Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted December 21, 2020 at 9:05 PM
Posts 2128 (0.8 per day)
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In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
Refresh Rate
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#2 What would you like to see in a cp_steel_pro? in Map Discussion

Jokes about Steel aside:

  • Maybe turning the A -> B dropdown shortcut into a staircase or something, so you can rotate back from B to A without rotating through spawn after you capture A.
  • So many weird pathing problems on the last point that could definitely be resolved, especially when it comes to the rocket up top.
  • It's possible that better health/ammo kits might be needed in the B -> C connector, but I honestly don't remember and you should gauge from higher level HL feedback. I distinctly recall having to fall back to the packs behind B and that's pretty tough for a point that's already sort of difficult to take.

I'm sure there's something obvious I'm forgetting.

Also regarding Upward, it's a solid map and the only things I would change would be maybe the floor wonkiness/explosion inconsistencies around the A->B tunnel floor, and the last point underground area. And of course fixing the tele exit exploit.

posted about a year ago
#292 yayahud in Customization

Just a quick update on the progress.

I have MAJORLY reworked the entire MvM HUD, as well as slightly tweaked a few things about the ingame hud, namely the killstreak indicator, disguise panel, and class preview. old new, old new, old new

I have reworked a bit of the inventory UI so it's a lot more polished. old new, old new

I'm right now in the progress of creating new class preview images for the inventory UI.

Once that's done, I'm going to work on the main menu a bit.

posted about a year ago
#291 yayahud in Customization

I'm going to revisit yayahud.

It was never really *my* hud. I updated it from takyahud for a couple major TF2 versions, but I didn't customize it and didn't fully like how it looked.

I'll be merging Hypnotize's updates and working from there. Not much will change ingame aside from the scoreboard, but MvM and the main menu will definitely see some work.

Expect a darker main aesthetic with a small number of bright colors to make it stand out.

posted about a year ago
#5933 HUD editing: short questions, quick answers in Customization

Can the friends list on the main menu be collapsible? If so, will it still render when collapsed, causing lag?

EDIT: Second question - in MvMInWorldCurrency.res, the labels are set to use "%currency%". This shows up ingame as $415 or whatever. Is there a way to remove the cash sign?

posted about a year ago
#504 yttrium's competitive viewmodels in Customization
AdjeSitngusI have weird problem. I had everything working last week, I do preload this correctly but yeah, for some reason it doesn't work properly. I mean, sometimes it works, sometimes not. When I change class/server/map it might break. No idea whats happening. I tried to reinstall this but it didn't work

If you are using mastercomfig, check if you have asynchronous disk loading disabled.
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0

I wish I had known about this earlier. I'll bake this into the autoexec additions.

EDIT: Updated the OP to reflect this.

posted about a year ago
#5 TF2 UPDATE FOR 04/17/19 in TF2 General Discussion
wickedplayer494Yesterday was all sorts of chaos

ok hol up I wasn't criticizing you, and I'm sorry you went through all that shit, that sucks man. I was bringing up the fact that the TF team patched the game and only sent out an email to hlds_announce half an hour later, when normally they send the email roughly an hour before.

posted about a year ago
#3 TF2 UPDATE FOR 04/17/19 in TF2 General Discussion

Wicked hasn't put out a post because there wasn't an hlds-announce email. Again.

Two bugfix updates in two days, though... Interesting.

posted about a year ago
#148 in Off Topic
Show Content
posted about a year ago
#1 Matchmaking max ping setting in Q/A Help

does this do anything?

I've set it to 80 and I'm only getting put in Singapore servers where I have 450 ping. And it's putting me there immediately. If I have a max ping setting, Valve, respect it. how difficult is this.

posted about a year ago
#2 how do I remove timer/control points? in Customization

yeah i agree who cares if youre getting backcapped

Show Content
set enabled=0 in all of the sections in the following files (in custom/hud/resource/ui/*):
  • controlpointcountdown.res
  • controlpointicon.res
  • controlpointprogressbar.res
  • hudobjectiveflagpanel.res
  • hudobjectivekothtimepanel.res
  • hudobjectivestatus.res
  • hudobjectivetimepanel.res
  • objectivestatusescort.res
  • objectivestatusmultipleescort.res
if you dont have a file dont worry about it

edit: oh and this should have gone here
posted about 2 years ago
#13 can u remove this icon in Customization
rongolalso can you move the icon even further down so its below the map?


(after putting it further in the ground)
posted about 2 years ago
#11 can u remove this icon in Customization

Well, you can't say I didn't try. I was able to change the model using the same method as my viewmodels, and tested it offline with success:

However, even with preloading it didn't work in casual servers, while my viewmodels still worked there. I tried a bunch of different methods, including empty model swaps, texture edits, material edits, and finally just a straight up model edit to move the idle animation below the ground, which is what you see above.

I can give you this VPK (after putting it further in the ground) but I don't know how much good it will do. Maybe it could be preloaded into ultiduo servers or competitive ones, but Valve MM doesn't allow it.

posted about 2 years ago
#8 can u remove this icon in Customization

mm... maybe.

VisIt's not possible because it goes with the model of the point itself, you need a different model and a server running sv_pure 1 or 2 (not sure). You get used to the icon after some games though

those are separate models. there are blu/red/neutral models for the hologram, and then the point is a single model with different skins applied to achieve the different glow colors. the hologram makes up both the logo and the aura effect.

edit: sorry, it's one model for the hologram, not three. the model is changed with bodygroups but it's technically one model. the point itself is still a different model though, because they reuse the same holograms over payload capture points

posted about 2 years ago
#2 Should i disable full-screen optimisations? in TF2 General Discussion

it will not affect your framerate at all, but will affect the delivery of frames to your display. frames will be passed directly and will no longer need to go through your window compositor (DWM) first. so it won't improve framerate, but it will improve frame latency and possible frame jitter.

that being said, windows 10's DWM is much better than previous windows versions, so the frame delay is nowhere near as bad as windowed/borderless in win7/8 was.

posted about 2 years ago
#25 TOTH 2018 Appreciation thread in TF2 General Discussion
HellbentVery much doubt it could be used in comp due to its bugginess

The most important thing is that you can't really have player interaction with it. You can see other players, but you can't affect them. It's like a ghost racer in Mario Kart. It works well for what it does but it can't be used to work around the laws of physics (ping difference).

posted about 2 years ago
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