Sounds like it could be some sort of volume normalization going on. Have him look in the motherboard/soundcard audio control panel and find anything about volume normaliztion/auto leveling/something along those lines.
Account Details | |
---|---|
SteamID64 | 76561197986437643 |
SteamID3 | [U:1:26171915] |
SteamID32 | STEAM_0:1:13085957 |
Country | United States |
Signed Up | July 18, 2012 |
Last Posted | April 18, 2024 at 5:19 PM |
Posts | 573 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 2.4 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1080p |
Refresh Rate |
144 |
Hardware Peripherals | |
---|---|
Mouse | Deathadder 2013 |
Keyboard | CM Storm Quickfire |
Mousepad | Zowie G-TF Spawn |
Headphones | Audio Technica AD700 |
Monitor | Asus VG248QE |
Played around in the newly textured map just now and holy moly this game is pretty. I'm not sure what will happen to my framerate once I play with actual people but it was surprisingly smooth running around admiring the sights.
oh no what have i done
https://www.youtube.com/watch?v=kft67EDkfl4
EDIT: oops sorry about the audio mustard! :o
Evidently the Site Requests sub-forum doesn't show up in the Recent Discussions sidebar by default so here's a thread I started relevant to this discussion: http://teamfortress.tv/thread/23107/tftv-embedded-irc
Every time I see threads about IRC pug channels dying, I wonder about implementing an IRC widget right here on TFTV (think like a TFTV stream page, but instead of a twitch stream you have an embedded IRC chat with the various TF2 channels). I don't know much about coding so I can't speak to the amount of effort required, but IMO this would massively lower the "barrier to entry" and help keep the various pug channels alive and popular. If you really want to go nuts, you could have a ticker somewhere that reads the status of each pug channel every minute or so (number of players added, what classes required, etc.).
Thoughts or suggestions?
Yessss, it's so smooth now :o
Gibushttp://teamfortress.tv/thread/441/frag-clips-thread/?page=90
TF2 BBALL!
i love bball vids
Mapleenigmafastest way to kill the gameI agree with you in this case but wasn't there a CoD4 promod that still remains pretty popular? What changes did that mod make, and does anyone know why that didn't cause a harmful split? Or did it ruin CoD4's comp scene?
1) Promod was a server-side mod so to play it all you had to do was join the server and play.
2) Promod refined what CoD4 already was as a shooter, it didn't re-define the game (think CSGO competitive matchmaking). 6v6 TF2 gameplay is VASTLY different from standard 12v12 TF2 gameplay. In CoD4 you could join a promod server and still be a contributing player if you ran around mindlessly shooting things because that's all you had to do. In TF2 however, you can't join a 6v6 "server" and run around with your favorite spy loadout or sniper loadout. First you'd get yelled at, then you'd get frustrated because you can't do anything but get stomped on by the better players playing inherently better classes.
3) If I'm not mistaken, Promod came out only a few months after CoD4 was released, so there's that.
In terms of what the mod changed (out of memory, other people might remember more than I do):
-slightly less visual and aural clutter on maps so it was easier to see people and hear footsteps/reloads
-guns were more accurate with less damage (I think less than regular CoD, obviously WAY less than "hardcore" [lol]) and more recoil
-removed killstreaks (this didn't make everyone cry because everyone had the only 3 killstreaks in the game, not a million unlockable ways to dick someone like in later CoDs)
-changed the way perks worked from a "TF2 loadout A has these perks" setup to a setup where you choose your perks mid-match, and everyone in the match has access to all the same perks.
WaldoThe problem with having an LG in TF2 is that TF2 isn't Quake. People move more so much more slowly that getting 90+ LG would be pretty easy against anything, possibly excluding scouts. Thus, it would have to do pretty poor damage, making it as disappointing as the Classic in terms of usability.
I don't know any of the numbers, but I'm pretty certain actual tracking is easier in Quake than it is in TF2. I feel like TF2 has a much lower "ground friction" that lets players change direction almost instantaneously whereas in Quake, with the higher "ground friction" you can't adadadadaad to dodge because all those alternating strafes just blend together to create a much smoother moving player model to shoot.
wafflebA weak lightning gun shotgun replacement for soldier
I have always thought it would be so cool if the soldier had a Thompson, basically a slightly more powerful sniper smg.
Oh my GOD that gunslinger change would be a blessing from the heavens. More fun to play with/against for skilled players, and not borderline op even in the hands of less skilled players.
While we're talking about prospective new mice, has anyone here used the EVGA X5 yet? Normally I wouldn't expect a mouse from a (primarily) GPU manufacturer to be top tier, but it's light at 85g and uses the Pixart 3988 aka the DA2013 sensor.
I think people just jump on the bandwagon of hating it from years ago when it was first released. I haven't had any issues with it whatsoever.
Diogo_Rajadashttps://www.youtube.com/watch?v=T8f2zTT1KqQ
if you would upload this would be awesome
That video was never rendered in 60 fps as far as I know. Sorry dude... :[