biskuu
Account Details
SteamID64 76561198044361926
SteamID3 [U:1:84096198]
SteamID32 STEAM_0:0:42048099
Country Korea, Democratic People's Republic of
Signed Up January 27, 2014
Last Posted June 7, 2023 at 7:01 AM
Posts 463 (0.1 per day)
Game Settings
In-game Sensitivity 1.2
Windows Sensitivity
Raw Input 1
DPI
1000
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
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#67 m0re hud in Customization
BurkenMight be a dumb question but how do I change the damage text color? I personally prefer yellow over white.
Thanks.

resource>ui>huddamageaccount.res
Change "fgcolor" to "255 255 0 255" on the CDamageAccountValue element

posted about 7 years ago
#4 tr_juggle in Map Discussion
sopsI love using this map, good idea to make a thread about it.
If I can suggest something, can you make an area with bots that have infinite health?

Thats pretty much what the fast regen button does.
Its the same trick mappers use on jump maps for regen faster than the resupply using a negative trigger_hurt.
Also I'm not quite sure if I still have the project file since this is kinda old haha.

posted about 7 years ago
#1 tr_juggle in Map Discussion

Hey, I've seen a few people playing my map here and at i58 and I thought it would be more accessible if I made a separate thread here.
Created this sometime ago and posted it only on the workshop.
Nothing great, I just wanted a more upgraded version of 'tr_rocket_shooting2' that was more aesthetically pleasing and had some extra features I wanted.

FEATURES
Practice juggling and airshots.
Spawn every bot on a certain class or randomize the classes spawned.
Option for enabling fast regen for infinite juggling.

http://i.imgur.com/2Ysor5e.jpg

http://imgur.com/Itm5vds.jpg

http://imgur.com/k4CjkkB.jpg

http://imgur.com/mU179Gx.jpg

http://imgur.com/JPdqno7.jpg

Download
Workshop

posted about 7 years ago
#22 Uncle Dane Plugs i58 - among other things in TF2 General Discussion
GoofyGorillaor valve could just use the class limit structure that we as a community have developed after 7 years of playing their game competitively

I don't see any good reasons to use that.
I mean do things become unbalanced if instead of 2 scouts, 2 soldiers and 2 spies we have 1 scout, 1 soldier and 1 spy?
Please explain to me, won't something like this end up in the classic 6v6 lineup being the meta with classes like engineer and pyro barely seeing enough playtime?

Also, the class limit structure that we as a community have developed after 7 years is a structure that when you break it down, the Scout is the strongest class on your team and if you want more people to join competitive then you have to be open minded about what can attract more people to it without making pyro or any other class underused.

posted about 7 years ago
#9 Uncle Dane Plugs i58 - among other things in TF2 General Discussion

I completely agree with him on the class limit of 1.
Definitely going to make players more consious of the fact that which class they pick matters and can definitely build the 'competitive spirit' of the mode.

posted about 7 years ago
#5076 Show your HUD modifications! in Customization
Cubekolhi, made from scratch

pretty cool actually, just remove the memes from class selection

posted about 7 years ago
#146 wavesui in Customization
QuaverIf anyone knows, I'm wondering how the HUD is able to minimize explosions, I'm fascinated by how it's able to work in sv_pure and match making conditions, does anyone know how to get this feature as a stand alone?

http://www.teamfortress.tv/25647/no-explosion-smoke-script

posted about 7 years ago
#16 i58 Predictions in LAN Discussion

froyo
crowns
jasmine tea
full tilt
xenex

posted about 7 years ago
#2 cp_coilblaze (5cp) in Map Discussion

Jusa :D Nice my man, glad you got this into alpha!

posted about 7 years ago
#13 Fearless, a frag movie in Videos

le insiprational speech for video games

posted about 7 years ago
#144 wavesui in Customization

hud is nice, would be better if you removed the memes from class selection and didn't have this "whatever" style, for example the auto team join being "IDC"

also some competitive elements like the clock aren't properly placed (1920x1080) and the quit/disconnect button on top right is almost off the screen

and why is there a custom hitsound and different explosion particles when this is supposed to be a custom hud?

posted about 7 years ago
#39 Do you think Valve cares about 6s? in TF2 General Discussion

I think a class limit of 1 will make players more conscious of their picks, would not make only 40% of the classes to be played and would ultimately put competitive TF2 on track to develop an actual meta for competitive.

Having different class limits for every class ends up being too confusing and might not make sense to most players. Remember that this needs to attract players from every single group and I think the awareness of what someone should play is going to increase.

posted about 7 years ago
#14 Do you think Valve cares about 6s? in TF2 General Discussion
Konceptreminder that there aren't many people working on our game already, so the few people that are working on our game are beyond busy with everything tf2 related, whether it be bug fixes or adding new content or incorrectly balancing weapons

..and by saying adding this new content you're talking about the content community members create.
Or is the process of adding an ugly pyro hat that tedious? I'll put my money on it not being that hard.

posted about 7 years ago
#52 Warhuryeah rant? in TF2 General Discussion
CitricI think that's not quite true. If it were, players who visit Valve HQ and meet the TF team wouldn't come away with gushing praise of how talented, capable, and intelligent the devs are- both b4nny and Slin have, off the top of my head, said as much after visiting.

The dev team is probably just way too small. This game has had almost a decade to get pulled in as many directions as possible- competitive, casual, mvm, SO many gamemodes, community servers, cosmetic items, countless unlocks... The game is HUGE. It also has had just as much time to have code obfuscate and become more complex and bug-filled. The task of "improve TF2" is absolutely gigantic, let alone "fix TF2". There are obviously people at valve who work on assets and artwork for multiple games, but excluding those... How many people have their primary focus on TF2? It's almost undoubtedly a single digit number.

The TF2 team is actually doing better in the past year than they did the previous couple, I think, but it's still not near enough- and I think they just don't have the manpower to achieve what our competitive scene needs.

I mean, the team isn't really "too small" when 90% of the things added on updates (weapons, maps, cosmetics) are community created.

posted about 7 years ago
#30 Warhuryeah rant? in TF2 General Discussion

I've pretty much convinced my shit that the only reason this is happening is because the TF Team is shit.
Like literally shit game developers, most of the people that were on the initial TF Team have left and replaced by some dudes who are only pushing updates just so that they have to pretend they work when they go to their office every day.

I'm quite sure that if Valve (not TF Team) wanted, they could recruit a team of good, passionate developers and a good news announcer who follows the competitive scene and the forums.

posted about 7 years ago
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