I've never heard of that being possible. If I remember correctly, network variables have to be the same for all clients and the server.
Account Details | |
---|---|
SteamID64 | 76561198043850090 |
SteamID3 | [U:1:83584362] |
SteamID32 | STEAM_0:0:41792181 |
Country | United States |
Signed Up | April 15, 2013 |
Last Posted | September 28, 2019 at 8:12 AM |
Posts | 862 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
kyleHKI could be wrong but I remember hearing that the steam browser is just a re-skinned version of IE. Can someone confirm/deny?
Either way I would prioritize mobile over IE/steam browser.
it used to be based on ie. now its some old ass version of chrome
That should be fixed soon... the current client beta is using the latest version of Chromium.
Major update of embedded web browser to increase performance, reliability, and to bring in various security fixes and functionality updates
I think it was actually the game from the night before - most of wood pig has aliases on ESEA that don't match up with the aliases they're most commonly known as. That makes it confusing to understand which players are which, and the aliases are often unwieldy to the point where they are difficult to use in play-by-play commentary.
StatusSpec unfortunately isn't effective right now without premade configs.
mince__Devonif possible you should add accuracy stats, like there was before in past versions... i really miss
those stats.
wasn't there some huge, cumbersome issue with accuracy stats in older versions that ended up getting them removed?
There was a discussion on the issue a while back. Simply put, there is no completely accurate way of doing so, and most methods are generally resource-intensive.
It's also worth noting that streams are totally broken on mobile. I'm not sure if it's possible, but showing displaying something different (maybe just the link to the stream?) when it's a mobile device would be nice.
StatusSpec 0.17.0 is now available.
The only major change in this release was adding support for automatically retrieving player aliases from the ETF2L API. Unfortunately, no other leagues can be supported because they do not have an API, but if they do release one with the required features, I would be more than happy to add in support.
Check if your tf/scripts/items/items_game.txt has the text you're seeing in that KeyValues error, and if so, delete it and restart the game and see if it keeps having the same error.
LKincheloeSo... What does this mean? Are Invite teams no longer limited to X-number of player transactions?
This means that Invite teams can trade players even after the league-wide roster lock.
They still have to abide by the Invite roster restrictions, which for TF2 are:
- Invite rosters are limited to 6 starters, 3 backups, and 1 manager.
- Invite rosters are limited to 5 player additions over the course of a season. The beginning of the season starts at the end of registration.
- Invite players will be limited to two (2) Invite teams per season.
Spreadsheet went down, I assume it's being fixed.
enigmaI've been getting a persistent trade error (28) on a ton of trades for the past few days that won't go away. If anyone knows any way to fix this, please let me know.
Have you been using the Steam client when you get that error? In my experience, sometimes the Steam client just refuses to work for community-based things like trading, but using a web browser and trade offers works perfectly fine.
AdmirableInstead of a artificial halftime I'd like to see a longer period in between rounds, which is the natural break in the flow of the game. Players would be frozen in spawn for 20-30 seconds before a new round begins, but the time doesn't come off the map clock until the round starts properly. Something like the way the clock stops in American Football? (I don't know what I'm talking about!)
I don't think it's possible to stop the clock from running off during the beginning-of-round "freeze time" (mp_enableroundwaittime). You could try to mess with the end of round time (mp_bonusroundtime), where there isn't a round timer to affect.
However, in either case, the server clock (mp_timelimit) will still run in either case. It will always end time when it is that number of minutes past the map start time.
There's probably a way to hack around all of those restrictions, but that would require server plugins.
Not sure that anyone around here actually runs a server that's custom enough to require a plugin that's not already publicly available, so I'm not sure how much you could get there (from TeamFortressTV at least, you'd have a better bet on AlliedModders).
Stream assets, on the other hand...
StatusSpec 0.16.0 is now available.
This release contains minor (albeit breaking) changes for the MedigunInfo.res file. If you are using medigun info, you need to add a certain variable to each medigun meter. This GitHub diff shows the change more clearly than I can explain it. If you're still confused, I'll try to explain it as best I can.
The local player changes from yesterday are included. In addition, with suggestions from the one and only BLoodSire, I've added the feature to only display the item icon for the active weapon for the loadout icons module, and also the feature to change how the charge meter is displayed depending on the medigun (for example, having light blue for the regular medigun and hot pink for kritz).
As always, I need your feedback and suggestions to make this plugin even more versatile.
AndKennethThat local player thing is pretty cool. Would there be a way to get a cvar which would automagically set it to who you are spectating all the time? From the description it looks like you have to press a button every time you switch to a player to set them as the local player.