hamburger_crisis
Account Details
SteamID64 76561198301588496
SteamID3 [U:1:341322768]
SteamID32 STEAM_0:0:170661384
Country Canada
Signed Up March 16, 2018
Last Posted October 6, 2021 at 2:21 AM
Posts 48 (0 per day)
Game Settings
In-game Sensitivity 0.75
Windows Sensitivity 3/11
Raw Input 1
DPI
1200
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse Logitech G203
Keyboard Cooler Master MasterKeys L PBT (Cherry MX Blue)
Mousepad Steelseries 6inch
Headphones Razer Kraken
Monitor MSI Optix G24C
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#6 The NoHats Method and client_precache.txt in Customization
Honsterhamburger_crisisheres the link

Try this mod and see if it works.

Joined a Valve server to test and couldnt get it to work. Heres Scout, I tested it with other classes festives too and no luck.

So I found out festivizers are handled the same way as the GUI models, they have some sort of method they are handled similar to items_game.txt files, or something like that. What I need to do is find out how they work precisely.

posted about 6 years ago
#3 Potential way to efficiently edit .pcf files in Customization
stephdoes it work in sv_pure 2

Most likely not, it has to do with particles and anything in the particle directory would be filtered out. However they are .dmx files so there could be some reverse engineering happening, but I find it very unlikely. Lots of testing would have to be done. I'm trying to use Notepad++ as a means to mass edit such files though so I don't have to go through each particle definition and manually edit it (which is painful as fuck.

posted about 6 years ago
#1 Potential way to efficiently edit .pcf files in Customization

So I'm currently utilizing the dmxconverter from Source Filmmaker's game files, it allows me to encode .pcf files so I can edit them via text editors. I can then encode them again to their original format for use ingame. My intention is to find a method to make particle mods more efficiently based on what I am doing. This thread is for discussion on the topic because my first project for this will be to remove ALL unusual effects, including weapon unusuals. So far it has been a success. And I am now looking into a method to increase the efficiency.

posted about 6 years ago
#134 nerf pyro in TF2 General Discussion
I...why would Valve want you to play passive with a flamethrower that can't airblast or charge Phlog off of Detonator spam? What the fuck are you talking about?

The weapon wasn't meant for airblasting. The Dragon's Fury was supposed to be what the Gunslinger was to the Engineer. A flip in roles, like Engy's defense role to a more offensive and as such Pyro from a more offensive to defensive. But seeing your argument on how it can be used offensively makes sense though. I can also agree that there are better options in most scenarios. I'll reword the last sentence correctly. Just because something is bad doesn't mean it cannot have some broken aspects of it. The Phlog (and Pyro as a whole) is a perfect example of that. Pyro cannot airblast with the weapon but is given the ability to increase his damage even further even without a kritz Medic. Not to mention his damage output even without crits. But then theres the aspects that most people agree on that Pyro has shit survivability and his only way of dealing damage is being right in your face. And the fact that he has rarely any ranged capabilities outside his flare gun, which to utilize effectively requires someone to be on fire, which is what you're supposed to be doing. Pyro in it's current state is complicated, and because of the Jungle Inferno changes it put him even further into a more complicated state.

posted about 6 years ago
#132 nerf pyro in TF2 General Discussion
ILLEGALELEPHANTGUNto make such a major adjustment to one of the nine classes now, this late in the games development, is just laughable and totally wrong.

I mean Demoknight is an example of Valve re purposing a class for a different playstyle (even though its garbage), and so is Gunslinger Engineer (a more viable option). I can see why it would be laughable because the playerbase is smaller than what we initially thought. But such changes are better than nothing, though such changes that we've gotten were in fact totally wrong. I personally don't expect much from Valve, but that doesn't stop interesting discussions and how developers can avoid such mistakes.

posted about 6 years ago
#5 The NoHats Method and client_precache.txt in Customization
Honsterhamburger_crisisheres the link

Try this mod and see if it works.

