BLoodSire
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SteamID64 76561197972382063
SteamID3 [U:1:12116335]
SteamID32 STEAM_0:1:6058167
Country United States
Signed Up August 8, 2012
Last Posted February 24, 2022 at 10:54 AM
Posts 963 (0.2 per day)
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#66 ESEA Invite: Froyotech vs. Classic Mixup in Events

I believe so, I handed Dash the values I use just to get it up and running. I'm sure it can be made uniform with the other HUD entities for aesthetics.

posted about 10 years ago
#63 ESEA Invite: Froyotech vs. Classic Mixup in Events

I really like the total team health bars, it is another thing to look at that adds a dynamic to every fight. I think especially in cast streams where you only ever see through one players eyes, the status of the bar during a big skirmish allows you to forecast which way the battle is going. It's a new feature, so I think we still need to understand how it works and what consequences it suggests.

Also, just listened to the VOD, tried a new Mic position tonight to fix keyboard clicks and my keyboard clicks were worse than ever. :[

I'll try and fix that for next time.

posted about 10 years ago
#48 ESEA Invite: Froyotech vs. Classic Mixup in Events

yeah ill be casting so I wont be able to scout for 4G, they're going to have to use dummy instead

Good luck, tim

posted about 10 years ago
#66 Twitch TFTV invitational ideas in TF2 General Discussion

I'll cast :D

posted about 10 years ago
#88 Spec Tools in Projects
GentlemanJonBLoodSireI did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.
I've just run my own tests and it seems to be working as expected but that's always the problem when you're the developer, you rarely see how people might manage to break stuff. Try this for the team health bars:

spec_player_team_health 1
spec_player_team_bar_format r 184 56 59 b 100 l 0 500 50
spec_player_team_bar_format b 88 133 162 b 150 l 0 500 50

That should put them in the bottom left corner.

If you can link me or PM me or post your relevant config then I might be able to replicate your problems here. I'm not a config script expert so if you're doing something complicated it might be beyond me.

that worked and it is beautiful

Not sure what I was doing differently

I love it, thanks

posted about 10 years ago
#25 ESEA Invite: Froyotech vs. Classic Mixup in Events

If it remains this Thursday I could likely cast it.

posted about 10 years ago
#85 Spec Tools in Projects
GentlemanJonYou need to use spec_player_team_health 1 to switch them on/off, those longer commands just configure their appearance, although by default I don't think they show up anyway.

I did enter that command first. When nothing appeared on my screen I figured I'd tinker with the formatting. I'm lost, not sure what I'm doing wrong, the bars wont show up, and in an unrelated? problem, I can't get the players HP bar to blink anymore when they take damage, or designate a class for effects.

I can see the sticky outline just fine. I broke it, I think.

posted about 10 years ago
#82 Spec Tools in Projects

I'm having trouble getting the Team health bars to show up

spec_player_team_bar_format [r|b] [0-255] [0-255] [0-255] [t|b] [0-x] [l|r] [0-x] [0-x] [0-x]

I've been entering the command like that, changing each bracket to a single value. Am I being goofy and doing it incorrectly?

Also, if it is possible, to be able to toggle on certain effects for individual players would be great. For instance, I like having the names on for all players, but would be interested in having the health bars for just the medics. Currently I believe if I turn on effects for medics and off for the other classes, I'll lose the names on those other classes as well.

Loving these options btw

posted about 10 years ago
#81 Spec Tools in Projects

I want to commend you on doing these updates so quickly. This has been a godsend for casting, and something that is going to take the production quality of casts to the next level. These changes that you added are incredible:

- Filter effects by player class

- Show player stickies - renders a small team coloured circle where a sticky bomb is placed
(also highlights rollers I think but they only last a few seconds).

- Team Health Bars - shows configurable total team health bars.

- Player Health Shown on Damage

I am pretty lazy/moronic when it comes to setting these things up to my preferences but I am going to be taking the time to figure out exactly what I want, these possibilities are just fantastic.

posted about 10 years ago
#17 ESEA Invite: Exertus vs. Mixup in

Great casting and camera work from lange and dashner, was really impressed with the production value, and the ability of dashner to switch right to the player being named by the casters

I'll have to up my casting game to accommodate and support that level of quality. Awesome.

posted about 10 years ago
#49 Spec Tools in Projects

One idea: Since the HP bars can get cluttered up, the only 1 I find useful is the one for the med. This really helps visualize (especially in first person) the progress of a players pick attempt on the med. Additionally, with only 2 bars floating around throughout the map, it would always help visualize the safety or danger of either teams medic.

So my question is, is it possible to display the bar only above the medics?

posted about 10 years ago
#7 SourceRes in Videos

you are like one of the lost blue wizards from Lord of the Rings

posted about 10 years ago
#59 ultiduo_baloo in Map Discussion

the best ultiduo matches I've seen have taken place on this map

must be doing something right

posted about 10 years ago
#21 cell phones in Off Topic

i have a 5s

0 complaints

posted about 10 years ago
#48 Spec Tools in Projects

really awesome, I haven't taken a first hand look yet, but from what I can tell, as a caster I will be interested in using the player names, HP number, and player switching controls

That sort of information always takes a second glance to get and when you are trying to mash coherent words together on the fly, sometimes the process of pulling it up makes things all wibbly wobbly and jumbly wumbly — at least for me.

I typically cast in 3rd person (barring some mid rollouts and fights) not only will this info greatly enhance the level of detail that can be given in 3rd person, (i.e. being able to name player movements without speccing them) but I imagine it will make 1st person casting easier (being able to identify team trends by the player hps and player names available within a players view)

I'm excited to test this out!

posted about 10 years ago
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