http://www.speedtest.net/result/4144305219.png
I'm in Córdoba so the distance to Sevilla is actually 88 miles according to Google (meaning the thing on the bottom is wrong).
Account Details | |
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SteamID64 | 76561198048238506 |
SteamID3 | [U:1:87972778] |
SteamID32 | STEAM_0:0:43986389 |
Country | Pirate |
Signed Up | November 2, 2012 |
Last Posted | July 10, 2016 at 12:18 AM |
Posts | 932 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 4/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280 x 800 |
Refresh Rate |
60 hz |
Hardware Peripherals | |
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Mouse | Zowie FK |
Keyboard | |
Mousepad | SteelSeries Qck+ |
Headphones | |
Monitor |
http://www.speedtest.net/result/4144305219.png
I'm in Córdoba so the distance to Sevilla is actually 88 miles according to Google (meaning the thing on the bottom is wrong).
First off: if any Valve employees are reading this thread, I'd like to say thanks for everything you guys HAVE done, we really do appreciate it. That said, these are some things that I personally would love to see happen, in order of ease of implementation (in my opinion).
Very quickly done but here's one if you'd like. Wasn't sure what resolution these usually are so i made two.
Hud Crosshair Guide.
Ctrl+f for "toggling"
There are two ways to toggle a hud crosshair on or off with no game stutter, one of which is instant, and then another way to toggle a crosshair on or off based on class. Post back or add me if you're still confused after the guide.
The only thing I can think of is delta_lifetime, which controls how long the damage text stays on your screen in seconds. Try messing with that value, to my knowledge there isn't any other hud value that could be changing batching, and I'm not even sure delta_lifetime does.
will do ungodly things for clockwork pov demos + comms.
Honster-snip-
Thanks for linking me that, updated original post. As for dark transparent overlay: I've never seen that, my guess from your post is that it involves newer weapons using different textures that aren't rendered transparent through this method. I have no real factual theory though.
Maybe you're already aware but the auto-generated threads from etf2l seem to be missing any text that used bbcode (I think?).
downpour's just still salty about how badly he got shit on by wareya.
Kond3PHow do I add this self made crosshair to an existing crosshair font file?
https://drive.google.com/file/d/0B62xGZ-oa3MDUU1ZR0lIX1VpMWc/view?usp=sharing
Hud Crosshair Guide
Ctrl+f for "creating your own crosshairs". Google will need to be your friend as far as far as converting it to a vector graphic and font creation though. Are you planning on having it flash upon damage or otherwise be animated? If not I'd suggest making it a custom .vtf, they're superior as a crosshair in several ways (better scaling based on resolution, can be toggled in an additional way, easier to size and generally easier to align if you make it correctly for your desired resolution). Any other crosshair concerns should be covered in the guide. If not, feel free to post in that thread or add me on steam.
DivineVisionhttp://imgur.com/HU6AEkb
how would i go about aligning the health crosses, making them symmetrical with each other?
That's probably very close to the best you're going to get honestly. However, if you still want to mess with it, the file is custom/ *file name* /resource/ui/HudPlayerHealth.res and the crosses are going to be called "PlayerStatusHealthImage" (the white cross that changes color/size based on health), "PlayerStatusHealthImageBG" (the darker background one), and one other that will be named similarly (the team colored one) and hopefully right above/below the other two. Mess with ypos, or, failing that, you can change the wide and tall of each one and then adjust ypos if you'd like.
marmadukeGRYLLSkomorebistuffdoes it matter what valve's intentions were? the effect of it is more aggressive tf2 and lighter punishment for simply trying to hit W without an uber on you.
I'm glad it's had a positive impact on 6s, if it has (I'm not in a position to say whether it has or hasn't), but, (call me a pessimist) I'm still worried about the implications of valve fucking with 6s inadvertently through their attempts to balance pubs or MVM. I suppose it's better than them not trying to balance weapons at all but if they keep messing with 6s in a manner that seems almost accidental it's hard to imagine a truly positive future, especially given their recent trend of changing long-standing, even "ancient", parts of the game.
marmadukeGRYLLSkomorebi Still don't understand why they didn't just change the clip size...
because those first 3 stickies that hit a team walking through choke are the ones that shut down a push
I agree. My point was just that it seems unlikely to me that Valve balanced around anything other than pubs, MVM, or possibly this new mannpower shit, and for all of those a clip reduction makes more sense to me. Idk but if my shitty ass doesn't even really notice the radius reduction when playing against pubbers then it didn't really change what Valve wanted it to.
Stupidest part for me personally is that demo is still really powerful in pubs. The radius doesn't affect much when you're playing people who move in straight lines/sentry nests/heavies, and those who know how to dodge weren't ever complaining about demo's dominance in public servers anyways. Still don't understand why they didn't just change the clip size...
Really liking the feel of this hud! Maybe consider adding an optional extra HudPlayerHealth.res with cross style health like broeselhud does.
_KermitI forgot that I had this edit lying around, it's an edit of CBHUD (?), or at least from something Colly made a while ago. Thanks to a discovery by Qualx, I used a meter that's not really used much to create (with a lot of help from Qualx) a new take on uber meters. Sadly this doesn't work for any of the other meters like cloak or jaraate etc.
http://imgur.com/a/8c3bX
This is dope, any chance you're willing to share the file or explain how this is accomplished?