Setsul#42
2014.
No I mean, detting while taunting wasn't in the 2007 version, it was added at some point later then removed in 2014~
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SteamID64 | 76561197987691103 |
SteamID3 | [U:1:27425375] |
SteamID32 | STEAM_0:1:13712687 |
Country | Sweden |
Signed Up | May 23, 2014 |
Last Posted | April 30, 2020 at 3:35 PM |
Posts | 85 (0 per day) |
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Setsul#42
2014.
No I mean, detting while taunting wasn't in the 2007 version, it was added at some point later then removed in 2014~
N3voYou can't det while taunting anymore iirc, that might be linked
This 2007 version actually didn't have that feature, not sure when they added that. Must have been around 2008 - 09..?
yttriumDoes it happen if you remove the graphics config (and run autoconfig)?
It seems that if I launch the game and connect to a server with sv_pure 1 or less they load, even on sv_pure 2 servers later. However, connecting to sv_pure 2 servers first causes a bunch of errors, they don't load and they won't load later either when connecting to sv_pure 1 or less. Then I'll have to restart the game.
Airblasting is a god awful gimmick, get rid off it and make it an airblast jump only similar to rocket jumping instead.
best pub EU :))
riotbzis this in any way related to hearing the detonation sound but the sticky not detonating?
The sticky isn't allowed to detonate when doing certain actions anymore, whether the sound is consistent with your detonation doesn't really matter. But I guess the sound is in fact being played when it's suppose to detonate but the actual sticky itself is delayed until your switch action is complete.
I'm sure a lot of people are aware of this by now but It continually surprises me how many actually aren't. So I thought I'd make a demonstration, quite annoying if you ask me; what do you guys think of this?
I'm not entirely sure which update it sneaked in on, must have been around 2014~?
The problem here is that actions such as switching weapons and attacking using your melee either blocks or delays your ability to detonate the sticky; it never used to be like this and can be quite frustrating in specific scenarios.
Case 1:
You're being chased by a Scout and only have sticky's reloaded, you put one sticky down to defend yourself and bring out your melee. You try to detonate as the Scouts ignores your sticky, it doesn't work and you get killed.
Case 2:
You bomb the medic, plant a sticky and switches to pipes. You then try to detonate but it is blocked, you die before shooting your pipe.
might be something interfering, not quite sure. i've got comanglias graphics config
not sure what's causing this but occasionally the models aren't loading, restarting a few times fixes it: getting loads of errors in my console along the lines of:
Error: Material "models/weapons/c_items/c_tomislav" : proxy "AnimatedWeaponSheen" unable to initialize!
Error: Material "models/weapons/c_items/c_tomislav_gold" : proxy "AnimatedWeaponSheen" unable to initialize!
Error: Material "models/weapons/c_items/c_russian_riot" : proxy "AnimatedWeaponSheen" unable to initialize!
Error: Material "models/weapons/v_shotgun/v_shotgun" : proxy "AnimatedWeaponSheen" unable to initialize!
etc
yttriumYeah I'm gunna be trying to figure out a more out of the way spot for them with my installer. That said, the intention is that you don't use a high viewmodel_fov when using this.
used a 100+ fov on melee's which then translated over to the primary/secondary; solved by using a crosshairswitcher in conjunction to set the viewmodel fov lower on those
any way to move the viewmodel further off screen, I'm using a wide aspect ratio, perhaps that's why; but I can see the small model on the bottom when I use viewmodel_fov 105+
add some weapon icons on the hud as an option if you turn off the viewmodel perhaps?
'despite our best efforts to improve and better them, valve insists on finding new ways to fail'
ExzeAlso a re-balance of the rank system. You can only go up if your team actually wins. It doesn't matter how well you do in the match, if your team runs around like headless chickens, you're going down. TF2 is a team based game. You make pushes as a team; you focus players as a team; and you win games as a team. Any player that has played a single match in any division will know this. That's why having a team rank in leagues works since players stick with the same team, however it's very inefficient to rank a single player depending upon how their team performed. Imagine putting a prem soldier in with an open team, and putting them up against another prem team. When the open team loses, why is the prem soldier considered less of a soldier? In team coordinated games rank based systems need to be based upon a lot more factors than whether the team simply wins or loses.
it's even worse when you end up top scoring, top damaging and top killing on the server by far, but you still lose xp at the end of the day
springrollstreetoonI've always thought hats were really annoying, but I realized that actually I don't mind the ones that fit the TF2 universe which is set in the 60's during the nuclear age and cold war. It's a dark comedy sharing extreme similarities to the film Dr. Strangelove or: How I Learned to Stop Worrying and Love the Bomb. Soldier's stash is a great example of an acceptable hat whereas pirate related hats and cosmetics like the Fairy Wings for heavy is I think when people had enough.
90% of the cosmetics are garbage, but some are actually alright; medals for example. I realize this is purely for FPS but it'd be interesting to see a version that catered to the original style of the game.
i can see this getting rather subjective at times (what counts as fitting the art style and what doesn't), so for more custom builds (is that the right word?) like this i recommend learning how to modify the vpk yourself, it's quite simple actually.
http://www.teamfortress.tv/16179/no-hats-mod/?page=5#141 is a great starting point
Definitely, the line would be thin in a lot of cases; perhaps only the ones that are painfully obvious? Might look into it, it's difficult to keep up with updates unfortunately.