>Fallout Shelter
fuck yes
>iOS-only
welp
| 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 |
Bonafidebut then how do I know which fragmovies are worth watching
allow thread frags
hide post frag counts when between +/-10, but still track them. also always display frag counts for your own posts.
this way anything with a small opinion won't instantly set your mind to be predisposed to hate the comment, but you can still distinguish important posts and shitty posts from the others
kounterpartsThe idea is that we can get that map testing for newer maps, unlike logjam which is already deep in ETF2L, Either glassworks or the new Harbour, and possibly another one for the first week, I haven't decided yet. Although, if we do run out of maps, Anything is greatly appreciated
glassworks, harbour, pro granary, craneway, grizzly, alamo, cache. Pro badwater needs to be tested too but I don't think it'd be as easy to test as a 6s pug.
The most important part is finding players with actual useful feedback that are interested in improving maps, along with finding players that won't complain about dev textures.
use koth_product
be a part of the solution not the problem
KanecoYes that's the one I'm talking about, really loved that background and for some reason it was ovewritten when I updated the hud. gonna try your backgrounds, thank. What about the background in the OP, do u happen to know where to get it? I can't seem to find it on github
here, hit view and then raw for the top two files, and drop them into their proper paths
https://github.com/takram/takyahud/commit/7bb08a0eaf44ced443dc92e87ec72bb9f8ac0114
the files were removed because they were changed, but you can always search commit history and find the previous versions
kKaltUuPlease remember that this isn't a popularity contest and you get to vote if you think someone is cheating. You are positively sure of someone being innocent, you have your suspicions or you have undeniable proof someone is cheating in the form of AC evidence.
I wish there was a moderated thread where we could just post reports and relevant evidence for later inspection. It's important that it's open, though, so that others can see the reports and add additional evidence or comments about previous incidents that wouldn't otherwise show up (see my posts in the first few pages).
KanecoSorry to bump this thread but do you happen to have those backgrounds dl link? Couldn't find it.
Also anyone has the old main menu background with that kinda pinkish map with flowers? Or the one in the OP, because I recently updated the hud and it reverted back to the default all blue background which I hate and I cant find the other ones.
Don't have the pinkish map image, but I think you're talking about arena_suijin_rc2?
As for the background in my post, drop this over your current takyahud install, overwriting everything:
https://www.dropbox.com/s/4evr21ur1oelbkd/takyahud-classic-master-mainmenubg.zip?dl=0
For those interested I just committed these new backgrounds, along with a sanity-focused folder restructure and new Robot Destruction UI. Anyone that downloads the HUD new doesn't need to download from the above link. Just take a peek into the optional folder.
router QoS to prioritize port 27015, as it's probably just a network issue. if that doesn't work then look into CPU load.
SideshowOnce you play the map more than 3 times it's painfully obvious where you can and can't go.
While you're correct, it's still bad map design and even simple things like this become barriers for entry for new players. Part of making competitive inviting is making maps easy to understand, and these spots are downright unintuitive and contradict everything else in every other map.
Except Junction, fuck that noise.
http://fakkelbrigade.eu/maps/
^ tf2center's download library
doesn't have snakewater_b4 unfortunately
found b9, b10, b11, g7, rc1, rc2, rc3, rc4, and rc5 though:
http://fastdl.colonslash.eu/maps/
kounterpartsawesome first post, its aesthetics. it makes sense. they would be dumb hiding spots without it. and with a wall it would lose all its soul.
They do still need to have fences or something so it's clear that the player can't go there. Especially the one in market, it looks so much like you can go there.
Well, first let's go over the limitations of SFM.
- When you record multiple run-throughs and see your past recordings, those are just models acting out what you did in-game. They aren't a player and they won't act like a player. They're just cosmetic.
- There's no way to obtain proper collision or detonation on any objects that aren't pre-baked into the map.
The best way to do this is to ask a friend to help you out. Source Filmmaker actually supports multiplayer by making the internal server set to sv_lan 0. Then, other SFM users can connect to your server and help you record. Then you'll need to recreate the double airshot from there.
altitudecow, the real demoman