skynetsatellite013
Account Details
SteamID64 76561198074717734
SteamID3 [U:1:114452006]
SteamID32 STEAM_0:0:57226003
Country United States
Signed Up April 14, 2013
Last Posted April 19, 2014 at 9:55 PM
Posts 61 (0 per day)
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Windows Sensitivity
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#91 i never noticed ruwin was moving to csgo in Off Topic
freakinHe provided the Facebook image link which is easily traceable to her profile

My facebook stalking skills are very limited but the image in question comes from the facebook page of a hairdressing salon / barber shop, not a personal profile. As far as I could tell, the only information available about the woman in the photo was a first name. I have zero interest in any of this nonsense but I am tired of seeing misinformation repeated for the umpteenth time.

posted about 10 years ago
#19 What are your thoughts on... in TF2 General Discussion
WatskygardenWould this totally negate being on fire?Degreaser fire yes, stock flamethrower fire im not sure

Degreaser afterburn: 4 / s
Anything else afterburn: 6 / s
Bleed: 8 / s

posted about 10 years ago
#28 What Would You like to See On: Pyro in TF2 General Discussion
smoboskynetsatellite013Just curious what you mean by air control. Everyone in the air is subject to the exact same air physics. Airblast does not remove the ability to air-strafe. I think the double jump bug is the most significant thing here.

What is this bug?

posted about 10 years ago
#24 What Would You like to See On: Pyro in TF2 General Discussion
TwilitlordTbh the only reason airblast is stupid is lack of air control, if air control after airblast was implemented in the physics it would be a whole lot less irritating

Just curious what you mean by air control. Everyone in the air is subject to the exact same air physics. Airblast does not remove the ability to air-strafe.

I think there are 2 issues with the airblast: 1st, it doesn't have any falloff so getting hit by the edge of it is just as bad as getting hit in the face with it, and 2nd, it ignores your current velocity and resets your velocity to a fixed value regardless of what it was before.

posted about 10 years ago
#175 ESEA open in TF2 General Discussion
sherman_gluckwhen was it posted that esea doesnt make a profit off of tf2? i hope it wasnt that article from 2009.

http://teamfortress.tv/forum/thread/15339-esea-season-starting-soon-lets-talk/4#post-99

posted about 10 years ago
#20 Show us your cool scripts :D in Customization
stabbyIf you have viewmodels off and sometimes mistake what weapon you've switched to, try this:

Bind [key for x weapon] +weapon#
alias +weapon# "slot#;r_drawviewmodel 1"
alias -weapon# "r_drawviewmodel 0"

I've tried this approach and the viewmodel barely blinks on the screen long enough to see what it is. You have to hold down the button for the viewmodel to be displayed. Here's what I use instead:

// turn on viewmodel when switching weapon
// turn off viewmodel when firing
alias vm_on "r_drawviewmodel 1; viewmodel_fov 54"
alias vm_hide "r_drawviewmodel 0" // hide viewmodel but not particles
alias vm_none "viewmodel_fov 0" // hide everything, including particles
alias vm_default_hide vm_none // default hide

alias -my_attack "-attack; spec_next"
alias +my_attack_no_hide "+attack"
alias +my_attack_hide "+attack; vm_default_hide"
alias +my_attack2 "+attack2"
alias -my_attack2 "-attack2; spec_prev"

alias +primary "slot1; vm_on; alias +my_attack +my_attack_hide"
alias -primary ""

alias +secondary "slot2; vm_on; alias +my_attack +my_attack_hide"
alias -secondary ""

alias +melee "slot3; vm_on; alias +my_attack +my_attack_no_hide"
alias -melee ""

alias +my_attack +my_attack_hide

Basically, switching weapons turns viewmodels on but mouse1 (attack) turns viewmodels off. To use

bind key +my_attack
bind key +my_attack2
bind key +primary
bind key +secondary
bind key +melee
posted about 10 years ago
#2 [Stream] Squig in Requests

Should be in requests, not recruitment, I think.

posted about 10 years ago
#16 ESEA Season 15 LAN Discussion in TF2 General Discussion

Ask the hotel concierge about local shops that sell electronics - they should know where to find things.

posted about 10 years ago
#284 [HUD] HUDAS Iscariote - first beta release in Customization
MagnivoreI'm still saddened by the lack of quick play.

Quickplay is basically playing server lottery in a pool of servers dominated by cesspools like premium servers and servers that run intrusive obnoxious HTML ads that cannot be closed even after leaving the server, and half the time it doesn't even come up with a server with decent ping. I am not sure why anyone would bother with it or be sad that this horrible broken feature is no longer in the menu. Just use the server browser and favorites tab. If you insist, for some reason, on using quickplay you can always bring it up through console.

posted about 10 years ago
#112 Stalemates Revisited in TF2 General Discussion
IceCrystalWhat if the round ends while you hold mid you get 1 match point, the round ends while you hold mid and second you get 2 match points, and capping until the end gives you 3 match points. The defending team gets 2 match points at the end of each round, unless their last is captured and they get none. Winning team is first to, say, 9 match points, and if they get to 9 at the same time it'd just be first to take the lead after that.

That way ending a round at mid gives the enemy a 1 match point advantage, and you need to cap to second to at least break even. Capping to last has the huge incentive of breaking away your score. The only downside I can think of is that defending team wouldn't cap mid back unless they thought they could push all the way through to the enemy second.

Just an idea.

