Benroads
Account Details
SteamID64 76561198040399924
SteamID3 [U:1:80134196]
SteamID32 STEAM_0:0:40067098
Country United States
Signed Up January 29, 2013
Last Posted June 23, 2023 at 12:09 AM
Posts 1213 (0.3 per day)
Game Settings
In-game Sensitivity 1.1
Windows Sensitivity 5
Raw Input 1
DPI
1800
Resolution
1920x1080
Refresh Rate
240hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Logitech G610
Mousepad Steelseries Qck Heavy
Headphones Sennheiser 569
Monitor ASUS VG259QM
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#387 Comanglia's Config / FPS Guide in Customization
Segnonobody ever answered me. Still basically playing checker fortress 2. Snowy maps are even more fucked than metal surfaces

mat_bumpmap 1 should fix it

posted about 8 years ago
#37 Tf2 Update 07/01/16 in TF2 General Discussion
RhettroBenroadsIt was cool for a few minutes and I think it'd be a neat option to have for viewmodels but honestly it was more distracting for me than the normal ones. Also having enemies be like that was pretty silly since I think only 4 or 5 out of the 20+ people in the server actually looked normal enough to tell what team they were on. Most of them were just floating cosmetics on a white outlined model but verifying seems to have fixed all of this.
Just let me know how you did it

Launched the game after the update w/o verifying, I've had this issue in the past after updates but verifying seems to always fix it.

posted about 8 years ago
#26 Tf2 Update 07/01/16 in TF2 General Discussion

It was cool for a few minutes and I think it'd be a neat option to have for viewmodels but honestly it was more distracting for me than the normal ones. Also having enemies be like that was pretty silly since I think only 4 or 5 out of the 20+ people in the server actually looked normal enough to tell what team they were on. Most of them were just floating cosmetics on a white outlined model but verifying seems to have fixed all of this.

posted about 8 years ago
#24 Tf2 Update 07/01/16 in TF2 General Discussion

http://puu.sh/mnzZs/309f381b9d.jpg

Getting some pretty weird errors after the update, going to see if verifying fixes any of this.

posted about 8 years ago
#411 broeselhud_blue in Customization
Astrin_Is there a way to get numeric HP like in the 2nd or 3rd screenshot?
The one that looks like the original Broesel?

From the FAQ:

6) numerical HP
Go into resource/ui/, rename or delete hudplayerhealth, then remove _numeric from hudplayerhealth_numeric.

You can read the rest of the FAQ here: https://docs.google.com/document/d/1MeLHg-3hMaZyS0S7KhX5Nmnf_GU6D0LMm1Ts1_IREy4/edit

posted about 8 years ago
#69 cp_reckoner (5CP) in Map Discussion

http://puu.sh/lzWn1/b17a9bfc89.jpg

This spot seems kinda questionable, it's not like super strong but since you seem to have made most of these lights nonsolid it's a bit strange to have one you can stand on (Specifically the ones at mid). Personally I like these kinda hiding spots but it's pretty confusing to have a bunch of random props you cannot stand on and then 2 or 3 that you can stand on.

http://puu.sh/lzWBg/acea80061f.jpg

These slanted edges are kinda neat since if you're running around with an escape plan on low health you can actually slide up them, I would consider adding some vents or something in places so you can do a jump or two to get up instead of walking over to a ramp.

http://puu.sh/lzWIm/4ad95a2f00.jpg

Lots of stuff to get caught on here, looks like a few things did not get rotated properly.

http://puu.sh/lzWWj/1afd18fb58.jpg

I think lobby needs to be resized slightly and maybe reworked a bit, Not a huge fan of that green thing in lobby than you can stand on and basically shut down very easily anybody trying to peek in from the door I took the screenshot in.

http://puu.sh/lzXmm/63ee12f55d.jpg

Having a ramp and a huge door leading into last might be a bit silly since you can basically just fly in and land nearly anywhere.

http://puu.sh/lzXvB/bade29bdad.jpg

Nodraw stuff

http://puu.sh/lzXwy/396b3c80a2.jpg

Don't like the rim of this extending down at all, if you got bounced and caught on this you're just gonna drop straight down instead of maybe being able to try and surf it somewhere.

http://puu.sh/lzXEZ/2debc205b8.jpg

Not sure if this sightline is intentional but you can basically see anybody who takes the lower route into lobby.