Joined a Valve server to test and couldnt get it to work. Heres Scout, I tested it with other classes festives too and no luck.

Damn, hopefully I can find a fix soon.

posted about 6 years ago
#12 hamburger's model removal mod 2018 in Customization
200A little bit of sv_pure 2 screenshots.
Unusuals persist, a very few props disappear, botkillers are gone, statclocks are gone

Comanglia' stability cfg
https://imgur.com/a/oGJou

There was a large chunk of Props I wanted to keep in because some of them have collisions boxes in maps, and not being able to see such props would be highly disadvantageous for anyone using a mod that was made that way. Most of the props I removed wouldn't have any sort of collision model or are usually just detail props that have no collision to begin with. And I didn't remove any Unusuals because the mod didn't come with that. Perhaps I'll start on that when I'm not busy.

posted about 6 years ago
#129 nerf pyro in TF2 General Discussion
4812622I've used it in 7s and in the NA Essentials Cup(which are basically the only places you can run it) and i have 18000 posts arguing about Pyro mechanics on SPUF. I think i am qualified to say it is complete fucking trash.

Also, if the Dragon's Fury projectile is so easy to hit, why do you need "knowledge on the technical side of things" at all?

Having that knowledge gives you the feeling that it is easy to hit, which it is in fact. And furthermore, judging by it's design it is supposed to be used passively due to every other flamethrower out DPSing it. You cannot use the Dragon's Fury aggressively especially against other Pyros because of the burst damage it does compared to the broken flail 2 win design on every other flamethrower. Despite that it's a passive weapon, I believe it should be harder to aim with rather than make it's hitbox over half the size of the Scout's player model.

If this is what Valve intended, for this weapon to be used passively then I can see your point of it being shit, but Pyro doesn't always have to be offensive to be viable if balanced correctly.

inb4 pyro is an offense class but then i'll say and sniper is apparently labeled support

posted about 6 years ago
#127 nerf pyro in TF2 General Discussion
Ericcalling an actual pyro main with 6's invite experience a summer child...

experience doesn't always equal to knowledge on the technical side of things, and how such knowledge can be applied in practice. i do agree pyro is garbage, but that doesn't mean that his broken aspects are to be ignored.

posted about 6 years ago
#125 nerf pyro in TF2 General Discussion
4812622
People think the Dragon’s Fury deserves to be banned when it’s actually utter garbage (and doesn’t work on a third of the geometry of half the maps) People saying reflecting is easy and takes no skill or thought. Or that Pyro wins every 1v1, or is the best 1v1 class. These are the kind of things that make me think that maybe nobody knows what the fuck they’re talking about. Where are the Heavies and Sentries and Shotgun pockets to obliterate the Pyro? Where is the flank pressre that the Pyro can’t do shit about because he’s slow and has shit range and shit spam? Where is the walking backwards while pumping hitscan into the Pyro and wasting his 8-10 airblasts with stickies? I haven’t seen anyone attempt to adjust to the Flamethrower changes and I don’t think we, as a community, should be fucking with Pyro until attempts are made.

oh you sweet summer child. aside from it's obvious drawbacks with airblast, i did some testing. the dragon's fury's hitbox has the size of approximately 42.42 hammer units cubed, which is almost four times as large as the flamethrower's hitbox, and it has more range. not to mention, the max range is 500 hammer units and it moves at a speed of 3000 hammer units per second. in addition, if positioned right due to the size of the hitbox you could hit players that can't even see you. of course i'm not saying it's broken, it's just really dumb.

posted about 6 years ago
#5 hamburger's model removal mod 2018 in Customization
adyskydoes it work on sv_pure 2?

idk, haven't tested it. it does work on valve servers, but for some reason i can't remove the versus doors on them. must have something to do with the client_precache.txt. a large chunk of everything else works though. such as map props, cosmetics, botkillers, festives, etc...

posted about 6 years ago
#1 hamburger's model removal mod 2018 in Customization

I was inspired by the Clean TF2 mod so I went and updated a part of the mod which involved removing unnecessary models to help increase my FPS while I was on my laptop. Since that segment of the mod hasn't been updated for Jungle Inferno, I went and removed even more models. I removed every cosmetic, save for the voodoo cursed souls and the heads/feet items.