I like this idea but why does it have to be that complicated? If you go with the control point = point idea, then just give each team as many points as control points they own when the clock runs out. Only capping mid gets you 3 points, losing team gets 2, giving you a net 1 point gain. Pushing the other team all the way back to last gets you 4 points, for a 3 point lead. Winning the map gets you a 5 point gain since losing team gets 0.

Your current scheme gives the team that owns 2nd but not mid a 1 point advantage over the team that won the midfight, which is odd.

posted about 10 years ago
#17 Make music? May I stream it? in TF2 General Discussion

Someone should get in touch with these people: http://teamfortress.tv/forum/thread/11991-a-song-for-the-combo

posted about 10 years ago
#4 Difference b/t Chris' max and dx9 frames in Q/A Help
 $ diff -u dx9frames.cfg maxframes.cfg

--- dx9frames.cfg	2013-04-28 18:07:30.933721100 +0000
+++ maxframes.cfg	2013-04-28 18:07:31.090730100 +0000
@@ -1,15 +1,15 @@
 // Unexplained crashes? Try changing mat_queue_mode to `-1'.
 // ----------------------------------------------------------------------------
-// Chris' dx9frames config, designed to get you a large performance boost
+// Chris' maxframes config, designed to get you a large performance boost
 // v2.016 | 25 January 2013 | fakkelbrigade.eu/chris/configs/
 // ----------------------------------------------------------------------------
 // Problems or questions? Contact me at #christf2 on QuakeNet.
 // ----------------------------------------------------------------------------
 // Launch options:
-// IMPORTANT: Remove -dxlevel 95 from the launch options after the first launch!
+// IMPORTANT: Remove -dxlevel 81 from the launch options after the first launch!
 //
-// Fullscreen: -dxlevel 95 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
-// Windowed:   -dxlevel 95 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Fullscreen: -dxlevel 81 -full -w WIDTH -h HEIGHT -console -novid -useforcedmparms -noforcemaccel -noforcemspd
+// Windowed:   -dxlevel 81 -sw -w WIDTH -h HEIGHT -console -noborder -novid -useforcedmparms -noforcemaccel -noforcemspd
 // ----------------------------------------------------------------------------

 // ----------------------------------------------------------------------------
@@ -191,7 +191,7 @@
 glow_outline_effect_enable 0 // Cart glow effect.
 lod_transitiondist 0
 mat_antialias 0
-mat_bumpmap 1 // Controls bumpmapping. Setting this to 0 on dx9 will cause
+mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
               // a strange `shine' effect to appear on all players.
 mat_colcorrection_disableentities 1
 mat_colorcorrection 0
@@ -200,8 +200,8 @@
 mat_disable_lightwarp 1
 mat_envmapsize 8
 mat_envmaptgasize 8
-mat_filterlightmaps 1
-mat_filtertextures 1
+mat_filterlightmaps 0
+mat_filtertextures 0
 mat_forceaniso 1
 mat_hdr_level 0
 mat_max_worldmesh_vertices 512
@@ -209,22 +209,22 @@
                      // to get it darker. Only works in fullscreen.
 mat_motion_blur_enabled 0
 mat_parallaxmap 0
-mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
+mat_picmip 2 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
              // at a range from -1 to 2, -1 being the best quality, 2 being the
              // worst.
 mat_reducefillrate 1
 mat_reduceparticles 1
-mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
+mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
                // non-shiny, and will remove some specular effects from in-game
                // entities which support it. Setting this to 1 on dx8 will
                // result in some strange `fire' textures replacing their
                // appropriate counterparts, especially on medals, and certain
                // hats.
-mat_trilinear 1
+mat_trilinear 0
 mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
 mat_viewportupscale 1
 mat_wateroverlaysize 1
-mp_decals 9 // `9' is a good value to still see the spread pattern from a
+mp_decals 1 // `9' is a good value to still see the spread pattern from a
             // scattergun without any real performance loss.
 r_3dsky 0
 r_ambientboost 0
@@ -233,7 +233,7 @@
 r_avglight 0
 r_cheapwaterend 1
 r_cheapwaterstart 1
-r_decals 9
+r_decals 1
 r_decalstaticprops 0
 r_decal_cullsize 15
 r_drawdetailprops 0
@@ -344,7 +344,7 @@
 // Print to console
 // ----------------------------------------------------------------------------
 echo "-------------------------------------------------------"
-echo "            Chris' dx9frames config loaded.            "
+echo "            Chris' maxframes config loaded.            "
 echo "-------------------------------------------------------"
 echo "Please direct all comments/queries/whatnot to"
 echo "#christf2 on QuakeNet."
posted about 10 years ago
#11 TF2 causes mouse to act weirdly in Q/A Help

Have you any weird scripts or binds? Alternatively, temporarily bind one of your mouse buttons to "say Button pressed" to test it.

posted about 10 years ago
#84 The Game Plan - TF2! in TF2 General Discussion
TheWoundedStaplerProtatoa couple things to do:

- damage numbers
- hitsound

they display the damage you do and make a noise when you hit someone, heh

Oh that's kinda cool, where are they in the settings?

Same menu as the auto-reload, just browse around under Advanced Options and while you are there turn on anything that looks useful.

posted about 10 years ago
#79 The Game Plan - TF2! in TF2 General Discussion
TheWoundedStaplerAsk and you shall receive!

https://www.youtube.com/watch?v=vxYKkO13FU8&feature=youtu.be

Let me know what you guys think! :D

It looks like you don't have auto-reload enabled and you aren't reloading manually either. I recommend turning on auto-reload in the advanced options.

posted about 10 years ago
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