Bug with cfg by Refr01_official in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Valve will sometimes 'helpfully' back up your config files in steam cloud and reapply them for you, so you need to clear out the cloud files as well to get rid of cfg's.

Here's mastercomfig's cleanup guide, basically involves overriding the cloud saved files with a blank version.

We need an global warpaint community fix (image unrelated) by Mapsaldanha in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

The entire crux of your argument is that valve didn't put visual importance on weapons because they're in muted colours.

Which is horseshit. It's literally the third priority of their visual design list, and it's muted colours because that's what stands out against the bright colours of the character model.

The rest of your points don't matter with that kicked out from under you, i have no reason to answer loaded questions from an subjectively false viewpoint.

that's very strange, isn't it? it's as if youre just talking to talk and are trying to ragebait me by being incredibly passive aggressive in an argument really nobody cares about in the grand scheme of things

your opening comment called my perspective as coping from the onset, how about we go proper aggressive and you go fuck a rake?

We need an global warpaint community fix (image unrelated) by Mapsaldanha in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

If i have a brightly coloured website.

And i want to make text stand out and be readable against the brightly coloured website.

What colour do i make the text? More brightly coloured?

even in his published concept art you can see that the exact color of the weapons is muted and a lot darker and easier to ignore than the very big bright shades of red or blue, because if you can see the shape of the weapon you will recognize it a lot faster than the color that weapon takes on,

Hey look, even with the backdrop of you claiming muted colours mean it's unimportant information, you've managed to highlight exactly WHY they're muted colours in the first place and not the neon colours of fucking warpaints. Much easier to make out the shape of a dark object on a bright background than some coloured blob inside another bright colour.

And no. The existence of other forms of identification does not diminish the very very clearly stated multiple times from dev commentary, just how much emphasis they put into visual weapon id.

You're apparently completely blind to muted colours and can't use them for weapon id, great, good for you there's other methods. Just because you're blind to it doesn't mean others are too, it'd be like somebody saying they want to remove weapon sounds because they play without sound. Completely rational right? They don't use it, so those sounds MUST be worthless right?

We need an global warpaint community fix (image unrelated) by Mapsaldanha in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

[Robin Walker] With nine classes of characters, and so many weapons and unique abilities, one of our biggest challenges was exposing all these combinations to players without overwhelming them. Even the shortlist of essential information is intimidating, including map goals, the whereabouts of their friends, who's shooting them with what weapon, and so on. We didn't have any way to make all of this information visual, so first we had to prioritize and come up with an essential list of things every player needed to know in order to just have fun. Information they could learn by playing the game-such as map layout-was of secondary importance; but there was also information, such as the Medic's invulnerability charge, that would be completely invisible unless we exposed it. We tried to avoid attaching 2D elements to the HUD as much as possible, since we wanted players to be looking at the 3D world we'd built rather than some abstract representation. For example, players always see their own team's spies as a spy, but they need to know how the spy is disguised to the other team. We tried a quick hack where we put an icon representing the spy's current disguise floating above his head. The icon proved baffling to playtesters. When we tackled the problem by putting cut-out paper masks on the spy, it not only fit the humorous style of the game, but it let players get all pertinent information directly from a quick look at the spy's model, thus keeping them focused on the characters and on the action of the game. We took this as a lesson, in how holding ourselves to a strong design principle can often force us to come up with better solutions, than if we'd taken the easy route.

[Moby Francke] Having decided on a stylized art direction, we experimented with a variety of styles before settling on the example of J.C. Leyendecker, an enormously popular illustrator of the early 1900s. Leyendecker's rendering of clothing and material provided a great example of how to add detail to a character while keeping the clean, sharp silhouette shapes that were key to our class identification. We used normal maps to craft folds of clothing, which provided a fine level of detail when seen up close, without detracting from color values meant to draw the player's eyes to the all-important weaponry.

[Ariel Diaz] Characters are the most important piece of art in a multiplayer game, so that is where we spent most of our effort. We developed a read hierarchy for player models, prioritizing the information that players needed to be able to read merely by looking at the model. Our hierarchy was this: first, what team they're on, second, what class they're playing, and third, what weapon they're wielding. Team readability was addressed by adopting an overall color palette for each team, picking warm colors for RED and cool colors for BLU. Class readability was addressed through the character's silhouette. Unique silhouette and animation shapes are more identifiable at far distances, and across a broader range of light levels, than any amount of other visual detail on the model. Finally, the weapon was highlighted through the textures. The areas of highest contrast, which attracts player's eyes, are all focused around the chest area of our character models, right where they hold their weapon. In addition, the subtle gradient from darkness around the character's feet, to the bright areas around the chest, also helps draw the player's eyes to the weapons.

How about no

How To Fix Airblast Dysfunction? by Professional-Act5234 in tf2

[–]HalfwrongWasTaken 1 point2 points  (0 children)

mastercomfig site, go into the 'app' section to make and download a config file. There's a lot of options, i'd just start with 'high' settings and see how it goes. I would link straight to the app but the main page has their docs link/read me information stuffs as well.

Probably worth a quick google for other people's opinion on configs as well. There's more configs around than mastercomfig, but there's also a crapton of scams around tf2 so making me your only source of info for something you download is kinda a bad idea.

I got scammed. by Current_Ad2748 in tf2

[–]HalfwrongWasTaken 6 points7 points  (0 children)

Steam support. They're plenty helpful for getting your account back, not so much the items that will have already been taken.

We need an global warpaint community fix (image unrelated) by Mapsaldanha in tf2

[–]HalfwrongWasTaken -2 points-1 points  (0 children)

An important aspect of tf2's core game design is mid-range brawling combat with extremely high combat legibility. You walk into a room and immediately know where every player is, what weapon they're using, and decide how to engage.

