JBhttp://doodlesstuff.com/?tutorial=tf2hud§ion=label#shortcut
This is it, explains why there was an ampersand in front of my labels when I went to investigate.
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 |
JBhttp://doodlesstuff.com/?tutorial=tf2hud§ion=label#shortcut
This is it, explains why there was an ampersand in front of my labels when I went to investigate.
nykWell shit
I guess he can't keep that up forever surely
he said he set up a macro and hes going to work
other teammates are saying things along the lines of
"wtf thats against steams policy u should be banned im gunna call steam"
so i've got a bunch of bright folks here
http://puu.sh/q9jK5/18cc30ecb0.png
someone please send help I'm stuck in a match that won't start because someone keeps rejoining, they've been doing this for over an hour and if I leave I get a week ban
what the fuck valve
DarkNecridThen hopefully someone who knows b4nny or other people close to Valve bothers Jill or whomever to go look
fucking valve development man
tfw northwest jersey is barren
resource/ui/econ/BackpackPanel.res
look for "NextPageButton" and "PrevPageButton". the specific thing you're looking for is
"Command" "nextpage"
"Command" "prevpage"
I think the shortcut is force-bound to whatever you use for moving left and right ingame but if I'm wrong on that someone please correct me.
edit: changed left and right ingame and the backpack still used A and D so I'm not really sure on this one.
Not yet, sorry. Right now I can disable things that are lower on the bone chain but not higher. For example, arms attach to the origin and then eventually down the chain the weapons attach to the arms. I can't remove something from the middle without also removing everything that attaches to it. It can be done in theory but I haven't yet solved a way to do it programmatically. So eventually yes but not yet.
Yup, the output is platform agnostic.
The Windows user will need a full install of TF2 though because CompVMInstaller relies on the bundled SDK tools.
Depends on the league config that the person who makes the reservation picks.
UGC uses sv_pure 2 but they don't seem to include an sv_pure whitelist, which means it might be blocked unless the server is configured to allow it. ETF2L also seems to use sv_pure 2 without providing their own whitelist.
I'm going to see about contacting both of these leagues to check if they can adopt Valve's whitelist for future seasons, so that this mod works.
I do know that the mod at least works on Pugchamp. I haven't tested it elsewhere yet.
FubarThis ctf talk brings back memories from 2010. Tf2maps.net had a "make ctf for comp" contest and it was kind of a crapshow. https://wiki.teamfortress.com/wiki/Competitive_CTF_Contest That said, what about ctf_landfall?
Landfall is one of the least obnoxious CTF maps I've ever played but it still has some really bad chokes, and the only non-interior passages that wrap around the map are very narrow. The spawns are also placed just a little too awkwardly - plus it has two spawn rooms, which frankly I don't think a 6s map should have. I really like the mid and the intel area could definitely be rearranged a little and it would be great, but the biggest issue for me is the pathways between them. It's like what would happen if you took Badlands and removed the entire train path to second.
Landfall and Doublecross could both be somewhat decently modified with pro versions for 6s. Sawmill also wouldn't be that obnoxious if the ctf version didn't block off passages so that you have to walk through the stupid center, if the intel wasn't deep below ground protected by the enemy spawn, and if the mid didn't have the sawmills as an actual hazard (they could be stationary and that would be fine).
Well is too big, and while I like its intel room/final cap room (although the pathways are too high up for non-explosive classes), the spawns are too far forward and it's way too chokey. 2fort is hopeless. Turbine is really only suited towards HL.
Funny as it sounds though, now that I think about it, it seems to me like the CTF map most ready for 6s is actually Thunder Mountain, assuming all of the mannpower junk was removed. It's not actually that bad once it's mirrored like that, and the spawns are far enough out of the way that you could still run in and capture without having to wipe the entire team. Gorge might also work well (its mannpower variant).
FubarAll the information that we have about how ctf plays out competitively is super dated. One thing that comes to mind is the player outline valve has added to flag carriers, it's probably not a big deal but I do wonder if that now gives out too much information for the game mode to be compelling in a competitive setting. picking up the flag puts you at a fairly large disadvantage.
The other question that's always at the back of my mind is "would this map make for a good spectator sport?". I don't know that tf2 ctf can be that. Ctf is definitively one of the modes that can drag on and I'm not sure how to address that... not to mention that caper outlines probably makes it harder to cap than in the early days of ctf_turbine.
As long as it's made to be faster paced, with smaller, more open maps and with short despawn times, I think it could make for a fairly interesting spectator sport. We'd get a lot of clutch cap or intel steal moments similar to what happened with bird noises and 8K, except for capping intel. Hell of a lot better than Valve's A/D that they're pushing on everyone in matchmaking.
We just need a new map that does it correctly, because pretty much none of the other CTF maps (even community ones) are catered towards 6s.
trapsterI'm just not sure what 6s needs at this point. maybe 5cp is our only salvation but I'm not really feeling up to it right now.
I think it would be kind of cool to have a CTF map that isn't plagued by tiny choke points or giant sniper sight lines. If you make a CTF map with wider corridors/choke points and you are able to reduce the timer for the dropped intelligence to 30 seconds, then CTF might play out well in competitive.
Frankly CTF has a lot of potential and I thoroughly enjoy the game mode, it's just that all TF2 CTF maps are shit. The only map that was ever decent and saw competitive use was Turbine Pro, but that only worked well with the HL format.
I'd love to see something like Doublecross but without all the chokes it has, and a little smaller.
Honestly 30 seconds is even too much. I would be perfectly fine with a fast-paced 15 second timer. I think pushes in 6s would work best if you couldn't fail a push and then get a full respawn and run all the way back and grab it again. It should be fast and dynamic, rather than static with level 3 sentries.
rowpiecessorry i couldn't find your location on google maps
really because if i type it into google maps it comes up instantly
that is not where i live at all nor is that how you spell my name :c
Can't wait to use this shit in SFM. The number of WW2-era posters I could make...