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 (0.5 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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#3 What network settings does most good scout use? in TF2 General Discussion

cl_cmdrate 66 or 67 or 66.6667 (it's a repeating decimal)
cl_updaterate to the same
set those to 40 instead if you're on bad internet or the server is shitty

cl_interp 0 if you use cl_interp_ratio
cl_interp_ratio 1 (or 1.2 if you're ballsy about source engine's quirks) on projectile classes (including medic/spy) or 2 (or 2.2 if you're ballsy about source engine's quirks) on hitscan oriented ones

ratio is based on your rates so if you use that then you don't have to worry about

cl_interp_ratio 0 if you use cl_interp
cl_interp 0.015 (0.0152 for 66 exactly) for projectile classes and cl_interp 0.03 for hitscan oriented ones IF YOU HAVE RATES >66
cl_interp 0.025 for projectile classes and cl_interp 0.05 for hitscan oriented ones IF YOU HAVE RATES = 40
Increase cl_interp by like 0.005 or or something in that area if you have bad latency jitter fucking up the animations. If it gets really bad then use hitscan settings on all classes. If it's still bad, use "bad net" settings even if your connection should be good.

you can use whatever you want as long as it's not pants on head retarded and it'll mostly work, these are good guidelines though

#1 cause of bad hitreg on a decent connection is lag compensation glitching up, not shit settings. In fact, the default tf2 settings have ridiculously good hitscan hitreg; it's just that they ruin timing, a lot.

posted about 11 years ago
#9 viewmodel_fov_demo plugin in Off Topic

70 looks fine, but I use 84 myself.

posted about 11 years ago
#5 Holy Shit Cinq in TF2 General Discussion

personally I use irc over SSH so sounds aren't a possibility for me
IDK about OP though, just throwing that out there

posted about 11 years ago
#24 hookyHUD - updated Revan_xp HUD in TF2 General Discussion

I just put that in the vanilla HUD's animation file from scratch and it worked. Actually, I took out the pointless line from the stopper event, but that shouldn't have affected anything.

posted about 11 years ago
#10 rayshud in Customization

oh lord this has the missing parts of RXP HUD
too bad I'm too lazy to port them ;_;

posted about 11 years ago
#11 Low resolution texture pack? in TF2 General Discussion

Most of TF2's performance issues come from the entity system, and bad map optimization (only on certain ones; the three big granlands maps don't have problems) from what I remember.

posted about 11 years ago
#8 Search bar in Site Discussion

that is only a temporary solution

posted about 11 years ago
#2 bleak in TF2 General Discussion

all these wrong boarded topics

posted about 11 years ago
#39 Why does CTF suck? in Map Discussion

Engie limit: 0

posted about 11 years ago
#22 hookyHUD - updated Revan_xp HUD in TF2 General Discussion

Are you sure you overwrote the HudLowAmmoPulse etc that were already in the animations file? Also, make sure that AmmoInClip and AmmoNoClip refer to real text displays in the stock HudAmmoWeapons.res, and if they don't, rename the ones in the .res or animations file to match the other. Your call. I don't know any of the labels in the stock HUD's files, and I don't feel like extracting that stuff myself to check.

EDIT: It might be an indentation issue. If source engine is picky enough, it might be freaking out if you didn't put tab indents at the beginnings of the lines between the braces.

posted about 11 years ago
#37 Why does CTF suck? in Map Discussion

make process a CTF map, get rid of everything past 2/4 and put the flags on those points

posted about 11 years ago
#2 Low resolution texture pack? in TF2 General Discussion

texture resolution is one of the least things to worry about with source engine

posted about 11 years ago
#2 A small gem that is well unknown in Off Topic

holy shit this is so creepy with the torchlight II main screen background music

posted about 11 years ago
#1 [code] tag doesn't preserve indents in Bug Reports

preformatted text (like, code!) breaks

indented
    with
        spaces
indented
	with
		tabs
posted about 11 years ago
#20 hookyHUD - updated Revan_xp HUD in TF2 General Discussion

Here's a rundown on how the basics of how the HUD animation system works. Here's the overheal color pulse (modified) from my copy of RXP's HUD:

http://64.vg/src/a16f2f33335ed5c1013a796143e4bea9

HudHealthBonusPulse and HudHealthBonusPulseStop are called by the game itself when you go above 100% health and when you go below it, respectively. The "starter" event calls an infinite loop between Loop1 and Loop2; Loop1 does the actual animating and Loop2 basically makes Loop1 repeat itself.

In the original RXP HUD, it loops between the starter event (HudHealthBonusPulse) and the loop event. The stopper event kills any event that might be running that sets the color (Animate) of the health # shadow (PlayerStatusHealthValueBG).

More info on that itself: "Animate" is a command that changes some attribute of an HUD object over a certain time, from one value to another, given some interpolation. There's a description of the interpolation methods at the start of the file:

http://64.vg/src/0cd034ef8000931b8e7d162a37b8a8d1

Personally, I think Spline and Linear are the only ones that should be used for pulses.

Here's what I found in my HUD does for low ammo display:

http://64.vg/src/07006f9ce536065684836727913b8609

Now, this can't be right. My HUD doesn't have any image telling me when I'm low on ammo. That must be disabled in HudAmmoWeapons.res. Well, let's take a look at that:

AmmoInClip
...
AmmoInReserve
...
AmmoNoClip

Wow, I guess they couldn't merge weapons without reserve ammo with ones that do have such. Anyways, let's try making AmmoInClip and AmmoNoClip's FG color orange when I get low ammo, like my health number does when I'm low on health:

event HudLowAmmoPulse
{
	Animate	AmmoInClip	FgColor	"Orange"	Deaccel 0.0 0.075
	Animate	AmmoNoClip	FgColor	"Orange"	Deaccel 0.0 0.075
}
event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 0.0
}

Wow, that orange is really, really gross, and it sticks after I get more ammo again. I'm going to try out a theory that "StopEvent" fast-forwards to the end of the animation, and leaves it there, and see if I can fix it assuming that...

http://64.vg/src/77c734eb87f60c0058322ae2bcdce343

Wow, that didn't solve anything AND the light orange is transparent. I guess I have to reset the color to white manually.

http://64.vg/src/d056f37ebf0fbe912a42776282bf22bf

And it works! Though, it can definitely be simplified a lot:

http://64.vg/src/b0a5347c0391a93543ebea07dd46d99c

Actually, since we don't have to reset the color in the "pulse" itself, we can just get rid of the loop entirely. Well, if you actually want a pulse, you need a loop. You can name it whatever you want. Don't be unreasonable though. Here's what I have finally:

event HudLowAmmoPulse
{
	Animate	AmmoInClip	FgColor	"LighterRed"	Linear 0.0 0.0
	Animate	AmmoNoClip	FgColor	"LighterRed"	Linear 0.0 0.0
}
event HudLowAmmoPulseStop
{
	StopEvent HudLowAmmoPulse 0.0
	StopEvent HudLowAmmoPulseLoop 0.0
	Animate	AmmoInClip	FgColor	"TanLight"	Linear	0.0 0.0
	Animate	AmmoNoClip	FgColor	"TanLight"	Linear	0.0 0.0
}

Very simple and consise, but I (we?) learned a lot making it like that. Also, apparently,RXP's "Yellow" is close to the normal offwhite that the ammo/health numbers use. Fancy, huh? I like the way these colors look. You can do whatever you want, but make sure to NOT change the names of the start and stop events. TF2 only calls specific named events; if you change their names, TF2 won't know how to find them, and it'll just call an empty, blank event, and do nothing.

posted about 11 years ago
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