for reference my hud works already so pls no remove
Account Details | |
---|---|
SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.4 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
are servers crashing on custom maps?
if you have an AMD card that isn't a bleeding edge model you'd be goofing around to use the closed source drivers
I have a 5770 and the open source linux driver actually performs better than the windows driver
vMcJohnHi folks,
I implemented this feature, sorry it's causing you grief! If you're having trouble with it (and it sounds like a lot of you are), would you mind posting your system specs? I'm additionally interested in whether you run off of an SSD or an HDD.
If you'd prefer to email me, feel free to do so at mcjohn at valvesoftware dot com.
Thanks in advance,
-McJohn
mat_queue_mode -1
cl_loadondemand_default 1 // experience extra/new stuttering
cl_loadondemand_default 0 // extra/new stuttering went away
AMD Phenom 2 X4 940-series 3.0ghz
8 GB 400mhz DDR2 RAM (4x2GB)
16GB pagefile
Motherboard GA-MA78GM-S2H
System/Steam/TF2 HDD ST1000DM003-1CH162 (1 TB; 832 GB system partition free space varies around ~15 GB; other partitions unused)
in case it matters, AMD Radeon HD 5770 http://puu.sh/bLV3y/340551f0e0.png
gang garrison 2 has an afterburn system where being exposed to various types of fire affects the intensity ("heat") and duration ("fuel/gas contamination, whatever.") differently.
when a flame particle hits a player a set amount of duration is added to the afterburn, and an amount of heat with some falloff is added. (side note: on low end of existing afterburn intensity, heat additions are more generous)
both afterburn values decrease over time, but "duration"/contamination doesn't affect the damage output, and the damage output doesn't start decreasing until several seconds after the character was last hit by fire.
this makes it so that "tagging" players with the end of your stream of flames isn't essentially the same as keeping them at the core of your flame stream. you only have to keep contact for a chunk of a second to get close to full afterburn, but it's not as simple as flailing around or giving a sudden puff.
when a flare hits a player, it's very hot, but low on duration/fuel/contamination, so it'll do less total damage against someone who wasn't on fire and it's difficult to chain them together.
this is a good way to reward combos as a way to make up for being unable to maintain close ranged contact and gives long ranged fire attacks a defining purpose that balances out the intentional shortcomings of the close range part.
I have a fetish for windows font hinting don't hurt me
Can confirm, hangul is very distinctive.
EDIT: Found the list of reviews http://blog.naver.com/PostThumbnailList.nhn?blogId=tpjndjlp741&categoryNo=12&skinType=&skinId=&from=menu&userSelectMenu=true
I can't play FFA anymore, it's ridiculous
CTF still functions, although barely
CA is good since it's unchanged, going to keep coming back for it
DrPloxoMuch like autism, it's a spectrum.
autism isn't a spectrum, it's far more complicated and ridiculous than that. anybody who tries to empirically measure autism on a spectrum instead of intensity of distinct and arbitrary traits is as good as a fraud.
sexuality and gender are similar and measuring them as spectrums is as bad as measuring someone's political alignment in terms of which of two parties they're closer to.
4812622I think there's this attitude among mappers where you have to have the original creator's permission to change their map
And the maker of yukon is mia
Source: haven't touched hammer but teammate loved to rant about mapping
as long as it's an official map it doesn't really matter except for awkward social reasons, valve owns them intellectually speaking and they explicitly let people mod their stuff
that said: aside from bad clipping, anybody have any specific changes for yukon? i'm willing to make adjustments for testing like I said but I need some specific ideas
second note: according to phi and hyce and others, comp players are actually really good at leaving good feedback for 5cp maps compared to other groups like tf2maps.net. the last feedback i got from over there was literally "We wiped on 2nd and didn't respawn in time to defend last" with less than 8 people on each team. so yeah even if you feel like it's a useless thought please give it!
staticwareyawater settings need to be set on every map change because changing maps resets them to their default values for that mapwhat commands are u referring to?
at least the cheap water distance ones, possibly r_WaterDrawReflection and others as well
i would just assume to be safe that any water command that doesn't make the game lock up when you change it gets reset
you don't have to be neutral in situations that are onesided
Learn programming in general first. Learn about using APIs second, this'll be really fast. Learn some game engine structure third (this is actually a touchy subject in the game dev community lately, with all sorts of fundamentally different ideas clashing). Learn how people handle game logic fourth -- anything goes, but it's nice to have an example. Now you're ready to make your own game, if you have the motivation.
If you don't want to handle the first three parts, game maker and stencyl are legitimate options. It would be pretty hard to make a 3d game or a high performance game, but even Gang Garrison was made in game maker.
Using Game Maker will slowly teach you the first three points I listed above, and the community is nice enough to share knowledge around. You can get a freeware version of GM here: http://auntiepixelante.com/?p=1240 (not piracy, just redistribution of an abandoned freeware version of the software -- read link for details)
If you use game maker, you can just use snippets that people post around on forums until you slowly figure out how they work through immersion. That's how I learned about game engine structure.
water settings need to be set on every map change because changing maps resets them to their default values for that map