Honster
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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)
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#22 [HUD] Flarepunch in Customization

First impressions. The hud looks really clean, the timer, kill counter, meters, objective indicators. A top left chat and 12v12 scoreboard in an optional folder you could overwrite the default with would be nice. Vaccinator meter having a gap/line/notch or something to divide it into 4 parts(like the jetpack) would be nice since it doesnt have the percent number like other mediguns. Not sure what the diamond button next to loadout presets does, I think I've seen buttons there on other huds too I've just never used them.

Personal gripes: I'm not a huge fan of the team color turning completely black when hovering over it to select a team because it makes me focus on the opposite team color. The console covering the disconnect and loadout buttons by default since those are two of the buttons I use most often.

Names are hard to see when changing weapons/items. https://i.imgur.com/YzWioOc.jpg

I know with the way valve handles meters these may not be able to be changed, but I figured I'd mention the unexpected behavior with weapon charge meters.
- Scout secondary meter is below the melee meter.
- Thermal Thruster has a 1 in the ammo area for some reason
- Loose Cannon meter is below the sticky/shield meters.
- Huntsman meter is below the Jarate meter.

Any specific reason you decided to name the hud flarepunch by the way?

posted about a year ago
#1422 mastercomfig - fps/customization config in Customization
mattTI'm using the medium-low preset and I have this weird fog everywhere when I try to play. It seems to severely impact my fps and I'm not sure what to do. Please help.

https://cdn.discordapp.com/attachments/281978421813444608/454094745027870720/unknown.png

Do you happen to be using the no smoke mod? If so go to the most recent page and use one of the newer downloads Blungo posted. Replacing explosions with the fog particles only works on dx8 where they arent rendered.

posted about a year ago
#1373 mastercomfig - fps/customization config in Customization
donnyraytry downloading the lighter particles mod and preloading the flames should be invis on casual servers

Tried this with preset 3 of the particle limitation pack and it didnt work for me.

posted about a year ago
#1370 mastercomfig - fps/customization config in Customization

I was wondering if it was possible to make flames invisible using the -force_vendor_id and -force_device_id launch options. I know people used them to fix invisible flames by using a certain graphic card number. If it sounds like it could work is there somewhere I could look to find the corresponding IDs for certain GPUs and test em?

Also have you had any luck fixing the issue with enabling the wait command on local servers?

mastercomsfizzwhizWhat causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?Mostly a high value for r_worldlightmin. It is repeated to workaround a bug where mat_filtertextures does not get set the first time it is used.

So would using the low preset vpk and putting the lighting_medium module alias in custom.cfg be like using the old comp preset?

posted about a year ago
#1 Is TF2 your Favorite game? in Videos

Speaks to the heart of the TF2 player.

https://youtu.be/ll6zaUq-oy8

posted about a year ago
#183 No explosion smoke script in Customization
flizzflobkingIf this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)

I mean people have done crazy shit like this so I dont see why it wouldnt be possible, but its a bit scummy for me and I'd guess it wouldnt go over too well in organized leagues.

Blungofor dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/

Its worth noting that electrocuted_red_flash/electrocuted_blue_flash are both less subtle effects than the default particles used by the flaregun files, "flaregun_destroyed" on "ExplosionEffect" and "ExplosionWaterEffect". When using the Detonator/Scorch it doesnt replace their explosions it just kinda adds the specified particle on top of the default style explosions they already use.

Also "ExplosionPlayerEffect" doesnt work properly on tf_weapon_flaregun.txt or tf_weapon_flaregun_revenge.txt. The only time noticed it use its specified particle was shooting the Detonator/Scorch was into the back spawn wall of cp_well for some reason.

posted about a year ago
#180 No explosion smoke script in Customization
BlungoBenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

anyone got a working version for dx9

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.

posted about a year ago
#5252 HUD editing: short questions, quick answers in Customization
JarateKingbasechat.res doesn't exist in the tf2 vpk's.

