is there a reason why some huds damage/healing numbers look tiny on linux? is it because they're trying to use linux fonts, or because the font scaling doesnt translate well to linux?
| Account Details | |
|---|---|
| SteamID64 | 76561198011988825 |
| SteamID3 | [U:1:51723097] |
| SteamID32 | STEAM_0:1:25861548 |
| Country | Spain |
| Signed Up | August 12, 2014 |
| Last Posted | May 2, 2026 at 5:54 PM |
| Posts | 1182 (0.3 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 3.6 |
| Windows Sensitivity | 5 |
| Raw Input | 1 |
DPI |
400 |
Resolution |
1920x1080 |
Refresh Rate |
144 |
| Hardware Peripherals | |
|---|---|
| Mouse | Steelseries Rival 100 |
| Keyboard | |
| Mousepad | Zowie P-RF |
| Headphones | |
| Monitor | Gigabyte G27 144Hz |
OF just got a steam page yesterday
https://store.steampowered.com/app/3561320/Open_Fortress/
Its an arena shooter TF2 mod based off TF2 and its artstyle, with mostly DM type modes
bruh it completelly looks like his aimlock got stuck in a teammate here
https://youtu.be/qEpEWvTbtnQ?si=J-NnF4k_2nnUEWpp&t=990
ClarkThe "interp exploit" is probably a case of using higher than 100ms lerp.
Is there no way to cap the maximum interp from the server? Even default 100ms is quite high tbh, no comp player that isnt committed to exploiting interp would use much more than 33ms. I know the etf2l config can cap the interp ratio, i guess the interp itself is off limits
dogbarkhttps://youtu.be/JXzkcKP_qFU?si=gI3-pIgrD7pgf7dI
Would it be possible to Patch this by disabling lagcomp on players with over 80ms ping/delay? thats what quake live does afaik
The group has quickly grown beyond our expectations.
This is great news but also means our staff is stretched thin, as players are enthusiastic about doing daily pugs and we run into a staff bottleneck trying to keep them running.
We need some extra hands to organize things now and are looking for the following positions
-
Pug Runners
-
Moderators
-
Discord bot expertise to automate stuff
We are currently modelling our pug system after TF2 Coaching Central, which is a very active pug group from NA, so we'd specially appreciate any volunteers coming from there. There’s no captain system as we use pugbot to generate teams with a rudimentary balance system we setup, which works pretty well most of the time.
If this seems appealing, DM me on discord @ _._.78 with your desired role and experience (join the discord group to be able to dm me)
Edit: we're now good on Pug Runners and mods, we could use some discord bot expertise though
if there was a tf2 promod, which "Unintended TF2 features" or basically "accepted exploits" would be removed and which one would be left in the promod?
Some examples of stuff accepted
- wallbugs
- edgebugs
- checking for enemy offclasses as spy
- loadout bind resup trick (depends on TF2 item server and its latency)
and should core movement mechanics be streamlined or left as they are right now? For instance, would rocket jumping be streamlined so every rocket jump works as if you crouchjump regardless of pressing crouch ? Or even every RJ be as good as a c-tap without having to c-tap?
tommyis there any streams/clipdumps of these pugs happening? what does comp tf2c look like
i played a few pugs and there wasnt enough comp players to see how "real comp" would play out, theres many players coming straight from TF2C without comp experience. The main changes i could see from current meta is a new medigun which uses heal grenades rather than a medibeam, and deploys an uber over an static area for multiple teammates rather than ubering a single player at a time, and sniper nerfed into doing 140dmg on uncharged headshots and also having a smoke tracer after each shot so hes easier to spot.
Demo gets the most interesting unlocks imo but idk yet if they're more viable than stock:
- Cyclops is a mix of a regular grenade launcher and single-detting stickies, you let go off LMB to detonate and afaik you can just hold LMB as long as you want and the ball will not detonate until you let go.
- Theres a stickybomb launcher where the stickies only detonate when a player gets close, but they have a delay so they're not that broken.
- Dynamite which is thrown an explodes after a certain delay, then slowly recharges like jarate. Slows down enemies on direct hit and can be combined with cyclops to do tons of damage as the cyclops forces the dynamite to detonate. Its not that crazy if you consider waterfalling stickies does about the same damage
ETF2NP is a new pug group catering to newer players getting into competitive TF2 in order to give them the opportunity to play in balanced matches with comms.
Our PUGs are designed to be a welcoming environment for improvement and fun. Whether you're completely new to competitive, looking to ease into the scene, or want to get some practice, there's a place for you.
LINK TO THE FPS CONFIG PACK
LINK TO THE UNEDITED ORIGINAL CONFIGS
Configs: chris fps, comanglia
Back in 2017 I updated comanglia config using feedback and documentation from mastercoms and gave chrisfps a similar edit too
These updates fixed misunderstood commands or counter productive settings, IE the old trend to set network rates super low for some reason.
Whats the point? you will get more frames with mastercomfig, but perhaps you like the specific visuals or simplicity of older configs, but without the errors or bad settings
I haven't looked this up in a while so send me feedback if you spot any problems
if theres interest i could check other old configs for some errors, but massive changes are pointless when mastercomfig exists
Pyro removed
Electro added
electro has lighting gun quake 3 but with airblast
capnnofapnI'm surprised intra-south american ping is that bad. Am i just underestimating the distance between population centers or is it more of a routing issue?
afaik the majority of servers will be around south east brazil or buenos aires, so the countries on the opposite side of the continent probably rely on underwater cables or very intricate routing to connect there
most of south america also lives next to the coast due to either mountains or bad soil or whatever reason, so inland the infrastructure wont be as good and laying cable on the ocean floor for long distance connections is prolly millions of times cheaper than trying to do it inland
Both Europe's ETF2L and NA's RGL 6v6 leagues are around 100+ teams per 6v6 season, which is a minimum of 600+ active players, not counting the ones who don't commit or can't commit to a full season but still pug.
From what I heard from South American players their league is usually 15 to 30 teams, with tons of teams dropping every season. They were also heavily affected by the No Foreigners Rule in RGL (max 2 foreigners per 6v6 team) which destroyed some latino teams playing in north america.
So i wonder, Whats left of asiafortress, ozfortress, and the south african communities nowadays? Is australia still going strong?
I was looking for an "instant replay" program with recording notifications for Linux and found this extremelly easy program mimmicking shadowplay. Might aswell share it here since its pretty hard to find:
https://www.youtube.com/watch?v=SOqXusCTXXA
Download link: https://git.dec05eba.com/gpu-screen-recorder-ui/
Its a neat frontend & overlay for a program called "gpu-screen-recorder", the downside is you have to enable Instant Replay everytime you boot
untamedhttps://www.youtube.com/@qewki the fraud is posting being proud of his cheats, what a loser honestly
thats a particles mod afaik, it just looks sus af because it changes the "overheal particles" effect for a big square on the character model
Wandumsorry if im being dumb but isnt this literally the functionality of open
Open is the lowest div but its not restricted to new comp players
The idea here is a div restricted to completelly new players with little to no league experience like Fresh Meat Cup ruleset
- Maximum 10 matches in ETF2L Open played
- Cannot participate if you played in ETF2L Open playoffs or above, or above ETF2L Division 5.
- Cannot participate if you played in UGC Silver or above (the number of UGC Iron or Steel matches will not be counted with ETF2L Open games).
it may feel less threatening for newcomers if they're told they're gonna play against other newcomers too, plus it would genuinely feel like a "new generation" of tf2 players rather than a mix of older open players and completelly new ones, and the influx of new players to the league could be easily measured