JarateKing
Account Details
SteamID64 76561198022106397
SteamID3 [U:1:61840669]
SteamID32 STEAM_0:1:30920334
Country Canada
Signed Up December 4, 2013
Last Posted June 24, 2021 at 10:24 AM
Posts 789 (0.2 per day)
Game Settings
In-game Sensitivity 0.4964244925
Windows Sensitivity xset m 00
Raw Input  
DPI
400
Resolution
1366x768
Refresh Rate
60Hz
Hardware Peripherals
Mouse Nixeus Revel / Modded WMO
Keyboard Minivan w/ gat browns & XMIT fullsize
Mousepad Glorious PC Gaming Race
Headphones  
Monitor Dell something
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#16 United Flight in World Events
shorasOverbooking flights is a common thing, but doesn't often lead to issues like that. If it does, there should be a different way to solve it.

They do solve it a different way, priority is given to the people already in the plane and preventing overbooking is done at the gate. There is a strong policy that's put in place for that and they actually are allowed to deny boarding for. If it happens any other way, some rule or law somewhere is probably being broken.

What United did by trying to get some of their employees on a full flight, legally speaking, has nothing to do with overbooking. Overbooking is defined in terms of oversales, which means the employees they were trying to put on were not involved with overbooking. They are not allowed to kick you off for this, both in terms of the law and in United's contract (and they wouldn't be allowed to kick you off even if it were a matter of overbooking).

VouriThe captain is in charge of the aircraft. And if he or she decides that someone needs to be offloaded, that command has to be obeyed. From the moment that the unfortunate individual in this case said, "I'm staying put", he became a disruptive passenger.
From that moment he was disobeying the captain's command. Officials were legally entitled to remove him, and as the videos show, he was dragged from the plane. It appears from the evidence that the law was broken - by him, not by the airline. But I would be surprised if United pressed charges.

You are allowed to remove someone that is already disruptive (specifically, within United's contract, "disorderly, offensive, abusive, or violent"). You are not allowed to attempt to remove someone, have them become "disruptive" by refusing (as is their right, since attempting to remove them was illegal in the first place), and then use that as justification for removing them. United's contract had nothing about removing people already on a plane to put others on it, they had no grounds to attempt to remove him in the first place.

e: sorta ninja'd, didn't realize how long it took me to write this :B

posted about 7 years ago
#4261 HUD editing: short questions, quick answers in Customization
RentQNWiethoofd@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.

I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.

Thanks.
I already tried that, but had pretty weird results.
My normal font size is 56.
Changing the shadow to 58 and 60 didn't do anything for some reason, which is weird because they should already be bigger, but it stayed completely invisible/aligned with the white numbers.
At 62 the shadow did become bigger, but at the same time it also became off-centered and stuck out on some sides more than on others.

You said depending on textalignment. Not exactly sure what that means, but isn't there maybe a way to change the textalignement so wide/tall doesn't act like xpos/ypos but actually makes the numbers wider and taller?
Or would that fuck up my entire HUD and I'd have to redo all the xpos/ypos values for all the text/numbers?

Fonts are messed after a certain point and often will stop getting bigger. I don't know the exact tall values that this happens at, or if it depends on the font (it could be based on font metrics also), but in my experience it happens around the 60 mark.

The easy solution would be to decrease the normal font down, until you start seeing it smaller than the shadow. Though you will always get your issue at the fontsize of 62, to completely fix that you'd either need multiple shadow labels with the same size as normal but positioned slightly differently, or you'd need to use a bolder version of that font (might have to do it yourself depending on how the font is made, fontforge has an option to automatically do this that usually works).

textalignment just changes where to position text when the label's wide/tall don't fit it exactly. Should text be at the top, or maybe the bottom, or at the center, etc. You can't change font sizes through textalignment, font sizes never change.

posted about 7 years ago
#4 Bio test help in The Dumpster

I cheat by memorizing all material that could be on the test so that I'm prepared for any question that could be given.

posted about 7 years ago
#9 What is the best mouse in Hardware

Anything with a 3360/3361/3366 will be "the best" in terms of sensor (their only difference is how they deal with DPI, the 3360 starts to smooth after 2000 DPI while the 3366 doesn't ever, and the 3361 can finetune your DPI more but since 400-3000 DPI is recommended I'm guessing it smooths after that too. Basically treat them as the same because you shouldn't really be using crazy high DPI anyway).

