make sure steam cloud is disabled completely
Account Details | |
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SteamID64 | 76561198002155937 |
SteamID3 | [U:1:41890209] |
SteamID32 | STEAM_0:1:20945104 |
Country | England |
Signed Up | January 19, 2013 |
Last Posted | March 3, 2025 at 8:28 PM |
Posts | 499 (0.1 per day) |
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Raw Input | 1 |
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Yeah, some seem to be retroactively applying 60fps.
Here's an example I bet you didn't expect to see
PhunkAre the CoolerMaster Storm QuickFire Rapids backlit?
mine isn't
the fucking sniper ostrich outfit is incredible
grapefight...
for reference the above is an ellipse
you're wrong too, that's an ellipsis
video description:
"over-edit; elipsy warning"
elipsy
WaldoSnowdreamCould you create a clipbrush at a right angle to the y axis of the map and cover the non-right-angled wall with it? Might be missing the point, I'm not a mapper.
Here's an explanation of sorts. Your suggestion, the tilde one, works to prevent the bug from happening. On maps like process, however, where the oblique walls are relatively large, the resulting clip brush is too large to be reasonable. The only other fix that I could think of also has an issue.
oops, got the axes wrong. i see now!
WaldoThe reason for this is, as Hyce said, angled walls.
Player collision doesn't play well with a lot of things in source, as you know if you've ever played on a custom map with moving platforms. This is caused by brushes which are not at a right angle to the y axis of the map; it isn't map specific, and cannot be (easily) replicated or fixed.
Could you create a clipbrush at a right angle to the y axis of the map and cover the non-right-angled wall with it? Might be missing the point, I'm not a mapper.
f_blueBasically everybody here who is not American is bilingual/multilingual.
forgot us
futureas excepted, the updates that did occur while you where gone did diminish your frames
you will never see them again
http://teamfortress.tv/thread/7598/tf2-benchmarks/?page=5#144
Don't forget to include the fact that higher DPI is needed for sniper.
20 FOV is the number you'll want in the formula, I believe.
Mr_Harvardonly weighs 70 grams what the actual fuck
Yeah, my G100s with the internal weight taken out is 70g. Feels amazing, any sens feels much higher.
TooniGeknaiirAny news on the velocity yet?
i remember 4m/s in the thread, that was a while ago tho
"What about the "Velocity" mouse and the A3050 sensor?
At the moment both of these are on hold. The decisions were made because:
- The A3050 is not worth the small saving over the A3090 because its simply not as good.
- The Velocity shell, while nice, is OEM, and I would prefer to move away from OEM shells ASAP, simply because they aren't as stylish or as customisable as I would like the future products to be."
It's finally happening, after years of waiting, it's coming out in November and you can pre-purchase it on the website: http://ninox.org/ninox-aurora.html
If you're not up to date on why this mouse is so good, read this:
http://esreality.com/post/2487925/new-gaming-mouse-development-part-2/
I can imagine a lot of people here will just say "why is it better than zowie/deathadder/etc?"
So here's a list of reasons why it can match (and beat) current top mice.
- Price - €37 / £29 / $46
Switches - Omron mouse1 and mouse2, Huano side buttons
Sensor - ADNS-3090, 4000 DPI SROM
Cord - 2.2m, rubber cord (not braided)
Size - 118 x 61 x 38 mm (think maybe G100s size)
Weight - 70g without cord (lighter than top mice by far, deathadders are about 105g)
LOD - 2mm
Software that doesn't fuck everything up by installing it
I'm gonna be getting one because I have a G100s and this is essentially just a better version of it.