Stochast1c
Account Details
SteamID64 76561197995209440
SteamID3 [U:1:34943712]
SteamID32 STEAM_0:0:17471856
Country United States
Signed Up August 17, 2012
Last Posted December 18, 2019 at 9:59 PM
Posts 323 (0.1 per day)
Game Settings
In-game Sensitivity 3.41
Windows Sensitivity 6/11
Raw Input 1
DPI
400
Resolution
1920x1080
Refresh Rate
120
Hardware Peripherals
Mouse Zowie ZA12
Keyboard SteelSeries 6GV2
Mousepad Puretrak Talent
Headphones ODAC > O2 > HE-500
Monitor Asus VG236H
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#49 How to Twitch (Guide to setting up a stream) in Off Topic
Astrin_Sorry if been asked before.

I really want to stream and I know that I have the computer requirements and the up/down speed but I want to know if it will cost a lot on my internet bill.

I stream at 720, 30 fps and 3500 bitrate and I stream without any frame drops and I use obs if it matters.

EDIT: I'm an idiot and gave all my bitrates labels as kb/s when they actually should be in Mb/s.

3.5Mb/s is way overkill for 720p @ 30fps. I doubt you have partner either, so viewers don't get quality options, so all you are doing is alienating some viewers that don't have good internet from watching your stream. 2mb/s usually is plenty for a 720p @ 30fps stream, and I'd argue you still get pretty good quality at 720p @ 60fps with that bit rate.

Nobody here knows what your internet bill looks like. You can do the calculations yourself, streaming at 3.5Mb/s + .2Mb/s for audio, means you will be no higher than 4Mb/s. Figure out how long you plan to stream for and do the math.

posted about 8 years ago
#2145 HUD editing: short questions, quick answers in Customization

When deleting an item from the backpack a popup confirmation menu appears, what file controls this popup panel?

posted about 8 years ago
#2 Crashing on map in Q/A Help

Change your texture detail to medium.

posted about 8 years ago
#1892 HUD editing: short questions, quick answers in Customization

BaseChat.res is in resource/ui.

I'm guessing you just want to change the position on screen, which is done through the HudChat element in basechat.res and not through the HudChat element in hudlayout (which afaik does nothing). If you need a basechat, just grab one from a "good" hud. I'm not sure why basechat isnt in tf2basehud.

posted about 8 years ago
#10 ESEA Matches cancelled 9/24 in TF2 General Discussion

A new update just hit causing the client to get angry when you try to join an esea server due to conflicting tf2 versions, assuming this update fixes the crashing issue for others (nobody on my team seems to be having that problem) can the client be updated so we can play our match?

posted about 8 years ago
#6 ESEA Matches cancelled 9/24 in TF2 General Discussion

Is this crashing issue a problem during a live game? I've been in a scrim server for over 5min now on all the classes and haven't crashed.

posted about 8 years ago
#1889 HUD editing: short questions, quick answers in Customization

#1888 check my sourcescheme I linked in #1849

I never received an answer from my questions in #1858 outside of the partial answer I came across in #1861.

posted about 8 years ago
#1860 HUD editing: short questions, quick answers in Customization
red+green = yellow
red+blue = purple
green+blue= teal

I think you didn't see the yellow crosshair post.

SourceScheme

What is this modifying?

EDIT:

Assuming you are talking about the server panel bg color, I found the definitions as well as the reason why I kept them the same color. Changing these two values (QuickListBGSelected) does not modify the text bg color set through Label.BgColor. Is the only option to make the Label.BgColor blank, but doesn't that control other controls?

posted about 8 years ago
#1857 HUD editing: short questions, quick answers in Customization

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

Can you change the background of the panel (PanelListPanel) that the server list is on (black arrow)? It seems to be a weird alpha'd version of the overall panel bg.

Where can you edit the individual server panels (blue arrow)?

If you can't, what controls the color of the panel bg? It seems that I found it once before (since it is default colored correctly) but I can't find it again. More importantly I care about modifying the selected color since right now it appears to be the same or practically the same color, making it impossible to know what server you have clicked on.

