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
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#266 Prism HUD & Clean TF2 in Customization
Cheese462kIs there any way to disable the Clean Textures just for sv_pure servers instead having those trippy lines everywhere? They start to hurt my eyes after a while. :(

There are other versions that don't, such as:
http://www.teamfortress.tv/12706/help-with-flat-textures

Though iirc it's more outdated and has a much larger filesize.

posted about 8 years ago
#4 TF2: Hud Target ID Name Label not shown in Q/A Help

Can't you just create a second label with %targetname% as the labeltext, and set the original TargetNameLabel's alpha to 0? Can't really test right now but you'd keep your bg the same color that way.

posted about 8 years ago
#205 /r/tf2 posts that make you cringe in The Dumpster
fatswimdudeTame_Impala'I'm a bit late to the party but I've always thought that random crits bring a bit of realism to the game.'
being stupid myself, i can usually wrap my head around the various stupid things that other stupid people say. but this just boggles my mind. what could he have possibly meant?

if you shoot someone sometimes it'll kill them sometimes it'll just hurt their leg
idk

posted about 8 years ago
#139 Loose Cannon in TF2 General Discussion
AndI'd say we have better chances showing VALVE what's wrong with the weapon leaving it unbanned than to ban it. It's seriously a bad time to alienate ourselves further more from tf2 pubs.

How?

Ban = showing valve we don't like it = there's some issue with the weapon = eventual nerf or rework
No ban = not showing valve we don't like it = for all they know it's fine = no change

Valve doesn't browse tftv or anything, banning weapons would be dumb if we had direct communication with valve and never needed to ban things, but weapon bans are our only surefire way of highlighting "this weapon is a problem" (and doubles as a temporary solution to it too).

I'm not necessarily saying the loose cannon deserves to be banned, but avoiding bans entirely to try and show what's wrong with items is the opposite of what you'd want to do.

posted about 8 years ago
#35 CHANGING WEAPON SOUND (WORKS IN SV_PURE 2) in Customization

This is all theorycrafting but at least with my understanding, nothing'd stop you from using custom sounds for anything, assuming you get the game_sounds_something.txt files to properly and reliably load to do what you want.

Sv_pure no matter how many times it says whitelist is at the end of the day actually a blacklist that only fully blacklists a few folders, so a sound would still "work" in sv_pure if it's inside a folder like scripts or resource or literally anything that's not sound, models, materials, or particles. The only issue is that if it's there, it's not replacing anything, so you'd need game_sounds to reliably work to replace things (where you can just add ../ in the specified file location to bring it outside of the sound folder and use a sound from literally anywhere).

I experimented with doing basically the same thing with materials before vmts stopped preloading (despite there already being replay/thumbnails/, I wanted to see if I could, and I could). My experience with game_sounds is really hit-or-miss and I personally don't want to mess with it much, but if someone figures that out then you should be able to do whatever, unless I'm missing something key.

Probably going to be patched at one point or another but eh.

posted about 8 years ago
#17 CHANGING WEAPON SOUND (WORKS IN SV_PURE 2) in Customization
Onend_bcan you change the original sound to the default rocket launcher tyvm
I would really love it if this were possible, but as far as I can tell, there's no individual file for the Original, so we can't change it's sound.

Not through this method, at least.

You can change it to any sound that's found within any of the game_sounds.txt files found in the vpk's afaik. It doesn't necessarily have to be copied over from another one of the ctx files.

