komorebi
Account Details
SteamID64 76561198048238506
SteamID3 [U:1:87972778]
SteamID32 STEAM_0:0:43986389
Country Pirate
Signed Up November 2, 2012
Last Posted July 10, 2016 at 12:18 AM
Posts 932 (0.2 per day)
Game Settings
In-game Sensitivity 4
Windows Sensitivity 4/11
Raw Input 1
DPI
1800
Resolution
1280 x 800
Refresh Rate
60 hz
Hardware Peripherals
Mouse Zowie FK
Keyboard  
Mousepad SteelSeries Qck+
Headphones  
Monitor  
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#20 internet in Hardware

http://www.speedtest.net/result/4144305219.png

I'm in Córdoba so the distance to Sevilla is actually 88 miles according to Google (meaning the thing on the bottom is wrong).

posted about 9 years ago
#9 TF2 Feature Requests and Bug Fixes in TF2 General Discussion

First off: if any Valve employees are reading this thread, I'd like to say thanks for everything you guys HAVE done, we really do appreciate it. That said, these are some things that I personally would love to see happen, in order of ease of implementation (in my opinion).

  • Add a console command, similar to the one for damage spread, that makes pipes have uniform rotation.
  • Add a new form of mouse accel that isn't dependent on fps.
  • Standardize commands to filter lightmaps, as well as further optimization for frames. A couple new console commands intended to help performance would be much appreciated, I have no technical skill to say if this is possible/a waste of time though.
  • Blog posts instead of news posts for international or big lans, one for each ESEA lan would be appreciated but it's understandable if that isn't doable.
  • Following up on the last bullet point: give comp.tf the publicity and recognition that the official tf2 wiki has recieved: in-game medals and a blog post asking for volunteers, as well as linking to the event page during LANs.
  • Create a position for a trusted competitive community member as an official correspondent to Valve. This person wouldn't be a valve employee by any means, nor would they receive a paycheck (although if you wanted to "hire" somebody you wouldn't see me complaining). Their purpose would be to serve as an official line of communication to the TF2 team. Ideally this community member would organize events in the community such as pick/ban pugs or different formats to give back weapon data, if that is still something you, Valve, are interested in.
  • Add 6v6 and 9v9 community servers (TF2center, EU pickups, etc.) as "beta" gamemodes in the Quickplay menu. Simply have it scan for servers running a competitive config (this is something we as a community should make: an official config with the same whitelist/class limits/time limit etc. for all public PUG services. Maybe we should consider pugging with a more open whitelist?). In the future this could potentially lead to matchmaking. If it does, one potential way for Valve to profit would be to make people need to have a little ticket, similar to MVM, to enter the lobby, and have people on the winning team recieve random item drops, again in the vein of MVM. I believe that the tried and trusted formula has the potential to work wonders with a community this driven and unified.
posted about 9 years ago
#513 post your desktop in Off Topic

Very quickly done but here's one if you'd like. Wasn't sure what resolution these usually are so i made two.

http://i.imgur.com/SP6bpm1.png

link to both

posted about 9 years ago
#3 HUD Crosshair in Customization

Hud Crosshair Guide.

Ctrl+f for "toggling"

There are two ways to toggle a hud crosshair on or off with no game stutter, one of which is instant, and then another way to toggle a crosshair on or off based on class. Post back or add me if you're still confused after the guide.

posted about 9 years ago
#3 HUD affects text batching in Q/A Help

The only thing I can think of is delta_lifetime, which controls how long the damage text stays on your screen in seconds. Try messing with that value, to my knowledge there isn't any other hud value that could be changing batching, and I'm not even sure delta_lifetime does.

posted about 9 years ago
#21 tf2 pov youtube channel in Videos

will do ungodly things for clockwork pov demos + comms.

posted about 9 years ago
#63 Transparent Viewmodels in any HUD in Customization
Honster-snip-

Thanks for linking me that, updated original post. As for dark transparent overlay: I've never seen that, my guess from your post is that it involves newer weapons using different textures that aren't rendered transparent through this method. I have no real factual theory though.