What about the font for the panel? Oddly, the background of the text appears to be set through sourcescheme (Label.*, so is this font in sourcescheme because I overwrote all the font definitions there.

posted about 8 years ago
#1848 HUD editing: short questions, quick answers in Customization
face2facein my menus, im able to set every color except for the things that are grey & orange in the following screenshot. any tips on changing this? its extremely hard to read text in the console like this, and it just looks ugly (i wish to change the grey to black, and orange to white)
image of problem
sourcescheme.res

The options selected item is hardcoded to the color orange, so just add the color orange to your color definitions and make it whatever you want. Not sure if it does control anything else though.

You can change pop-up menu colors through Frame.*, but for some reason tf2 likes to take an alpha'd version of the BgColor (which is the window outside color) for the interior bg. At least for the console you can get around this by setting some things through an added definition:

     //console colors except generated text history
      Console.DevTextColor    "magenta"  //console on hud text
      Console.TextColor       "base0"    //text typed in history
      RichText.TextColor      "magenta"    //doesn't do anything???
      RichText.BgColor        "base03"   //bg color of console, overrides alpha'd panel as bg
      RichText.SelectedTextColor    "base00"
      RichText.SelectedBgColor      "base3"	

If there are other things you are looking for take a look through my sourcescheme which I tried to heavily comment to the best of my ability.

posted about 8 years ago
#12 Color values for yellow crosshair? in Customization

Actually ours eyes are a little strange when it comes to seeing light, and we do not see perfectly at all.

https://upload.wikimedia.org/wikipedia/commons/1/1e/Cones_SMJ2_E.svg

You can overload your cones (what see colors) to trick your brain into seeing "incorrect" colors as well as create colors that your cones aren't very good at seeing (which then requires your brain to interpret what colors you are viewing.)

What your eyes see in relation to the physical value of a lights wavelength/frequency is a real problem when capturing pictures and trying to make things as life-like as possible. Look at any astronomy picture and pretty much every one has been taken in three non-rgb colors and then masked onto r,g,and b to make it appear colored.

For example below is a segment of the Hubble Ultra Deep Field taken in Infrared, not visible, light and then masked onto r,g,b as the picture states. This picture is not what you would see as a human looking up at the sky.

https://upload.wikimedia.org/wikipedia/commons/thumb/7/79/Hubble-ultra-deep-field-20091208-WFC3-IR-full.jpg/1024px-Hubble-ultra-deep-field-20091208-WFC3-IR-full.jpg

posted about 8 years ago
#7 Color values for yellow crosshair? in Customization

You probably learned in elementary school that there are three primary colors: yellow, red, blue. What they didn't tell you was that these colors are only the primary colors for a particular "color model" called the RYB model(after the colors). This model is further classified as subtractive, meaning that the color that you see is whatever is not absorbed (and thus reflected). For example, yellow looks yellow because red and blue are removed from the light.

It actually turns out that this model isn't the optimal subtractive color model out there, the best is called CMY[K] after the colors cyan, magenta, yellow, (and black). If you noticed, more recent printers have started to use CMY as their color cartridges over RYB for this reason.

On the other end of the spectrum, there are additive color models, where the light you see is a pure combination of colors, no fancy reflection tomfoolery here. There are also primary colors for these sets of models, with the most common being red, green, and blue, known together as RGB. Additive color models are the much more physically interesting ones, since it is easier to create objects that emit light of a certain color on demand, but fairly difficult to create objects that can be controlled to subtract light on demand. As a result, the computer world uses the additive RGB color model to produce colors. In many applications there is a fourth value that is associated with this model called alpha (abbreviated as A), which controls how not see through an object is. No Alpha, can see right through it, Max alpha, you cannot see through it.

Since additive colors were probably never taught to you in elementary school, I'll give a quick overview. As it turns out the three secondary colors of the additive RGB model are YCM (the primary colors of the subtractive model CMY) in that order. For example, Max red + Max green = yellow. If you want crazier colors than these then your best bet in the future is just to google "COLORNAME rgb", or if you want a list of colors just search "rgb colors". My first result is here.

Pretty much every application that asks for a RGB[A] color expects individual values ranging from 0-255. Sometimes you will see the value in hexadecimal which range from 00-FF and are prefixed by a #.

posted about 8 years ago
#3 Backpack HUD Elements and Editing Questions in Customization

If you could go over in better detail it would be greatly appreciated.

The pop up box can be edited in files in the econ folder.