Yea this is weird, turns out its in Team Fortress 2\hl2\hl2_misc_dir.vpk

WhiskerAdding them like above prevents them from being moved. What is happeing when your BuildingStatus_Engineer element is being moved? Start of a game, new round, engineer weapon change, etc. I personally have my BuildingStatus_Engineer pinned so it doesn't move, but I don't recall what was causing it to move around.

Thanks you, that worked perfectly. I'm not sure what was causing the engi building status panel to move but if I find out something specific can trigger it I'll post it.

posted about a year ago
#5221 HUD editing: short questions, quick answers in Customization

I'm having trouble with a couple hud elements randomly moving position, specifically the chat window and "BuildingStatus_Engineer"

I extracted using gcfscape my resource folder but I cant find the default version of basechat.res?

Also is there anything other than the "BuildingStatus_Engineer" section from hudlayout.res that could be randomly moving my building status panel?

posted about a year ago
#31 hamburger's model removal mod 2018 in Customization
hamburger_crisisstephidk if this is intentional but this removes the bootlegger and leaves the demo with no feet and there are some cosmetics that leave the pyro with no head (for example the fish hat)

other than that great mod tbh i love it

will update it soon, had no idea the sole mate had a replacement head. thanks for telling me.

Removing the Sole Mate shouldnt remove pyros head. Works fine with jeebs's headsfeet.

posted about a year ago
#148 No Hats Mod in Customization

The Nose Candy - Horrific style(pyro_rocks_mask) is causing invisible pyro heads in headsfeet.v2018.03.29.vpk.

Edit: Also the Robin Walkers cause invisible Scout/Demo feet and the Blizzard Britches cause invisible Scout feet.

posted about a year ago
#5197 HUD editing: short questions, quick answers in Customization

Is there a console command that can close the new item screen? I notice sometimes its unclickable in my hud and I have to quit to fix it. Escape key doesnt work when it happens either.

Also, is the map stamp upsell window broken even in the default hud?

posted about a year ago
#178 No explosion smoke script in Customization
unsmellchanging "ProjectileType"

I tried to make the Dragon's Fury look less obnoxious using this method but had no luck. If anyone else wants to give it a shot here is a copy of the stock weapon scripts since the old downloads didnt include it. The name is tf_weapon_rocketlauncher_fireball.txt.

posted about a year ago
#293 7HUD in Customization

Yea turns out the "say_party" stuttering isnt 7huds fault nor is it exclusive to 7hud. Its just more pronounced for me with custom huds than stock but even using tf2 running with -default I can still cause stuttering spamming a "say_party xxxxxxxxxx" bind.

Curious if anyone else has has encountered this.

Edit: ninja'd

posted about a year ago
#1206 mastercomfig - fps/customization config in Customization
knsumeHonstermastercoms6.5.3 released with competitive update changes, enhanced smoothness and networking improvements.My regen script from #1174 still causes a hard freeze a few seconds after using it while on mastercomfig-comp-preset.vpk 6.5.3. Wondering if there is a command thats responsible or how I can alter the script to avoid this.it has to do with the listenserver.cfg file disabling the wait command. remove the line that does that and it works.

Thank you very much, it was this. I extracted the vpk and commented out the following from listenserver.cfg

//incrementvar sv_allow_wait_command -1 2 1;incrementvar developer -1 2 1
//wait 1500; echo "    ******************************************************    "; echo "    ******************************************************    "; echo "    ******************************************************    "; echo "    ******************************************************    "; echo "=> Set host_thread_mode 0 for local servers."; echo "=> Set host_thread_mode 1 once you are done with your local server."
//wait 8000; incrementvar developer -1 2 -1; incrementvar sv_allow_wait_command -1 2 -1

I dont actually know what those lines do but commenting them out fixed it. I have sv_allow_wait_command 1 in like three places including listenserver_c.cfg so I didnt even think that it could be the issue.

Its worth nothing my my wait checker script lies and says wait is enabled but I still crash if I try to use my regen even after manually entering sv_allow_wait_command 1 running the unmodified vpk.

posted about a year ago
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