Honster
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SteamID64 76561198046222392
SteamID3 [U:1:85956664]
SteamID32 STEAM_0:0:42978332
Country United States
Signed Up January 31, 2015
Last Posted September 19, 2020 at 11:40 PM
Posts 84 (0 per day)
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#1724 mastercomfig - fps/customization config in Customization

Could you post a page on either your website, the github wiki, or even just in a block of text here with the default static net settings of mastercoms and the to-flavor options of net-setting related aliases(such as snapshots_safe etc)? Like in a format thats easy for someone not using mastercoms to paste into their autoexec.

I see a lot of people using either default or super harsh net settings ask for suggestion or trying to troubleshoot issues and while I'm happy with the ones I use from mastercoms I'm not really comfortable recommending them myself because I dont know shit about them and I dont want miss anything digging through aliases for the actual values.

posted about 5 years ago
#9 destiny 2 free in Other Games

peer-to-peer

posted about 6 years ago
#7 How do I properly center my HUD crosshair? in Customization

Using one of the (centered) default tf crosshairs as a reference is what I do to center my hud xhair.

posted about 6 years ago
#156 No Hats Mod in Customization
HogosakiIs there a way I can enable some cosmetics (I want to see demos reggaelator.)

Drag and drop the nohats.vpk on vpk.exe which is somewhere in your tf2 folder. You'll need to delete any entries for the reggaelator. The easiest way is to google for some list like this then search the extracted folder using the cosmetics actual model name and delete the results. Then you drop the extracted folder back onto vpk.exe to get your new vpk.

posted about 6 years ago
#8 Veiwmodel + Crosshair gets me kicked in Customization

This switcher works without causing kicks, even with intentional mousewheel spam. Has all the bells and whistles. Just plug in your desired viewmodel/crosshair settings to the set_slot aliases.

posted about 6 years ago
#186 No explosion smoke script in Customization
FreetopyroHello on this page with these scripting commands, can I do some explorations like constructions when they break, etc. is disabled? or someone who knows to save fps?

----------https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles

If you meant testing out particles, yes. You can change them, start the game, try them, exit the game, change to new particle etc. If you want an easier way to preview particles see post #180 in the long answer paragraph.

bLaI noticed earlier that sticky jumper explosions still have smoke with this script, what could explain this? According to items_game.txt, it should be classified under tf_weapon_pipebomblauncher which is installed.

Some shit just doesnt work with custom particles. Cow Mangler/Dragons Fury etc. They may work on sv_pure 0 but I cant remember.

posted about 6 years ago
#23 [HUD] Flarepunch in Customization

edit: woops double post

posted about 6 years ago
#22 [HUD] Flarepunch in Customization

First impressions. The hud looks really clean, the timer, kill counter, meters, objective indicators. A top left chat and 12v12 scoreboard in an optional folder you could overwrite the default with would be nice. Vaccinator meter having a gap/line/notch or something to divide it into 4 parts(like the jetpack) would be nice since it doesnt have the percent number like other mediguns. Not sure what the diamond button next to loadout presets does, I think I've seen buttons there on other huds too I've just never used them.

Personal gripes: I'm not a huge fan of the team color turning completely black when hovering over it to select a team because it makes me focus on the opposite team color. The console covering the disconnect and loadout buttons by default since those are two of the buttons I use most often.

Names are hard to see when changing weapons/items. https://i.imgur.com/YzWioOc.jpg

I know with the way valve handles meters these may not be able to be changed, but I figured I'd mention the unexpected behavior with weapon charge meters.
- Scout secondary meter is below the melee meter.
- Thermal Thruster has a 1 in the ammo area for some reason
- Loose Cannon meter is below the sticky/shield meters.
- Huntsman meter is below the Jarate meter.

Any specific reason you decided to name the hud flarepunch by the way?

posted about 6 years ago
#1421 mastercomfig - fps/customization config in Customization
mattTI'm using the medium-low preset and I have this weird fog everywhere when I try to play. It seems to severely impact my fps and I'm not sure what to do. Please help.

https://cdn.discordapp.com/attachments/281978421813444608/454094745027870720/unknown.png

Do you happen to be using the no smoke mod? If so go to the most recent page and use one of the newer downloads Blungo posted. Replacing explosions with the fog particles only works on dx8 where they arent rendered.

posted about 6 years ago
#1372 mastercomfig - fps/customization config in Customization
donnyraytry downloading the lighter particles mod and preloading the flames should be invis on casual servers

Tried this with preset 3 of the particle limitation pack and it didnt work for me.

posted about 6 years ago
#1369 mastercomfig - fps/customization config in Customization

I was wondering if it was possible to make flames invisible using the -force_vendor_id and -force_device_id launch options. I know people used them to fix invisible flames by using a certain graphic card number. If it sounds like it could work is there somewhere I could look to find the corresponding IDs for certain GPUs and test em?

Also have you had any luck fixing the issue with enabling the wait command on local servers?

mastercomsfizzwhizWhat causes the visibility bugs in the Low and Very Low presets? By the way, why does mat_filtertextures occur twice in each of the following modules?Mostly a high value for r_worldlightmin. It is repeated to workaround a bug where mat_filtertextures does not get set the first time it is used.

So would using the low preset vpk and putting the lighting_medium module alias in custom.cfg be like using the old comp preset?

posted about 6 years ago
#1 Is TF2 your Favorite game? in Videos

Speaks to the heart of the TF2 player.

https://youtu.be/ll6zaUq-oy8

posted about 6 years ago
#183 No explosion smoke script in Customization
flizzflobkingIf this applies to all muzzleflashes (ie not just first person viewmodel flashes), if you are using yttriums competitive viewmodel mod, wouldn't it be a good idea to make muzzleflashes more visible for the weapons you hide (generally shotguns, scatterguns, pistols, revolvers and sniper rifles.)

I mean people have done crazy shit like this so I dont see why it wouldnt be possible, but its a bit scummy for me and I'd guess it wouldnt go over too well in organized leagues.

Blungofor dx9

https://www.dropbox.com/s/qv9x6vj92btzohn/nomuzzleflash.zip?dl=0

custom/my_custom_stuff/scripts/

Its worth noting that electrocuted_red_flash/electrocuted_blue_flash are both less subtle effects than the default particles used by the flaregun files, "flaregun_destroyed" on "ExplosionEffect" and "ExplosionWaterEffect". When using the Detonator/Scorch it doesnt replace their explosions it just kinda adds the specified particle on top of the default style explosions they already use.

Also "ExplosionPlayerEffect" doesnt work properly on tf_weapon_flaregun.txt or tf_weapon_flaregun_revenge.txt. The only time noticed it use its specified particle was shooting the Detonator/Scorch was into the back spawn wall of cp_well for some reason.

posted about 6 years ago
#180 No explosion smoke script in Customization
BlungoBenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

anyone got a working version for dx9

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.

posted about 6 years ago
#5248 HUD editing: short questions, quick answers in Customization
JarateKingbasechat.res doesn't exist in the tf2 vpk's.

Yea this is weird, turns out its in Team Fortress 2\hl2\hl2_misc_dir.vpk

WhiskerAdding them like above prevents them from being moved. What is happeing when your BuildingStatus_Engineer element is being moved? Start of a game, new round, engineer weapon change, etc. I personally have my BuildingStatus_Engineer pinned so it doesn't move, but I don't recall what was causing it to move around.

Thanks you, that worked perfectly. I'm not sure what was causing the engi building status panel to move but if I find out something specific can trigger it I'll post it.

posted about 6 years ago
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