Vgui_tree claims it is a mouseoveritempanel, but I can't find the relevant .res file(s) that control that particular panel. My best guess was in itemmodelpanel, but editting the things there appeared to do nothing. What I really want to modify in the popup is the font, the font color (for the attribute text and any other non-quality color text, but I'm not sure if there are any), and the background color. Assuming they are all in clientscheme what colors do I need to modify to achieve this (I was able to find the font if that is the only way to change it)?

A lot of the backgrounds can be replaced in the clientscheme using a "color" value over an "image" value on the borders.

I do not understand what you mean here, do you have a code snippet that I can look at?

The color that controls the mouse over for coloured borders is actually set in the clientscheme as the same colour of the quality text.

That I know already, what I was asking was the non-moused over backgrounds (i.e. the backgrounds of the itempanels in the second image).

posted about 8 years ago
#1 Backpack HUD Elements and Editing Questions in Customization

So I have a bunch of questions on how to edit the backpack hud, and I believe that the majority of the answers are not simple, so in the interest of documenting how the hell the backpack hud works, here we go.

First pictures of the backpack for easy reference.

http://i.imgur.com/c8UZV9I.jpg

http://i.imgur.com/PElvIIg.jpg

Things I know:

  • The footer/header (the stars) and the lines separating them from the middle are controlled by charinfopanel.res. The tabs (backpack and stats) are also controlled in there as well. This file works like you would expect it to for editing elements (font,color,border are all editable).
  • The middle background is set in backpackpanel.res
  • The text and boxes are all kinda set by backpackpanel.res. For the combo boxes, only the front text/bg is set through backpackpanel.res The rest need to be set in clientscheme.res thorugh ComboBoxButton. (for the arrow) and Menu. for the selectable options in the box as well. The border is set by ComboBoxBorder in clientscheme.res.
  • The checkbox also needs to be modifed using clientscheme.res (CheckButton.) although the font is set in backpackpanel.res
  • The name filter text is hardcoded to HudFontSmallestBold, and the colors are set through TextEnrtry. (all in clientscheme.res). You cannot set a border for the element in backpackpanel.res, so what I did was add a new element just to create a border.

Now for my questions:

Can the page number buttons be editted through a .res file (backpackpanel.res -> pagebuttons_kv?) or must they be set through Button. in clientscheme.res? If the colors are only set through clientscheme, what controls empty and partially filled page text colors?

What controls the colors of the item model panels (black arrow)? Playing with values in itemmodelpanel.res (maincontentscontainer and contained_item_panel) seem to overwrite the outline or appear less than optimal.

What is the border definition in clientscheme.res for the base outline (maroon arrow)?

Can the thickness of the borders for the item panels be changed in the default implementation (using image border backpack_rect_color) or if I want to change the thickness do I need to manually create the border?

Can you set the border for the item panels through the .res files (I assume either backpackpanel.res or itemmodelpanel.res) or must you redefine the stock borders (I imagine the answer here is you need to modify the expected borders)?

What controls the popup when moused over an item (green arrow), and if the colors/text can't be editted there where is that located (in clientscheme)? I know the majority of the text colors are set according to QualityColor* but what about the default color for the item description and level?

When changing to "Show Quality Color Borders" the item model panel background changes (second image), what controls that color?

posted about 8 years ago
#19 we need to talk in TF2 General Discussion

As much as we would like for it to be true, attempting to shame the attacker(s) to stop is about as effective as using water to put out a grease fire. This community needs to come to terms with the fact that this kind of thing is a very real occurrence, and the more popular your game gets (and as prices drop) the more often these attacks will happen.

As the community that leaves us with the burden of defending ourselves from these attacks. We can ask/require server providers to have ddos protection, but that is never going to protect you from a ddos, no matter what protection they claim they offer. The real defense comes down to the players protecting their own information. Forgive me if I am incorrect, but the only way a ddos is going to work is if the attacker knows the ip they wish to target (unless your are The International and the attacker(s) take down the entire isp). If that is indeed the case, we need to compile a list of ways would-be attackers can get your ip or the server ip so that we can shut down these means of attacks.

First we need to be more concerned about server attacks since they prevent games from being played entirely. From what I understand there are only two ways to get the server ip: They know what server you are going to be on (you put the connect info into console while streaming, you announced to the world what server you are going to play on) and you stay signed into steam (possibly need to be private to fully shut this means of attack down but I didn't check that), where they can just use the steamapi to get your server that you are playing on. If there is another method of obtaining server ip's please list them, especially if they are steam exploits that we need to get valve to fix.

posted about 8 years ago
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