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Odd. Should do. Send Mode a messsage here. He should be able to pick it up and send you an invite
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@berath link doesn?t work Sad
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I’m in 🙌
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Yay!!!!!! Wix is in da house
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Hey Berath !! I made it !
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Wix - we may have some new friends playing a new game finding their way here soon.....
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Hello Terror. People still drop by here now and again
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Hi guys. I hope you are all well and keeping sane and safe during these trying times (and all that).

Just FYI that mode was looking for ways to get back in touch via reddit (r/WDG).
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Zombie TF2? Do we need to dress up?
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I'd play zombie TF2
February 19, 2020, 12:52:19 AM
Any appetite for a TF2 revival?
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Awesome
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Yes this thing is still on
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Hello! Is this thing still on?
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Merry Christmas!!!
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It's officially 'not secure' according to Chrome now
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Damn. 1&1 have upgraded their something or other but seem to have allowed for ancient forums like this to keep on
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NuB site is no more due to a forced PHP v7 upgrade on the web host that breaks SMF/TinyPortal.
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Who Dares... Grins!!
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no
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The shoutbox has actually had shouts in it recently? Impossible.
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this site needs a shout in 2018 Smiley
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Orange Box 10 years old wow
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How's tricks WDG?
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Forum is back up after I did some tinkering. Did anyone notice it was down?!?
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I knew you were behind them!
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What the fucking hell is all this shit?

You'll be blaming me for shit Tf2 updates next!
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Therefore, Lefty is indeed responsible
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Wales voted Leave
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That is all.
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I want that game
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its not optimized well just like the ps4 version
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why does everyone's gone rapture run like doggegg on my pc
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Just send you one.
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If there are any still going, I'll have one
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i have beta passes if anyone wants them as well
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FIREWATCH
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some of the stealth sections are a bit of a drag, but they're not as bad as the VIP escort missions in THE VITNESS
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Easy with the spoilers, guys! I'm still  on the blunderbuss part.
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FIREWATCH
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press x to exercise 5th freedom
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I go lethal on grim missions
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Author Topic: TF2 Updates  (Read 535298 times)
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Chaos
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« Reply #1125 on: July 22, 2011, 02:24:07 PM »

goddamn, Why do they give all the awesome overpowered toys to already overpowered classes?

Giev me my infinite ammo no-spread minigun that remotely saps buildings and knockbacks plz.
Soldier isn't overpowered. It just has a higher skill ceiling.
If you know how to play any class, they can be called overpowered...
the 2 classes that are best at dealing damage are scout and demo (demo is better than scout)

Anyway. The rockets move really slow so I can't see myself swapping to it from the normal RL. It's just another gimmicky weapon.
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Leftism
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« Reply #1126 on: July 22, 2011, 02:31:05 PM »

goddamn, Why do they give all the awesome overpowered toys to already overpowered classes?

Giev me my infinite ammo no-spread minigun that remotely saps buildings and knockbacks plz.

Yeah, it's not like Heavy is a 300hp tank with a portable healing item, a means to get around the map quickly without requiring any skill to learn like a Sticky/Rocket Jump and a weapon which slows your target down to help you aim at those classes that try and take advantage of the Heavy's slow mobility weakness...

Yeah, Heavy's quite UP. ¬_¬
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« Reply #1127 on: July 22, 2011, 02:35:34 PM »

goddamn, Why do they give all the awesome overpowered toys to already overpowered classes?

Giev me my infinite ammo no-spread minigun that remotely saps buildings and knockbacks plz.

Yeah, it's not like Heavy is a 300hp tank with a portable healing item, a means to get around the map quickly without requiring any skill to learn like a Sticky/Rocket Jump and a weapon which slows your target down to help you aim at those classes that try and take advantage of the Heavy's slow mobility weakness...

Yeah, Heavy's quite UP. ¬_¬
Inb4 Heavylimit discussion

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Mr Chug
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« Reply #1128 on: July 22, 2011, 03:01:11 PM »

Make another thread if you want to argue general class balance, if it kicks off here I'll lock faster than you can say 'mangler is OP nerf plz'.
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Junta
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« Reply #1129 on: July 22, 2011, 05:18:27 PM »

I'll challenge lefty to a heavy duel then, we can see how easy the class is Wink

Separate thread an excellent idea!
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« Reply #1130 on: July 22, 2011, 05:21:40 PM »

I'll challenge lefty to a heavy duel then, we can see how easy the class is Wink

Separate thread an excellent idea!

