create file called default_crosshair.cfg
put cl_crosshair_file "" into it
alias default_crosshair "exec default_crosshair" in autoexec
and then put default_crosshair where you want a default crosshair
Account Details | |
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SteamID64 | 76561198028977400 |
SteamID3 | [U:1:68711672] |
SteamID32 | STEAM_0:0:34355836 |
Country | Czech Republic |
Signed Up | July 25, 2014 |
Last Posted | October 29, 2024 at 1:54 PM |
Posts | 812 (0.2 per day) |
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Raw Input | 1 |
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create file called default_crosshair.cfg
put cl_crosshair_file "" into it
alias default_crosshair "exec default_crosshair" in autoexec
and then put default_crosshair where you want a default crosshair
Gaming_OliverWell I have seen people use this and be able to toggle their viewmodels like they select they want to hide their revolver on the launcher and then when they are in game they are able to show and then not show their revolver
This puzzels me as when I try this i just get the viewmodels constantly off
Please Help Thanks
Oh also Sry if there is something I am cleary missing
alias slot1a "slot1; r_drawviewmodel 0"
alias slot2a "slot2; r_drawviewmodel 1"
alias slot3a "slot3; r_drawviewmodel 1"
bind 1 slot1a
bind 2 slot2a
bind 3 slot3a
bindtoggle r "r_drawviewmodel 0 1"
klassy Id like to see the old scoreboard be an option to use.
jukebox, flippy, sheep, tviq, stark
also pine but not 100% sure how he would compare
CollaideWell, I wouldn't agree with you. Default badlands is incredibly flawed in a multitude of ways. I personally don't care if the map changes slightly as long as it gets improved over its previous state. You comparing it to granary pro is quite silly really, as the changes there are way more drastic, without even looking at the most recent version where the control point is in yard. This all being said, I wish each individual change would be discussed on its own merits, and I believe it largely has.
i never said that badlands is not a flawed map I think it has many flaws but it's not in human power to change it without making basically a new map.
I'm not comparing it to granary, I suggested you do similar thing to the the creator of granary_pro and revert many changes to its previous state
and please read patch notes folks., the newest granary (granary_pro2) is a mix between the valve granary and rc4/rc8, where the developer takes things that worked well and improved the gameplay and reverted those which didn't affect it or made the gameplay worse
CollaideI made props in ceiling nonsolid and made it easier to push in and out of last by expanding the doorways. (Removed ONE sticky trap)
by rework of top lobby i meant opening up the 2 top passages to last, i didn't experience any change to the flow of the map and i think that change should be reverted, great job on cleaning the unnecessary clutter
CollaideOnly hiding spot I removed is the lamps, and removing them has gotten positive feedback both because checking every lamp for hiders is silly and it's annoying to get stuck on them (they prohibit movement).
the old hiding spots are hard to get to making them rewarding for those who can get into position quickly and punish those who just look at the floor instead of checking the common hiding spots
also doesn't take any more time to check the lamps in bottom left room (don't know the correct call out) since if you want to clear the room itself you have walk through there (or that's the fastest way i know)
Collaidere-added in b4, please read patch notes folks.
GAMEPLAY CHANGES:
- Slightly raised some concrete in lobby.
- Re-added the 3 ledges around spire, but now they're all very visible.
nowhere it says specifically that the ledge on balcony has been reverted, I accept my mistake but the change isn't properly listed in the patch notes
CollaideThe goal I set was to be able to push last when you wipe a team on second, and to push out of last when you wipe a team on last. As far as I'm aware these new spawn times accomplished that. If you think they can be fine tuned a bit, that's fine,
in the past 2 seasons when the prolands were played i haven't experienced or observed any changes to the difficulty of pushing out of last but I don't have access to the data you have collected so I might be wrong
CollaideIbut why people don't actually give out the feedback but instead post angry comments when I talk about the map baffles me.
what parts of my comments makes you think i'm angry, i feel like you are trying to spark an argument between us because i disagree with you on your work, i've given you my honest opinion that your current version (even if some stuff was reverted) changes too much and that next step in development of this map should be reverting more things back. If you don't like my feedback or think it's worthless you can always choose not to take it mind when making next version.
CollaideAre you talking about ones that are already made, or the ones I'm considering?
both
i mean changes to the lobby, hiding spots, removing the ledge on balcony, rework of top lobby and the respawn times
CollaideI don't know if you realised, but in b4 I did revert some of the changes around spire that people didn't like. For some reason etf2l chose to keep playing b3 for the season.
don't get me wrong, i'm one of the last people who like the map and i'd like to see it played but changing everything that comes to mind won't make badlands popular again
you are taking your changes too far without actually fixing anything, you should have stopped after fixing splash bugs and adding ammo packs, pushing out/into (the biggest issue people have with the map) last wasn't improved
badlands' flaws can't be fixed within the current map, if you saw the newest granary_pro version, the creator has reverted many changes and i think the same should be done to prolands at this point, if people genuinely dislike the map any changes aren't gonna change it and maybe it's time to let the map go
if you have ideas i suggest you make your own map
MikeMathttps://steamuserimages-a.akamaihd.net/ugc/912416928321465217/031C60A7F72F1C4D454FF44615CF133FB571387D/
gib hud
StylaxOh, sorry, it might be a hud xhair then (Flamehud). Or I got it ages ago and just put it in materials.
Here's a link to them
https://www.dropbox.com/sh/l0g9s4ow2digv09/AABq79UwizI6N53Wd5TTpLeLa?dl=0
looks like the file is complete bonkers, use this guide http://www.teamfortress.tv/37767/how-to-make-vtf-crosshairs
i didn't find anything named "CrossOutline", if you changed the name did you change the name of .vmt AND in .vmt