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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#13 WTF happened to my friends TF2 in Customization

It's definitely clean tf2. That's exactly how it looks like (note how some props don't have flat materials so you know it's not a lod thing, or how that soldier's burning hat's fire particles looked) and that's exactly the same error message spew you get from using it (from using a basic shader to both get rid of lighting and to increase fps, which also doesn't support a lot of the fancy stuff more advanced shaders use, fortunately only giving off errors).

It unfortunately won't work in sv_pure anymore, but I mean there's no harm in using it for when you do run into sv_pure 0 servers.

posted about 9 years ago
#2 ToonHUD Modifications in Customization

https://teamfortress.tv/thread/8247/show-your-hud-modifications
?

posted about 9 years ago
#3 dynamic crosshair possible? in Customization

There's no way to get it flawlessly on any server.
You could script your m1 to change the crosshair size for the ingame crosshair, but you'd need the wait command for it.
You could also script your m1 to fire a custom animation that changes the size of a hud crosshair, but you'd need sv_cheats for that, so that's even less likely.

You can come close though:
Script your m1 to change the crosshair size while you're holding it down, and then go back to the normal size when you release m1.
Use the animation "damagedplayer" to change the size of a hud crosshair whenever you hit someone, though shooting but not hitting anyone will not get animated and projectile classes + pyro it just won't work at all.

posted about 9 years ago
#1157 HUD editing: short questions, quick answers in Customization
DisquseHey guys. What is this mod name? I mean about health-bar:
http://i.imgur.com/vsQ7cwp.png

https://teamfortress.tv/thread/17560/statusspec
It won't work ingame.

posted about 9 years ago
#1125 HUD editing: short questions, quick answers in Customization
AffanHi,

Can anyone please please help me with this? I am using Min Hud.

http://imgur.com/a/r46fq

Many thanks.

It's not set up for 2560x1080. The problem isn't on your end, it's the hud itself.

You'd pretty much either need to look up a guide ( http://doodlesstuff.com/?tutorial=tf2hud&page=preface with its resource list would probably be good) and move the xpos of whatever misaligned elements there is yourself, or just try another hud and see if that helps any.

posted about 9 years ago
#81 Transparent Viewmodels in any HUD in Customization
x_NINJA_Is it possible to have a bind to enable and/or disable these?
I don't understand how this works very well, so I wouldn't be able to come up with something myself. I have a shitty potato Mac (because my PC laptop is broken), so on certain maps it's laggy. I really like the way it look, so I was wondering if anyone could come up with a solution for me, or link me to a solution you know of.
"visible_minmode" "0"
"enabled_minmode" "0"
"image_minmode" "null"

Adding this to TransparentViewmodelMask should let you toggle it, assuming your hud doesn't change in different minmode settings already.

There's also the achievement tracker option if your hud does use different minmode settings, but I'm not sure how that'd work with what's loaded and whatnot so that option might end up resulting in the same lag.

posted about 9 years ago
#218 Prism HUD & Clean TF2 in Customization
stabbyHm...so would a fix be possible then?

I really find it ruins the mod for me :(

As for DR fix...erm, how please? :}

The only real fix afaik would be gpu tweaks (bonafide did a bunch of work and got some examples earlier, but then again you could just lod bias it. Also been roughly looking into shader mods which from what I've been told would need to be from external dll's and that's dabbling into VAC territory so I haven't really tried it). Since vmt's were patched to completely reload before joining a server, using that's gone, and that's really all I had beforehand. In the mean time, I don't think it'd be possible.

https://www.dropbox.com/s/o6jhyoecl9zjh6f/__dr_cloak_fix.vpk?dl=1
This vpk should work as a fix for the DR in the mean time. It's just the default vmt packed into a vpk. I didn't test it though, so if you run into any errors then tell me.

posted about 9 years ago
#216 Prism HUD & Clean TF2 in Customization
stabbyPart of the time it works perfectly, but sometimes on loading a map a pattern of crosshatched lined appears upon all the textures.

Does anyone else experience this? Any ideas for a fix?

PS
The models mod prevents the spy's cloaked viewmodel from being transparent, so there's no way to tell if your DR has been proc'd :(

It's because of the size of the images. They're 4x4 instead of the original size, and that transfers down onto world textures so on sv_pure 2 it makes the original texture over a hundred times smaller. I personally don't mind it (I see it as more of a feature than a bug actually), and obviously this really cuts down on filesize too, so I'm keeping it.

You could use a different flat textures mod that'll just go back to the default textures on sv_pure because it doesn't change texture sizes any.