http://puu.sh/lzXNk/6ed1729133.jpg

Seems kinda weird to have the pill on this little piece of awkward ground when you could just as easily have it right next to the medium ammo. Though I would move both of them closer to the wall there if you do plan on doing that.

http://puu.sh/lzY0g/26c616bbfa.jpg

Probably too much ammo on second, I would probably remove the one directly next to the point so that if you need ammo when holding second you either have to take the risk and put yourself in the grassey area/their choke with the big pack or back up into lobby and be unable to fight for a bit.

http://puu.sh/lzY6p/f38d1668cc.jpg

Since this area was clipped off I imagine this is an unintentional spot.

http://puu.sh/lzY8Q/33f2f0da9f.jpg

Another area that seems a bit too large, typically these are the areas that people can get caught out in if they stay for too long but with how big this area is and how large the doors are it seems like it'd be pretty difficult to do it consistently.

http://puu.sh/lzYea/ccec7a925d.jpg

Pushing from this area seems like a nightmare since even a roamer could probably shut down a push by jumping over that small fence and spamming the area. Even if you did make it through anybody holding that area could easily jump back to highground at the crates on mid or the rocks.

Didn't have enough time to properly look over the map since Thanksgiving stuff is still somewhat going on. I'm liking the direction this map is taking and second seems to be the strongest area so far. Since it is alpha I imagine that a lot of stuff will be changing drastically in the next few versions to try and feel out what layout would work. Will probably edit this later when I do have a bit more time to look over stuff.

posted about 8 years ago
#54 Games you played as a kid in Off Topic

Was actually in the middle of cleaning my desk when I saw this thread.

http://puu.sh/lxvDz/46c770922c.jpg

Have a few more Lego games + older stuff like the Incredible Toon Machine but I can't seem to figure out where I put them.

posted about 8 years ago
#121 No explosion smoke script in Customization
Kond3PI was wondering if it could be possible to have a distinct sound play only for directs similarly to the way you can do this:Kond3Phttp://i.gyazo.com/e89dfa236a21b6eaae8a1af170e7e3e9.png Apparently you can have nemesis icons appear when hitting a direct rocket :D
Unfortunately they don't seem to disappear no matter how many of them I create.

Fairly sure that this is not possible. From the ctx file you can see that there are separate particles being called for regular explosions, explosions on players, and explosions underwater. However there is only one call for the Explosion sound.

	"ExplosionEffect"		"electrocuted_red_flash"
	"ExplosionPlayerEffect"		"electrocuted_blue_flash"
	"ExplosionWaterEffect"		"electrocuted_red_flash"
	"ExplosionSound"		"BaseExplosionEffect.Sound"

I believe the reason that some particle effects stay indefinitely is because there is nothing in the file is telling it to fade out after the animation has played like it would on any of the explosion particles. When I was going through the list of particles I actually was taking notes on each one but I can't seem to find the file, most of them were just straight up broken and did not render at all. If I do end up finding it I'll post it here since it has a decent amount of somewhat useful information about these.

posted about 8 years ago
#116 No explosion smoke script in Customization

If I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.

posted about 8 years ago
#13 IM Medic LFT s21 in Recruitment (looking for team)

I've played with Shadow for 3 seasons in the past and he is by far one of my favorite people to play with. He was always fun to talk to in mumble in and out of game and was always looking to improve. I believe that he would do well on a playoffs bound IM team for the next season. Good luck and hope you do end up finding a team

Just remember to walk in front of him when you're going for a buff so that he won't knock his drink over as he throws his mouse across the room to turn around with his 28 inch 360.

posted about 8 years ago
#65 the unpugable maps in TF2 General Discussion

Having some higher level pugs on new maps would be awesome as I felt a large part of the issue with the various iterations of New Map Pugs was that a large majority of the people who did play in them did not even have one season of experience (myself included at the time). This made determining good feedback from bad much harder than it should have been on the respective map makers. I would imagine it would be pretty hard to get people to agree to play the maps in pugs unless you had a specific time/day set aside for playing new maps? The other issue would be getting feedback from the players to the mapper, I know that the tf2maps servers have a feedback thing that might be possible to setup on the pugme servers since it seems to be a really effective way of getting feedback to the mapper.

As for Granary I think that Dagger has done a mostly good job with the pro version and while I do not agree with every single change that he has made he does seem to be taking feedback into consideration and actively making the changes to improve the map. Currently I cannot think of any map that could be even considered as a replacement for Granary as we have voted it out and back in for multiple seasons in a row at this point.

