JarateKing
Account Details
SteamID64 76561198022106397
SteamID3 [U:1:61840669]
SteamID32 STEAM_0:1:30920334
Country Canada
Signed Up December 4, 2013
Last Posted June 24, 2021 at 10:24 AM
Posts 789 (0.2 per day)
Game Settings
In-game Sensitivity 0.4964244925
Windows Sensitivity xset m 00
Raw Input  
DPI
400
Resolution
1366x768
Refresh Rate
60Hz
Hardware Peripherals
Mouse Nixeus Revel / Modded WMO
Keyboard Minivan w/ gat browns & XMIT fullsize
Mousepad Glorious PC Gaming Race
Headphones  
Monitor Dell something
1 ⋅⋅ 28 29 30 31 32 33 34 ⋅⋅ 53
#7 On the "correct" value of zoom_sensitivity_ratio in Customization
FreudAdmittedly my method was crude, but the difference is large enough that I don't think either 0.818933 or 0.793471 is the correct value.

Probably not, a difference of ~0.009 and ~0.02 (or even 0.0233 with 0.8333) shouldn't be significant, and it's more likely that you ran into some minor problems measuring (slight angle on the ruler/mouse when measuring distance? Slight shuffle of things as you moved? Tiny bit of hardware mouse accel? Sig figs?) than anything. You shouldn't be assuming that 0.81 is the correct value, because really the difference is so tiny that a crude method won't find it.

Assuming my math is correct, the difference between 0.793471 and 0.833333 (on 1920x1080, with sensitivity 1 and a DPI of 1000) is a whopping 4.67 pixels when moving across your entire fov. If you're using something in the ballpark of ~0.79-~0.83, you don't have to worry about making it more accurate because any change is functionally meaningless.

posted about 7 years ago
#6 Graphical glitch on dx8 in Q/A Help

Whenever I got graphics issues like that, it was always because my graphics cards would be well used and overheating then. Try cooling your computer a bit better if possible (and of course try reducing the load a bit more) and see if that makes a difference.

posted about 7 years ago
#28 flathud ama;;; in The Dumpster

how long did it take you to pick the flathud font and why didnt you pick a good font instead

e: http://www.dafont.com/vermin-vore.font

posted about 7 years ago
#13 HEALTH IN CROSS OR HEALTH IN NUMBERS? in Customization

Numbers only is probably what most hud-users are used to, looks clean (as long as the hud itself is clean), and tells you everything you need to know. Can sometimes make ammo w/ reserve be a little unbalanced but there are many solutions to that.

Numbers w/ healthcross can add some extra visual cues and if done right balances out the reserve ammo well, but imo should never be used (without heavy workarounds to make it look better) on any non-default-styled hud. Not a fan of any of those huds that include a custom white-ish healthcross image that doesn't work in sv_pure personally, because you know that they'll look worse when you don't have the custom one available.

Healthcross only is retarded and you should never go without numbers.

posted about 7 years ago
#17 What Makes A Good Hud? in Customization

Sorry for the wall but:

What a lot of hud devs, new and old I think, get caught up on is sticking with a design choice for the sole reason of having that design choice. ie "I'd really like to make a hud that uses outlined health and ammo numbers, so I'll do that and then figure out how to make it look good after the fact." But if you're not used to working backwards like that, it's probably going to look like shit. And even if you are used to doing that, it'd probably still end up worse than if you started with a general idea of something that looks nice and fine-tune it with "should I use dropdown shadows / blurred shadows / outlines / box bgs / some other variant" once you're at a position where you can start to determine which would be the best choice. Sometimes this choice will be made for you for technical reasons, but usually this is where the personal preferences come from.

Basically, design choices are means to an end, not the ends themselves. It seems pretty obvious worded out but it's not all that common truth be told. The personal preferences here aren't so much "I like outlines" but more "I like the effect that outlines create." And the three main effects that each choice would involves are mostly: is it functional/usable, is it consistent and/or intuitive with the rest of the hud, and does it look good?

Functional / usable has been mentioned a few times so far; you want people to actually be able to use your hud and have it be easy to play with.

Consistency is what separates a decent hud from an amazing hud. Does everything not just look like it could all be in the same hud, but does everything work together so well that it couldn't fit better in that hud? Intuitive is the same idea; does it all make sense together? Are people seeing what they'd expect to see based on everything else your hud does?

Being actually visually appealing though is probably the most important of the three. No matter how much people say functionality is most important, we all know that a new hud that's functional but looks bad isn't going to get anywhere, the only ones that can get away with it are updates to old huds that came from back when functionality really was #1.

And a lot of people say "what looks good is personal preference" but I think too many people take this too far and to mean that they can do anything. There's some very universal ideas on what looks good and what doesn't, and personal preferences rarely mean the difference between good and bad, more often than not they just mean that what looks good to one person might be great to another. And vice versa, what looks bad to one person, probably looks like absolute garbage to other people. Bottom line here is that if your hud looks bad or meh or whatever to you, you need to fix that badly because it's going to look worse to nearly everyone else. There is a reason why probably a third of the huds that hit this site get treated like shit, and it's usually because they do, from nearly everyone's perspective, look like shit.