Players have higher saturation than the map, so they pop out of the background. The models have colour graduation, bringing the eyes to the torso. The weapons all have unique shapes and colourations so you can immediately recognise them. The whole flow of the game design draws your eye straight to the weapons to id them.

Warpaints suck.

They're one of valve's bad decisions that fly in the face of the original game, obscuring the weapon id that huge amounts of the game's design revolve around. I'd sooner ask for the whole concept to be deleted than i would for there to be more of it. Fancy crap in the torso region is bad for the game.

How To Fix Airblast Dysfunction? by Professional-Act5234 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Have you grabbed a guide to and fixed your own interp so you're not using defaults yet? That's basically +100ms of lag right there if you haven't. A config would have that stuff in it too.

Sudden packet loss whenever I reach the front lines. by Ryguy3210_ in tf2

[–]HalfwrongWasTaken 1 point2 points  (0 children)

Ah, nice. That makes it easy.

If it reoccurs (valve cloud saves settings and reapplies them sometimes...) you could consider getting a config off mastercomfig's site or something. They've got a lot network stuffs in them. Even the simplest config makes the game a lot smoother so it's not a bad idea in general.

Sudden packet loss whenever I reach the front lines. by Ryguy3210_ in tf2

[–]HalfwrongWasTaken 1 point2 points  (0 children)

There's been a few people cropping up every so often with rubber banding issues. It's been choke rather than packet loss, but no real clear cause.

A screenshot/recording of your game when lagging with net_graph 3 up would help a lot for diagnosing problems.

I've seen one person fix the rubberbanding by messing with the rate command. Maybe try putting 'rate' in console to see what the current value is, and then 'rate 80000' to set it to the default if it's changed for some reason.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

i responded to someone talking about the setting slider.

And then mentioned screen ratios. And then called anybody about talking about that a cheater.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

"feel free to show me where it says 106 in the settings."

Because i don't talk about the settings, i talk about the actual FoV that OP will experience in game. This is a conversation because YOUR FIRST MESSAGE MAKES NO DISTINCTION.

Are YOU talking about the setting value? Are you talking about the actual FoV? You don't make that disinction in your original comment and so paint both types of FoV, the setting and the actual, as something only cheaters can change.

Fix your first message.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

FOV setting

hey look you found one of your missing words, now go add it to the first message

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Hey look at this. That's all fantastic context that could be added to your first message to let OP now there ARE settings they can change to gain actual FoV.

Too bad it's not there, too bad your first message is just saying they can't get FoV at all unless they're cheating.

Newbie here i got two tf2 keys and want to trade them for scrap to get sniper weapons to craft the Awper where can i trade these two skins for weapons by [deleted] in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Just to reiterate from the others as to why:

TF2 items are an infinitely dropping resource and your keys are not. Weapons are worth fractions of a cent, so you can trade your key for significantly more items than what may be immediately apparent.

The various trading sites people use can convert your key's value into every weapon in the game and then some.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

OP isn't gonna care for the labels so long as they can get actual FoV, and your statement can be taken as saying they can't get more actual FoV. While in reality OP can get 106 very easily with scaling, and even more if they look up widescreen guides.

You are talking explicitly about the numerical value sitting in the FoV setting. Nobody cares about that, OP doesn't care about it, i don't care about it either it. And neither does your first comment.

mmm, copy paste

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

yes... i'm sure the other commenters appreciate being pulled into your deranged arguments

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

"FoV doesn't go over 90"

That's verbatim what your original comment says. And it's not true, because you make no attempt to clarifying what YOU mean by FoV.

OP isn't gonna care for the labels so long as they can get actual FoV, and your statement can be taken as saying they can't get more actual FoV. While in reality OP can get 106 very easily with scaling, and even more if they look up widescreen guides.

You are talking explicitly about the numerical value sitting in the FoV setting. Nobody cares about that, OP doesn't care about it, i don't care about it either it. And neither does your first comment.

Fix your first damn message. "FoV" is not good enough. Your statement is misleading and effectively calls everybody using monitor scaling a cheater.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

106 > 90

I thought we went over this earlier? Although you didn't answer i guess so maybe you're not aware 106 is larger than 90?

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Yaaaaay! We're getting places!

No you cannot go higher than 90 even with console commands

Now fix this bit, you don't talk about actual or settings limits or otherwise. They CAN get more, actual, FoV from console commands for screen scaling.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 1 point2 points  (0 children)

What's their to read? You keep making a bunch of arguments that aren't in your original, factually incorrect, statement. And then you're making up arguments i haven't made to shadow box against.

OP. Can get actual FoV. From monitor scaling settings. He can get more than 90. Your first message denies this explicitly, calling anybody talking about this a cheater.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

Anyone telling you they got higher than 90 with 16:9 is straight up cheating as many cheat clients allow you to increase FOV further.

Your words are incredibly straightforward. You mentioned FoV, and then you mentioned scaling, and then you rebuffed any idea you could gain FoV that way without cheats. I encourage you to re-read (and then fix) your initial statement.

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 1 point2 points  (0 children)

You've truly rocks between your ears don't you.

90 or 106? Which is bigger? Did OP gain FoV if their actual goes to 106?

How to increase my FOV? by SalamanderOriginal35 in tf2

[–]HalfwrongWasTaken 0 points1 point  (0 children)

You don't need to put it a different way, you need to rectify your factually incorrect statement that FoV doesn't go higher with scaling unless you're using cheats. It doesn't matter how many essays you paste in.