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SteamID64 76561197992998578
SteamID3 [U:1:32732850]
SteamID32 STEAM_0:0:16366425
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Signed Up December 27, 2014
Last Posted June 29, 2019 at 3:16 PM
Posts 82 (0 per day)
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#21 weapon-specific vtf crosshair switcher thing in Customization
edinis there a way to reload the crosshair in-game without having to restart your game

pretty sure you have to restart your game each time unfortunately

posted 3 months ago
#15 weapon-specific vtf crosshair switcher thing in Customization


this should fix the weapondata/instantly closing problems. also i added a little error popup that tells you if there's any other problematic scripts that it can't parse.

posted 3 months ago
#14 weapon-specific vtf crosshair switcher thing in Customization
Cloverwhen it opens the .exe it then immediately closes.

likely the same problem as above, give me a little while and i'll accommodate for the scuffed crosshair pack on, or you can try generating a crosshair pack with

posted 3 months ago
#12 weapon-specific vtf crosshair switcher thing in Customization
MrWheatleyEvery time I try to run it it does this:

are you using the crosshair pack from here?
i just recently discovered that some of those scripts in that pack have an extra "f" at the beginning of them for some reason,
for example, this tf_weapon_shotgun_soldier file. this is likely what's causing that error.
you can try using for your crosshair files or manually remove the f's, in the meantime i'll add something that ensures that the program doesnt crash when that extra f is there.

posted 3 months ago
#10 weapon-specific vtf crosshair switcher thing in Customization

update v 1.1

added the ability to specify the path to your crosshair folders--now you can change your crosshair 8 times a day even more conveniently
settings save between program runs
columns can be sorted
fixed a bunch of other shit

cookieSo I get the following error when I run it:

I'm on Windows 10 Pro 64 bit

i think this might be an issue with the icon but im not sure. do me a favor and try this, and if it doesn't work i'll investigate further

posted 3 months ago
#1 weapon-specific vtf crosshair switcher thing in Customization

this is a very simple program for switching vtf crosshairs. i made it mostly for myself since it has a pretty niche use but i think it could be useful to some people so im releasing it.

here's the use case:

  • you use windows 10 64 bit (it will probably work on other 64 bit versions of windows but idk lol) (if someone's on 32 bit and wants it I can probably make a 32 bit version)
  • you use vtf crosshairs with weapon-specific configs, like this or this
  • you have the crosshair-switching mental illness like me to justify not wanting to edit the config files manually (or re-generate your entire crosshair config with each time you switch

this program does not generate vtf crosshair configs, it just provides an easy way to edit the ones you have already
also this program doesnt fuck with the cropping of the crosshair so this will probably only work for 64x64 crosshairs? seems to work with all of the ones in the pack though so whatever

latest v1.2


Show Content

how to use
if you don't already have one, download a weapon-specific vtf crosshair pack and install it

drag the exe into the root of where your crosshair configs/vtfs are located
for example, if your config looks like:

tf/custom/custom_crosshairs/scripts/<crosshair scripts>
tf/custom/custom_crosshairs/materials/vgui/replay/thumbnails/<crosshair vtfs/vmts>

then put crosshair.exe in


run the exe, select a weapon on the left, choose a new crosshair, and click apply

is this a virus
no, source code here


  • compile for mac and linux?
  • display selected crosshair in window
  • prob fix a lot of bugs
  • .......................................

i had to enter most of the data used in the program manually, so i might have fucked up somewhere
i tested a good portion of the weapons, but if you're paranoid you should backup your scripts folder (or just make sure the "Backup scripts before modifying" checkbox is clicked before applying any changes)

posted 3 months ago
#8 map tier list in TF2 General Discussion

posted 4 months ago
#6823 Frag Clips Thread in Videos

posted 7 months ago
#13 Rio exiled from King's Crew in News
yightthat stream title is ufcked up LMAO

yo u good lol

posted 8 months ago
#9 circle drawer in Off Topic


posted 8 months ago
#81 Your 6s team in TF2 General Discussion

posted 8 months ago
#14 ESEA Map Rotation in TF2 General Discussion

whatever happens please keep via
literally the most fast-paced and fun to watch/play map in the rotation
having only 1 koth map in the pool isnt actually a problem (but adding more quality koth maps would be cool)

posted 9 months ago
#51 Thoughts on wallbugging? in TF2 General Discussion

lmao dude, please don't try to act like you're a little innocent angel that I'm being mean to. you came into my stream chat and called me retarded while i was (level-headedly) talking about wallbugs with other stream viewers (everyone please check my latest vod if you don't believe me). you started being rude out of nowhere, so I was rude back, and then you make a comment that literally contributes nothing to the conversation like "idk why you bold highlighted one of the worst points you made in your entire nerd essay, like yelling is going to make it right or something" as if that's not backhanded and snarky at all. give me a break bro, have the discussion like a rational human or stop posting.

i dont know how you tallied those spots, but going through that video, literally over 2/3 of them are near some choke that can potentially be stickied. just because the spot isn't directly above doesn't mean it isn't easy to check in the same motion as checking for stickies.

