There's a workaround for most HUD problems as well, try the
hud_reloadscheme command.

On Thu, Oct 15, 2009 at 1:02 AM, ics <[email protected]> wrote:
> Yes, old error. You can fix it by starting a demo record and then
> stopping it. Another old thing still happening is red having blu hud and
> vice versa but the most annoying thing is maps that use custom particle
> effects. After map changes, all fire and smoke turn into squares and
> there is no other way to fix it than for players to restart the game.
> There are some pretty nice looking maps that use custom stuff so either
> Valve could comment or should the map creators do something different so
> this bug would not occur?
>
> -ics
>
> Ronny Schedel kirjoitti:
>> This is an old error. Could be packet loss (the game does not get the signal
>> to stop the effects).
>>
>>
>>> Just now I was playing KOTH and the after round crit effects (the
>>> sparkling) got stuck on all through the next round. I have confirmed
>>> with a friend that this is happening to him on KOTH maps too.
>>>
>>> Maybe this is related to Valve fiddling with the crit code?
>>>
>>> -TheGeekLord
>>>
>>> Donnie Newlove wrote:
>>>
>>>> On Wed, Oct 14, 2009 at 10:58 PM, Jason Ruymen <[email protected]>
>>>> wrote:
>>>>
>>>>
>>>>> - Fixed a prediction error resulting in mis-predictions of crits
>>>>>
>>>>>
>>>> Really now, false crits are finally fixed? Wow.
>>>>
>>>> Playing as heavy usually get you more than twice as many false crit
>>>> streams as real ones, have anyone played for a while and can confirm
>>>> that they have not gotten any false crits?
>>>>
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>>>>
>>>>
>>>
>>>
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>>>
>>
>>
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>
>
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