oxocuboid
Account Details
SteamID64 76561198008246741
SteamID3 [U:1:47981013]
SteamID32 STEAM_0:1:23990506
Country England
Signed Up October 23, 2013
Last Posted January 17, 2016 at 7:17 PM
Posts 27 (0 per day)
Game Settings
In-game Sensitivity 2.3 (Scout/Sniper)
Windows Sensitivity Raw
Raw Input 1
DPI
350
Resolution
1920x1080+1680x1050
Refresh Rate
120+75
Hardware Peripherals
Mouse Logitech G502
Keyboard Poker II / Pok3r
Mousepad Perixx Large
Headphones SteelSeries Siberia V2 // AKG K702
Monitor Asus VG248QE
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#540 [HUD] HUDAS Iscariote - first beta release in Customization
panda106Scoreboard is broken after the latest update. When will you be releasing a fix?

http://huds.tf/forum/showthread.php?tid=135

posted about 8 years ago
#114 Why it’s time to say goodbye to TF2Center in TF2 General Discussion

Acting like TF2C hasn't always been cancer, and the admins haven't always been ignorant fucktards.

posted about 8 years ago
#30 Staff changes, Friday bans in News
botmodeAs for those methods, when they're found I would suggest the best idea would be to keep it secret and then ban a lot of the high profile players suspected of cheating in a WAVE similar to how vac does it instead of 1 x 1 and then you'll have proof, bans and you won't have to worry about relying on bullshit methods

Isn't that what the ban posts are for? They ban several people in a WAVE similar to how vac does it instead of 1 x 1. It doesn't matter whether they are high-profile or not, they are ETF2L members and they are treated equally when they get caught hacking - they get banned.

posted about 9 years ago
#30 top ranked spies in the world in TF2 General Discussion

All I see are 'muricans.

posted about 9 years ago
#162 The Supposed God of Demoman in TF2 General Discussion
StaticVoidEDIT: I went back and apparently I was wrong, he was demanding $300,000 per week for every server that was running his map. Source

That thread is some top notch trolling right there.

"Valve should be so lucky as to get ahold of someone like me who knows the engine and its limitations as well as I do. The fact that I am not showered with gratuity and given instant admin abiliy globally on all Skial servers is a slap in the face to me, and now makes you my enemy, sadly. Oh well."

posted about 9 years ago
#160 No Hats Mod in Customization
AkashiHey um would it be rude to ask if someone could help me make it so I can see the villains veil, blokes bucket hat and the snow sleeves? I'm having trouble doing it.

http://teamfortress.tv/thread/16179/no-hats-mod/?page=5#141

posted about 9 years ago
#54 What pub community did you come from? in Off Topic

Skial Thundermountain EU, #Never4get

posted about 9 years ago
#76 Lange's thoughts on the state of competitive TF2 in TF2 General Discussion
hookyPersonally, I think we may need to look at a major restructuring of our game to keep it alive. But first we need to give up on Valve support, it's never happening.

Exactly. The scene has been alive for years, what makes people think that just because Valve is now able to support CS:GO and Dota 2 that it needs to reciprocate for TF2? CS:S was a competitive community for a long time without having money injected into it by Valve, and even TF2 will never get as huge as something like LoL doesn't mean it has to.

TF2 is not dead, players at the top leave all the time, they get replaced. Supporters of the scene that leave will get replaced. The scene will only truly die when that stops being the case.

posted about 9 years ago
#154 No Hats Mod in Customization

EOTL? MORE HATS? HOORAY FOR LARGE HARD DRIVES!

posted about 9 years ago
#148 No Hats Mod in Customization
nopeIs it in theory possible that if I follow that guide but for in game effects like the quick fix uber (if you can even do that to particles) or phlog flames or something else annoyingly laggy it would work and not be blocked by sv_pure?

I honestly have no idea. I'm not sure how viable that is to achieve because if I recall correctly all the particles are stored in .pcf groups? I don't know whether it would a) be possible to viably edit the particles manually and b) get this to work with sv_pure.

Really though, I haven't got a clue and would need someone with more knowledge of the inner workings of the game to confirm, but I wouldn't hold your breath.

EDIT: And if you wanted and were willing to brainstorm it yourself, I would suggest opening a new thread in order to keep things on topic.

posted about 9 years ago
#145 No Hats Mod in Customization
Jusey1oxocuboid-snip-
Yes. This helps. I don't mind doing it myself at all and glad you did show me this. Now, I can probably take a look at the game's files myself xD. (I will try, trust me. I maybe a Game Designer but that won't stop me from going back into modding for at least minor changes).

Though mind if I do ask of this. Due to how pain it is to do this (I am going through all the files), maybe it would be a good idea to keep track of new files for when they do come out. Like, for example, when the new cosmetics do come out and you guys go through the files for them... Maybe save all the files for the new cosmetics in a separated folder and share that to allow people, like myself, to go through ONLY the new files and add the ones they want to add on to their own "removal mod"? This is just a suggestion... Don't have to do it but it would help other people save time.

