Mr_Fahrenheitedit: when i alt tab it changes to the old missing texture box, so i think that's what that box actually is.. Still need help fixing it though
Load a new map and check console to see if it gives you an error about it, usually it should.
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SteamID64 | 76561198049798322 |
SteamID3 | [U:1:89532594] |
SteamID32 | STEAM_0:0:44766297 |
Country | Canada |
Signed Up | December 25, 2012 |
Last Posted | July 8, 2016 at 9:30 PM |
Posts | 221 (0.1 per day) |
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Mr_Fahrenheitedit: when i alt tab it changes to the old missing texture box, so i think that's what that box actually is.. Still need help fixing it though
Load a new map and check console to see if it gives you an error about it, usually it should.
I am finding it very difficult to push into last with the way the lobby curves around it on two different sides, it makes attacking harder because you can't rotate entrances as quickly without being seen. Also, the way you have the spawns set up has guaranteed either a heavy or engie on last every single time a team gets pushed back there.
Happened to me about a year ago but that was because I had multiple textures with the same name within tf2, I haven't seen it happen with hl textures until now.
I'd find that interesting but I'm a nerd.
You could do a lot with some binds to change the size of the minimap to fill the whole screen during stalemates and rollouts, would really give a better sense of perspective of what's going on.
Every thread needs an asshole, so:
Prom is a waste of time and money. Play MGE all day instead.
WariYo.
Been working on this map for a couple weeks now. Gave Rastsy a quick a8 version with spawns to take to the LAN. I've been hesitant to make a thread for the map on here until I was comfortable with the number and quality of arenas.
That said, here's the MGE spawns and map of the a8 version https://dl.dropboxusercontent.com/u/20961143/tf/oihguv%20sucks.zip
Next time you want to update it, make sure you change the scale on your water textures. Unlike most other textures meant for TF2, the water textures are intended to use a scale of 1.0 instead of 0.25. That's why there are so many ripples in your water arenas.
The missing sky textures aren't an issue, that's been happening for ages and doesn't mean anything significant.
Keeping this here for later reference if needed:
https://dl.dropboxusercontent.com/u/144694954/Screenshot%202014-03-29%2020.15.24.png
manaThat was super action packed. So much clockwork frag vid material.
I'm incredibly sorry about the scores, this was my first time doing camera and it turns out it's incredibly hard to update scores when you're focused on getting on the right player...I'll be more prepared next time. I hope that my music selection (minus the troll track HEH) made up for it.
I have a few comments to make on this:
1. The triple-header scoreboard seems unnecessary for simple matches. Perhaps a single-map scoreboard exists already but if not, that would be an excellent thing for TF.TV to think of adding in the future.
2. Clicking through all the players to find the right one seems a little silly too. I don't know if you were using any plugins to make finding players easier (I think AdvSpec is the right one here) but it makes it more enjoyable for the viewers if POVs aren't switching every 2 milliseconds while you try to get to clockwork. You probably know this already but I thought I'd mention it just in case.
3. I don't know if anyone's ever made a nice interface to display stats on that matches the teamfortress.tv logo and scoreboard but that would be pretty awesome too.
I'm not sure if it was actually Steampipe or not because I have dev maps from pre-steampipe on my laptop listed there.
How many custom maps have YOU played?
Size of viewed.res = 26KB (2380 lines)
You're welcome mapping community
Also if you have Steam set to disable auto-syncing between computers then the numbers will be accurate from the time you set that.