Though sensor isn't everything, and shape matters more to most people as long as the sensor's good enough. And even though brands like Zowie are known for having very good shapes (and is why they're popular despite not having the best internal components), what's the best mouse shape for you is entirely personal. Similar deal with things like weight too.

If you're looking for recommendations, it's a lot better to fill people in on what you want out of a mouse. Grip type + hand size at the very least, because someone who grips differently and who has a different hand size will have completely different and often opposite preferences.

KhakiI don't see the ninox aurora on there is it a bad mouse

It fucks up when you try to press M1 and M2 at the same time, it adds over 50ms lag to the input which will fuck up timings bad. Also have heard that the sensor implementation makes the malfunction speed lower than it should be. On top of a bunch of QC issues and the specs just being a few years behind. If you're comfortable using it, it's probably fine, but it's not really recommendable now.

Like the scream one, it sorta died on arrival due to having too many issues, even though it could've been one of the best available if it weren't for bad implementations and bad QC.

posted about 7 years ago
#9 My tf2 custom shit in Customization

I think a long compiled list of all configs, crosshairs (font, material, weapon scripts), misc custom files, etc. (whether or not you use them yourself) + links to each individually would be nicer to have.

As someone who has no clue who you are, that'd be a lot more useful to me than one random dude's setup, and it'd still give credit to the original creators.

posted about 7 years ago
#4245 HUD editing: short questions, quick answers in Customization
StepanexI want to have a label that will change according to what weapon I am holding as a medic, could that be possible?

You can have a label that says "you have your primary out" in your ammo panel and another label that says "you have your medigun out" in the medic charge panel, and if you have a background in your ammo to cover it up when not needed you could have "you have your melee out" in your hudlayout too.

There's no way for the hud to know what weapons you actually have equipped though.

posted about 7 years ago
#4243 HUD editing: short questions, quick answers in Customization
StepanexIs it possible to have different ammo position for each class and weapon?

You can change minmode in class cfgs (so you can basically have two different huds if you want) and ammo labels are set up so that they're different for weapons with or without clips (so there's 4 labels for clips and 2 for weapons without clip).

That's about it without ridiculously broken workarounds that are only good as a proof of concept.

posted about 7 years ago
#9 Pankeyman in Off Topic
THEBILLDOZERShow me the rule where it says you can't do that

It would be #4 on site rules, calling a fascist terrorist and mass murderer a hero falls under "racism and bigotry" pretty well.

posted about 7 years ago
#10 New aiming idea in The Dumpster

In osu you have to click over 10 times a second when streams come, which even ignoring getting the timing right, is a lot harder to do on a mouse than on a keyboard. All the while you're also managing rapidly moving back and forth with no breaks inbetween, where tensing your muscles even a tiny bit for each click will kill any consistency you have. And considering how cursor placement and hit timing aren't entirely connected (they're very related, but generally instead of moving their mouse and clicking as one process, people time their inputs and position their cursor independently of eachother and just have them line up well), keyboard and mouse is very intuitive (as well as keyboards' bigger tactile feedback being better here, where you're timing mostly independently of mouse movement) if that makes any sense.

That's only true for when you're using mouse in osu too. A lot of people use drawing tablets, and tap inputs are so aids that it's not even funny or anything, it's just painful.

In tf2 you're probably not even going to click more than twice a second, which can be managed perfectly fine on a mouse. And there's no reason for you to move back and forth anywhere near the speeds that you do in osu, tensing your muscles slightly after having already shot isn't a big deal because you have plenty of time to prepare for the next one. What you're doing in tf2 isn't timing clicks on lots of stationary targets extremely quickly, you're reading complex movement and aiming accurately at your own pace. But where it really shines is that when you aim, there's no disconnect between moving your mouse to aim and clicking, which for this usually makes more sense to people. There's no beat to follow or anything, you just shoot when you're looking at someone, so it works completely fine on one hand.

