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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#7 Bug with crouch jump script in Customization

That thing's a mess.

At risk of not breaking anything (I don't know why half that script is there but I'm not going to argue incase it somehow does do something), this hotfix should work (though you really should look into getting a better script because at least half of this has gotta be pointless bloat):

Show Content
alias none ""

alias +rj2 "spec_mode;-duck;+cr;alias checkrj +cr"
alias -rj2 "-cr;checkduck;alias checkrj"
alias +crouch "+crouchmid"
alias -crouch "-crouchmid"
alias +crouchmid "-cr;+duck;alias checkduck +duck"
alias -crouchmid "-duck;checkrj;alias checkduck"
alias checkduck
alias checkrj
alias +cr "+jump;+duck"
alias -cr "-duck;-jump"
bind alt +rj2
bind b +crouch

alias +crouchjump "+Qjump; +duck"
alias -crouchjump "-duck; -Qjump"
bind "ctrl" "+crouchjump"

//no up jump
alias +Qjump "+testKeysPressed; +jump; alias +crouch none; alias -crouch none"
alias -Qjump "-jump; -testKeysPressed; alias +crouch +crouchmid; alias -crouch -crouchmid"

alias enableQ+ "alias +Qjump "+testKeysPressed; +jump""
alias enableQ- "alias -Qjump "-jump; -testKeysPressed""
alias enable "enableQ+; enableQ-"

Basically just make it so that the crouch bind does nothing while jump is held. Big risk is if +/-cr needs to actually point to +/-Qjump for some reason, but I don't think it does and for that matter have no clue what cr is actually there for when everything that points to it can already just run those commands anyway.

posted about 8 years ago
#7 Why is the null move. script useful? in Q/A Help

Iirc most invite players don't use it for the record. Some do, but it's all down to preference/what you're used to. If you learned good movement without it you probably won't see any benefit from it.

NakadaSo is this mainly a scout thing or is there some use in this as a medic main apart from just preferring it?

A lot of the ideas for scout apply to medic (you don't move as fast but you still strafe, arguably you need to switch directions faster even) except with surfing instead of doublejumping.

posted about 8 years ago
#18 shit show in 35 mins (presidential debate) in World Events
cemberThat last question. This debate is a fucking joke MEME!

Idk I thought it was a good last question. Even if it's not about policy or anything like that, it still left it on a positive note and was a solid form of closure to the debate.

posted about 8 years ago
#12 net settings that matter in Customization
SnowshoeJarateKingYou're completely allowed to switch interps and you have valve's blessing. It's not necessary to change it, of course, but you can't say "yeah you shouldn't at all because I think it's a bug" because it's not.
you shouldn't at all because 0.02 is the best for all classes, no switching required

What makes it better?

I'm not too experienced with interps, but I haven't heard a reason for 0.02, or anything really. The only real reason I've heard is "it's a compromise that's good for every class" but I still don't actually know what makes it better than existing interps, why I'd want it on every class, and why switching is a bad thing to avoid. And for that matter, from what Setsul's saying, if internet quality is a factor how do I know that 0.02 is even the best for me personally? How did you calculate it?

It's great if you have a good interp that really does work for everyone. Just saying "here is a good interp and it works for everyone" and leaving it at that without explaining it doesn't really make it seem any good though. Especially for something as technical as interps.

posted about 8 years ago
#8 net settings that matter in Customization
Snowshoealso messing with interp while connected fucks with player positions and changing it while playing shouldn't even be possible because valve added a notconnected flag to these interp commands years ago but class configs can still change them???? (maybe a bug)

Class configs changing it is entirely intentional. Valve made it so you can't change interp while ingame to fix exactly that exploit, but specifically allowed class configs to change them because they can't be used for that exploit and there's no reason to restrict them then.

You're completely allowed to switch interps and you have valve's blessing. It's not an absolute necessity to change it and you still can play different classes on the same interp if you want to, of course, but you can't say "yeah you shouldn't at all because I think it's a bug" because it's not.

posted about 8 years ago
#3782 HUD editing: short questions, quick answers in Customization
XenThePybroIf you want to change the buff colour you need to change the vtf to a coloured vtf.
	"PlayerStatusHealthImage"

This is mostly right but what you're interested in is PlayerStatusHealthBonusImage instead, which already has the image parameter. PlayerStatusHealthImage is for the healthcross itself, which has a hardcoded image and can't be changed directly.

