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SteamID64 76561198035492177
SteamID3 [U:1:75226449]
SteamID32 STEAM_0:1:37613224
Country United Kingdom
Signed Up September 3, 2014
Last Posted October 2, 2021 at 8:19 PM
Posts 77 (0 per day)
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#13 looking back, being a pyro main was a great fun in TF2 General Discussion
Jw-decrease radius of airblast cone by 25%

It's not even a cone anymore. Now it's just a massive box that surrounds the Pyro, and even goes behind his fucking model. Imagine standing behind a Pyro who is completely unaware and looking opposite of you, firing a rocket (not even necessarily at him), then immediately exploding from the reflected mini crit the Pyro magically hit you with during his attempt to reflect a crossbow Medic spamming him. All the while him never even knowing you're there, because his airblast box extends behind him. What a joke.

I truly can't fucking fathom how Valve thought this was a good idea when trying to make Pyro healthier. It's like they intentionally wanted to make him more aids.

posted 11 months ago
#29 Horse's viewmodel customizer in Customization

So I reduced my custom folder to only having viewmodels, and occasionally whenever I get an Upward casual match (so not every time), once again it crashes. Again, only happens on that map. Restarting TF2, it'll try to put me back into the casual but it will crash again immediately. Yet once I remove the CustomizedViewmodels VPK (so my custom is empty bar hitsounds), I can get into the map no issue. The Preloading cfg is definitely being execced too.

posted about a year ago
#28 Horse's viewmodel customizer in Customization

Searched around a bit (honestly my cfgs are a mess) and made it so its execing the preloading cfg now. Will report back if it crashes, but no problems so far.

posted about a year ago
#26 Horse's viewmodel customizer in Customization

Definitely have preloading on somewhere.


posted about a year ago
#24 Horse's viewmodel customizer in Customization

Has been somewhat unstable recently on certain maps, tends to just crash TF2 outright. Upward is a big offender, 7 out of 10 times the game just refuses to load into that map with the viewmodel customizer. Was a bit of a faff around figuring out to remove it when I was scrimming HL the other day.

posted about a year ago
#53 How I made TF2 run beautifully in Hardware

Have messed around with this for a week and I've found that the fps_max command consistently undercuts RTSS's. By that I mean, if you set RTSS at 240 fps, it will limit at that fps. If you set fps_max to 240, then TF2 will awkwardly jitter around 235 FPS or so, introducing more stuttering.

This v sync trick worked a lot better for me without an ingame FPS cap, only using RTSS's frame limiter.

posted about a year ago
#2288 mastercomfig - fps/customization config in Customization

You should probably mention on your recommended launch options that the -hushsteam command whilst preventing your IP from being registered on local servers, also prevents access to the item servers on them. Just for clarity sake.

posted about a year ago
#51 How I made TF2 run beautifully in Hardware
BuildBruhmax_fps should be the next highest whole number from whatever you set RTSS at. (59.957 -> 60, 143.925 -> 144, etc.) Most problems people seem to be having with stuttering is probably stemming from not actually using RTSS or not getting a good/consistent # to work with from the ufo refresh test.

Just curious, why are you bothering to set max_fps at all if RTSS is capping your framerate anyway?

posted about a year ago
#42 How I made TF2 run beautifully in Hardware

Wait, I'm confused. Wasn't OP capable of using Freesync with his 5700 XT? If so, why not just use that rather than go through this RTSS/V-Sync stuff on a fixed refresh rate? Seems to me using G-Sync or Freesync on a VRR would be better. Or are you forced to use a fixed refresh rate in order to use PureXP? Asking because I'm actually getting this monitor tomorrow.

posted about a year ago
#1 What do you do when you're having an off day? in TF2 General Discussion

Just curious to know how, if it all, any of you change the way you're playing if you're not doing so well on a match night.

Do you try to force through it? Actively try to change up from your regular playstyle? Or do you just accept tonight may not be the night and relax?

posted about a year ago
#20 Horse's viewmodel customizer in Customization

Baller, plain and simply. I know we Spy players are awkward and finnicky, very much appreciate the effort.

posted about a year ago
#18 Horse's viewmodel customizer in Customization

This seems brilliant, mad appreciation for this.

