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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#10 SolarHUD in Customization
fade-i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something

No quickplay button currently, but I'll probably end up adding one now that the hud is publicly released. For the time being, you can open it up through console with the command openquickplaydialog.

posted about 8 years ago
#4 SolarHUD in Customization

#2 I personally haven't had a problem with readability, especially since the low/over colors are very vivid. If enough people have a problem with it though I can change it up. A box around the numbers would probably be the easiest solution to ensure perfect readability, I'm not sure an outline would help anymore in the readability of the numbers.

EDIT: Here is a link to an outline version (using the default clientscheme outline). It helps with readability in really light places but looks terrible. I can make this version available if a lot of people like it, or if somebody has a better idea let me know. I'll play around with dropshadow at some point to see.

Health/Ammo readability has been addressed.

#3 Oh, I've since edited the killfeed to invert the bg colors (light is everybody else, dark is you) but was waiting on feedback to see if I should revert back to what is shown in the pictures. If you like the picture color setup you can manually change it by searching for "HudDeathNotice" in scripts/hudlayout.res and inverting the two background color lines (base3<->base03).

posted about 8 years ago
#1 SolarHUD in Customization

http://i.imgur.com/q9TKufR.png

A solarized themed hud for TF2 that is heavily based on Ell's Hud using the Inconsolata Font.

If you are downloading this HUD please read the Updating and First Time Users Section first or the HUD will not work!

Github Link

Screenshots

**********************************************
Overview

This HUD is tailored for 6s and skill mode (surf/bhop/jump) players, though a few easy tweaks will make it work for pub and HL players. Important: Minmode 0 is for the 6s HUD and Minmode 1 is for the skilled game modes HUD.

It is highly recommended that you clone the HUD rather than download and extract the zip. This HUD receives many small updates, often in short bursts, that major update notifications on the tf.tv thread generally won't happen unless there is a fix for the HUD either causing crashes or is entirely not working. As long as I play the game, this HUD will be updated, usually by 22:00 ET on update days (since I refuse to play scrims with the default HUD). There will be a major announcement if I stop working on the HUD.

Customization

The hud includes Knuckles Crosses and has support for 8 custom server buttons.

There are two themes for you to choose from, light or dark. You can easily switch between the two themes by uncommenting/commenting a couple of lines. See How to Switch Themes in the readme.

There are also a variety of changes that you can implement with some simple editing.

Resolutions

The HUD was made for 1920x1080 resolution, although, with a quick check, the main elements appear to work on 4:3, 5:4, and 16:10 aspect ratios. Super low resolutions mainly affect the scoreboard (see below) and the chat (no idea how to fix) If you do not use 1920x1080 and elements appear cut off, let me know (either here or through a github issue) with a screenshot and your screen resolution you are using. The HUD was also built for windows, but appears to display perfectly fine on linux. I do not have a mac to test the HUD on, so no guarantees that it works there.

Bugs

If there is an unmodified element or an element that you want modified differently, submit an issue, or if you feel industrious enough, modify it yourself and create a pull request.

If an element isn't displaying properly, submit an issue, preferably with a screenshot, with your resolution and a description of the problem.

If you see a color that is not in the solarized colorscheme or an element that is oddly colored magenta raise an issue (preferably with a screenshot) as these are elements that I thought were not able to be modified.

Courtesy of Eric, there is a fix for 640x480 scoreboard here. Unfortunately, this is an old edit so it is missing a large majority of the new features for the scoreboard (and customization). If you want to just incorporate the changes for yourself you need to copy the pos/wide/tall values from the PlayerList elements. I also can't merge these changes into the hud because they would affect the scoreboard on pretty much every other resolution.

Upcoming

  • Spec bars that dynamically change based on health (see tf.tv casts). This has not been a quick modification, so expect it to take a bit.
posted about 8 years ago
#294 Comanglia's Config / FPS Guide in Customization

Would you ever consider version controlling (git->github) your configs, and can you create a config that is just fps optimization settings without net, hud, etc. settings?

posted about 8 years ago
#2262 HUD editing: short questions, quick answers in Customization

Looking to change font and font colors of:

  • MvM Tour Listing and Mission Listing
  • Lobby Party Chat: player list and the chat (history) text

If you need a picture of what I'm talking about let me know.

posted about 8 years ago
#47 Why Are These Unlocks Banned? in TF2 General Discussion

#46 The drain amount falls off starting at 512HU down to 0% at 1536Hu. 512HU is really not that long so the charge drain problem really isn't as bad as it may look on paper. Note, I also put that under the 50/50 category and said it needed some testing to make sure it isn't game breaking.

posted about 8 years ago
#30 Why Are These Unlocks Banned? in TF2 General Discussion

#29, not allowed in ETF2L and over in ESEA I really haven't seen the cozy camper hurt the game that badly. Sure it removes the ability to aim punch but I don't think it makes playing against a sniper any more unfun.

I do, however, agree that there isn't another unlock that is vying for time over the camper so the ban argument in NA is fairly valid.

posted about 8 years ago
#27 Why Are These Unlocks Banned? in TF2 General Discussion

Flying Guillotine:

Does 50 base + 40 bleed (long range does 68+54) and recharges in 6s. Way too easy to just spam down long corridors or through chokes to basically win fights against enemies with no medic around. Essentially it would turn flank fights to having your scouts throw their cleaver until they hit something and then walking in. There is no reason to allow a weapon that is basically luck based dominate the flank.

