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TF2 Update (25/06/09)
Created 25th June 2009 @ 22:12
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If someone can say to me that they actually use the left handed models and enjoy using them then sure, it has a purpose but im willing to be about 5% of all the TF2 players use left handed models and they are probly just used to it from CS(:S).
I use left handed models, and yes, its because it feels more natural after playing cs/css for the last five years.
Eon you’re missing my point. They don’t want to undertake multiple large coding tasks at a time. A coder will take on one, but when a section of it stumps him he’ll take a break and do a small, simple, low risk (ie. not going to go wrong, interfere with other features). Surely you can see the issue with taking on a new complicated task whilst on a break from another?
Plus the entire point of hats is they’re supposed to be rare.
Fix that Kritzkreig sound when your dead bug.
That melts my head :(
bind “randomkey” “snd_restart”
All I want is for them to make it so you get ammo from broken stickies again…
Eon you’re missing my point. They don’t want to undertake multiple large coding tasks at a time. A coder will take on one, but when a section of it stumps him he’ll take a break and do a small, simple, low risk (ie. not going to go wrong, interfere with other features). Surely you can see the issue with taking on a new complicated task whilst on a break from another?
Plus the entire point of hats is they’re supposed to be rare.
Another example, fix the slot10 command so it shows the background and upgraded weapons.
Is that amazingly hard? There are a lot of small features that need tuned etc that arent completely and utterly pointless, with the slot10 command they could make a option to show it every weapon switch…
lol those people who wasted time scripting their viewmodels …
Yep… I’ll never get those 10 seconds back
Well, I basically reordered half my binds to adjust to this, since I had other uses for mouse2, which started a chain reaction of rebinding. Didn’t get used to it yet though, so it’s just a matter of binding the keys back.
I’d still appreciate having accurate rockets that are consistent with the crosshair instead of wasting time to implement left-handed models…
All I want is for them to make it so you get ammo from broken stickies again…
agreed, I dont care if its only a small amount of ammo. But it was really handy :D
Compton : Wish for a quakelike soldiersidegrade :D
Would be lovely, centered, fast rockets with low splashdamage.
flpiviewmodels still works just as before, you ust have to use “setinfo cl_flipviewmodels” instead of just “cl_flipviewmodels”. …atleast until it get patched again=P
..and would be sweet with a centred, fast-shooting, no reload rocketlauncher;)
All I want is for them to make it so you get ammo from broken stickies again…
All I want is for them to make it so you get ammo from broken stickies again…
…AND reduce soldier selfdamage to the values it once was.
All I want is for them to make it so you get ammo from broken stickies again…
…AND reduce soldier selfdamage to the values it once was.
I would cry with happyness if that happened
bun linked me to this :D
http://www.youtube.com/watch?v=EfrMalBiXuY&feature=channel_page
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