Honster
Account Details
SteamID64 76561198046222392
SteamID3 [U:1:85956664]
SteamID32 STEAM_0:0:42978332
Country United States
Signed Up January 31, 2015
Last Posted August 12, 2019 at 9:29 PM
Posts 77 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
1 2 3 4 ⋅⋅ 6
#59 CleanTF2+ (nohats, flat textures, etc) in Customization
VolansCan nobody get the resized textures to work? They always turn out black for me.

These vpk here and here (you need both)are what I generated (they only contain the resized flat texture mod). You can download those to confirm if the issue is config or vpk related for you. If you try them make sure to cut and paste your current cleantf2 vpks somewhere else while testing. They work on valve servers for me but are black on sv_pure 0 servers. I'm using Mastercomfig Medium High preset atm.

Edit: If anyone uses resized textures without them turning black in sv_pure 0 I'd appreciate it if they could upload their vpks. (resized flat textures alone are really small in terms of file-size). For me it only happens on a pure 0 local or community server.

posted 3 months ago
#57 CleanTF2+ (nohats, flat textures, etc) in Customization

Edit, so this is in one place. These cosmetics cause invisible bodygroups in Headsfeet

Sole Saviors removed+invisible feet on Scout and Demo

Robin Walkers removed+invisible feet on Demo, non-removed+visible feet on Scout(i.e. works correctly for Scout)

Nose Candy Horrific Style removed+invisible head on pyro, Happy style is removed and doesnt cause invis head

posted 3 months ago
#50 CleanTF2+ (nohats, flat textures, etc) in Customization

Thanks for this. Out of curiosity I was getting mostly pitch black surfaces with resized textures in sv_pure 0 local servers and was wondering if there was a command that could fix it. I tried toggling mat_fullbright but no dice.

Not a big deal because personally because I'm fine with plopping sv_pure 1 in my autoexec for local servers 95% of the time, just wondering.

posted 3 months ago
#12 demoman crosshair in TF2 General Discussion

Just get an offset crosshair and let the pills aim themselves. =)

posted 5 months ago
#58 pcmag.com's incredible review of tf2 in TF2 General Discussion

When I see unsubstantiated drek used to criticize a game in one breath followed a litany of alternatives in the other that "players owe it to themselves to spend time with [because of their] higher production quality" that comes off as lashing out at the product to me personally. As a someone writing a review I'd consider their fundamental lack of understanding regarding the item system and other facets of the game to be pretty relevant to their ability to give a review worth the time spent reading it, rather than just a case study of a new player exposed to TF2's obtuse bullshit. Its not as if the game doesnt have plenty flaws to support legitimate criticism.

I didnt say OW is more complex, I just dont feel adding movement acceleration or deceleration would suddenly make OW impenetrable or something. I think theyre pretty intuitive concepts as far as movement goes beyond just fps. I agree TF2 mechanics are complex but not that its completely impossible to grasp and have fun at a basic new player 2fort/dustbowl level. Stuff like engi, medic, and spamming enemies/sentries helped me feel good about my minor impact while getting into the game as a noob. I think TF2, despite making near zero effort to inform new players, manages to have depth without as sharp of a barrier to entry as games like quake, CS, tekken etc. The ability to be annihilated as a new player is there but thats pretty much all competitive games. Movement shooters or other genres having so much depth that they lead to a huge potential skill-gap that makes it more insular the longer it exists isnt inherently a bad to me. Its a tradeoff that is ideally mitigated as much as possible by showing/teaching players which TF2 obviously fails by virtue of not even making an effort.

posted 5 months ago
#56 pcmag.com's incredible review of tf2 in TF2 General Discussion
Tino_Somehow I dont think increasing the fov, enabling quickswitch, and and decreasing the interp is what mikemat was getting at. TF2 has more than those 3 systems and every single one of them doesn't work properly in the first place, or is so outdated it might as well be useless. This guy isn't lashing out at anything, rather he is bringing up valid problems with the game in its current state. The stock UI is garbage, the movement and aim does feel floaty and loose compared to any of the current gen games. The gfx and models look like garbage when compared to anything less than 5 or 6 years old. The micro transactions are an absolute fucking joke, especially when you are not told that you can trade for everything for like 0.30c and instead need to look at single weapons in the store for up to $7.50. There are so many fucking issues with TF2 the fact that he game it a passing grade is actually a surprise.

TF2 doesnt explain fucking anything, and it should at least have a functional 9 class tutorial, I dont disagree at all. However a reviewer being payed to inform readers about a game making broad conclusions about things like movement and microtransactions from thier own lack of knowledge about the systems seems a whole lot like ignorantly lashing out.

The Mann Co Store is archaic at best and actively predatory at worst but the first thing anyone who knows shit about TF2 will say is dont buy anything except a key to go premium. Trading for weapons is a hurdle especially with the excessive steam trade restrictions now but ultimately financially trivial. Reasonable to expect the average player to ask in chat or google any kind of information about spending money on the game before doing so? Probably not. This is however someone writing an article at a reasonably respectable pc gaming outlet. Moreover they are clearly comfortable googling TF2 based on their ability to sum up its esports scene by its total earning rankings. Part of the reason players arent just given every weapon off the get-go is because valve is afraid of overwhelming them. Yes contracts created the perfect system to introduce players to weapons at their desired pace that they have failed to capitalize on completely.