As for the alternatives, the pistol is terrible and even with the best aim you still aren't going to get over 30% of your shots hit, i.e. you usually aren't going to do more than 50dmg at a time. The winger is even worse damage wise, yet most scouts use it for the jump height which really is only useful when out of a fight to save time. If there is a scout secondary that should be allowed it is the pocket pistol, since after the nerf it is terrible. All other scout secondaries are banned for good reason.

****

Wrap Assassin:

15 base + 40 bleed, recharge in 15s. A weaker version of the guillotine but the same argument applies. There should be no "free" damage allowed in a truly competitive game, you should need to do something skillful to do damage and both the guillotine and wrap are not skillful. Ignoring the plea to skill argument, 50dmg on the flank is still usually enough to open it up for some prodding that otherwise would have required coordinated play by more than just the scout on the team.

As for unlocks everything is relatively useless except for the atomizer, basher, and sandman. Atomizer is obviously never going to be unbanned and the same goes for the sandman. (As an aside, the cleaver does an arguably better job than the sandman at securing kills.) With the escape plan change, there really isn't a need for scouts to build uber now and the jumps that you can do with the basher fall into the same problem as the winger, you really can't do them in a fight, they only save time.

Like the secondary slot above, there is a banned weapon that really shouldn't be: the candy cane. The candy cane could drop medium packs and I don't think scouts would run it because of its downside. A pipe or close range rocket is a 1 shot without a buff. Honestly people keep looking for a way to stop the scout dominance that they have right now and forcing them all to run the candy cane would be a pretty effective (and silly) nerf.

****

Brass Beast

A heavy that walks away from the point is basically awarding the enemy team the capture, so your purported downside is one that already exists. However, the spin time and almost complete removal of mobility when spun up makes it bad enough that the only way to play with it is to stand still and not move, which effectively turns you into a sentry gun that takes up a spot on your team. Nobody (seriously) complains about sentries so there should be no complaints about this weapon. For an example, if you run brass beast on badlands last and hold on the upper platforms, the enemy team would be able to cap the point before you were able to get to the ground and either rev up to kill or step on the point. Against robots it is great, but against actual humans the movement reduction and spin time are terrible.

****

Tide Turner

In 6s worse than the targe, but nonetheless an incredibly frustrating to play against weapon. This is one of those items you will get endless complaints about but nothing that really impacts the game so it will probably fall onto the league admins to make a ruling one way or another.

****

Gunslinger

This item is extremely controversial, hell there are even a good number of HL people who want it gone from their format. But like you said, any kind of coordination is easily able to take out a sentry. This is one of the few weapons that I would want to see brand new testing done before being allowed. There are good arguments on both side of the coin and I'd rather not have a season destroyed due to allowing it over a convincing argument. A "forced engie" cup, where every team actually tries (unlike the all unlocks cup), really is the only way I see getting a community acceptable answer on this weapon.

****

Panic Attack, Phlog, and Carbine should all be allowed.

Other items that you didn't list but should probably be allowed with little to no testing: Persian Persuader (demo gets no ammo), Fists of Steel, Cozy Camper,

Items that are 70/30 to 50/50 allowed and probably need a bit of testing before allowing: Base jumper, Pomson 6000, and Short Circuit

posted about 8 years ago
#44 ESEA-IM S20 GF: Pizzagon eSports vs. Not Fast Food in Events

The call wasn't so bad as much as the fact that both scizor and muffinz died off uber for seemingly no reason. If you drop anybody else there it really doesn't matter, but losing both scouts is effectively the end.

posted about 8 years ago
#6 ESEA Finals Casting- Invite, IM, and Open in TF2 General Discussion

In case anybody missed the open finals, here is a clip that sums up the match.

Here is a link to the full cast if anybody wants to watch it.

posted about 8 years ago
#1 ESEA Finals Casting- Invite, IM, and Open in TF2 General Discussion

All three divisions are playing their grand finals tomorrow (10pm EST for Open, 10pm EST for IM, and 11pm EST for Invite) and yet the only one that has been announced that it will be casted is the invite finals. Xan and I are willing to cast either the im or open finals (preferably the im finals) so that means we need one more person/group to make sure everything gets covered. All three finals look to be very close and it would be awesome to have them all casted.

EVL is covering both IM and Open Finals, see post #3 for details.

I guess Xan and I will be casting the Open finals over on my twitch channel.

posted about 8 years ago
#35 TF2 update for 11/17/15 in TF2 General Discussion
KarlNo idea if it resulted from this update but I do not seem to be stuttering on a server with over 1000fps on mat_queue_mode 2 like I used to.

I'm pretty sure that would mean an engine update, which I highly doubt happened.

posted about 8 years ago
#16 TF2 update for 11/17/15 in TF2 General Discussion
msh_so apparently stock hud works but custom huds just break the game

I am only crashing if I exec an fps config. Currently using Chris' maxframes, but I imagine it is a command in all fps configs that is causing the crashing. Look there if you want to fix it.

posted about 8 years ago
#2150 HUD editing: short questions, quick answers in Customization

#2150, this has not been the first time the file I need has been in hl2/. Is there a resource anywhere that goes over what these files do in tf2 (ala doodle) or will I just have to use context clues for the future?

posted about 8 years ago
#2148 HUD editing: short questions, quick answers in Customization
HypnotizeNot 100% sure but itemdiscardpanel.res should control it

After going through that file I'm very confident that it only controls the notifications that appears when you have a full backpack and receive an item.

posted about 8 years ago
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