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
| Account Details | |
|---|---|
| SteamID64 | 76561197994749697 |
| SteamID3 | [U:1:34483969] |
| SteamID32 | STEAM_0:1:17241984 |
| Country | United States |
| Signed Up | April 1, 2014 |
| Last Posted | September 13, 2026 at 7:59 AM |
| Posts | 2143 (0.5 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 6.0 |
| Windows Sensitivity | 6/11 |
| Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
| Hardware Peripherals | |
|---|---|
| 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 |
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
vibhavpNot sure if it qualifies as a bug, but the new weapon change mechanic needs to be reworked as far as ubers are concerned
working as intended
but the intentions are retarded
what do you fine gents listen to when fixing valve's shit?
WiethoofdUnfortunately this tweak to get high quality item models conflicts with the 'skins' models shown in the modelpanels :(
Still works in classloadoutpanel. Broken in itemselectionpanel.
Random question.
On the inspect item panel, which you can use on the new skinned weapons and on the Gun Mettle coin, would you guys prefer the default warped perspective, something that looks isometric, or somewhere in-between?
The default FOV is 75, and it looks a little warped. I've got mine set to 40 now and it looks pretty good. Isometric would be 1.
farnsworthI just got a third contract, anyone else?
yup
aniccalooks like festive viewmodels are now fixed as well. :D
http://oyster.ignimgs.com/mediawiki/apis.ign.com/pokemon-blue-version/b/b2/Slowpoke.gif
YungDeskSo did you just update the OP with the updated hud DL? I'm thinking of switching over to yours from rayshud.
Not yet, it's not finished yet. I'll post here to let you guys know.
Need to work on all the Mettle stuff. The leaderboard fix also wasn't optimal.
I want to redesign a little bit of the HUD before I release it. Not sure if I'll brand it my own, or if I'll just keep it here. Fragmentation isn't great but I want to add a few of my own spins.
The bright blue will be in the optional files.
REM_TF2Oh actually I forgot to mention that I actually spent some time practicing "juggling" 2 mediguns from viaduct spawn to mid and it's really not easy. The weapons fly out at a seemingly random trajectory so it's not easy to catch the midair and it's not like CS:GO/CS:S where you could just spam the weapon drop button. Also I noticed the weapon switch button isn't exactly the most responsive thing in the world and it makes it really hard to juggle mediguns up hills.
Also I tested trying to shoot the medigun with a rocket or a scattergun and that didn't work but this was all pre-update so it might work now, not sure.
Even so, RIP milking ubers if one uber is popped already and ambitious last pushes where you can just turtle and stockpile ubers.
I'm gonna ask Alain if he wants to do some testing with me and maybe we'll post another update video at some point so we can confirm all of this once and for all.
Patch 3 apparently improved the weapon switch button responsiveness.
Weapons aren't ragdolled, and don't react to being shot.
Driving down to Philadelphia to pick up my girlfriend from the train station in a few hours
Time to introduce her to TF2