You can go on a lot about how to make something look good. You can use popular colorschemes to try and help, but really just as long as you realize that 255 0 0 255 is a terrible color, you'd probably do decent. It's hard to find a font that's not already used and looks good (I still don't get why people like the default font tbh), but cleanliness is key for fonts usually, though there are some tiny things like how you like your 1s that are entirely preference. Positioning, mostly just make it readable and differentiate between vital / less involved / nearly irrelevant info (health and clip ammo should be big and visible, reserve ammo and meter bars shouldn't be as pronounced, and most huds completely get rid of the 2d class icon, for some basic examples).

tldr: choose things that make it more functional, more consistent, or better looking (usually all three) but don't go saying "I'd like to have this in my hud" until you can fully see the positives and negatives of using it or not.

posted about 7 years ago
#36 cheater reaches #1 in MM in TF2 General Discussion
BBiA_duchessAll valve needs to do is take a lesson from Blizzard. if you cheat, your ip is perma banned for life. You can't get a new account or any of that shit.

Iirc it's in steam's ToS that VAC bans are linked to the account and are only intended to block that specific account, and not the user. You don't break any terms of service by making a new account after you've been banned.

Idk if there's a legal reason, or if it's just to stop all those people arguing about their friends using cheats once, but we're not going to see any ip/mac/hardware-id bans any time soon unless valve makes a U-turn in their banning philosophy.

posted about 7 years ago
#11 Amazon Prime Day 2016 in Off Topic

Does anyone have any monitor recommendations?

I might just not be looking right but I can't really find any 120hz or 144hz monitors with any real savings (other than ones that are still $400+). :B

posted about 7 years ago
#35 Magnum HUD in Customization

Alright I more thoroughly updated for MYM now. Everything should be in working order.

Also added a new customization, refractnoviewmodels, which should remove viewmodels completely in matchmaking like r_drawviewmodels 0 (note: should, no one ever actually confirmed and I'm unable to test atm). Though it comes with all the same issues as transparent viewmodels normally do because it's just that without any transparency.

InoThe health icon doesn't work properly (1920x1080)
https://youtu.be/Jmfw1a4n_CU

Are you using the 1920x1080 resolution override? If not, what OS and whatnot are you using?

levi_frostyIs there a way to remove the damage notification and change the font and style back to original? When I'm damaging someone is slightly freezes my comp and causes fps issues when it loads the animation. Is there anyway I could be led in the right direction?
Thanks!

Think I know the cause but I'll look into it and try to get it solved.

posted about 7 years ago
#5 What is b4nny's resupply bind? in Q/A Help

bind "key" "sv_cheats 1; impulse 101"
could be made better but that'll work fine for you
e: ninja'd a lot with different info, sorry if this is the wrong thing

posted about 7 years ago
#31 Magnum HUD in Customization

I updated the hud to load and seemingly work for the latest update. No real patchnotes because it should work near identical to before.

Unfortunately, due to timezones I'm decently tired, and since right now the game coordinator is down, I can't thoroughly test. I'll be able to go through every change tomorrow, but for now this should (tentatively) work fine. I do know that there's no option for choosing which side you are, which should be fixed very soon (in the meantime you can just run with the default hud once if you'd like).

If things don't work for this update, PM me.

e: ninja edited to work better hopefully

posted about 7 years ago
#238 TF2 Blog: "The Meet Your Match Update is Coming" in TF2 General Discussion
nopeSo b4nny just said that he thought viewmodels will be forced on in matchmaking, with the new minmode the only customisation possible

:/

Anything on transparent viewmodels? Are minmode viewmodels the compromise or are transparent viewmodels officially being supported still a possibility (and are transparent viewmodels through the current hud method still doable in mm)?

posted about 7 years ago
#3267 HUD editing: short questions, quick answers in Customization
ConkyI recently changed my damage indicators to be smaller but I couldn't figure out how to change the colour of them.
Can anyone help me out?

You need to manually edit the vtf, which will only work on sv_pure 0.
materials/vgui/damageindicator.vtf incase you want to edit it.
The vmt (with the same name and location) defines it to be an additive material too, so you should make the damage indicator vtf a fair bit darker than the color you actually want (because it'll appear lighter ingame). Or you can edit the vmt to not be an additive, but it might cover things up then if it's not also pretty transparent.

ConkyI didn't see that option in the file
screenshot: http://puu.sh/pTKMl/c486628e9b.png
any chance it might be in a different location?
or should i just add it to the file or something

He assumed you meant damage numbers, for when you deal damage and not when you take damage. Adding NegativeColor wouldn't do anything for the damage indicator.

posted about 7 years ago
#24 Magnum HUD in Customization

Update:

VERSION 1.0.3 beta
- Added 640x480, 960x720, 1200x800, 1280x1024, and 1680x1050 resolutions
- Added customization options (Red01, marten)
- Hopefully finally fixed the last font issue for some users involving the "b" in ammo
- Miscellaneous bug fixes

Tell me if the "b" isn't fixed, because I wasn't experiencing it, but I know what the problem was and almost sure it's fixed.

martenThis could be my config, but for some reason i can look through my model?
Only seems to show up when playing sniper

It's not your cfg, I made the 3d class model transparent through a refract, which cuts through parts of the hud. Valve hasn't disconnected the scope from the hud (even though it's been brought up before :B ) so unfortunately, you'd either need to not use the 3d class model on sniper or disable the transparency through a new override.