I dont think having acceleration makes TF2's movement unapproachably slippery and I have no idea what makes its aim feel floaty. I think accel is more player friendly than this, just look at the crouch jitter complaints for sniper. To characterize TF2's movement as bad because you suck at it is as absurd as installing Quake Champions and saying strafe jumping and cpma movement are trash because its hard as fuck if you havent been doing it for the last 20 years. Everyone sucks without putting serious effort into it. That game does a pretty shit of explaining its complexities too. That doesnt mean it shouldnt try but explaining how simple looking actions, reliant on minute variable changes in player input interacting with the arcane physics of some game engine, can be used in a complex fashion is a lot harder than press key, poof, have 100% consistently performing ability. The flexibility and depth is what makes the games interesting.

I dont get the ui/graphics complaint, they seem fine from a basic usability standpoint. TF2s cartoony aesthetic still looks nice to me albeit with gaudy cosmetics shitting it up everywhere now. The game is old as fuck, what do you really expect from that department. The matchmaking/play menu itself blows but the default hud seems clear enough and the game is better about not filling your screen with unnecessary crap than a lot of modern titles. TF2 generally doesnt communicate anything to the player beyond the most absolute basic information but I consider that a bigger issue than just ui, I dont see the problem with what is there. Thankfully so much of the lackluster design can be changed or tweaked to taste by the end user, if this was a more modern game you wouldnt be able to customize shit.

TF2 is fucking filled with issues, which arent adressed in any meaningful manner in the article. TF2 needing a working tutorial, better default settings, and way to explicitly convey obscure mechanics like strafing and ramp up arent breaking news to anyone on any tf2 related forum. The only thing of value you can glean from reading the article is how befuddled a close minded new player is left after trying to play it based on their wildly stupid impressions/attempts to push other shooters mid-review.

posted 5 months ago
#48 pcmag.com's incredible review of tf2 in TF2 General Discussion
MikeMatThis game is borderline unplayable on a clean install and yall are surprised someones first impressions of it arent positive?

Somehow I dont think increasing the fov, enabling quickswitch, and and decreasing the interp are going to have a noticeable impact for this guy. I am genuinely unsure if the article is lashing out from total ignorance or the more cynical purposefully inflammatory clickbait route. Either way this is some highly concentrated games journalism.

posted 5 months ago
#45 Global Whitelist Data Gathering in TF2 General Discussion
AoshiIron Bomber (Unbanned)
The projectile is also slightly faster with how the source engine works.

I don't think the projectile speed increase is true. This video(see the panel at 30 seconds) was made after the other sigsegv videos about the Iron Bomber's projectiles. Sigsegv even commented 'nice work' on the first video.

I understand the iron bombers physics model would change its flight characteristics, but the idea is that it isnt actually using its own physics model server-side. If I'm misunderstanding something here I'd be happy to read a clarification.

posted 5 months ago
#1725 mastercomfig - fps/customization config in Customization

Could you post a page on either your website, the github wiki, or even just in a block of text here with the default static net settings of mastercoms and the to-flavor options of net-setting related aliases(such as snapshots_safe etc)? Like in a format thats easy for someone not using mastercoms to paste into their autoexec.

I see a lot of people using either default or super harsh net settings ask for suggestion or trying to troubleshoot issues and while I'm happy with the ones I use from mastercoms I'm not really comfortable recommending them myself because I dont know shit about them and I dont want miss anything digging through aliases for the actual values.

posted 6 months ago
#9 destiny 2 free in Other Games

peer-to-peer

posted about a year ago
#7 How do I properly center my HUD crosshair? in Customization

Using one of the (centered) default tf crosshairs as a reference is what I do to center my hud xhair.

posted about a year ago
#156 No Hats Mod in Customization
HogosakiIs there a way I can enable some cosmetics (I want to see demos reggaelator.)

Drag and drop the nohats.vpk on vpk.exe which is somewhere in your tf2 folder. You'll need to delete any entries for the reggaelator. The easiest way is to google for some list like this then search the extracted folder using the cosmetics actual model name and delete the results. Then you drop the extracted folder back onto vpk.exe to get your new vpk.

posted about a year ago
#8 Veiwmodel + Crosshair gets me kicked in Customization

This switcher works without causing kicks, even with intentional mousewheel spam. Has all the bells and whistles. Just plug in your desired viewmodel/crosshair settings to the set_slot aliases.

posted about a year ago
#186 No explosion smoke script in Customization
FreetopyroHello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?

----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles

If you meant testing out particles, yes. You can change them, start the game, try them, exit the game, change to new particle etc. If you want an easier way to preview particles see post #180 in the long answer paragraph.

bLaI noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.

Some shit just doesnt work with custom particles. Cow Mangler/Dragons Fury etc. They may work on sv_pure 0 but I cant remember.

posted about a year ago
#23 [HUD] Flarepunch in Customization

edit: woops double post

posted about a year ago
1 2 3 4 ⋅⋅ 6