It takes a bit of messing around to get colors right but basically the HealthDeathWarningColor is what to keep of the bonus cross, and is the main reason why a white bonus cross is good. If you had a gray (127 127 127) bonus cross for example, a pure red (255 0 0) HealthDeathWarningColor would result in a darker red (127 0 0). It won't ever add to it, so if your bonus cross was black (0 0 0) then HealthDeathWarningColor wouldn't matter because it couldn't change the value at all, or similarly a pure blue (0 0 255) bonus cross with a red (255 0 0) HealthDeathWarningColor would result in black (0 0 0).

A simplified example for a light blue overheal and dark red low health would be the vtf being 127 127 255 and the HealthDeathWarningColor being 255 0 0 (which would blend it to end up being 127 0 0). Work around with it a bit, and you're a bit limited with it, but that's what you'd be doing.

posted about 8 years ago
#488 Donald Trump in World Events
dailySupporters of Trump tend to be much more enthusiastic and in general older than supporters of Clinton. Look at Trump's rallies compared to her's. It's interesting because people see crazy amounts of Trump hate and Hillary support online but the question is will that translate into real life voters?

It might just be Canada and all but idk about that, I always see the opposite. Most people I know who support Trump (whether it be thinking Trump's great, or just that Hillary's worse) are the same people who share shitty death grips memes on facebook. It's not everyone, don't get me wrong, but at least where I am and the people I've talked to, they make up most of the fairly few vocal Trump supporters I know. Meanwhile even of the relatively conservative older crowd I talk to or the rural-townie types I talk to think Trump's the worst and don't get how anyone could support him.

Not that that's the case everywhere (Canada'd definitely be a different case than the states, a lot of the things Trump's against don't apply or are very well liked in Canada, and having no actual involvement but being close enough that we'll still be impacted makes it a different scenario for sure), but I really do think Trump's standing in the "I love edgy internet memes" crowd is a lot bigger than people give it credit for.

posted about 8 years ago
#12 Scout/Sniper sensitivities? in TF2 General Discussion
Fireeven tho this is the calculated good zoom sensitivity ratio i doubt a lot of invite people use it since most of them are probably just used to 1.

I always just assume when someone asks for top players' sensitivities that they're asking for a good one to use. Unless you're trying to archive them, but you'd probably try to ask for entire cfgs and just scrape the sensitivities out then.

Most players I've seen don't use that zoom_sensitivity_ratio but that's mostly out of habit for snipers, and not playing sniper for non-snipers. The difference between 0.833 and 0.75 isn't that big (depends on a bunch of things but iirc 16.4 inches/360 on 1920x1080 makes the difference be just a couple pixels when moving across your entire screen), so it shouldn't really matter even at a high level.

For how long this scene's been around though that's relatively new information and most snipers stick with the default 1 (which is supposed to be good for twitch shots when you use the edge of your screen for reference, but idk) or go a bit lower (as low down as 0.5) because they want to be more accurate and are used to essentially having two different sensitivities. It's still a personal preference at the end of the day, but I can't really recommend it to someone who isn't already used to it or specifically wants to. Somewhere around 0.79 is pretty favored for newer snipers though, at least as a starting point until you can actually examine what aspect of aiming you're lacking in.

posted about 8 years ago
#9 Scout/Sniper sensitivities? in TF2 General Discussion

A smaller sensitivity / bigger distance is recommended and common for scout because you want to be accurate, and large distances mean the small inaccuracy in movement is less major. It's a tradeoff between faster twitches and increased accuracy, that's heavily weighted towards accuracy because that's more important for scout and many scouts recommend against twitching entirely. But it's all entirely preference and it's up to you to figure out what your current aiming style would improve more with.

For fov_desired 90 (it's different for every fov_desired but basically everyone uses 90):

zoom_sensitivity_ratio 0.793471413188092380619906740908785437547348780566443970924

Basically just gives you a 1:1 between unscoped and scoped. You'll see a lot of variations on that number (from 0.75 to 0.83333), but that's the actual value.

posted about 8 years ago
#9 "Unknown command: �" upon executing cfg file in Customization

The error message you're talking about is specifically what you get when you have a file encoded as utf8 or unicode with BOM (or some other weird encoding that uses some invisible heading character). Either encode the file as ascii (because your script doesn't need any unicode support), or if you have the option (notepad++) encode it as utf8 without BOM.

