Eric
Account Details
SteamID64 76561198008063381
SteamID3 [U:1:47797653]
SteamID32 STEAM_0:1:23898826
Country United States
Signed Up December 9, 2012
Last Posted February 19, 2021 at 10:11 AM
Posts 520 (0.1 per day)
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Raw Input 1
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#11 Slow auto-heal script?! in Q/A Help

as fatswimdude said, the script intends for you to click when you DON'T want to heal.

also:

AdmirableThere was a big thread on ETF2L about [autohealing] that is worth reading -> http://etf2l.org/forum/tactics/topic-27813/

tldr; apparently the valve autoheal (tf_medigun_autoheal 1) is better; even though there appears to be a graphical delay when switching targets, it actually switches between targets faster than the +attack autoheal script giving you as much as a 5% advantage if you were building whilst switching between two targets.

Ondkaja even posted a script that combines the +attack autoheal script with the valve autoheal mechanic in that thread http://etf2l.org/forum/tactics/topic-27813/page-5/#post-482386
posted about 9 years ago
#4116 Show your HUD modifications! in Customization
janedoereminds me of ells hud. a lot.

that is an insult to ellshud

posted about 9 years ago
#947 rayshud in Customization
flatlineThat's something valve added in. It's unchangeable ATM

jesus christ TWO separate people have posted a fix on the hud q&a thread

posted about 9 years ago
#10 FPS Improvement Compilation in Customization
DanceNumber2) clean tf2 shouldn't give you better fps as you still have to render the textures

I don't think the flat textures is what improves framerate, which was noted in the guide. The unlit world, props, playermodels, and particles/particle remover are what really help, and on a PC running ~60 fps average, they can boost the framerate to ~70+.

As for the guide, your Realtek section information is probably out of date. My audio driver is 6.0.1.7484 from March 14, 2015.

Your section on parked cores is also misleading; while older Windows versions do automatically park unused cores, this is not universally the case, as stated in the developer's article:

core parking is not enabled for all the multicore CPU’s. For example, if you have Intel Q9550 Quad Core CPU you may not see any parked cores at all.

Also, your launch options run the game in borderless windowed mode. This may not be the best for performance; if you are playing at your native resolution, then fullscreen mode will probably give you better framerate. If you're playing at a lower resolution, then you have to consider whether the act of scaling the pixels is more intensive than the act of running in windowed mode, especially if you have Aero/"Desktop Composition" enabled (although this shouldn't matter if you have closed explorer.exe).

posted about 9 years ago
#18 tr_medic in Map Discussion

I don't quite understand tr_medic_spawn.

First off, it is very easy to mix-up the Roamer and the Pocket. I'm not sure if this is possible, but perhaps you could name the bots as their classes/roles?

The instructional text says to heal the Demo, then tag the Scouts, and then follow the Roamer, whereas most Medics would be more inclined to heal the Demo, buff up the roamer, resume healing the Demo for as long as possible, buff the Scouts as they run out of reach, and then follow the Roamer (with some switching in between).

The Scouts sometimes go through Upper instead of Stairs, which is not uncommon in real games, but the best time to heal them in that scenario is when the Medic is going up Stairs and the Scouts are in front of him; in your simulation, they will die before this occurs. The Pocket will also die unless you heal him, which you shouldn't be doing. Additionally, the Demo only does his first two jumps, while the Roamer doesn't do any. Because of these, the optimal heal order in a real game, even with these awkward scenarios, would probably be far different than what is required to keep the five bots alive in your simulation.

Lastly, the on-screen text is blocked by the winpanel in the default HUD. It is usually a bad idea to design something that does not work with a user's defaults, unless the defaults are not intended for use. The default TF2 HUD does not fall into this category.

posted about 9 years ago
#2 Killcam / class switch issue? in Q/A Help

not sure what those scout legs are doing there, but using mat_viewport will cause your freezecam to behave this way, so i believe that is your issue

posted about 9 years ago
#1535 HUD editing: short questions, quick answers in Customization
yttriumcollwris it possible to have 2 objects in hudlayout with the same fieldname display simultaneously? like two hudobjectivestatus's with different xpos's and wide values?of course it is, that's how we have shadows

wrong, nope. having identical fieldnames results in the last-read (lowest in hudlayout.res) instance of the control being the one applied onscreen. shadows are made with modified fieldnames, e.g. AmmoInClipShadow.

posted about 9 years ago
#1531 HUD editing: short questions, quick answers in Customization
RawrsorHas anyone figured out what makes all the scoreboard text go green yet?VictorThat's a bug. I believe hudmakers can't fix that and only valve can fix it.