posted about 9 years ago
#38 Site Updates in Site Discussion

Maybe you're already aware but the auto-generated threads from etf2l seem to be missing any text that used bbcode (I think?).

http://i.imgur.com/Rq8t6Gv.png

http://i.imgur.com/FuK116h.png

posted about 9 years ago
#19 RInput in TF2 General Discussion

downpour's just still salty about how badly he got shit on by wareya.

posted about 9 years ago
#811 HUD editing: short questions, quick answers in Customization
Kond3PHow do I add this self made crosshair to an existing crosshair font file?
https://drive.google.com/file/d/0B62xGZ-oa3MDUU1ZR0lIX1VpMWc/view?usp=sharing

Hud Crosshair Guide

Ctrl+f for "creating your own crosshairs". Google will need to be your friend as far as far as converting it to a vector graphic and font creation though. Are you planning on having it flash upon damage or otherwise be animated? If not I'd suggest making it a custom .vtf, they're superior as a crosshair in several ways (better scaling based on resolution, can be toggled in an additional way, easier to size and generally easier to align if you make it correctly for your desired resolution). Any other crosshair concerns should be covered in the guide. If not, feel free to post in that thread or add me on steam.

DivineVisionhttp://imgur.com/HU6AEkb
how would i go about aligning the health crosses, making them symmetrical with each other?

That's probably very close to the best you're going to get honestly. However, if you still want to mess with it, the file is custom/ *file name* /resource/ui/HudPlayerHealth.res and the crosses are going to be called "PlayerStatusHealthImage" (the white cross that changes color/size based on health), "PlayerStatusHealthImageBG" (the darker background one), and one other that will be named similarly (the team colored one) and hopefully right above/below the other two. Mess with ypos, or, failing that, you can change the wide and tall of each one and then adjust ypos if you'd like.

posted about 9 years ago
#114 The demoman nerf: a semi-statistical analysis in TF2 General Discussion
marmadukeGRYLLSkomorebistuffdoes it matter what valve's intentions were? the effect of it is more aggressive tf2 and lighter punishment for simply trying to hit W without an uber on you.

I'm glad it's had a positive impact on 6s, if it has (I'm not in a position to say whether it has or hasn't), but, (call me a pessimist) I'm still worried about the implications of valve fucking with 6s inadvertently through their attempts to balance pubs or MVM. I suppose it's better than them not trying to balance weapons at all but if they keep messing with 6s in a manner that seems almost accidental it's hard to imagine a truly positive future, especially given their recent trend of changing long-standing, even "ancient", parts of the game.

posted about 9 years ago
#105 The demoman nerf: a semi-statistical analysis in TF2 General Discussion
marmadukeGRYLLSkomorebi Still don't understand why they didn't just change the clip size...
because those first 3 stickies that hit a team walking through choke are the ones that shut down a push

I agree. My point was just that it seems unlikely to me that Valve balanced around anything other than pubs, MVM, or possibly this new mannpower shit, and for all of those a clip reduction makes more sense to me. Idk but if my shitty ass doesn't even really notice the radius reduction when playing against pubbers then it didn't really change what Valve wanted it to.

posted about 9 years ago
#92 The demoman nerf: a semi-statistical analysis in TF2 General Discussion

Stupidest part for me personally is that demo is still really powerful in pubs. The radius doesn't affect much when you're playing people who move in straight lines/sentry nests/heavies, and those who know how to dodge weren't ever complaining about demo's dominance in public servers anyways. Still don't understand why they didn't just change the clip size...

posted about 9 years ago
#13 zhud in Customization

Really liking the feel of this hud! Maybe consider adding an optional extra HudPlayerHealth.res with cross style health like broeselhud does.

posted about 9 years ago
#3500 Show your HUD modifications! in Customization
_KermitI forgot that I had this edit lying around, it's an edit of CBHUD (?), or at least from something Colly made a while ago. Thanks to a discovery by Qualx, I used a meter that's not really used much to create (with a lot of help from Qualx) a new take on uber meters. Sadly this doesn't work for any of the other meters like cloak or jaraate etc.
http://imgur.com/a/8c3bX

This is dope, any chance you're willing to share the file or explain how this is accomplished?

posted about 9 years ago
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