Wicked hasn't put out a post because there wasn't an hlds-announce email. Again.
Two bugfix updates in two days, though... Interesting.
Account Details | |
---|---|
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 (0.5 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 |
Wicked hasn't put out a post because there wasn't an hlds-announce email. Again.
Two bugfix updates in two days, though... Interesting.
does this do anything?
I've set it to 80 and I'm only getting put in Singapore servers where I have 450 ping. And it's putting me there immediately. If I have a max ping setting, Valve, respect it. how difficult is this.
yeah i agree who cares if youre getting backcapped
rongolalso can you move the icon even further down so its below the map?
see
(after putting it further in the ground)
Well, you can't say I didn't try. I was able to change the model using the same method as my viewmodels, and tested it offline with success:
https://i.imgur.com/9crxlEK.png
However, even with preloading it didn't work in casual servers, while my viewmodels still worked there. I tried a bunch of different methods, including empty model swaps, texture edits, material edits, and finally just a straight up model edit to move the idle animation below the ground, which is what you see above.
I can give you this VPK (after putting it further in the ground) but I don't know how much good it will do. Maybe it could be preloaded into ultiduo servers or competitive ones, but Valve MM doesn't allow it.
mm... maybe.
VisIt's not possible because it goes with the model of the point itself, you need a different model and a server running sv_pure 1 or 2 (not sure). You get used to the icon after some games though
those are separate models. there are blu/red/neutral models for the hologram, and then the point is a single model with different skins applied to achieve the different glow colors. the hologram makes up both the logo and the aura effect.
edit: sorry, it's one model for the hologram, not three. the model is changed with bodygroups but it's technically one model. the point itself is still a different model though, because they reuse the same holograms over payload capture points
it will not affect your framerate at all, but will affect the delivery of frames to your display. frames will be passed directly and will no longer need to go through your window compositor (DWM) first. so it won't improve framerate, but it will improve frame latency and possible frame jitter.
that being said, windows 10's DWM is much better than previous windows versions, so the frame delay is nowhere near as bad as windowed/borderless in win7/8 was.
HellbentVery much doubt it could be used in comp due to its bugginess
The most important thing is that you can't really have player interaction with it. You can see other players, but you can't affect them. It's like a ghost racer in Mario Kart. It works well for what it does but it can't be used to work around the laws of physics (ping difference).
I like how Comanglia is the software Setsul
BlastFMWe need the old broken inspect animations as an option in the next update. Having the GRU turn into a helicopter, scout melee levitating and jarate twisting madly was way too much fun
you can just download an old release and install it if you really want to ruin your game that much
fixed the link, sorry i was an idiot when tagging the release on github and forgot a letter
Dell_Conagherwill it still crash demos if you don't have the mod installed if they were recorded with it installed?
considering this literally just changes a model it shouldn't cause you to crash in the first place unless there was something broken with the model (like using the pre-inferno installer after jungle inferno).
1.5.0 is going to be a huge overhaul. In the meantime I've gone ahead and merged Oblique's 1.4.0 under the 1.4.1 version number, with no other changes.
Ok so I've got the source code for the "unofficial 1.4.0" release posted by Oblique in #459. I'm not going to roll it into the main branch yet though, because I've got some ideas for improvements, which will all be rolled into 1.5.0.
Spy viewmodels can now be properly hidden
I finally figured out how the off-hand (watch slot) weapons work. They used v_models the whole time, they never switched to the c_model system. You can now disable/enable these for each *weapon*. You could choose to hide the Quackenbirdt, but keep the Invis Watch visible, despite the fact that it might seem like they're the same animations.
Full support for custom animations
I'm going to change the editing process so that each weapon will allow you to use a custom animation instead. I'll try to work with Paysus on this. You'll need to request custom animations, they'll be bundled with the installer.
More flexibility in how things are hidden
I'm going to look into weapon offsets so you can move the viewmodel rather than just hiding it. This will take some experimentation, please bear with me. Probably won't make it into 1.5.0.