List of stuff removed:
- Cosmetics
- Detail props (plants, hay bales, etc..)
- Festive lights
- Skybox props
- Volumetric light detailing
- Gibs
- VGUI models (I reccomend using a custom HUD if you're gonna use this mod.)
- Botkillers
- Stat clock models

Download

NOTES:
Based on other posts, such mods like this are apparently banned in ETF2L, so I wouldn't recommend using it for any matches there.

In addition I've also heard comments about the festive light removals not working properly, so I went and did a bit of digging to deduce that the festive lights are handled similar to the items_games.txt, but I kept the modified .vtx files in the .vpk for placebo purposes.

After the Blue Moon update, the removal for the VGUI model elements magically worked again, so that's nice.

posted about 6 years ago
#916 best pub quotes in TF2 General Discussion

Dr Goldhead : you're just taking advantage of bad players

ThePotatoIdiot : !vote kick THIS GUY WHOS CAMPING ALL THE TIME AND DOSNT DESERVE TO PLAY TF2 OR ANY GAME BECAUSE HES BREAKING THE RULES OF FUN

[Zombie+]The Man Over Heaven (Xeno) : Stop trying to use logic....

The Munchies : lol this is a pub and you are with your friends go piss up a rope and try harder bitch
The Munchies : hamburgers tiny penis is trying hard. Everybody clap
The Munchies : Nope Im not taking smack from a bunch of cronie bitches who arent good and talk smack to pub servers
The Munchies : Your circle jerk is funny
The Munchies : lol you pathetic twats on this server really need new tag lines
The Munchies : Hamburger if that took any skill at all Id give half a shit. Try harder

posted about 6 years ago
#15 KovaaK's FPS Aim Trainer Launch Trailer in TF2 General Discussion
EasyEclyph0rdwhy play dm instead of just pugging 6s if you want good aim
oh yeah because intentional practice allows you to improve weaker areas or prerequisite skills at a faster rate than just going for something beyond your ability right off the bat

because dm is nonstop dm practice opposed to pugs which have tons of dead time
and if a dm server is "beyond your ability" I dont think playing some random aim training game is gonna help you, especially considering how tf2 is much more then just aiming, for example map knowledge and movement skills. This game isn't gonna teach you where the ammo packs are or how to air strafe and rocket jump.

just play tf2 if you want to get better at tf2

not sure why you're getting downvoted, it is true. when people say "just play the game", they really mean it's building intuition by gaining experience. at the same time assuming you're playing against competent players you'll eventually develop gamesense and also build upon your mechanical skills in the long run.

posted about 6 years ago
#3 The NoHats Method and client_precache.txt in Customization
HonsterIf you figure it out I'd like to know. I tried to remove festive lights from weapons in the same manner but it doesnt work with any consistently.

I actually figured out how to do the festive lights. The thing is though, is you wouldn't be able to remove any of the festive variants from 2014 because they actually have their own separate model. And they have a significantly higher polycount as well, often considered to be the most unoptimized weapon models. Only way you'd be able to unfestivize them is to recompile them with the mesh data from their original variant, as well as their texture from the original model through the SMD file, maybe I'll do that later sometime.

Aside from that, I went and made a variant of a mod I made a couple days ago to remove not only all festive lights, but as well as Stat Track clocks and botkiller models. The mod in question was basically the CleanTF2's prop removal but removing even more props.

heres the link

Try this mod and see if it works.

edit: i'm illiterate, but try this mod anyways.

posted about 6 years ago
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