Nah, because Heavy vs. Heavy duels come down to who has a Medic on them at all times.

And we all know who'll win that duel. Wink
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« Reply #1131 on: July 22, 2011, 05:23:34 PM »

if its junta it comes down to your medic doesn't have his own pocket medic therefore you lose
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« Reply #1132 on: July 22, 2011, 06:12:59 PM »

I don't think this has been posted yet, but for those who are wondering why TF2 is running like arse lately, here's why: http://wiki.teamfortress.com/wiki/Model_Optimization

Thankfully, this community is awesome, and there are a bunch of chaps (and possibly chapesses), dedicated to bringing us an LOD update.

http://www.danmerboth.com/LODUpdate/index.php

Spread the word folks!
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claws
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« Reply #1133 on: July 22, 2011, 06:18:05 PM »

It feels like there's a lot more going on CPU wise than LOD making a big difference, but when you're getting 20fps any tweaks are going to be welcome.
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« Reply #1134 on: July 22, 2011, 07:11:39 PM »

im confused are valve adding these or are all of them being submitted by the community then silently patched in?
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CruelCow
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« Reply #1135 on: July 23, 2011, 11:30:55 AM »

im confused are valve adding these or are all of them being submitted by the community then silently patched in?

As far as I understand it: The wiki lists which are in the game, while the hp tries to get people to do valve's work (as usual).


Also, double patch yesterday:
http://wiki.teamfortress.com/wiki/July_22,_2011_Patch
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r007
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« Reply #1136 on: July 23, 2011, 01:26:51 PM »

It feels like there's a lot more going on CPU wise than LOD making a big difference, but when you're getting 20fps any tweaks are going to be welcome.

I think this is quite the impact. I'll be comparing apples and oranges here, but let these numbers sink in:
Quote from: Broadcom
Together with the BCM7400 dual MIPS processor, the FPU-enabled transformation routine has sufficient processing power for about 2000 polygons per frame at 60 frames per second. Hence it is recommended that the polygon count per scene be kept to 2000 or less.
2000 or less for an OpenGL ES game at 60 FPS. A Battalions Backup has has almost 10000, so 5 times as much. Now imagine three sollys with these buggers running around inside the render distance which in TF2 is quite a bit further than what you actually see. 30k! Add a two Snipers (Sleeper), three Heavies (Tomislav), BAM: 60k! With only 8 Players inside the render distance. On that poor Moblie processor you'd get a whopping 2 fps.

Now I know desktop processors are quite a bit better than 2000 polys. Still, they're really wasting metric fucktons of processing power here. Remember, aside from that DX11 Tesselation stuff, almost all of the geometry processing is CPU work and CPU->GPU bandwidth. Halfway across the map, you won't even see the difference of a 500 vs 9000 poly model. Yet you just saved a factor 18 of processing power for that instance of the object alone!

Valve, I am disappoint.
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« Reply #1137 on: July 23, 2011, 05:26:09 PM »

Want to up the fps? remove the bleeding trains that are half a mile from the map that just 'look nice'

Don't get me wrong I like an visually pleasing map, but there are so many secret rooms and offices which wont help

Agreed, drop frame limit, I'm down to 25-30 when the going gets tough... which never helps :/
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r007
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« Reply #1138 on: July 23, 2011, 05:43:36 PM »

With the probable exception of additions like the grockets, the Environment cubes (and prefabs, like rocks) aren't really high poly to begin with. Also there's just one instance.

Granted, in some maps the fluff rooms and areas are a bit excessive... However, the weapon models, and the hats even more so, are the main culprits.
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« Reply #1139 on: July 23, 2011, 05:48:35 PM »

With the probable exception of additions like the grockets, the Environment cubes (and prefabs, like rocks) aren't really high poly to begin with. Also there's just one instance.

Granted, in some maps the fluff rooms and areas are a bit excessive... However, the weapon models, and the hats even more so, are the main culprits.
exactly, what you see in the far distance (the skybox) is just a very little area somewhere outside the map that looks big on the actual map that you walk on. (if you wanna see for yourself go spec and free float out of the map, you will see the skybox area somewhere)

And still you can easily disable them in your config. Put "r_3dsky 0" in your autoexec.
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