wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.4 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#52 post your desktop in Off Topic

^ coldfront mid

posted about 12 years ago
#8 THQ Humble Bundle in Off Topic
ompNo Linux support this time around. =/

that's because it's not an indie bundle

posted about 12 years ago
#3 THQ Humble Bundle in Off Topic

13:04 < wareya> * Note: This bundle is Windows-only and provides Steam keys only. You must pay $1 or more to
receive the games.
13:04 < wareya> ..............................
13:04 < wareya> ..............................................................................
13:04 < wareya> ........................................................................................................
13:05 < ||PiGPEN||> not so humble commercial bundle
13:05 < Pupnik> lol
13:05 < wareya> the average price is dropping
13:05 < wareya> rapidly
13:06 < wareya> it was 8.14 when I opened the page
13:06 < wareya> now it's 6.60
13:06 < Pupnik> you can still set the split to $0 for THQ
13:06 < wareya> lol

posted about 12 years ago
#19 S10 HL Maps? in TF2 General Discussion

change the water pit around the full health kit into something else too
like maybe shorten it and give it spiral ramp/s up instead or make it come out on the lowground below the cap point
you shouldn't be able to fall in and get back up instantly for free, especially not with how things under the water surface are obscured and you can cut out afterburn without grabbing the health kit

posted about 12 years ago
#46 post your desktop in Off Topic

http://i.imgur.com/aRexl.png
haven't cleaned my icons up in months ;_;
the blotted out icons were NSFW that I didn't want to share

posted about 12 years ago
#64 New matchmaking site similar to Tf2lobby in TF2 General Discussion

yeah, I guess that's all right, but using the chatroom for chat is still pretty important to a lot of people, and separating that from the match setup would make it a lot less intimidating for a lot of people, which you can't do while staying in the IRC bot thing. there's a lot of improvement that you can make by moving off the IRC based system; however easy it is or isn't to get into the channel matters but it's only a small part of the situation.

posted about 12 years ago
#62 New matchmaking site similar to Tf2lobby in TF2 General Discussion

why are you calling atf2.org "simplified IRC"? All it is is another IRC client, and even when you use that instead of something like mirc, the fact still remains that it's a chat system being used as a command line, and given how most people were really confused about command changes when coming from pug.na to tf2mix, it's not a perfect interface and mainly works well because it's well-learned by the people that use it.

it's not the right tool for the job; yes, command lines are sexy and all that, but with how much people keep using commands to check up on the status of the game setup, don't you think it can easily be done better even for the people that use it? You could make a website that hooks into tf2mix and tracks the bot's status and displays players per team and class in columns off on the side, you could even make a graphical interface for the channel itself that still lets you chat in it, and that would be a vast improvement.

at that point, why do you even need to have the backend be an IRC bot? it works, but do you really have to do it, why can't you move the abstraction out of that? you could make a proper API for interacting with the match, fully seperating the chat and game setup. you can have a main chatroom and then match chatroom seperate from eachother like tf2lobby already does.

you cut down on chatroom clutter and make it easier to newbs to use the given interface at the same time, and the best part is, you could even make a client for this system that puts everything into a command line and mimicks the current hackish IRC bot setup, so people who don't want to change how they do things don't have to.

posted about 12 years ago
#186 Post your setup in Off Topic

ot:
imageshack is pretty alright, i had to move off though because of the image limit and how clunky/slow/bloatish the interface can be. I've moved to imgur and while i miss the old basic uploader's simplicity (http://imageshack.us/index4.php) I haven't looked back.

posted about 12 years ago
#60 New matchmaking site similar to Tf2lobby in TF2 General Discussion

oh lookie another IRC client

this new way to interact with the existing text interface is going to redefine the newb's pickup game standards

totally

i'm a huge proponent of IRC and that's so severe that I go as far as to use a terminal based IRC client, but really, however much the interactive bot interface works for people who care for it, it's meaningless to all the people who are legitimately put off by it. it's not part of the game, pushing it on people as the only legitimate way to take part in pickup games is making a viral ideology.