I... No, I don't have the patience.

posted about 9 years ago
#141 No Hats Mod in Customization
Jusey1I'm asking nicely though... I mean, if it isn't too much work. As a Game Designer myself, I can understand how much work this request could be and would fully understand if ya don't do it... Heck, I would do it myself if I knew how to do the coding for TF2. (Sadly, I don't).

Making specific edits to the no hats mod isn't actually very difficult if you know what you're looking for. For example, myself and a friend of mine have gotten really annoyed with the stupid floating items that can often get in the way of aim and be distracting. I initially posted on this thread but being a good friend of Harbis I just asked him how to do it instead.

Seeing as there has been a recent influx of specific removal requests, instead of individually creating a subset of the mod for each user, I'll just give a broad overview on how to achieve your desired effects yourself, and thankfully Jusey1, no coding is necessary.

Here goes.

First off, if you haven't already, you're going to want to have GCFScape installed. I'm not going to guide you through the installation process but it's fairly straightforward.

Next, you're going to want to download the latest version of Harbls' strand of the no hats mod. This concludes the prerequisites for creating your own sub set of the mod.

Now, open the .vpk file in GCFScape (Ctrl+O and click on the no hats mod .vpk file). Right click on "root" and click "Extract". Choose the location you would like extract this directory to. Don't worry too much about the filesize, it's super small (just like Harbls' harbls).

Now that the .vpk's contents are extracted, you can close GCFScape. Now comes the fun part - choosing which hats you would like to keep (leave in the game) and those that you wish to remove (not be able to see in the game). You might want to create a backup of this root folder before you begin because it will save time re-extracting the main .vpk if you mess up.

Here's how the process works: if you delete a folder such as "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" then the model will be VISIBLE IN GAME. Leaving the folder in the root will REMOVE IT FROM THE GAME. This is because the files in the root folder are blank model and texture files, overwriting the main game installation's version of the files when you load up the game.
If I delete "root\models\workshop\player\items\all_class\etf2l_highlander_open_participant" I will be able to see the ETF2L HLO Participant medal when my buddy bobmus wears that thing with pride.

So, what about the things I don't want to see?

Say for example, I don't want to see Ivan the Inedible? I would make sure to leave "root\models\workshop\player\items\heavy\hw2013_ivan_the_inedible\" INTACT IN THE FOLDER.

Fairly straightforward, huh?

In this case, yes, as the name of the item closely matches its filepath (as most of the new items will) but older cosmetic items don't quite follow a standardised pattern. What the hell is "root\models\player\items\heavy\hat_third.dx90.vtx" and do I want to see it ingame or not?

That is the issue with us creating specific mods to random people. You're going to have to figure out ON YOUR OWN what to leave in and what not to.

Jusey1Is it possible to have one which disables Halloween Cosmetics ONLY as well?

In this particular instance, this is fairly easy: Most of the Halloween cosmetics start with "hw" and then the year of the even the were released, so they're pretty simple to spot. No guarantees that they're all labelled this way though.

So once you have decided on your hat choices, what next? Why, testing it ingame of course!

First, you're going to want to package it up just like how we started - turning it into a .vpk file. Rename "root" to something a little easier to recognise (eg. "yourname_somehats") and open a Windows Explorer window. Navigate to "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\bin" or similar, depending on where your TF2 installation is located and scroll down until you find "vpk.exe".

Drag your "yourname_somehats" over "vpk.exe" and you'll find a yourname_somehats.vpk has been created where the folder is. This is the file you'll be copying into "C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\custom" (again, change accordingly) and you're good to go!

Hope this helps.

posted about 9 years ago
#450 [HUD] HUDAS Iscariote - first beta release in Customization
fatswimdudeOk besides the green collector's items (which I could fix myself if I really cared enough), the only problem I have is that it doesn't look like anything has been created for MVM-specific UI elements, so I get a lot of purple textures when shooting robits.

Try downloading the latest version of HUDAS from the website: http://hudas.kinevonetwork.com/

posted about 9 years ago
#130 No Hats Mod in Customization

Managed to miss out an Engineer floaty, latest release here:

https://www.dropbox.com/s/kqy1wa0rt69mtzs/oxonofloatymod10-11-2014.vpk?dl=0

posted about 9 years ago
#127 No Hats Mod in Customization
BucakeoxocuboidoxocuboidIs there a way to remove only the floaty things like RoBro etc? I don't care about frames but those things get in the way and they annoy the crap out of me.
Actually went and did it myself, all thanks to Harbis. For anyone else that may want this, I'll be updating it whenever new floaty thingys arrive.

01/11/2014
https://www.dropbox.com/s/9dwdvyguf26tupm/oxonofloatymod01-11-2014.vpk?dl=0

does this include harbl's nohat/nocosmetics, or does your mod just removes the floaty thingies?

Only the floaty things are removed by my mod. I like hats, I personally just think the floaty things behind people get in the way. If you're looking to remove all hats, Harbls' version of the mod will work just fine.

posted about 9 years ago
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