
DarkNecridnopeLawbreakers just went f2p an hour or two ago
https://store.steampowered.com/app/350280/LawBreakers/
nexon waiting until AFTER BossKey died to make it F2P instead of letting them try to salvage the game by going F2P earlier makes them huge assholes wtf
BossKey kind of deserved their fate though, just look at Radical Heights
But yes nexon are assholes too
ShooshTwiggyIIRC someone from NA talked about costs breakdown for EU lan; I can't remember how much it costs for one american to afford the LANArent they mostly community funded anyway?
I'm not asking where the money comes from
you reminded me thanks
IIRC someone from NA talked about costs breakdown for EU lan; I can't remember how much it costs for one american to afford the LAN
so £7500 spread across top 4 finishers? So it'd be like what? £6k for winners? It's probably enough for a EU team to make a small profit out of the win, isnt it?
heh some people want cod clones, the copied game is shit, the copies are worse, but people still play; it just means people have different tastes.
Besides IMHO stalemate issues in tf2 aren't related to the nature of the game (6v6 class based game) but 50% maps, and 50% current class/item balance.
In the very hypothetical case someone makes a similar game this issues *could* be resolved (or the whole game could be even trashier lol)
mastercomsShow ContentNew cvars point to what was fixed:
[code]sv_max_dropped_packets_to_process : 10 : : Max dropped packets to process. Lower settings prevent lagged players from simulating too far in the past. Setting of 0 disables cap.[/code]
Fixes timeshift hack
[code]sv_max_usercmd_move_magnitude : 1000 : , "sv" : Maximum move magnitude that can be requested by client.[/code]
Fixes players moving too fast (most of the time due to accumulating movement from lagging)
[code]sv_quota_stringcmdspersecond : 40 : : How many string commands per second clients are allowed to submit, 0 to disallow all string commands[/code]
Fixes a DoS attack
[code]sv_signon_dos_disconnect : 20 : : Number of extra signon state confirmations required to disconnect a misbehaving client.[/code]
Fixes another DoS attack
They also changed tf_autobalance_dead_candidates_maxtime from 20 seconds to 15 seconds, which means it will wait 5 seconds less for people to die before forcibly switching autobalance candidates.
Twiggyso what's a screen overlay?A screen overlay is a texture that is put on your whole screen. Think jarate or afterburn. This command was used by server mods to do some screen effects, but some of them tried to clear the screen using 0 which didn't do anything, instead of using off. Now, 0 also works so the mods don't have to be updated to properly clear the screen.
They also added some GDPR stuff to the protocol and added more rate limits internally (to prevent DoS attacks).
Nice thanks for the precisions.