Tob
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SteamID64 76561198108250545
SteamID3 [U:1:147984817]
SteamID32 STEAM_0:1:73992408
Country Belgium
Signed Up May 3, 2015
Last Posted September 29, 2022 at 8:38 AM
Posts 1506 (0.6 per day)
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In-game Sensitivity 30cm/360? changes
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#7 TF2 update for 9/28/22 in TF2 General Discussion
-snowwtf is a quickswitch hat

timestamped video

tl;dw a few hats can be equipped with the quickswitch menu when you aren't allowed. examples of hats at 5:00 in video
This made these hats insanely more expensive as unusuals

posted 5 days ago
#12658 stream highlights in Videos

https://clips.twitch.tv/BlushingSpeedyIguanaPupper-C5zTv4qaQcwaRLEA

posted 1 week ago
#9 Yz50's crosshair with vtf in Customization
Senoir_Chickenhey, I was just wondering if you still had the link for these since I could no longer access them.

I did a full delete of my dropbox a couple years back. I'd actually lost a lot of these but luckily the imgur preview was there so I could just convert those back to VTFs. I also added some extras

https://www.dropbox.com/sh/q7okrvc7a9fnyeg/AABhpkckzUj33gCw58W4jQ-pa?dl=0
PNGs are included as previews
No VMTs, but I included instructions (open file, change crosshair name in file, save file, rename file to crosshair name)

Also for anyone in this thread looking for clockwork's crosshair:
I compared all the ones I have and the YZwings on cfg.tf is the correct one
One thing that's off about it is it has some asymmetry (hard to notice in-game) so I included it in this dropbox but cleaned it up so it's fully symmetrical. I did the same for all other crosshairs in there

posted 1 month ago
#1200 Wut hud/crosshair/cfg thread in Customization
sanxonhttps://www.youtube.com/watch?v=pyLlVzPwGbw

mmrarkte linked the right folder above. I think it's one of the ones I made called asuna
asuna2 has a slightly wider gap, but try that if asuna feels off

posted 1 month ago
#25 shadowplay clipdumps in Videos

https://www.youtube.com/watch?v=glUf6WanscY

posted 1 month ago
#8975 Frag Clips Thread in Videos

silentes s42
https://www.youtube.com/watch?v=jT-19UAH_3A

posted 1 month ago
#12571 stream highlights in Videos

https://clips.twitch.tv/TenaciousSuspiciousWoodpeckerYouDontSay-6jZ9St7U0C6zzmQL

posted 1 month ago
#12564 stream highlights in Videos

https://clips.twitch.tv/ResourcefulFairLaptopSuperVinlin-yKFZaNpKk7C9EOvo

posted 1 month ago
#15 Horsie's Viewmodel Editor in Customization

Been messing around a bit more.

  • Seems there's no invis watch/dead ringer options?
  • Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)

I won't be looking to center everything, but I've been trying to find a setup that works for scout and soldier. neither are perfect and it depends on your viewmodel_fov (mine is currently 80) and whether or not you use minimal viewmodels. I've been going back and forth between having minimal viewmodels on and off. The advantage of using high Y and Z pos (see below) is that this doesn't change a lot so it hopefully didn't result in inconsistencies

starting point for centring scatterguns and scout pistolposition: -12 15 15
rotation -2 1 -6

I copied the scattergun values to pistol and called it a day. Pistol needs most work still.

starting point for centring soldier stuffstock RL position: -8 15 15 seems to center the stock rocket launcher. needs rotation values still
original position: 0 15 15 obv doesn't need centring, but including this for the Y and Z pos consistency
shotgun position: -8 15 15 centers stock shotguns (also for engi, pyro, heavy)

X_position is most important. Y_ and Z_position I recommend keeping the same number. higher values move it down and make it smaller. Once your position is the way you want it for your settings, figure out rotation using the references provided by a_horse. For me it helped holding the palm of my hand horizontally and following the motion shown in the reference pictures to figure out the purpose of each value

scout settings (viewmodel_fov 80, tf_use_min_viewmodels 1) example clip

posted 2 months ago
#12 Horsie's Viewmodel Editor in Customization

short video
Mostly to demonstrate centered viewmodels for some of the easy to center weapons (x pos -8 for stock shotguns, flamethrower, smg, flareguns, etc. Other weapons I haven't figured out yet because I'd need to mess around with the rotations)
Also the instant backstab animation is nice (not a game changer but quite helpful)
https://www.youtube.com/watch?v=mweRvNSGdgs

some feedback
Class settings are currently stored and edited like this, with the variables stored on the far right

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

This means you can't copy paste xyz values from other weapons (I got some corrupt VPKs at first until I figured that out)

Maybe having one &::original followed by the xyz values etc until you encounter &::shotguns would be more practical? but idk the limitations of the language and the current implementation so you'd be the better judge of that

edit: also for anyone messing around with tf_viewmodels_offset_override x y z to find some configuration, that axis is oriented differently. I believe it translates to
X_position = offset y
Y_position = offset x
Z_position = offset -z

posted 2 months ago
#365 Most aids log? in TF2 General Discussion

https://logs.tf/3236027
OZF S34 grand finals map 2

posted 2 months ago
#8955 Frag Clips Thread in Videos

https://www.youtube.com/watch?v=8UMzZI9GP4Y

posted 2 months ago
#4 question about my weapon bind in Q/A Help
alias "weaponthree" "slot3;r_drawviewmodel 1"

to

alias "weaponthree" "slot3;r_drawviewmodel 1;MW2"

add MW2. right now there is no rebind when you press e for melee.
So whether it switches to slot1 or slot2 depends on the weapon you had equipped before.
by adding MW2 you add the slot1 rebind everytime

Seems like that spy/engi config in post #1 will have the same issue.
Except there it'll happen for slot 2 (which is on e there)

posted 2 months ago
#333 Updating cp_snakewater in Map Discussion
jnkidemo bugs on update

It's unavoidable afaik but im no mapper

a workaround is knowing the date of the demo
find the map version of snakewater from that date
in tf\maps replace the updated snakewater_final1 with the older version
then play the demo and the map will be using the "correct" version

posted 2 months ago
#329 Updating cp_snakewater in Map Discussion

https://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last

also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png

posted 2 months ago
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