But also, like others have said, your keyboard hand is already pretty involved with movement and pretty much everything else you can't fit on your mouse. Most tf2 players press more keys with just their index finger than osu even has keys available altogether. Your movement will suffer if your hand has to juggle between shooting and moving all the time.

posted about 7 years ago
#4234 HUD editing: short questions, quick answers in Customization
Konceptthere's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT

My bad, must've got things mixed up. In that case go with what was striked out, you'll want to edit the buff vtf and that's how you'd do it.

posted about 7 years ago
#4232 HUD editing: short questions, quick answers in Customization
Konceptso I posted a similar question in the m0rehud black thread but never got a response, so might as well ask here.

How would I go changing the colors of the buffed/hurt boxes (found in m0re black) in VTFEdit (assuming that's where I would edit them)? I've never dealt with materials like this and consequently have no idea where to even start

My recommendation would be paint.net + vtf plugin or the same plugin for photoshop instead. They just make the whole process a lot easier.

Otherwise, using VTFEdit you can export the image into another file format (tga is recommended but if that's what you want would depend on what you're using to edit it) and when you're done changing it around however you want, use VTFEdit again to turn it back into a vtf.

e: didn't realize they were purely vmt's. Open up the files in any text editor and change the values for:

"$color"      "[0.0 0.47 0.78]"

0.0 is the same as 0 (or 00 in hex), 1.0 is the same as 255 (or FF).

posted about 7 years ago
#4 Player HUD/Crosshair/Hitsound/etc. Thread in Customization
smokeeyou realize this doesnt stop anyone from making a thread asking the same things

The hud mods thread and the hud questions thread cut those types of threads down significantly, even if you still get some people asking questions in their own thread every once in a while.

I don't know how well this thread'd work, but it's worth a shot to reduce the amount of threads that just ask for a single link.

posted about 7 years ago
#3 Computer Science Education? in Off Topic

Review and study. Start early. Do practice tests. There are several sites that go over all the same material you'd be doing, check them out and if one doesn't make sense, check out another.

For a lot of people (I can't speak for you, but this is what I find) nothing in math by itself is very hard when explained well. It's just not always explained well, particularly in when to use things or what makes them different from everything else, which would make all the different things you learn a lot more manageable. And usually if you google whatever it is you need to know, a few different things on the first page will tell you it. And if (from being good at computer science and physics) you're more of a hands-on learner, that's generally a much better way of learning in the first place.

I don't really know all the details of education in the UK, but worst case scenario there should be options available to you. They usually won't get you in immediately after secondary school, but I'd say that's not as necessary as a lot of people make it out to be. Though I know even just explaining the situation and what you've done to get better can help a fair bit in some places (I got in my university without meeting the physics requirement, because I was in a situation where I could only take the first high-school physics course and not the continuation, for example), though I can't say the same about everywhere and I'm certainly not in the Ivy League either. But if you're committed to working hard at math, it shouldn't have to come to any of that.

posted about 7 years ago
#4228 HUD editing: short questions, quick answers in Customization
insouciantinsouciantHow would I modify my current hud to add a second ubercharge percentage field underneath my crosshair like with medhud: https://i.imgur.com/1SGaDs7.jpg ?Wiethoofd@insouciant Duplicate the medic charge percentage element, move it, change font => hudmediccharge.res
I duplicated the element by changing the field name but referencing the same control name and later changed the font. However, I encountered some issue when trying to put the element close to the crosshair. When I set ypos to -30, the second element began to be cut off and would disappear if I positioned it any higher. I attempted to raise the zpos up to 10, but it made no difference. How do I prevent the percentage from disappearing/cut off? How could I increase the size of the font?

It's not a zpos issue, that just says what should overlap what else. It's an issue with trying to position the label outside the panel's bounds.

In hudlayout, decrease HudMedicCharge's ypos, and increase its tall value by the same amount. Then go into hudmediccharge.res and change everything's ypos by the same amount too. Everything should look the same after doing that, but you should have more room to position your second charge label higher.

posted about 7 years ago
#4226 HUD editing: short questions, quick answers in Customization
typtoHow can i remove the hyphen (-) from damage numbers to just it showing damage numbers?

Take the font you want, open it in fontforge or whatever font editor you want, edit the - glyph so that it's 0 units wide and completely blank (don't just delete the glyph, because then it once it's actually used it'll default to Arial's glyph instead), and rename the font and save it as something new so you can put it inside clientscheme and everything like normal.

posted about 7 years ago
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