As for the spy cloaking, you could disable it for the dead ringer by just overriding it with the dead ringer's unmodded textures. I'm not a spy so I never even thought of the issue :P

posted about 9 years ago
#212 Prism HUD & Clean TF2 in Customization
stabbyWhich file is "model removals"?

Sorry for the necro ;/

_Currently only _prop_removal and _duck_removal, though I've got some plans for some more stuff.

It ain't a necro if it's a release thread.

posted about 9 years ago
#210 Prism HUD & Clean TF2 in Customization
STOGENoFapSTOGEDoes anyone know exactly what still does work from Clean TF2? Everything.It's been completely broken for me since the March 18th update, next to nothing works for me.

About 90% of the pack was vmt based, where preloading was removed and now they only work on sv_pure 0.

I've got an idea in mind for how to fix the unlits, but implementing it is either out of my ability or just plainly impossible. Particle removals could also probably be moved into particles, but whether they work in sv_pure 2 or not depends on the particle file they're in and a fair bit still wouldn't be possible without preloading.

The model removals, _surface_properties, door_fix, and FLAT all still work just fine in sv_pure 2 (with preloading for the model removals).

posted about 9 years ago
#68 Transparent Viewmodels in any HUD in Customization
DracyoshiSorry for the bump, but I can't figure out any solutions for this following issue: There seems to be a consistent and subtle blur at all times.
The translucent viewmodels seem to work perfectly fine on every map with no issues.

I have no performance configs and most settings remain un-modified from vanilla TF2. The following is in my autoexec.cfg:mat_motion_blur_enabled 1
mat_motion_blur_strength 0
mat_disable_bloom
mat_hdr_level 0
mat_colcorrection_disableentities 1
mat_colorcorrection 0
glow_outline_effect_enable 0
The blur, as I said, is pretty subtle. It becomes more intense if I make the viewmodels more translucent by modifying the .vtf. Here is a zoomed comparison with the roof of pl_barnblitz with anti-aliasing disabled:
http://i.imgur.com/a3vCatP.png

and here is an album to flip between the full images: http://imgur.com/a/vpgQt#1
...as I said, it is subtle. It is most visible on the crates and chainlink.

As far as I know, refracts will always add a 1-0.5px blur, even with no distortion and with blur set to 0.0. Since it is translucent though, it ends up being even more subtle than that.

Unless someone's got another console command that'll fix it, I'm pretty sure it's just something you'd have to live with. You can, as you sorta said, make the viewmodel more opaque to get less of a blur, but that's not really a full solution.

posted about 9 years ago
#3695 Show your HUD modifications! in Customization

../ in directories means 'up one from where you are.' So that'd be materials/hud/misc_ammo_area_blue, because the default directory for files is materials/vgui/ .

posted about 9 years ago
#75 Highschool stories in Off Topic

I walked into the bathroom once to see a friend of mine standing an inch outside the stall of a guy loudly masturbating, waiting for the dude to finish and open the door and see him smiling there.

Same friend stole a phone once and found it full of family guy porn.

Null_walked into the lavatory to find two boys masturbating in the same stall
they said their dicks never touched

What's the point of it then?

posted about 9 years ago
#23 Staff changes, Friday bans in News
botmodebetter example
if I want to learn how to play guitar and I have internet access and my sister (who I live with) owns a guitar
does that mean I will learn how to play the guitar?

There is a big difference between having to put in hundreds of your own hours improving at something without ever getting any detailed exact feedback, and being approached with the exact signs of you hacking that can be as easy to fix as just not doing something.

posted about 9 years ago
#934 HUD editing: short questions, quick answers in Customization
MrMinoritythis has plagued me for like the past month or so
http://i.imgur.com/Jzh2fgF.jpg
I have no idea whats making the team colored portion pink and have tried everything to fix it. I'm 99% sure it's something wrong with my hud because using the stock hud fixes it and if I try copy and pasting a spectatortournament.res from another hud it moves all the elements around but the team colored bits stay pink.

here's a dl link for anyone who wants to poke around themselves: boop

Your clientscheme_colors.res overrides the borders that control that coloring, and they do that with an image. But you're missing that image from your hud and what you're seeing is a missing texture.

TFFatLineBorderRedBG //Spectator team color
		{
			...
			"image" "replay/thumbnails/hp/teamRed2"
			...
		}
		TFFatLineBorderBlueBG //Spectator team color
		{
			...
			"image" "replay/thumbnails/hp/teamBlu2"
			...
		}

Either you need to change those, or make those images a thing.

posted about 9 years ago
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