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[TF2] Let's Play~!!!!! - Page 5

Forum Index > General Games
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Braintricks
Profile Blog Joined December 2008
137 Posts
May 27 2009 02:47 GMT
#81
Country is US btw.
goddamn nerd rappers
paper
Profile Blog Joined September 2004
13196 Posts
Last Edited: 2009-05-28 10:11:05
May 28 2009 09:44 GMT
#82
roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do?
Hates Fun🤔
DURRHURRDERP
Profile Joined May 2006
Canada929 Posts
May 28 2009 09:50 GMT
#83
nothing, it just makes you blatantly obvious to everyone in the game
"I am an iconic role model for everyone aspiring to be better at League of Legends." - Roffles
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
May 28 2009 15:49 GMT
#84
did they fix the bugs they had? Which made top end computers perfrom at 15fps?
YunhOLee
Profile Blog Joined April 2005
Canada2470 Posts
May 29 2009 03:56 GMT
#85
Ok, i installed the FPS config of m0re.. however i'm running throught a little problem, i can't find the command in console that removes the dead bodies from the game, and i want really want to see the bodies of dead people, anyone knows what it is?

I already tried to search into the config for the words: corpse, body, dead
and it didn't bring up anything
Live it, love it, play it, kill it. JulyZerg and IPXZerg greatest TL.net fan
Klapdout
Profile Joined August 2007
United States282 Posts
Last Edited: 2009-05-29 10:13:01
May 29 2009 09:52 GMT
#86
On May 29 2009 12:56 YunhOLee wrote:
Ok, i installed the FPS config of m0re.. however i'm running throught a little problem, i can't find the command in console that removes the dead bodies from the game, and i want really want to see the bodies of dead people, anyone knows what it is?

I already tried to search into the config for the words: corpse, body, dead
and it didn't bring up anything



The magic word was ragdoll

m0re uses the following cvars in his lower fps config
cl_phys_props_enable "1"
cl_phys_props_max "600"
cl_ragdoll_collide "0"
cl_ragdoll_physics_enable "1"
cl_ragdoll_fade_time "0.0F"
g_ragdoll_fadespeed "0.0F"
g_ragdoll_lvfadespeed "10"


You'll have to experiment to find the right values you want, adding to fade_time will make them stay on the screen longer, 0 turns them off, I don't know what the F is for tbh.

I'm not sure what the "g_ragdoll" cvars do either, you may need to play with them as well.

I made my own config and use
cl_ragdoll_forcefade 1
cl_ragdoll_fade_time "5"
cl_ragdoll_physics_enable 1

This causes bodies to disappear immediately after death animations(makes it easier to find ammo)
Realpenguin
Profile Joined December 2006
8253 Posts
Last Edited: 2009-05-30 02:57:05
May 30 2009 02:27 GMT
#87
YES MILESTONES ARE BACK
FARM YOUR ACHIEVEMENTS NOW!
I already got all of mine using an achievement map with bots!
+ Show Spoiler [changelog] +
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

Arena Mode

Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

Added tf_arena_round_time to set a timelimit on the round

Added the userid of the player who built the teleporter to the "player_teleported" event

Fixed player killed event causing server crash

Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

Fixed the Ambassador not doing damage to buildings

Fixed Spies disguised as their own team not drawing blood effects

Fixed players killed by flaming arrows not showing the appropriate death icon


ALSO, you can run this program:
http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611
when you aren't doing anything else, so you can unlock hats.

It's safe, I got a few duplicates and the engineer hat using it.
<Wolfpox> i remember when MVP beat that one guy, and everyone was like 'whoa' except that penguin dude.
eekmice
Profile Blog Joined April 2005
United States373 Posts
May 30 2009 04:51 GMT
#88
i royally suck but i'm down

steam id is drunk_onion [USA]
Dgtl
Profile Blog Joined December 2008
Canada889 Posts
Last Edited: 2009-05-30 06:22:16
May 30 2009 06:09 GMT
#89
On May 28 2009 18:44 paper wrote:
roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do?

The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound.

Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T
^______________^
zizou21
Profile Joined September 2006
United States3683 Posts
Last Edited: 2009-05-30 09:43:21
May 30 2009 06:55 GMT
#90
On May 30 2009 11:27 Realpenguin wrote:
YES MILESTONES ARE BACK
FARM YOUR ACHIEVEMENTS NOW!
I already got all of mine using an achievement map with bots!
+ Show Spoiler [changelog] +
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

Arena Mode

Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

Added tf_arena_round_time to set a timelimit on the round

Added the userid of the player who built the teleporter to the "player_teleported" event

Fixed player killed event causing server crash

Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

Fixed the Ambassador not doing damage to buildings

Fixed Spies disguised as their own team not drawing blood effects

Fixed players killed by flaming arrows not showing the appropriate death icon


ALSO, you can run this program:
http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611
when you aren't doing anything else, so you can unlock hats.

It's safe, I got a few duplicates and the engineer hat using it.


thx for sharing that app
hope it works :D

edit: def works, added a few bckburners to my inventory np
its me, tasteless,s roomate LOL!
tec27
Profile Blog Joined June 2004
United States3696 Posts
June 02 2009 05:38 GMT
#91
On May 30 2009 11:27 Realpenguin wrote:
YES MILESTONES ARE BACK
FARM YOUR ACHIEVEMENTS NOW!
I already got all of mine using an achievement map with bots!
+ Show Spoiler [changelog] +
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added Sniper/Spy milestone achievements as an additional way players can get the new unlockables

Arena Mode

Added tf_arena_use_queue server convar. Turn this on to get the old queue behavior. Default is off

Added tf_arena_round_time to set a timelimit on the round

Added the userid of the player who built the teleporter to the "player_teleported" event

Fixed player killed event causing server crash

Fixed Spies not being telefragged when standing on an enemy teleporter exit with the Dead Ringer enabled

Fixed attackers seeing the mini-crit particle effect for full crits if the victim has the Jarate effect enabled

Fixed the Ambassador not doing damage to buildings

Fixed Spies disguised as their own team not drawing blood effects

Fixed players killed by flaming arrows not showing the appropriate death icon


ALSO, you can run this program:
http://www.sourceop.com/modules.php?name=Forums&file=viewtopic&t=1611
when you aren't doing anything else, so you can unlock hats.

It's safe, I got a few duplicates and the engineer hat using it.

Thanks for linking this, I've been using it for a few days trying to get hats (no luck stupid 0.4% drop rate)

I got a bit tired of having to unminimize the command window to see if I got any items along with being annoyed by having it on my taskbar all the time, so I made a program to solve those issues.

http://avantageous.com/HiddenSteamStats.zip

Just throw that in the folder that has the idle program in it and run HiddenSteamStats.exe. It will open up SteamStats.exe for you, and put a Sandvich icon in your system tray. Just double click on the Sandvich to show/hide the command window. Whenever you unlock something (so long as you having logging items to file enabled), it will play the unlock.wav (replace that with whatever you want, its the TF2 achievement sound in the zip) and pop up a balloon tip with what you got. Exit SteamStats the normal way (bring up the command window and hit any key) and HiddenSteamStats will automatically close.
Can you jam with the console cowboys in cyberspace?
paper
Profile Blog Joined September 2004
13196 Posts
Last Edited: 2009-06-02 06:56:17
June 02 2009 05:54 GMT
#92
these hat drops remind me of ragnarok online lol

maybe you'll be able to combine multiple items to make EVEN BETTER HATS!

like three backburners for ... a fire hat
Hates Fun🤔
traced
Profile Joined October 2007
1739 Posts
June 02 2009 06:16 GMT
#93
On May 30 2009 15:09 Dgtl wrote:
Show nested quote +
On May 28 2009 18:44 paper wrote:
roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do?

The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound.

Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T

that's not true necessarily

the difference between pubbers and a comp player is large, yes, but there's nothing special about the aim of most low level comp players. of course as you work your way up players get better and better, but it's gradual until you reach the very best.

the real disparity between teams is strategy and teamwork/coordination. there are lots of players on top teams that aren't that great at aim but play smart, and smart almost always beats pure aim. and yes, this disparity between established teams and new teams is monumental, but not insurmountable.
GoodWill
Profile Joined February 2009
Canada149 Posts
June 02 2009 06:38 GMT
#94
On June 02 2009 15:16 traced wrote:
Show nested quote +
On May 30 2009 15:09 Dgtl wrote:
On May 28 2009 18:44 paper wrote:
roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do?

