DrPloxocouldn't you just do
bindtoggle q r_drawviewmodels 0 1
and save yourself loads of time?
That doesn't switch weapons...
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SteamID64 | 76561198056222499 |
SteamID3 | [U:1:95956771] |
SteamID32 | STEAM_0:1:47978385 |
Country | Canada |
Signed Up | July 25, 2012 |
Last Posted | August 26, 2014 at 7:01 PM |
Posts | 339 (0.1 per day) |
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Raw Input | 0Â |
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DrPloxocouldn't you just do
bindtoggle q r_drawviewmodels 0 1
and save yourself loads of time?
That doesn't switch weapons...
accepted to carleton for comp eng, also applied to waterloo, u of t, queen's and western for the same
hopefully accepted to waterloo
really good but has bad taste in hats
gl browny
Are you on a mac? It's either that or you did something wrong.
Mine (quickfire rapid) came with a ps2 adapter. If you lost it or something you can just buy one, it doesn't have anything special.
Yankeeenigma's PSA.
link?
Not sure why he's getting -fragged, it's on the update page...
The era of arrows has begun.
mousiopetry changing rates
He fixed it.
tmoneyFIXED:apparently since on the fps improvement thread i saw they had windows classic on, i thought it would be smart to put on. I went back to my old theme and now i'm getting 800 fps :)
Hm, not sure then, it's always worked fine like that for me. All I can think of is to just copy all the defintions you're talking about from some other HUD where it works, and see if that fixes it.
"HealthBG"
{
"ControlName" "CExImageButton"
"fieldName" "HealthBG"
"xpos" "c-193"
"ypos" "343"
"zpos" "1"
"wide" "95"
"tall" "39"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"defaultBgColor_Override" "Blank"
"PaintBackgroundType""0"
}
Animate HealthBG BgColor "Negative" Accel 0.0 0.0
You said you looked at yahud so I'm not sure why you didn't do this, but all you have to do is copy and paste the element and change whatever fields you need to. I'm not sure what you're talking about with defining buttons, but CExImageButton doesn't require anything outside of the file you're using it if that's what you mean.
I think the layout and terrain is really interesting, but I feel like the way you've done the textures makes the map very visually busy and distracting.
I think it looks nicer in your screenshots so it might be due to low quality textures, but these stone and brick patterns in particular are very busy: http://i.imgur.com/NYR5sqm.jpg, http://i.imgur.com/w5E1KcC.jpg. You use patterns in other places where the slabs are all the same size and in a nice grid, and those are a lot easier on the eyes.
A lot of the windows also have light bricks around them which makes them stand out from the wall, but they're not solid or important so it's just distracting. If it's not important, it should kind of just blend in with the rest of the wall so you can focus on the important things.
Another thing is you have a ton of props on the map. I get a few here and there can help to make an area interesting, but I think you went a bit overboard. For example here: http://i.imgur.com/09EzJwY.jpg. Most of the props here are pretty unnecessary, and I feel like trimming down on these types of things could help make the map simpler. I can sort of get the garbage to block you from going in the doorway (although you can actually go in enough to hit your head on the arch when you jump), but it would be better if you chose something with a colour that doesn't contrast so much with the wall, like some planks of wood over the door. It seems like you must've put a lot of work into detailing so it would suck to remove some of it, but the visual appearance of a competitive map is pretty important, and I wouldn't want people to get hung up on that when the rest of the map seems really interesting. I think this quote from Scorpio sums up the mindset you should have when detailing a competitive map:
Q. Why do you think your maps are so successful/well received?
A. I think one of my major strengths has always been a very focused attention to gameplay details. Things like playerclipping, bullet blocking stairs, sightlines and combat spaces are where I feel strongest. I'm kind of a sloppy detailer with a tendency to focus more on gameplay over visuals, which has led me to adopt a very clean visual style that also helps cement my maps in the minds of competitive players. They don't really care how it looks, as long as the visuals don't get in the way of finding other players.
Did you try reinstalling the HUD? I remember it working for me, at least in walkway.
With the new crossbow you can basically be shooting arrows constantly, whether it's to heal when people are low, or to deal damage when everyone's buffed. Although technically that might be better since you can near constantly be pressuring people with arrows, it doesn't feel as good to use because the damage is too low to have those clutch arrows to get a kill or get someone too low to push or whatever. It used to be really fun to use because of the spike damage, and trading that for higher practical dps (since you can spam it now) just isn't as fun because the dps isn't high enough to make a difference as often.
That's not to say the new arrows can't be fun to use (there's definitely something satisfying about hearing a ding or seeing +40 every few seconds, and if you got it to a point where you could hit nearly every arrow you could do a lot of work with them), it's just a really different feel that's probably better suited to a new crossbow unlock (maybe there's something decent on the workshop we could suggest to Valve?).
I think passive reload with the old damage would be a bit too powerful though, considering it would be way less of a niche weapon than needles, plus there would hardly be a downside to spamming them. Personally I'd like the old damage back, but have some other nerf like increased passive reload time and/or a lot less ammo, so that if you shoot arrows at the rate you used to before you would get the benefit of passive reload, but if you try and spam it you run out of ammo and have to keep the crosshow out to reload them, and can't heal.
Geknaiirtrogthey made machine gun arrows a featureNew update fixed that xbow also does less dmg now. gg
That was a joke about the new reload speed.
crespiGeknaiirtrogthey made machine gun arrows a featureNew update fixed that xbow also does less dmg now. gg
Wait really? It does less damage now?
Edit: fuck, they did. But what exactly does reduced damage from 75 to 50 mean?
75 was probably the base damage before falloff/rampup before, so I'd assume it deals 33% less damage now.