Sherbhttp://www.devlounge.net/wp-content/uploads/2007/10/art7.gif
i like brand new
http://i.imgur.com/fFjKPU0.jpg
i've been listening to this since before i can remember because of my dad, can't get over it
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 |
Sherbhttp://www.devlounge.net/wp-content/uploads/2007/10/art7.gif
i like brand new
http://i.imgur.com/fFjKPU0.jpg
i've been listening to this since before i can remember because of my dad, can't get over it
TF2 already has a way to get around sv_pure. If you put the modified file in the GCF and then "fix" some CRC, it'll work. Says someone I talk to about source engine problems.
EDIT: Obviously I have not tested this and don't have any plans to.
@22 Yes.
The reason being that having a mod package like they do with the vpk means that the game would have to go through archives and delete modified files in order to keep the current "overwrite mods when we update" behavior, which is like, a really really really stupid idea.
His post wasn't really about whether 6v6 is good inherently but rather whether it was a good idea given the status quo of comp FPS play.
Getting valve to add a convar for forcing clients to not use high quality shadows is a good idea. It shouldn't be a lot of work and it would be a huge plus for competitive play. They've "fixed" similar exploits with serverside blocks in the past, like the widescreen thing.
#4 classlimits of 2
i don't know how big of a thing it was but i had some short reading and saw some videos from olde with it
Don't forget that player models stick through paper thin walls, too. Just bringing it up because it has to be thought about whenever wall thickness and shit goin' through walls is brought up.
don't forget about 8v8
thanks for responding
(sorry for the double post but I meant to respond to this earlier)
SneakyPolarBearYou could take a lot of 5CPs and turn them into CTF with 2nd points being the bases.
I still really really want to see someone pick this idea up as a small project. I'd do it but I don't trust myself with 5CP maps in hammer, rofl
just for record: I don't assume he's lying, or even exaggerating, but I can't take what he says for granted regardless and it would be several times better of a statement with some kind of backup. nothing wrong with just posting about an experience like that as part of a larger whole, but when it's taken into a new context and a new argument things change and I couldn't just read it off like that.
disclaimer aside, that's very reasonable and I can concede to that.
the .bz2 is the extension of an archival format like .zip and .rar. you need to use an archive manager like 7-zip to extract it, hopefully.
-Reduce sticky damage by 50%
I have a feeling this would have a lot of bad effects just like the extra arming time already currently does. Do you have something in mind?
great argument there man 10/10 would put on a resume