Not sure if that's what's causing the issue, it's been a while since I worked with unicode scripts, but iirc it breaks the first line of the file. Assuming your +med alias is on the first line and you didn't space it more, that's most likely why.

Also for the record everyone in this thread, semicolons outside of quotes and at the end of lines is completely acceptable and valid. It can actually be useful because you can copy/paste the script into console without going line-by-line if it ends lines with semicolons. It's not standard practice but it's not what's causing an issue. Semicolons get interpreted by the console first (only after doublequotes) and separate commands, they don't merge in to form weird unique names if you don't space them or anything like that.

posted about 8 years ago
#4 Metal colors. in Customization
XenThePybrooverall is not worth it as there is millions of problems you come across but with some font editing it should be possible, but it will only work 10% of the time and not 90%. Next time please post in http://www.teamfortress.tv/19073/hud-editing-short-questions-quick-answers

To elaborate:
There's no hud animation or anything easy like that. It's not a "normal" thing to do and most hud devs would have no clue how to go about it.

Your easiest bet would be ripping the low health fonts and chat_english definitions and whatnot from magnum hud and make the metal's background change based on those. All you really want is based on number of digits anyway (like part of magnum hud's health) so getting it to work should mostly just be a matter of copying and positioning the right elements properly. Though if you switch resolutions regularly, it may fuck up on other resolutions, and at the end of the day depending on your hud a background color might look awful.

Getting the actual numbers to change color can be made to work with a bit more effort. Again with magnum hud the damage account numbers would give you a good reference, but you would need to manually edit fonts (on top of positioning being a lot harder). And this one is almost guaranteed to break on other resolutions.

I haven't really gone in depth, I don't know how good your hud editing skills are, but those should be some good starting points for what to look into.

posted about 8 years ago
#137 sigafoo's Challenge Cup in TF2 General Discussion
Spamfestdo teams get to ban or keep an item first? also lft utility

Each team bans 2 items, saves 2 items, then bans a third. from: http://sigafoo.tv/cc-rules

Idk how that'll really work, I can just see teams with base-jumper roamers banning gunboats first off, just to fuck up the other team without adding any actual depth to the game. Though on the other hand saves first would mean shit like darwin's all the time too. We'll see how it goes when it happens though.

posted about 8 years ago
#22 My Theory in Off Topic

Back at the Barnyard was created by Steve Oedekerk, the same Steve Oedekerk who created and starred in Kung Pow! Enter the Fist. Moo Nieu, the meadow cow from Kung Pow, is also a male cow with udders.

I always thought that secretly Otis and Moo Nieu are the same cow.

posted about 8 years ago
#7 Valve, TF2 prize money and us in TF2 General Discussion

A year ago everywhere from reddit to the steam discussions thought HL was the best gamemode and 6s players playing 6s was dumb. Some people in those places still think that but for the first time you can actually see pubbers who've never played competitively say that 6s is better and more natural. All the stigma about "6s is just tryhards" or "6s doesn't even use every class how is it tf2" are going away, and those were always the biggest hurdles for appealing to pub players. Viewership's increasing pretty well just by a combo of competitive players being more active in other communities + valve's increased support of competitive.

As for classlimits, I think it might've come from reddit but a 2 class limit on offensive classes and 1 on everything else sounds fair, easy to explain, and isn't really any change from what's been used for years. If the classes were reworked heavily a classlimit of 2 on everything might be possible and make more sense, but currently double engies or double heavies on last (especially since you can just swap classes whenever you want then) sounds like absolute hell.

posted about 8 years ago
#3 freddHUD - a mkHUD fork in Customization

There should be screenshots, but judging from the features/changelog it seems like it'd be more a hud mod for http://www.teamfortress.tv/8247/show-your-hud-modifications than a full hud on its own. Modding huds is fine, but it should go in the thread for it, otherwise we'd have a thousand threads for these things. And using another hud as a base for a full release is fine too (both my huds are actually secretely half-mods of noto, and no one's ever complained about that), but you need to really go huge with it, enough that by the end of it you may as well have made it all yourself (again with my examples, both took over a year of work to release, though I'm not the fastest or most consistent dev).

posted about 8 years ago
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