HOI
Account Details
SteamID64 76561198061182117
SteamID3 [U:1:100916389]
SteamID32 STEAM_0:1:50458194
Country England
Signed Up July 12, 2017
Last Posted May 9, 2022 at 4:51 PM
Posts 60 (0 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1440p
Refresh Rate
165Hz
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
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#50 Refresh: cp_process in Map Discussion

cp_process_f11 addresses the last few issues we are aware of, and is available now on serveme

  • Both teams now use the same spawn orders and layouts, copied from BLU
  • Fixed a few metal textures on BLU side using the wrong team colours
posted 2 months ago
#48 Refresh: cp_process in Map Discussion

You can still stand above them as shown in this image but not on the props themselves.
The panel props are extremely thin and would previously block splash in some circumstances.
We haven't removed any spots unless you consider standing on the panel props a different spot.

https://user-images.githubusercontent.com/14262648/165561072-97e424e3-6f0d-47e0-b90e-fa54ba1807e0.png

posted 3 months ago
#45 Refresh: cp_process in Map Discussion

cp_process_f10 includes some collision improvements. If you know of anything else that needs fixing let me know :)

  • Added blockbullet ramps to the bottom of the lower entrances to IT and lobby from second, preventing players from losing all horizontal momentum by jumping the moment they enter.
  • Added blockbullets to gaps around the barrels, sink and crates in IT.
  • Improved blockbullet between the barrel and crate outside the 2 sewer doors.
  • The thin indoor pipes leading to upper IT are now only solid to players and physics (pipes and stickies).
  • Cleaned up clipping on and below the lobby rail, and on the boiler room ceiling.
  • Removed collision from the computer panels outside 1 and 5 on last.
posted 3 months ago
#44 Refresh: cp_gullywash in Map Discussion

F5

Download links: TF2Maps - Github

Changelog:

  • Fixed mid forward spawns having collision
  • Fixed texture misalignments across the map
  • Fixed height being two units too low in secret
  • Fixed wall thickness outside forward spawn
  • Added clipping ledges above main
  • Beam & pipe solidity changes
  • Added cabinet blockbullets
  • Added some prop blockbullets near launchpad
  • Removed the blocklights from the 2nd spawn doors that might have caused visibility issues
  • Removed collision from a few props in 1st spawn
  • Adjusted clipping in bigdoor

Credit to Collaide and Hondjo for working on this version

posted 7 months ago
#8573 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=kVArwG3fG-M

posted 8 months ago
#18 Copenhagen Games 2022: LAN is back! in LAN Discussion

cu@

posted 9 months ago
#44 Refresh: cp_process in Map Discussion

Version f9a fixes the crashes that affected users of some configs, and has some additional aesthetic improvements.

  • One of the improved rock models used around the 2nd points has been causing these crashes, and has been replaced. Its collision model is one of the more complex ones but we still don't know why this happens.
  • Decals missing from last point areas since the first version have been added back.
  • A tiny positional difference between the platforms above the two last points has been fixed.
  • Many reflective surfaces have better cubemap allocations, so the reflections will make more sense.
posted 9 months ago
#40 Refresh: cp_process in Map Discussion

Version cp_process_f9 comes with fixed rocks, and also makes use of Fubar's BSPReveal tool mentioned here.
Note that this tool does not highlight the invisible displacements used in several areas e.g. in some pipe & lamp props.
Many rocks in f8a had wrong rotations due to a mistake in the models provided to me. For some of the mid rocks this meant that the clipping f8 added no longer helped. The only changes are the rock fixes and new console commands.

posted 10 months ago
#36 Refresh: cp_process in Map Discussion

I've pushed minor fix f8a, also available on serveme, and which prevents a cause of crashes.
In F8 we moved to use Fubar's improved rock prop hitboxes, which are slightly different in product_final but are found under the same name. Players switching between the two maps would risk crashing, but this resolves that issue.

posted 10 months ago
#30 Refresh: cp_process in Map Discussion

Process F8 is out! Hitscan collision issues with the rocks and mid crates are now fixed. Here's the full list of changes:

  • Added Fubar's new rock collision meshes
  • Added player clipping to the mid rocks in the corner near sewer, so that they feel smooth-ish like the old ones
  • Modified spawn floors to use correct cubemaps
  • Minor collision fixes to windows near the second points
  • Increased cubemap resolution of the windows on 2nd
  • Minor texture alignment fixes around 2nd and choke
  • Improved clipping on lobby computer and printer
  • Redid the clipping on the large prop above IT, but it remains imperfect
  • Improved player collision around the enemy spawn door
  • Fixed the crack between mid crates by mirroring crate heights
  • Health and ammo pack heights are now consistently 8u - they were previously different for each side in some places

The map is available on serveme, enjoy! As always we are looking for suggestions to improve any future versions.

posted 11 months ago
#11247 stream highlights in Videos

https://clips.twitch.tv/SilkyConfidentGarageBibleThump

posted about a year ago
#18 What would you commit your time to? in Off Topic

diabotical

posted about 2 years ago
#18 Refresh: cp_process in Map Discussion

Version f2 has been added with more clipping and doorway height changes which should offer significant quality of life improvements. The map still looks almost identical since doorways have only changed by up to 16 units (about 12%). Due to the negative feedback towards modifying the railings we will either propose an alternate idea or remove that suggested change.

Since the ceiling lamps on the map offered no hiding spots and did nothing but block player movement all of them were made non-solid starting from version f1. There are several lamps that will be given sticky collision in the next version.

We decided to work on maps like process because we decided it would be a better use of our time to make the more popular maps in the map pool better than to spend longer working on maps that are unlikely to get into the map pool in the first place. We chose to start with process in particular because we were confident all of the issues we identified could be resolved in a relatively short amount of time while still offering value to players. We do plan to address gullywash but it's significant asymmetry issues made it less suitable to begin this project with.

posted about 2 years ago
#8 How would you nerf scout? in TF2 General Discussion

no double jump

posted about 2 years ago
#14 get your penis analyzed in The Dumpster

https://i.imgur.com/MSDeXeu.png

its not okay

posted about 2 years ago
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