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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 July 13, 2023 at 1:21 PM
Posts 79 (0 per day)
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#86 OMG 2 in TF2 General Discussion
donovinposting since i haven’t seen anyone talk about it:
people weren’t content with showing task manager, monitor cam, handcam, keyboard cam, etc etc.
and it was posted his tf2 files themselves could be injected
he streamed himself uninstalling and reinstalling tf2 and playing his match on no config nothing and put out the same stats as he usually does in a match
just collecting people’s thoughts cause i’m not sure what more he could do besides play at lan to prove himself or what it would take for people to believe him (i’m just interested in peoples thoughts i have no affiliation with elijah)

Why isn't he explaining why he's legit? His thought process behind any of his movements and how it makes sense for him to do what he does? Why isn't he providing examples of other top level Scout's being able to do this, that it's comparable and completely possible? All he's doing is saying "Here's my demo's, I'm not cheating", and letting the gameplay say pretty much the exact opposite. Because as it stands, nothing has been shown that comes close to explaining this obviously suspect gameplay.

posted 7 months ago
#11 most poverty comp tf2 setups thread in TF2 General Discussion

No images to provide, but I remember getting my first proper PC for christmas like 10 years back. Great times. Only one problem = no desk. Cue me for 2/3 months putting my monitor on my bedside table, tower next to the bed, laying upright on my bed with the keyboard on my lap and using a heavy kitchen chopping board to put my mousepad on. Great times.

posted 7 months ago
#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 about 2 years 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 2 years 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 2 years ago
#26 Horse's viewmodel customizer in Customization

Definitely have preloading on somewhere.


posted about 2 years 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 2 years 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 2 years 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 2 years 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 2 years 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 2 years 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 2 years 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 2 years 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 2 years 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 2 years ago
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