hey rays you mind posting some kind of guide as to every change you made for gun mettle compatibility?
I'm digging through the git history but it's not clear what you've just copied from the stock hud and what actually needs changing
Account Details | |
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SteamID64 | 76561197994749697 |
SteamID3 | [U:1:34483969] |
SteamID32 | STEAM_0:1:17241984 |
Country | United States |
Signed Up | April 1, 2014 |
Last Posted | July 5, 2024 at 6:46 PM |
Posts | 2137 (0.6 per day) |
Game Settings | |
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In-game Sensitivity | 6.0 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
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Mouse | Logitech MX Master |
Keyboard | Ducky 9008G2 Pro Limited Edition (PBT, MX Greens) |
Mousepad | Razer Sphex |
Headphones | Philips SHP9500 |
Monitor | HP L1925 (vert), BenQ XL2420Z, Apple Monitor II |
hey rays you mind posting some kind of guide as to every change you made for gun mettle compatibility?
I'm digging through the git history but it's not clear what you've just copied from the stock hud and what actually needs changing
hithereDigresser is girl? Or trannygender
Digresser said "she" does it fucking matter
Mubbyhttp://imgur.com/U2dbsOM - I don't know why but back when I began for the huds.tf contest I had the idea of making a Super Mario Wii recreation like HUD. I don't see any potential in doing it today but if anyone wants to bother they can try.
Would be kind of hard to get the outline right. Shadows are currently just darker versions of the exact same label, duplicated with a z-index lower than the normal label, offset a couple of pixels to the bottom right.
In order to achieve this effect you'd need a second font with slightly thicker characters at the same font size - think Photoshop's faux bold, but pre-baked into a duplicate font.
EricThis is an even bigger issue with ammo, as syringe guns have 40 clip ammo and 150 reserve ammo; two large characters and two-and-a-half small characters, and even more if you consider MvM
engie pistol has 200 reserve ammo, minigun and flamethrowers have 200 ammo, natascha has 300
as for input on the HUD, the standard HUD looks promising but the leaderboard stats on the bottom are a clusterfuck. I'd recommend making the labels a gray rather than white, and making them a small caps font.
sorry for all the delays, busy with work
thurs and fri i'll be free and i'll try and finish up the hud for a proper release
it'll come stock as rustic blu, and there will be rustic red, fresh blu, and fresh red options available
as for the weapon preview fov, unfortunately i can't figure out how to control the zoom, so i've reduced the fov to 60 so it fills the screen without being too zoomed in. looks good. will post more screens when i get the chance.
SFM isn't valve quality, I spotted a couple issues. It's good and better than what I could do but it's not quite Valve level.
Community update only.
DilusiveThe final issue I would like to discuss is servers. Currently Our server pool is Japan, Australia, Netherlands, and North America East and West. We are looking to expand upon this list, but we need to find the right server providers with the right equipment, that will provide the desired level of access. We apologize to those experiencing higher pings in our EU events, do know we are working to correct that as well.
paging tragic
it's normal for it to be a bit under.
Sandy Bridge and later (2011 onward, 2###+ models) handle clock frequency with the simple equation:
Multiplier x Bus Speed
The bus speed is ALWAYS supposed to be 100MHz. It affects things like USB and PCI-E connectivity, and altering it very far from stock will cause issues with those devices (blue screen, kernel panics, etc).
You're supposed to change the multiplier to overclock. The stock multiplier for the i5 3570k is 34, or 34 x 100MHz = 3.4GHz. However, that's only theoretical. The thing is, lower quality motherboards are bad at maintaining a perfect 100MHz bus speed, and sometimes are a little above or below that, so your actual clock may vary. For example, my MSI Z68MA-G45, which is fairly low end, can only maintain a stable 99.76MHz, so even though my multiplier is currently set to 40, my actual clock speed is 3990.48MHz, rather than 4000MHz.
Not sure about stuttering, pretty much RAM, pagefile swapping, bad sectors, fragmentation, or other processes attempting to take priority.
JermFrom what I've read the version is from 2012-2013, so take that as you will
lol no it's like 2008
teleporters and dispensers don't have levels, you can't pick up buildings, and airblast, while implemented, costs 50 ammo
pre engie update
also my laptop hasn't yet been updated to gun mettle, should I disable the network and try to back it up?
SFM has an old ass version of TF2 inside
the only relevant thing it won't have pertaining to demo stickies are the rampup nerf
smvnmy computer runs tf2 at about 500 fps using comanglias cfg and parts were 600$ when I built it 2 years back.
i5 3550 3.2 ghz was like ~200$
gtx 650 ti 2gb vram ~100$
asrock z77 pro 4 mobo ~ 150
8gb ram, don't rember price but it was under 100
2tb hard drive 80$.
some of this stuff will probably be cheaper since its 2 years after, but this build has been very reliable for me. getting a 144hz monitor, a nice keyboard, and a nice mouse is definitely worth it but it can be pricy will extend your budget
8GB RAM is around $60 nowadays
also you forgot your PSU and case
PhunkLogical increments isn't a very good start for things like tf2 where the needs are pretty unique
Also just wait for setsul before you do anything based on what anyone else says
setsul isn't the only one that can do this you know ;_;
Technically, in some situations an i5 might be better, but the reason is a little finnicky. TF2 only uses up to three threads. An i7 is basically an i5 with hyperthreading, which means that while it still has four physical cores (for most i7s), each core shows up as two logical cores, with the second being used for smarter load distribution. Essentially, when the first thread is complete, there's a gap in time where the CPU has to fetch new instructions or resources for the next task in the first thread's queue, and during that time, the hyperthreaded thread is processed so that the CPU can get more done in the same amount of time. However, the gaps aren't perfect, and hyperthreads don't end up having the same performance as normal threads because of the fact that they have a lower priority. Because of this, if a game is set to run on hyperthreaded logical cores rather than the standard physical ones, you might actually get worse performance than if you had hyperthreading off (or had an i5).
This is evident in a couple of benchmarks with CPU-bound games that don't support many threads, like SC2.
http://images.anandtech.com/graphs/graph4083/35050.png
Something to note however is that these results are within the margin of error and that the i7 was running at a 100MHz higher clock (although you could very easily set the i5 to run at that).
However, issues like this are rare, and you can force your game to work around them, so I'd just get the i7 if you have a choice.
I'm getting bugs occasionally like Pete too.
Essentially, not all the skins download properly, and then there's an infinite pending symbol. Additionally, item labels only display after all skins have been downloaded, so essentially they never render.
rock-yo yttrium can you add this in the first post so that if there's a chance valve keeps an eye on this thread they might look into it?
of course
omnificSomething i noticed on mp_tournament 1 servers is that once the first round starts up, there's no time to do static jumps as demo/pocket. However, it only happens during the first round after both teams have readied up. After that round you get time to static just like before the update. The time frame in which nobody could move but soldiers and demos could jump with the assistance of push force from sticky/pipe/rocket is no longer there for that first round
http://img2.wikia.nocookie.net/__cb20140820072323/pokemon/images/6/62/079Slowpoke_OS_anime_2.png