Show Content
I'll be honest, I forgot completely that people would play sniper and use the 3d class model, it only triggered in my head as something spy mains use.
posted about 7 years ago
#20 woolhud v2 in Customization

Blungo I don't mean to shit on you again but you're going about this all wrong. You haven't really gotten much better than last time. I can't really sugarcoat it, this hud just isn't good enough to release, and you need to put some serious time into growing as a hud dev. Huds aren't the sort of thing you can get right on your first go, they can take years to finally be able to get right at even if you know exactly what you're supposed to be doing.

There is no way you can make a hud and release it within the few weeks since you've decided to. A fair bit of good hud concepts can take longer than that with planning, and they never claim to be anywhere near finished products. What you should be doing now is focusing on improving your skills as a hud editor, and I don't mean to insult but it's just a fact you need to come to terms with that with your current skills you're not going to produce anything of quality.

I get that you're trying to stay true to Woolen's HUD, but that's probably the most dangerous thing you could do if you want to improve at hud editing. And on that building skills, you really need to switch directions. Woolen's hud quite frankly isn't that good. When you compare every notable hud, in color alone (which is the biggest change from yahud anyway) you have maybe one hud that's popular that uses different colors for everything. And rayshud can only really get away with it because the colors aren't as eyesoring, and even then it's still easily the biggest turnoff in rayshud, and which modern huds can't really get away with because rayshud got where it is by being constantly up-to-date and readily-available for multiple years and not out of visual appeal. Nearly every other hud avoids that because it just looks bad and doesn't ever actually solve any design problems. And then you can point to other things; the gray/blue bar things under health and ammo (why are they even there tbh), the targetids, the amount of stuff taken from other huds (but aren't made consistent with everything else), etc. which all need to be looked at and reconsidered imo. And after all that you're basically left with just yahud anyway.

But the bigger problem with it is that if you just go with trying to recreate Woolen's hud, you're not going to develop your skills making design choices any. Even if you were trying to recreate a legitimately good hud, it's only when you go through the entire process of thinking of some idea, visualizing it into something you know you could implement, getting a mockup / working example, comparing it to existing huds design decisions that did well (and what to avoid with huds that did it badly), refining it, putting it ingame, and refining it further, and repeating that you'll really grow as a hud dev. And this is a long and ongoing process; I spent over a year getting better at making huds without releasing things, a year working on prism hud, months of further hud work and experimenting, and now nearly a year of work on magnum hud just to release a beta. And I mean I consider myself one of the relatively newer guys on the scene, and I know I'm nowhere near done improving.

Just like last time, it takes a lot of time, dedication, willingness to improve, and knowledge on how to improve to be able to make a good hud. And then once you have the skill, it takes even more time and dedication. You might be doing better than before, but you're still going down the wrong path. The trap a lot of new hud devs, like yourself, run into is they only ever do basic mods or recycle other people's ideas, and they never get any better at it because they never push themselves to do better.

Right now, my advice is you should really be working on small, from scratch, unreleased mods where you try out ideas for the basic hud and/or mainmenu, and keep on doing this with new things. I mean, if you look at pretty much every big name hud dev today, they always start from scratch and often make a few concept huds before they start serious work trying to make a full hud, and these are people who've already honed their skill enough to make good concept huds around the board. Only when you know for sure that you can make huds better than what's already out there should you begin to consider making a full hud on your own, and even then I'd be getting mockups for different ideas and second opinions from proven hud devs.

TLDR: you're doomed from the start and doing the wrong thing, with Woolen's hud being bad and trying to recreate it always making a bad hud, and with rushing it, but also (and most importantly) that just trying to recreate a hud won't get you anywhere. You need to work on your skills first and foremost, and releasing basic modifications to huds won't help you any.

posted about 7 years ago
#19 Magnum HUD in Customization

Been working all day yesterday + this morning for this, I thought releasing would give me a break :B
Have an update.

VERSION 1.0.2 beta
- Added a resolution folder to choose your resolution
- Added basic support for 1920x1080
- Added transparent/opaque console customization option (transparent by default)
- Fixed the remaining font issues some users were experiencing. Hopefully that's everything.
- Fixed the competitive matchmaking ranks
- Fixed the menu looking blurry on higher resolutions

There's plenty more work to do for 1920x1080 but the low ammo and health animations are fixed. Unfortunately I couldn't get them all in clientscheme, so going with folder swapping is the only option, and for the time being the less-than-50 health animation is disabled on 1920x1080 (I spent hours trying to fix it and I didn't really want to delay this much more). But it should all be functional and definitely better than before.

posted about 7 years ago
1 ⋅⋅ 28 29 30 31 32 33 34 ⋅⋅ 53