i would enjoy a keyboard that just has colored f/j keys
or hell just give me a handful of colored letterless caps and let me replace the lettered ones myself so i can try different stuff out
wouldn't buy a board that doesn't at least give me a normal key for each spot
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 |
somewhere between 75 and 80
don't get windows 8 if you run in borderless windowed mode on an AMD card because iirc you can't disable the compositor (which asks for vsync) or force disable vsync via drivers (on AMD cards)
I read about issues with an emulator running on windows 8 (higan/bsnes) because it has its own special vsync and can't operate properly under a video card's vsync
can't comment on anything else unfortunately
zigzterHave you set up
your internet settings properly
in your autoexec?
Also, if you're on a network with
other people they might be using the
internet and slowing yours down.
i read this like a poem its cool
SeaCowtheres no killnotices.res
then you need to get one using gcfscape or from another custom hud
#12 Some of those are already included in the source sdk at this point, and what I want to look at is something that's sparsely detailed but still has a normal TF2 art style with insides and outsides without being totally minimalistic or overly optimized, which the only stock maps I can think of like that could be granary and well. Thanks, though.
you should release a vmf so people like me can look and learn :>
i have an awkward feeling about the cap point over water thing, wonder how it's going to work out
- Cut the cap time on A & B by half (from 60 to 30 seconds for x1)
This is pointless in comp.
- Cut the the respawn times for both blue and red (unsure by how much so far as it's confusing)
I don't understand what calls for this.
- Changed the timer style (so instead of starting with 6 minutes and having it increase as you cap points you instead start with 6 minutes and it is unchanged by points capped). This makes it easier to see your time as first attackers
This is generally a good idea but the reasoning makes no sense because it has effects on more than just making it easier to see your time. Why not make it so it only resets the time once you unlock C?
- Got rid of that spot where medics get themselves stuck
Bugfixes are almost always inherently good.
- Removed some of the arches in the tunnels out of blue spawn to remove some sticky trap spots
Sticky traps are bad? I mean I get that these spots are annoying but come on if a demo's banking on using these ones for traps that means that they're giving up on doing something better with their stickies.
- Stopped stickies being placed inside doors frames
Bugfixes are good.
A
- Moved a small ammo pack to the middle roof on A to make it harder for engineers to place close sentries
Which ammo pack? How displaced is it from its old position? What other effects does moving it have on gameplay?
- Clipped stairs to fix the explosion bug
Bugfixes are good.
- Changed small healthpack in the AC connector to a medium one with an ammo pack (with the intention of making it easier to watch flanks when holding B)
This seems reasonable since there are not other health packs near this area. The health was nice for pubs because of the space but in comp the change makes that whole area chip damage hell like it maybe should be.
B
- Increased the skybox height on B point
Bugfixes are good.
- Added a wall in front of short (between the shed and the wall) to stop medics being picked by snipers [unsure whether this should stay]
Let's ignore the fact that most of this map is a single giant huge web of area-wide sightlines and make it easy to hide from snipers while staying in certain chosen spots. Actually, that doesn't seem like such a good idea. Let's keep things the way they are instead because small tweaks to things that are largely made of what the tweaks work against are tacky design.
- Changed the medium ammopack on B to a small one
Why? The only reason I can figure for this is to make minisentries a little less gay but if an engie gets to the point where it would matter then they're already boned anyway, and it has effects on more than just sentries that would probably not get figured out for years.
C
- Increased the trigger size on resupply cabinet in red spawn (so you cant touch it and not get ammo)
Bugfixes are good.
Planned Changes
- Fix the panel on B roof not colliding with rockets/bullets
I don't know about this but bugfixes are usually good.
friends ask me to do things sometimes and even sometimes still they pay me for it
that's it i guess???
morrowind modding "guide" for the uninitiated: http://pastebin.com/raw.php?i=cHtEViGg
just in case someone finds it useful, and yes it's first-playthrough-friendly :3
also on a side note (on topic), NV "fixed" a lot of Fallout 3's problems eg improving gunplay significantly (it's still bad my FPS standards) and making the worldbuilding actually make sense, but it did have its own problems like energy weapons being useless and speech being unbalanced. those are problems that mods can easily fix, though, because they're not fundamental with the game itself but its arbitrary mechanics
EsDeeKaySomeone in my friendslist just restarted steam and was able to play?
checking if this works right now.
it worked
QUAKE 3 CPMA NTF
I find FO3/NV to be much better games in a lot of ways than Skyrim, from my time playing them, but if you're a lot more of a fan of western fantasy than tongue-in-cheek scifi and classic CRPG mechanics, you'll likely like Skyrim more even though it's generally worse. Skyrim isn't very good as an RPG even though it markets itself as one, but it's a great action/adventure game, and if you don't behave completionistic it has enough replay value. FO3/NV on the other hand belong a lot more to the open world RPG genre they fall under, with all the broken mechanics *coughstealth* and more than less of the dynamic worldbuilding the genre implies.