The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound.

Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T

that's not true necessarily

the difference between pubbers and a comp player is large, yes, but there's nothing special about the aim of most low level comp players. of course as you work your way up players get better and better, but it's gradual until you reach the very best.

the real disparity between teams is strategy and teamwork/coordination. there are lots of players on top teams that aren't that great at aim but play smart, and smart almost always beats pure aim. and yes, this disparity between established teams and new teams is monumental, but not insurmountable.


For the 4 mid-top cevo-p/esea-i teams maybe, but aim difference will decide the rest of the games for 90% of the time. There's not a great deal of "talents" for even cevo and esea, you can easily tell who's a great aimer, who is mediocre and who is just bad. And you take that multiply the difference by 5 and you have a team of winners.
Milton Friedman
Profile Blog Joined June 2006
98 Posts
June 02 2009 11:40 GMT
#95
Is there no competitive play for relatively low skilled players to compete against each other? In the same way that A rank players match together while D rank players match together on iCCup, just because very high skilled players exist doesn't mean lower skilled players can't have some competitive fun together. Or TL probably has enough players to make 2 teams and we battle it out for pride.
DURRHURRDERP
Profile Joined May 2006
Canada929 Posts
June 02 2009 13:04 GMT
#96
does anyone feel like playing right now?
"I am an iconic role model for everyone aspiring to be better at League of Legends." - Roffles
traced
Profile Joined October 2007
1739 Posts
June 02 2009 20:03 GMT
#97
On June 02 2009 15:38 GoodWill wrote:
Show nested quote +
On June 02 2009 15:16 traced wrote:
On May 30 2009 15:09 Dgtl wrote:
On May 28 2009 18:44 paper wrote:
roll the dice is a pretty dumb mod, but i've always wondered... what does the 'beacon' effect do?

The beacon baisicly makes waves of circular white rings come from you every so often, and you also emit an annoying sound.

Edit: Just read thing about making a competitive team. I will say that making a comp team on TF2 is really hard. You have to be amazing at TF2 to be able to win maybe one game out of ten in comp TF2 play. The clan that I am in right now did have a comp team and even though most of them were really good, they were really nothing compared to comp team level players. The gap from people who play it regularly and the people who play it on a competitive level is kinda like the gap from foreigner A/A-/B+ to Korean A+. Yeah, it really is that big of a gap T_T

that's not true necessarily

the difference between pubbers and a comp player is large, yes, but there's nothing special about the aim of most low level comp players. of course as you work your way up players get better and better, but it's gradual until you reach the very best.

the real disparity between teams is strategy and teamwork/coordination. there are lots of players on top teams that aren't that great at aim but play smart, and smart almost always beats pure aim. and yes, this disparity between established teams and new teams is monumental, but not insurmountable.


For the 4 mid-top cevo-p/esea-i teams maybe, but aim difference will decide the rest of the games for 90% of the time. There's not a great deal of "talents" for even cevo and esea, you can easily tell who's a great aimer, who is mediocre and who is just bad. And you take that multiply the difference by 5 and you have a team of winners.

do you play on a team, goodwill?

tf2 is all about playing smart, playing coordinated, organized, and having good strategies. aim isn't nearly as important as you'd think, unless you play scout.
HonestTea *
Profile Blog Joined December 2005
5007 Posts
June 03 2009 02:55 GMT
#98
I just got in to the elite Korean spy group~ (10 members)

Yay
returns upon momentous occasions.
Siefu
Profile Joined November 2004
Australia205 Posts
June 03 2009 13:02 GMT
#99
[Steam ID] siefu_
[Country] AUS

I've got exams at the moment so I probably won't be playing that much for about another two weeks. By the way what do people think of the Huntsman? IMO the sniper rifle is better because it is easier to noscope with if you're in trouble and better long range.
He walks among us, but he is not one of us.
prOxi.Beater
Profile Joined December 2008
Denmark626 Posts
June 03 2009 13:31 GMT
#100
I would definitely be up for making a TL team for casual competetitive play (if that makes sense.)

Sure, we probably won't be very good, but I'm sure there are some bad teams out there that we can compete against.
Nobody beats the Beater
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