The original sounds for example would be changing Weapon_RPG_DirectHit in the example to Weapon_QuakeRPG.

edit I'm dumb, this is the other way around. This is how you get the list of every sound that's usable though, by checking in game_sounds_something.txt

posted about 8 years ago
#3 +frag replacement idea in Site Discussion

what would happen if aim posts and it gets more than 125 minusfrags?

posted about 8 years ago
#258 Prism HUD & Clean TF2 in Customization

http://i.imgur.com/yNwT14C.png

UPDATED CLEAN TF2
-added _clean_waters, which makes water look like the above and should help fps by a fair bit on water-heavy maps
-split _unlit_playermodels to make _unlit_weapons too
-added _unlit_weapons_noskins to remove the gunmettle skins from weapons (bit late coming, sorry bout that)
-reorganized everything to go into subfolders based on how they work in sv_pure

_clean_waters messes up a bit in sv_pure 2, much like _unlit_world now does, but I'm keeping both included in any case
I don't have any stattrack weapons to test it on so unfortunately _unlit_weapons_noskins just gets rid of the skin material, but should be fine 99% of the time.

posted about 8 years ago
#18 Funny tf2 misconceptions thread in Off Topic

My friends think I must be winning thousands of dollars all the time because of comp tf2.

posted about 8 years ago
#2 HUD help in Q/A Help

Here's where you should ask hud questions: http://www.teamfortress.tv/19073/hud-editing-short-questions-quick-answers
Looking there's helpful too, since odds are it'd have been asked before.

posted about 8 years ago
#2 Is 'Placebo' Bad? in Customization

You linked the results of the strawpoll, not the strawpoll itself. Just saying.

posted about 8 years ago
#46 ESEA Allowing medigun pickups? in TF2 General Discussion

Fair enough, but for:

_In_SanityFinally, for medics who die out of position, honestly (and I am a medic main) I feel like it is appropriate to punish a medic heavily for dying out of position. It is even more fair when you consider that if you realize you are out of position and likely to die you can very easily switch to any other weapon, or kill bind, and completely deny the other team your uber percent.

It isn't a perfect fix, I think better tweaks would be a decay rate for uber% in dropped weapons, or a fixed reduction in charge whenever a gun is dropped (which would require medics to keep track of advantages more precisely or risk picking up a gun with less uber than they had before). But we can't make those changes, valve has to. This might be a viable solution in competitive which would allow us to play with the mechanic so that valve has a bit more data to work with should they want to make a change of their own moving forward.

Losing the round/needing to hold last against an uber with nothing is pretty severe for dying a bit forward/not already backed out when they push, which happens to every medic, even if you'd like to see medics get punished more. Basically ensuring you're going to die if you really go far forward, and losing uber advantage if you die no matter where you are is enough for me.

We already know what's wrong. It's way too severe, and brings in huge problems for next to no upsides. The most meaningful data we could give to valve is that there's only one league that doesn't have it banned completely, and judging by that thread aporia linked, they don't want it around either.

posted about 8 years ago
#43 ESEA Allowing medigun pickups? in TF2 General Discussion
_In_SanityRight now we are using it to set the weapons to disappear immediately, but what about reducing the time from default (preventing the chance for a medic to reclaim their own uber unless they die right near their spawn) and forcing teams to move more quickly on bombs/won fights to claim the enemy uber.

I could imagine that if you make the time short enough that even if the case of winning a fight you would still have to place your medic in a high risk position to effectively claim the enemy medigun.

If the medic's dumb he might run in, but in most situations where you won mid, you could clear out the enemy team from mid in less than 15 seconds, and when you can't it's better to keep your med alive anyway.

All this would really change is it'd stop picking up your own medigun, but the bigger issue between the two choices is picking up the other medic's medigun. If the dead medic can't pick it up anymore, then the alive one's no worse off if he doesn't take it, so it either does nothing or snowballs just as hard as before.

You might be able to call that a step in the right direction I guess, but you're arguably punishing medics harder for dying since they can't pick up their mediguns again, while all their out of position deaths still give the other medic uber, with no real reason to have any of that in the game in the first place. Setting the decay time to 0 is still the much better option, all that comes from medigun pickups the way they are is bad no matter their despawn time.

posted about 8 years ago
#20 Danpixed's MaxFPS compilation in Customization
M00dyWhat hud is that :>

rayshud

posted about 8 years ago
#4 Danpixed's MaxFPS compilation in Customization

https://www.teamfortress.tv/7598/tf2-benchmarks
Got any benchmarks/comparisons?

edit: ninja vipe

posted about 8 years ago
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