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SteamID64 76561197994242870
SteamID3 [U:1:33977142]
SteamID32 STEAM_0:0:16988571
Country Spain
Signed Up September 14, 2012
Last Posted May 9, 2016 at 11:45 PM
Posts 1202 (0.3 per day)
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#11 [HELP] Steam Profile Picture in TF2 General Discussion

http://imgur.com/aEi8ROA.png

keep your keys

i was on a photoshop binge today anyway making stream icons

its 320x320 so it should fit on steam

posted about 8 years ago
#84 Competitive Matchmaking Details Revealed in News

vnn is shit even by reddits standards. im pretty sure the guy who makes those videos is banned from r/tf2 and facepunch

posted about 8 years ago
#59 Competitive Matchmaking Details Revealed in News

you should nuke this entire thread tbh

posted about 8 years ago
#1 MM in TF2 General Discussion

I would like the following steam chat log to flow through your brains for the duration of Grant's stream tonight.

flame: so this phase is mostly for backend server/client relationships and not representative of your image of the finished product
driller: correct

Thank you.

posted about 8 years ago
#2328 HUD editing: short questions, quick answers in Customization
omniflame#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo
I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.

It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.

the average user isn't pulling the latest from HLExtract, they can barely check a github as is.

It doesn't come in handy at all for users trying to edit the hud, or add new things to it. It won't even prevent errors. When that witch hat bug happened, users still had to update the revised files, and when the scoreboard updated this tough break patch, the user would've also had to update the revised files or dealt with an ugly scoreboard.

Also that assumes that everything new valve adds isnt recycled, and that it is placed correctly. For example if they add a new chargemeter tomorrow for a new pyro weapon, updating the base files is just going to give you an ugly charge meter randomly placed on your screen.

i honestly dont think theres any reason to do the whole hud in that fashion. he'll always have to update his shit regardless

posted about 8 years ago
#159 flamehud reborn in Customization

fixed, go redownload, thanks for the heads up.

posted about 8 years ago
#2326 HUD editing: short questions, quick answers in Customization
_KermitI duplicate them
Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.

Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.

base file just reads the original or whatever file you point it to, and then the one you edit overwrites it.

he has this weird system of using the tf2 base hud and recreating it to overwrite it instead of just overwriting it in the first place.

#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo

posted about 8 years ago
#89 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

This is my end product.
It looks beautiful with an avg of around 150fps on that timedemo.

Use with caution.

Show Content
// ----------------------------------------------------------------------
//
// FPS
// -- Make your game smoother.
//
// ======================================================================

mat_motion_blur_enabled 0
cl_ragdoll_fade_time 0
cl_ragdoll_forcefade 1
cl_ragdoll_physics_enable 0
g_ragdoll_fadespeed 0
g_ragdoll_lvfadespeed 0
ragdoll_sleepaftertime 0

cl_phys_props_enable 0
cl_phys_props_max 0
props_break_max_pieces 0
r_propsmaxdist 1

violence_agibs 0
violence_hgibs 0
violence_ablood 1
violence_hblood 1

mat_forceaniso "16"
mat_picmip "-1"
mat_monitorgamma_tv_enabled "0"
mat_antialias "8"

mat_queue_mode "-1"
cl_threaded_bone_setup 1
r_queued_decals 1
r_queued_ropes 1
r_queued_post_processing 1
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1

//questionable shit
mat_reducefillrate 1
cl_threaded_client_leaf_system 0
r_shadowrendertotexture "0"
r_waterforceexpensive "0"

datacachesize 512
mem_max_heapsize 1024

ALSO NOTE -DEFAULT CHANGES YOUR WINDOWS_SPEAKER_CONFIG SETTING SO YOU HAVE TO CHANGE TO HEADPHONES FROM SPEAKERS IF YOU USE THAT OPTION AT ALL

posted about 8 years ago
#88 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

r_shadowrendertotexture 0 gave me close to 20 fps on the timedemo im so confused.

EDIT

as did mat_reducefillrate 1

we're learning a lot today boys

Edit: mat_reducefillrate is causing my game to crash, would not recommend

posted about 8 years ago
#85 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

also for some reason doing a writeconfig full doesnt display any of those commands. I don't know why, its either a bug or has to do with the config writer having a max length

posted about 8 years ago
#84 BOOST FPS WITH THIS ONE SIMPLE TRICK in TF2 General Discussion

I did some more testing with random stuff in comanglias config and I noticed pretty immediately that -default turned off multicore rendering.

adding these commands boosted my fps by ~15 during the timedemo

mat_queue_mode "-1"
cl_threaded_bone_setup 1
cl_threaded_client_leaf_system 1
r_queued_decals 1
r_queued_ropes 1
r_queued_post_processing 1
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1

obviously don't add these if youre not running a multicore pc. though i feel like it might not matter as mat_queue_mode will stop any of them from working.

i'd also like to point out that my timedemo fps is always significantly lower than my in game pub experience.

posted about 8 years ago
#5 Need an account with 300+ hours for lobbies in TF2 General Discussion

launch tf2 with -textmode before you go to sleep

posted about 8 years ago
#9 help me find this hud in Q/A Help

you could replicate this screenshot in under 3 minutes. you'll need more info regardless.

posted about 8 years ago
#451 The Tough Break Update in TF2 General Discussion

tf_scoreboard_ something it'll autofill to but i think its like _show_ping_as_text or something ridiculously specific

posted about 8 years ago
#156 flamehud reborn in Customization

p is actually the best indicator if you're trying to center something for yourself at your own res specifically.

i THINK the p stands for percentage but it doesn't matter what it stands for because thats how it works. Numbers between 0 an 1 are linked to distances that are much more pinpointable.

I don't really understand fully how it works, as it's only consistent in things that are f0x480 but pretty much if you want to move something to the right SLIGHTLY of p0.015 you can try things like p0.0155 or p.016.

i THINK the crosshair is centered within itself. The way i made it was I made a box on the screen that is 20x20 and then centered the crosshair in that 20x20 box. you probably only have to move the container box to center it but I might be wrong.

you probably only have to change the

"Crosshair"
{
"ControlName" "EditablePanel"
"fieldName" "Crosshair"
"xpos" "c-197"
"ypos" "c-20"
"zpos" "1"
"wide" "40"
"tall" "40"
"visible" "1"

idk what it looks like on your res though. godspeed

posted about 8 years ago
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