gls
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SteamID64 76561197989432992
SteamID3 [U:1:29167264]
SteamID32 STEAM_0:0:14583632
Country United States
Signed Up June 21, 2013
Last Posted July 8, 2016 at 12:19 AM
Posts 225 (0.1 per day)
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#33 gls lft scout in Recruitment (looking for team)

https://www.youtube.com/watch?v=8YYinjUvRN8

seasoned music critic has deemed my music taste shit so idk if anyone can say it's good anymore

posted about 9 years ago
#12 playing tired in TF2 General Discussion
Rickhttp://en.wikipedia.org/wiki/Modafinil

this is really great stuff

focus without jitteriness / anxiety of adderall, clarity of mind

posted about 9 years ago
#1 gls lft scout in Recruitment (looking for team)

hello friends and lovers

scout looking to play on im+ team (esea pref, but possibly maybe cevo if it shapes up to be as competitive)

this will be my third season

first season played w/ sharknado and got ffw'd to third in im when there was a main division

second season playing on cevo-open team w/ friends and we are in playoffs currently but not going to continue after this season

living legend skulk tracker

chill teams only I really don't want to deal with people raging about videogames

http://steamcommunity.com/id/qwgliss

posted about 9 years ago
#16 Scout duo LFT (mid IM+) in Recruitment (looking for team)

oobii is unquestionably the most dedicated and passionate player I know. she's a real student of the game and plays intelligently with solid aim which is a rare quality.

posted about 9 years ago
#8 ESEA Vs CEVO in TF2 General Discussion

for the past few weeks our team has only been able to scrim basically one team that isn't the one we are playing against
the team we play that week plays the only other available team so you can see how exciting that is

I don't think having two leagues would be a big deal at all if the map lists per week were synced. Lange did say that he reached out to ESEA in order to accomplish this and was stonewalled, so I don't know what to say beyond that.

posted about 9 years ago
#2 starladder in Esports

IS MEGAS ENOUGH

dark seer is broken

posted about 10 years ago
#4 Cant use custom crosshairs in Matches? in Q/A Help

if you use this method for your custom crosshairs it still works fine in ESEA / CEVO

posted about 10 years ago
#5 Lawena problem in Q/A Help

uncheck all of the custom enhanced particles

these

I'm not sure which one it is specifically, since some of them do work without crashing. so I just unchecked all of them and it works fine.

posted about 10 years ago
#82 Half-Life speedrunning in Other Games

can't decide what my favorite part is, but he pretty much goes full defrag mode with trip + grenade jumps constantly after the 4.7k hp, so maybe "the entire last seven minutes"

posted about 10 years ago
#35 Transparent viewmodels concept in Customization
cage-so how exactly am I doing this? If i want just demo, i put the vtfs and such in replay, then do I have to put those sections of HudPlayerClass and HudAchievementItemTracker in? those look class specific.
and then do I need something in demo.cfg?
im so dumb

first go to your achievements and select "show on hud" for any of the ones that you don't have

in demoman.cfg you're going to want this

(assuming you use the tf2mate aliases)

alias mate_slot1 "slot1; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 1"
alias mate_slot2 "slot2; viewmodel_fov 83; r_drawviewmodel 0; hud_achievement_tracker 1; cl_hud_playerclass_use_playermodel 0"
alias mate_slot3 "slot3; viewmodel_fov 83; r_drawviewmodel 1; hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0"

then you're going to extract pipe.vtf + vmt and sticky.vtf + vmt to the \thumbnails\ directory

then you go to \resource\ui\HudAchievementTrackerItem.res

"Viewmodel"
	{
		"visible"		"1"
		"ControlName"	"CTFImagePanel"
		"fieldName"		"scatter" //this field doesn't affect anything
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"9910"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/pipe" // edit this field for primary weapon 
		"scaleImage"	"1"
	}

then you go to \resource\ui\HudPlayerClass.res

	"classmodelpanelBG"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"classmodelpanelBG"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"-10"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"1"
		"image"			"replay/thumbnails/sticky" //edit this field to reflect your secondary weapon
		"scaleImage"	"1"
	}

then it should work

finally, if your HUD has a 3d model element, you are probably going to want to remove that see #38 for how

if you only want it for demo, you're going to have to go into every other class.cfg and add "hud_achievement_tracker 0; cl_hud_playerclass_use_playermodel 0" to every weaponswitch alias.

posted about 10 years ago
#33 Transparent viewmodels concept in Customization

fixed

added loose cannon to demo folder also here is a picture http://i.imgur.com/tm0rCGL.jpg

posted about 10 years ago
#30 Transparent viewmodels concept in Customization

https://copy.com/CodSnVqc90tF crossbow + medigun
1 2

https://copy.com/cA1uBih6KRMt scattergun + pistol
1 2

https://copy.com/TvGat2Zaygsl pipe + sticky
1 2

I like the idea of the weapon icons used instead of of translucent viewmodels too. common in Quakeworld HUDs.

again I still don't see the point if you can't cycle these easily between classes though

posted about 10 years ago
#27 Transparent viewmodels concept in Customization
Voloderglissplayed around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though
The whole point is that you can change it with the class...

I can see that it's possible to change with weapon selection, but not on a per class basis. it just cycles two images back and forth and I don't understand how it's possible to switch those images based on your class selection without re-loading those HUD files on the fly.

edit: regardless, here are the files

https://copy.com/ValHtrjbgmVE

extract them into \materials\vgui\replay\thumbnails\

HudPlayerClass.res

	"classmodelpanelBG"
	{
		"ControlName"	"CTFImagePanel"
		"fieldName"		"classmodelpanelBG"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"-10"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/rl"
		"scaleImage"	"1"
	}

HudAchievementTrackerItem.res

"Viewmodel"
	{
		"visible"		"1"
		"ControlName"	"CTFImagePanel"
		"fieldName"		"scatter"
		"xpos"			"c-422"
		"ypos"			"c-235"
		"zpos"			"9910"
		"wide"			"900"
		"tall"			"900"
		"enabled"		"0"
		"image"			"replay/thumbnails/shotgun"
		"scaleImage"	"1"
	}

that's how I don't understand how it's possible to make this on a per-class basis. you'd have to swap out these two files on the fly and replace the text to reference different images.

images:

http://i.imgur.com/zcnl5vn.jpg
http://i.imgur.com/vWYkx5s.jpg

I desaturated the teamskins so there wouldn't be any confusion

posted about 10 years ago
#24 Transparent viewmodels concept in Customization

played around with it a bit today but I feel like it would unfortunately be a large hassle unless there was a way to switch it based on your class
really fun(ny) proof of concept though

posted about 10 years ago
#21 Transparent viewmodels concept in Customization

what are the open plugin models

posted about 10 years ago
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