EDIT: thanks for the -frags guys, hope you enjoy your greentext scoreboards

http://images.akamai.steamusercontent.com/ugc/693902202131912733/18C6653E48E95DED065905A6E8E81C1A400DB104/

posted about 9 years ago
#15 New HUD Idea / Request in Customization
xattuujust so people know, i wish this was real but i am not good with huds, this is literally drawn on some screen shots with illustrator. Still looking for someone to build this hud :]

yo

posted about 9 years ago
#20 Invasion in TF2 General Discussion
totothe fact that sfm has no voice make doubt that is from valve, but its so well done that it makes me doubt it isnt from valve

The Mann vs. Machine short also didn't have voice. Actually, this whole trailer is very similar to the MvM short.

posted about 9 years ago
#18 Team Fortress 2 Update Released Jul 6 2015 in News
rdjAlso the arcs of pipes and stickies seem odd (lower?) since the mettle update started, is that just me? I don't see it listed in the bug thread.

I didn't notice myself, but other people have shared the same sentiment:

CricketPipes arc is changed, they fall much faster to the ground. Same with stickies. I might have felt it with the crossbow aswell (not sure). Maybe all projectiles that isn´t rockets is affected like this? :(
posted about 9 years ago
#3 New HUD Idea / Request in Customization
the HUDs that don't have this problem end up blocking too much of the screen

Background boxes usually take a lot of space for a reason, which is to accommodate all possible in-game values. In your mockup, the health and uber boxes barely fit three digits starting with a 1; they certainly won't fit anything with three standard-width digits.

This is an even bigger issue with ammo, as syringe guns have 40 clip ammo and 150 reserve ammo; two large characters and two-and-a-half small characters, and even more if you consider MvM (I personally don't).

You have a handful of options here:

  • forgo compatibility and stick to smaller boxes
  • use a narrow-enough typeface to suit your needs
  • use outlines or shadows to enhance readability instead of backgrounds
  • integrate an aesthetic that allows your values to exceed the boxes' boundaries (see: default HUD)

Your typeface here is, ultimately, personal preference, but I would raise a concern about legibility; the 3, 6, and 9 glyphs are all very similar to the 8 glyph in terms of x-height and apertures, and could easily be misidentified at small sizes/resolutions and/or in your peripheral vision.

While we're at it, your scoreboard is also problematic. The player names, scores, streaks, and pings, along with their associated labels, have a fixed color which cannot be changed; same with any non-zero stats (although this may be a bug). In addition, your stats panel is incredibly difficult to read, although it should be better with realistic values.

If you'd like, I can make this HUD for you.

posted about 9 years ago
#10 Team Fortress 2 Update Released Jul 6 2015 in News
suikaare the buffed stickeis an actual thing now since valve hasn't fixed them?

I doubt it. It most likely originated as a bug due to the Quickiebomb buff:

Damage is now increased based on charge amount when the bomb is fired

If the buff was intended to increase the usage of the Quickiebomb, it wouldn't make sense to also keep the buff on the Stickybombs.

posted about 9 years ago
#12 Does fps_max cause input lag when turning? in Q/A Help

I have my cap at 80 fps, which I normally exceed in MGE and local servers but normally don't reach in pubs or 6's gameplay, and I don't experience any perceivable difference in my input latency.

I do, however, experience significant input issues when my framerate drops below ~35 fps.

posted about 9 years ago
#166 Gun Mettle Bugs in TF2 General Discussion

As posted in other threads, turning in the contracts will solve your crashing (after crashing once more, for good measure).

However, you won't be able to earn bonus points, which AFAIK only serve to help level up your coin and do not affect the rarity of your loot (based on the language of the FAQ).

posted about 9 years ago
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