I think what Sprasty was asking the other day was whether it's possible to choose what animation you wanted, so the poke, the slash or the swipe. Based on your video I assume swipe is the default, would be cool if there was an option to pick any of the 3.

On that note as well, just to be sure (I'm pretty sure this isn't possible), but there's no way to randomize or cycle through all of Spy's stab animations right? Fairly certain I read somewhere on similar mods that it can't be done, which is fair enough if so. Nostalgic for the old days where every stab was either a poke, slash or swipe. Felt a little lame when Valve "fixed" it.

*Edit: Spycicle's inspect animation appears to be bugged. Left arm is upside down and the fov changes mid inspect. Also does this thing change the sound for when you draw the Spycicle, YER, Kunai and Big Earner? I'm 90% sure it used to be the usual knife draw sound, but now some weird wooshing sound plays instead. Odd AF.

posted about a year ago
#4 Can you customize crit sounds per class/weapon? in Customization

Awesome, this sounds like a fun mini project. And yeah, deliberately chose this as my focus as I know sound mods are pretty buggered by sv_pure. Just looking to get more familiar with this kind of scripting. Less chance for anyone to abuse this on the off chance something kooky was discovered.

It seems like you're saying this could be achieved through adding a 2nd sound to the crit definitions of each weapon. The problem is though is that from my understanding a lot of these weapons don't actually have definitions for a weapon-specific crit sound to be played when their crit attack lands.

Take a random crit Wrench hit for instance. I could be wrong, but I'm fairly sure the process of sounds (via definitions) for that would be as follows:
1. Weapon_Wrench.MissCrit
2. Weapon_Wrench.HitFlesh + TFPlayer.CritHit at the same time

For backstabs it would be similar. (This time in .wav files)
1. knife_swing_crit.wav
2. blade_hit1.wav + crit_hit3.wav (for instance) at the same time.

In both these examples it first plays the sound for getting a crit at all with your weapon. Then upon landing it, next plays the default no-crit hit sound for the weapon, followed by the standard crit landed sound. This seems to be the standard procedure for a majority of the weapons in the game. With the exception of one or two weapons which have impact sound definitions for critting like the Eviction Notice (eviction_notice_01_crit.wav) or the Boston Basher (BostonBasher.ImpactCrit), I'm not sure how adding a second sound would be possible for the rest as they would play on both crits and non-crits.

Would you be alright me adding you to ask questions?

posted about a year ago
#1 Can you customize crit sounds per class/weapon? in Customization

Want to understand scripting a bit more and finding out what and what isn't possible. This seemed like an easy to approach area where I could avoid getting confused and focus on learning what limitations there are (plus there's no way you could exploit this to any advantage due to these specific sound files going all garbly when you edit them).

Just for clarities sake as well, I'm not talking about specific weapon firing sounds which I know are unique. For instance rocket_directhit_shoot_crit.wav

What I mean is the crit_hit.wav (1-5) sounds that play when your crit attack lands.

Knowing that there are 5 crit sounds that play at random when you hit an enemy, it's probably possible to customize each of those so you could get something different than normal playing. Or changing them all to the same sound so you would get no variance. Seems like a simple customization, as the same files play no matter what class or weapons you're using.

What I'm interested about however, is whether it's possible to actually fuck around with that. Force certain classes to load different sound files than the others. As an example have those crit sounds be default for every other class, but when playing Soldier have a crit_hit file of him saying "Blammo!" being loaded instead when landing a delectable kritz rocket on a Heavy's face.

Now from my limited understanding I can't actually see a way how to do this, as this is probably something hard in the game code you can't mess with. I'm not sure there's any way you could actually script on a class change for the file path to change, or even have the game acknowledge and utilise a different naming scheme for the files at all considering that the crit_hit files are shared by all the classes. I believe you can do it with hitsounds, but that's only because they introduced the hitsound sets in the update some years back that you can replace. The crit sounds don't have another set you can mess with.

But some of you guys are ridiculously intuitive at discovering new ways to customize the game so I'll pose this shot in the dark anyway. Either way, would be interesting to confirm whether this is possible or not.

posted about a year ago
#3 Is it possible to switch out a hud's scoreboard? in Customization

So there is, thank you kindly! Opened a new thread cuz I couldn't find much info about splicing huds together. Figured it'd be easy to find in the future in a named thread if someone was interested in that.

posted about a year ago
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