posted about 12 years ago
#58 New matchmaking site similar to Tf2lobby in TF2 General Discussion

I think the best draw of what's being promised is the rec/ref tournaments

aimIt isn't that difficult to go to pugna or mix and type !add class

You say that, but so do a lot of people about making lines in art. That's not the easy part, space and colors are, just like "the semicolon in most programming" (just for an example) being the hard part when people always think it's the

Once they're there in the organized match with everything set up right, learning the game is e-z. The hard part is adding up. Having a proper graphical interface and graphical hub for it makes it easier. It's still hard, but you want to remove as many barriers to getting ingame as possible, because ingame is all the game is about. For the absolute newb, which is the only main group of person we're gonna get in by doing anything like this, that's how it goes.

posted about 12 years ago
#2 Looking for Video Editor in TF2 General Discussion

wrong board

don't repost the thread though because you can't delete this

posted about 12 years ago
#34 Alternatives to speed up the game. in Map Discussion

irrelevant example best retort 2012
respond to something i actually said pls thx

posted about 12 years ago
#2 [code] tag doesn't preserve indents in Bug Reports

http://teamfortress.tv/forum/thread/2969-how-to-get-rid-of-the-calls-picture-health-cross/1#post-41792

:[

posted about 12 years ago
#3 how to get rid of the calls picture/health cross in Q/A Help

First thing I'm going to do is get rid of the cross.

First off, find HudPlayerHealth.res; it's in .../tf/resource/ui/
Look for the part that goes something like this:

	"PlayerStatusHealthImage"
	{
		"ControlName"	"ImagePanel"
		"fieldName"		"PlayerStatusHealthImage"
		. . .
	}

Note: The first line before the braces (the element's name) isn't important, but it's probably the same as mine. It doesn't have to be, though.

What's important is the ControlName element. If that's the same, then you've probably got the right element. Really quick, take note of whatever values the following elements have:

		"xpos"			"82"
		"ypos"			"55"
		"xpos_minmode"	"122"
		"ypos_minmode"	"45"

Got it? Good. Now, that's just one of the elements under the health cross, so we're going to find the other ones too. The shadow/background to the health cross in my HUD is this:

	"PlayerStatusHealthImageBG"
	{
		"ControlName"	"ImagePanel"
		"fieldName"		"PlayerStatusHealthImageBG"
		. . .
	}

The important part is the ControlName. Take note of the xpos and ypos stuff and make sure they're all similar (but not same) values to the ones we noted earlier. Everything good? Okay, now set the "enabled" and "visible" elements to 0. That will hide the white and black parts of the cross.

I don't have this HUD, so the team colored element it added is alien to me. This isn't for sure, but here's my shot in the dark:

Near those two elements, there should be another element (maybe with a comment describing what it is?) or two with similar coordinates to the two that you disabled just before. Find it and disable it.

For the class image, it should be like this:

In HudPlayerClass.res (same directory as HudPlayerHealth.res) there should be an element called "PlayerStatusClassImage". If it's not named that, find the element with the "image" attribute set to "../hud/class_scoutred". Find it and set its visible/enabled both to 0, too. That should do it.

words???

posted about 12 years ago
#32 Alternatives to speed up the game. in Map Discussion
BubberkillHow is in any way the maps' fault??
The map doesent decide when the teams push, the teams does.

because of how stalemates work (spam contest on opposite sides of a chokepoint), it's all about whether or not it's easy to viably push into the other team

if you look at cp_foundry, it's like, impossible to break the stalemate between mid and 2/4 because you need to uber through the choke but /then what/

it's things like how cold/warmfront last is so hard to push, except in both directions and not as severe, that make maps "prone to stalemating"

saying that it's up to the players and the map has absolutely no influence on it is like saying that quad damage being gay in quake duels is because the players can't deal with it, it's like an ad hominem argument

posted about 12 years ago
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