PeteYour argument doesn't even begin to account for the fact that players don't check for stickies every time they run through a doorway. If a demo is dead, or it's called that sticks are det, or someone sees the trap being set somewhere else, they aren't going to check a doorway for stickies.

what you don't understand is that if wallbugs are accepted, combo scouts will start doing this. i'm not trying to say that there will be 0 extra effort on the part of the combo scout to make sure to check above chokes, i'm saying that they check above chokes already most of the time because of stickies already, so it's not a big deal.

PeteBut also I don't think you understand that players don't check for sticks by staring up at the sky. Find some combo scout POVs and show me the times they just w through a choke looking straight up vertically, not looking at the spam coming in ever. Maybe I've just been playing the class wrong for the last 20 seasons.

you're strawmanning my argument, i never said scouts nowadays look straight up vertically while running through chokes not looking at spam. i'm saying scouts normally look up for stickies through chokes, and it's not hard to take an extra millisecond to direct your eyes towards the sky while doing so.

this is starting to become a shit-flinging contest, so i'm gonna stop posting unless someone else brings up something worth talking about. i've made my position and reasons for not banning wallbugs pretty clear at this point i think.

posted 10 months ago
#43 Thoughts on wallbugging? in TF2 General Discussion

here's a few spots:

i would say these all look like you're floating in the air, but a lot of them are debatable because you're still close to a wall. however, i think up top on gully 2nd where you literally can float in the ceiling (this is not a wallbug fyi), and the one on sunshine last where you legit look like you're floating are perfect examples. i dont get how someone can be okay with these spots and not wallbugs.

i think the rest of what you said is pretty fair, although i dont think it matters what order you clear stickies/wallbuggers; if you know he's there, you can just clear stickies and if he falls down on you, you can back up back through the choke and one/two shot him with little effort.

barring the dumb arguments about "map glitching" and "map maker intention", it honestly just boils down to opinion on whether you think its broken enough to be worth banning, which i really do not. i also think roamer is a bit of an underpowered role and giving him a slightly bigger toolset would only improve the metagame and make it more balanced.

posted 10 months ago
#38 Thoughts on wallbugging? in TF2 General Discussion

sorry for the long post again, but there's no other way to respond to everyone

PaddieOkay I gotta be honest, calling wall-bugging a skill based mechanic is a big stretch. Half the skill of it is simply knowing where the bug can be used. Speedshotting requires impeccable timing with your rocket to pull off, along with Ctapping. Both give advantages while legitimately being harder to do and requiring a degree skill and there is progression to how good you can get with each mechanic.

speedshotting isn't that hard, even for newer players, and is honestly comparable to wallbugs as far as reliability and skill required go. there is most definitely a progression of skill when it comes to wallbugging.

PaddieFloating on invisible walls is also not even close to the same thing as hiding on a physical prop because there is absolutely zero physical indicator you could be there or should be there..

there are wallbugs that you can do on actual physical walls and there are hiding spots that basically make you look like you're floating in the air. im not sure what you're trying to get at here.

PaddieIt just adds nothing to the game but a tool for people to get easy forces or kills in a manner that is not conducive to competitive play simply because of how random it is. Which walls are we supposed to check? Are we supposed to go into a map editor to find where these spots exist or just kinda aimlessly jump against them until we find one? Again "hiding spots" are different because there is a visual indicator that someone could be there, and it makes logical sense in the game world. (edit: I was corrected a bit on the nature of finding these spots but I do think this is still overall applicable)

many hiding spots have 0 visual indicators. 95% of wallbugs can be identified by just looking up when going through a choke. you're blowing the practicality of wallbugs way out of proportion.

PaddieAlso as a side-note it's really egregious to say that somehow it's no big deal because in actuality the floating soldier is really easy to kill. That's simply not true, any invite team with sense would simply pounce on that scout wasting time shooting the floating soldier and kill him and get the force. You see teams like Froyo do this all the time even when there isn't a soldier floating in the sky. The scout is taking time to clear traps for his team? Jump on his head and kill him. The push is now stuffed.

this is a decent point, but is honestly not how it works out in practice. as someone who has used wallbugs in a competitive setting a lot, i can say for certain that i've never been spotted in a wallbug and then went on to do something useful and not feed. the only way that people will understand this point is to actually play against wallbuggers. i could easily go through each possible scenario and show how a team would deal with it, but i dont want to spam this thread any more than i already am. if you happened to believe me in that a spotted wallbugger is useless, it then just becomes a job of spotting him, which is quite easy (peek the choke and look up, have your flank peek, etc.)

Jynxiiyes, floating in the skybox on an invisible wall is 100% the same thing as a ctap or speedshot!!

reading comprehension


there are strategies to mitigate the use of wallbugs. making all clip brushes orthogonal is a big one, and depending on how creative the mapmaker gets there are a bunch of other possibilities.


i bolded that section because i wrote a nerd essay that most people probably wouldn't read. if they took one thing from that section, i wanted it to be that. don't read too much into it bud.

you seem very confused about how wallbugs would work in-game, so you can start by watching this video that already was posted earlier on the thread: you might notice that a majority of the useful wallbug spots are on a player clipping brush and not an actual wall, meaning you would in fact not be able to jump off of it.

if you can't mentally register that there is literally a player floating in the air above you while checking for sticks, the problem might be you, not the wallbugger.

posted 10 months ago
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