i would like to see what a verdana version looks like
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 (0.5 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 |
clips and stuff
The outside trim's bad clipping extends all the way along it it seems
https://dl.dropboxusercontent.com/u/1811521/trim2.jpg
You can stand on these places too
https://dl.dropboxusercontent.com/u/1811521/clips.jpg (the slope is walkable)
https://dl.dropboxusercontent.com/u/1811521/sign.jpg really shitty one because it's on a primary choke
you can put stickies through these and the explosion goes right through them
https://dl.dropboxusercontent.com/u/1811521/bombs.jpg
pls revive this map and fix things like having 1:1 ramps in some places. I (personally) like it more than sunshine and want to play it outside of map tests :(
Acme (I really really really really really like this one)
Russo One
Kreon
Bubblegum Sans
Archivo Narrow
Source Sans Pro
Passion One
you can get them all off google fonts
If you're using global settings, you need to "save" them after modifying in the lower left corner of the window. For profiles, though, saving settings is not needed, apparently. Also, settings only apply when you launch TF2; so, you need to configure whatever you're overriding or injecting, save it (if you're not on a profile), and then launch tf2 once you're done.
I use it for the SMAA injector, which is delicious. It looks better than MSAA, which doesn't seem to work right all the time in TF2, failing on certain things like some floor-wall edges.
I was using steam fine chatting with people etc then I went to restart it because something broke and I can't log in. GG valve managed to break login but nothing else.
whered your where do my bluebirds fly cover go ;-;
then they fixed a single cause of it, but not the bug itself.
What other mechanical keyboard models (and I'm looking for cherry browns) than the quickfire TK have an integrated numpad/arrows/navigation area? It's the layout I'm looking to get in particular, but I want to make sure there aren't others out there, and it's not the easiest layout to search for in places.
Your asking price is too close to the market value of a new one :/
You should give some reason for people to be confident in the quality (pictures, key test) if you're gonna go significantly above 50% w/ asking value for something still being manufactured
a3
https://dl.dropboxusercontent.com/u/1811521/cp_limited_a3.7z
- Fixed blu spawns being mostly underground (so there's 12 spawn points now)
- added more signs signs SIGNS
- changed some pickups mostly according to feedback
- raise C base captime from 7 to 9 seconds
- raised skybox on C
- made C under a little less cramped (smaller ceiling bars) and made the roof look more like it's clipped off
- Lowered respawn times for both teams from 10-20 seconds to 7.5-15 seconds
- Added some dev lights (they're really ugly but please ignore that thank you)
- Made the setupgates glass brushes (I'll make them larger and models later)
- Raised part of the ground on C in one of the corners, might make a good sentry position because it can see on top of the point more easily
- Playerclipped the edges of the hole in the roof on B so the edges of the metal on the wood don't act like stairs (the hole and its size are still the same)
- Increased the long A connector's sightlineyness
- Widened a door between A and C (the lower and outermost one)
- Increased the sightlineyness from said door to the A long connector
- temporarily disabled the spawn<->C connector to see if it makes winning harder
- removed the teleported nobuild in the blue spawn area
the interp that the game uses is whichever of cl_interp and cl_interp_ratio is higher. So what could cause your problem TJ is if you have a cl_interp_ratio above 1 (so it overrides cl_interp) or if you have an updaterate of 30 instead of 66 (good possibility)
cl_interp_ratio isn't a factor for cl_interp. It's a factor for 1/cl_updaterate.
net_graph is showing the same values for both 66 and 67
Are you sure you removed the rate max? (set sv_maxupdaterate 67) Because it absolutely isn't doing that for me. 66 is showing 66.7~ and 67 is showing 67.7. Actually, any value above 66.667~ exactly is showing 67.7, regardless of anything that I do. So that's another implication that the rates really can't exceed the game's tickrate.
Except that I've said that at several times during the course of the argument and you fail to understand that I'm arguing about this:
SetsulTF2 runs at 66.67 tickrate, not 66, which equals 15ms or 1/66.67ths of a second between messages. IF you use 66 rates a server will send you all snapshots, which is one every 15ms, not one every 15.2ms. That means that any ping jitter <0.2ms won't cause extrapolation.
It's a minor sideeffect.
This is a major point of your argument that cl_interp_ratio 1 is no worse than 1.2 and it's absolutely incorrect. I'm not arguing about the game's tickrate. It's 200 per 3 seconds. It's 66.667~. It's ~67.5 divided by 101% which is ~66.67. If you were paying attention to the content of my arguments at all you would notice that I understand this game does run at a ~66.667 tickrate. It's you who fails to understand what I'm trying to say.