team lol for president 2015
| 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 |
backquasI always thought that only Wine and similar software does this work and TF2 uses OpenGL without any conversion layers. Am I right?
WINE converts every single Windows call to a Linux-compatible one, which does often include its own DirectX implementation that remaps to OpenGL. However, that's more of a brute force method. If I recall correctly, Source on non-Windows platforms does map DirectX to OpenGL itself, though because it handles that itself without some wonky compatibility layer, it's going to perform a lot better and have fewer issues.
I believe this is why the Orange Box was on the 360 directly from Valve, while the PS3 version actually had EA as a developer, on top of being the publisher (EA published both). EA was in charge of working on the OpenGL remapping for the PS3, which only runs OpenGL, but the game worked just fine on the 360 which supported DirectX.
TechDudeMake sure the laptop is set to the high performance power option and plugged in.
KrankPlease note that I am using a laptop, and I've set my battery power option to "High Performance".
You're having some issues loading certain UI textures.
Try either going back to the default TF2 UI. You could also check and see if you've got Optimus on the laptop, and if so, see if your integrated GPU is the one running TF2. In your system tray, you should have a notification that looks like this:
http://users.wfu.edu/yipcw/lenovo/2011/w520/images/w520-optimus-tray-1.gif
It should look like the bottom image, not the top image. There should be a Half-Life 2 logo in that list. If so, you're fine, otherwise, tell me.
Whenever I listen to this song on loop I seem to snipe really fucking well
uberchainevery protagonist Scout animation ever
>8:10
>"It's like Christmas morning"
>sniper holding Bushwacka
Wait a minute...
https://youtu.be/6cm2iFmASBc?t=13s
is it just me or did he slow down the framerate after rendering it in order to achieve slow motion
fuck that
89zombiezExcept this guy only plays on servers with logs.tf or somethin', because I just cant find him on sizzling. Plus Ive only played one lobby with him, but that lobby was full of flags, as well as his logs. This guy is apparently a god or something.
TF2Center automatically uploads to logs.tf. It's up to the server to have Sizzling Stats enabled, because sizzlers require the STV demo to be uploaded, which requires FTP access, which requires a sourcemod plugin, not simple rcon like TF2Center uses.
89zombiezAnyone mind telling me an easier way of finding a person on sizzling stats? I have logs of a potential cheater in TF2C but I cant be too sure unless I can get my hands on an STV for some solid proof.
When you sign into Sizzling Stats, you can see a history of all uploaded stats that have you in them. Top right, hover over your name and hit "Profile".
sky_tbf it's pretty dumb that they will only get banned if they can be proved to be cheating in a match.
My old team leader went on a hacking spree one night after some UGC 6s scrims. Four of us were left in the server so we were doing some 2v2 KOTH rounds for fun, we all agreed to not go med or engie and one of the guys did and it pissed him off enough that he ragequit.
He was VAC banned the next morning. He talked to a UGC admin and they said that he could simply switch to an alt account and continue playing in the season, so long as he didn't use cheats in matches.
This was at a Gold level, and it frankly sickens me that they're so openly okay with it.
No 120 FOV fix? No transparent viewmodel fix?
Alright, we're still good.
I thought I was on to something when it came to getting it to work on DX8. I thought by simply generating a Du/dv map and adding a $dudvmap section to the material, I could enable it in DX8 mode.
Turns out the real reason it won't work in DX8 is because DX8 doesn't support motion blur. So, basically, the refract shader DOES work in DX8 (though possibly not as well), but because there's no motion blur, we can't apply the refract shader to the viewmodel.
It's never gunna be possible to get it running in DX8 mode with this method. Sorry guys.
i deleted this comment because it was so bad that it ruined the thread
DracyoshiSorry for the bump, but I can't figure out any solutions for this following issue: There seems to be a consistent and subtle blur at all times.
Getting this too, thought it was just me. Sucks that there's no fix, it's pretty make or break.
EDIT: I've figured it out. It's not entirely the refract shader. Your image can be edited to decrease the effect.
The way you're gaining transparency is by throwing a refract shader over the entire viewport, although it ignores the HUD and alters the viewmodel. The refract shader is actually warping the entire image as a side effect. You've disabled the blur associated with the refract shader by setting $refractamount to 0, however the refract shader still warps the image a linear, pixel-driven amount. Because of this, the blur we're seeing is actually from the low resolution of the overlay. By increasing the resolution, we can't actually remove the blur, but we can exponentially make it less visible.
I resized the 256x256 image to 2048x2048. The blur effect is still there, but it's hardly visible.
Having some issues getting the 256px to even load right now, but I'll show screenshots in a second.
EDIT2: I have no idea what I did to break my game like this. The aliasing was REALLY bad when it was 256px. I increased it to 2048x2048 and used "mat_reloadmaterial REFRACTnormal_transparent" without even leaving the server, after turning sv_cheats on, and then the blur became really subtle, but still there.
I've since deleted the 2048px image and wiped both the vmt and vtf with the original ones from the archive, restarted tf2 a bunch of times, and no matter what I do I can't get the blur to be any worse than it was at 2048px.