P.S. Dagger please change the prop doors out for simple brush ones like Process/Metalworks/Sunshine

https://www.youtube.com/watch?v=PHLQDtQPvMw

posted about 8 years ago
#3571 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=3PUVA98OHtw

posted about 8 years ago
#2117 HUD editing: short questions, quick answers in Customization

http://puu.sh/l6s0R/81b29ca9df.jpg

For some reason the merasmission information is all offscreen and I have no idea where I go to edit it, it worked fine for the gun mettle contracts, I assume there is also a font definition I need to add for the label above the progress bar and I can't seem to find what that is either.

posted about 8 years ago
#109 No explosion smoke script in Customization

Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

posted about 8 years ago
#7 Mutagen [5CP] in Map Discussion

http://puu.sh/kWfb4/55a786e385.jpg

Looks like some unpacked materials, I assume it'd be some kinda slime or toxic waste. Honestly not really a fan of last at all currently. It's kinda cool that you can see the point from inside spawn but it seems like the area is super cramped vertically but still has a fairly large actual capture area. I also really dislike the whole "secret" area you have to the right, I don't see what it would add besides a nice area for the ammo pack and honestly you could just move it elsewhere on the last. Maybe consider reworking this area with a smaller cap area because as is it seems quite a bit larger than most lasts.

http://puu.sh/kWg2f/87ef19bb64.jpg

This side of last is pretty strange as well, specifically the stairs leading up to the the spawn exit. I feel like there's no reason to walk all the way over there since its basically always faster to just climb up on the barrel and take the smaller ramp on the other side. It also doesn't really make sense as an area to hold since it's actually quite cramped would require you to rotate through spawn to go anywhere once you're up there.

http://puu.sh/kWguo/1e5ecde2d7.jpg

First off most people will not like the splash through floors mechanic that the grate textures allow, personally I think they're interesting but they could cause some pretty strange issues, specifically you could set up a trap underneath the platform or be spammed from the shutter door with rockets from underneath. I also don't think that the healthpack/ammo would work well here since it's basically a small death pit to go and take them.

http://puu.sh/kWgMP/ef8b825dec.jpg

Biggest issue with this area is that the team pushing out of last would have a pretty large height disadvantage when pushing into this lobby area. That one balcony gives you pretty nice spam angles on all 3 of the exits from last. You should also clip over the back edge of the metal thing with the directional signs on it.

http://puu.sh/kWhob/4f38546d3c.jpg

This route into last is kinda strange as it pretty much takes the longest to go through and also puts you in the worst position of the 3 ways in and out of last. I guess since you have those big walls it gives your soldiers a lot of options for where they want to jump in but jumping off of displacements is actually awful I personally avoid it like the plague. I would also move the health packs a bit more towards lobby so it's a larger risk for people holding last to take them and less easy to deny by the people holding last.

http://puu.sh/kWhSI/71ed0998be.jpg

First off you have some props overlapping here, not really a huge deal just kinda annoying looking. Also a 100% agree with Lunacide that the skybox needs to be raised a considerable amount. for the main area on second it's kind of okay but attempting to jump off the large white structure in the middle of the picture is quite annoying to do since the skybox is very low above it. As for the point itself it seems like you could probably shrink the area down and get rid of the cheesy barrel jump thing in the middle

http://puu.sh/kWiiV/fbc3f424dc.jpg

The slight height variation seems strange here since it only really makes this area kinda awkward. Would suggest making this area have much less height variation and potentially move the health from the next room over into here instead of having the little cubby for it.

http://puu.sh/kWiwF/b11c05e880.jpg

Try and make it a bit more clear that you can't go over this brush.

http://puu.sh/kWiBQ/b5d511009a.jpg

This seems like it would be a pretty broken hold spot as you can see all of the ways into second and have height advantage over all of them, would also make it really easy to back out since you would have a ramp that leads you directly to highground right behind you.

http://puu.sh/kWiYo/eb43b71503.jpg

Mid is quite large and comparatively has a very low skybox for how big it actually is. I think scaling it down quite a bit and reworking a few areas could help a lot. For example I don't think the shack/dropdown combo things would work out too well. But I do like the entrance to mid that lets you choose if you want to go below or above the point.

Probably going to edit this later when I go over it again. The major thing that stuck out all over the map is that the scale seemed kinda way too big. I feel like if you reduced the size of most areas and reworked a few of the problem areas I mentioned (Specifically the lobby before last) it could come out pretty nice as there are a lot of cool concepts already flushed out.

posted about 8 years ago
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