roboprod
Account Details
SteamID64 76561198052092018
SteamID3 [U:1:91826290]
SteamID32 STEAM_0:0:45913145
Country United Kingdom
Signed Up June 24, 2014
Last Posted January 21, 2021 at 1:09 PM
Posts 69 (0 per day)
Game Settings
In-game Sensitivity 1.75
Windows Sensitivity 6
Raw Input 1
DPI
1000
Resolution
1280 x 768
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G305 Wireless
Keyboard Logitech G810 Orion spectrum
Mousepad Exibel Gaming Series
Headphones HyperX Cloud II
Monitor Acer GN246HL
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#1 Finding real life TF2 characters! in Off Topic

I've recently been watching a series (Marvel's agents of S.H.I.E.L.D) and I came across someone who looks very similar to the medic in tf2, so I decided to make a thread in an effort to try and finding real life tf2 characters. If you think you know a person that looks like a tf2 character then post below and I'll check it out and add it to the list!

Scout - 1st
Soldier -
Pyro - 1st
Demoman - 1st, 2nd, 3rd
Heavy - 1st, 2nd
Engineer -
Medic - 1st
Sniper - 1st
Spy -

posted about 8 years ago
#807 The Gun Mettle Update in TF2 General Discussion
BonafidebobmusI'm imagining the fps hit from unusual weapons and people dropping double the amount of debris when they die and it's not going to be pretty.

Also I see auto reload blowing some pub players minds. That's a great change though.
Well luckely you can turn unusual effects off with a vpk, and if you also run the game in dx81 no skins for you too ;)

although skins are off, they actually are still rendering but you can't see them therefore when using a skinned weapon or being near one drops your fps anyhow

posted about 8 years ago
#10 Static and/or alpha viewmodels also pre law rl in Customization
MightyroboprodI want to know if there's anyone that would support this cause of adding static viewmodels as an official thing into the game like in cs 1.6.
static viewmodels are so much less intrusive than viewmodels with the sh*tty animations. The only problem is that I think it would be awkward reloading, although I wouldn't know since I've only tried it in Quake,= a game with no reloading.

I've tried it and it's not awkward at all, think about a it as a place in between the players that like to have the viewmodel as a reference and those whom the viewmodel takes too much of the screen.
Knowing this then reloading would be the same as without viewmodels just with the addition of an image that aids projectile weapons for some people including myself to be more accurate in long and short ranges, specially airshotting

posted about 8 years ago
#7 Static and/or alpha viewmodels also pre law rl in Customization
deetrYou can change the alpha of your viewmodels through your hud. Would be cool to have it officially but it is doable as it is.

http://www.teamfortress.tv/thread/21928/transparent-viewmodels-in-any-hud/

It's a Dx9 thing and I can't run on Dx9 and even less with the addition of skins

posted about 8 years ago
#1 Static and/or alpha viewmodels also pre law rl in Customization

I want to know if there's anyone that would support this cause of adding static viewmodels as an official thing into the game like in cs 1.6 or changing the alpha for the viewmodels with a slider option in-built into the options and also the possibility of adding the old Pre-law update rocket launcher, which does look better and cleaner, as well as it would make the skins for it look better.

Just an opinion of mine, but tell me what you think of this and since valve is listening to us maybe we could raise awareness for such stiff viewmodel customization.

posted about 8 years ago
#42 Transparent viewmodels concept in Customization

With the new HUD update for the Gun Mettle update caused a delay between changing HudPlayerModels therefore when changing from rocket launcher to the shotgun it will take a while to have the image disappear and vice-versa.

posted about 8 years ago
#190 The Gun Mettle Update in TF2 General Discussion
TwilitlordyttriumTwilitlordanyone thinking about being able to switch uberguns by picking them up: all the skins they've shown off so far are stock weapons

don't get your hopes up
it isn't just skinned weapons that drop

if you roll out with a grenade launcher but kill someone who drops a loch, you can pick up the loch and continue

what isn't yet known is how ammo carries over to this - we don't know if the weapon you pick up has the same ammo it did on the other player, like in csgo, or if it'll eat out of your original pool without contributing its own (which is more likely)

however the shortstop ammo change might actually be because of this new modularity, meaning that weapons do carry their own ammo

which then leads to the question about ubers and other statuses
Ah fair enough I was just wondering about that a minute ago

I feel a bit uneasy about ammo carrying over tho, that feels like it could be kinda crazy, and i REALLY hope ubercharge doesn't transfer

Also If ammo does carry away from weapon to weapon does this mean that for example a demoman could suicide at a spot to drop his weapon and when he respawns he'd have two fully loaded grenade launchers at his disposition?

posted about 8 years ago
#54 [RELEASE] Fog's Crosshairs v3 in Customization

Thank you fog, although i figured the problem by myself, it was actually a problem with assigning my custom font in clientscheme to the crosshairs.tff, i had previously deleted the broesel hud ttf, so there was no problem there, although there was a problem with the names like you said, so i assigned my custom font in clientscheme a different name, but something still wasn't right, it was then after some research that i found out that i had to quit tf2(instead of hud_reloadscheme) to apply the changes to my hud if i wanted to change anything in clientscheme...

Again, thank you very much and i am in the mid point of finishing the best crosshair thanks to you.

if you would like to have it after i finish it, i can post the code its all up to you.

posted about 9 years ago
#52 [RELEASE] Fog's Crosshairs v3 in Customization

Hi there, i am having some trouble installing these crosshairs, have put everything in its place, although i have found that whenever i change the "labelText" to one number or letter, that same number is applied as my crosshair e.g "if i set "labelText" to "6" my crosshair will be the number 6 and not the crosshair assigned to number 6".

I am using a custom hud (eve's hud).

I suspect that the problem is that the font (xHairSpread) in clientscheme.res is not being called in hudlayout.res, which means that the game has no knowledge about crosshairs.ttf's existance and therefore causing this problem. I have checked everything to make sure it was correct, but i might be missing something crucial.
If you know what the problem is, it would much appreciated.

this is my clientscheme.res http://pastebin.com/8DJ7gkzA
this is my hudlayout.res http://pastebin.com/ttutfGr9

posted about 9 years ago
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