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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#5 Can't look up in TF2? in Q/A Help

I guess my last post was incorrect, now I'm just getting it randomly.

just in case anyone else has this problem: changing m_customaccel to 1 (enabled) and then disabling it right after again fixes it temporarily for me. i just bound a key to that, and press it when the problem occurs, which so far hasn't been more than once each time i open up the game.

posted about 10 years ago
#3 A more simple process pogo rollout in TF2 General Discussion

this isn't different other than putting the sticky on the wall, correct? if so i don't think calling this version simpler is entirely accurate.

for me personally it's easier to get the right trajectory and speed for the pogo (kaidus rollout) from the ground on battlements the way he does it, while it's easier to do the regular process rollout from the wall.

i also think if you're going to be doing this super fast rollout you probably should do it as perfectly as can be, which is from the ground. as kaidus said you're putting yourself in a vulnerable position, especially as far as their roamer is concerned. not sure of the timing, but if this is a full second slower (it might be) then the roamer could very well get a medium range rocket on you before the pack if they go super quick.

also what's with all the process rollouts? unless it's more practical and consistent than kaidus' it's barely worth "discussing".

posted about 10 years ago
#51 book recommendations in Off Topic

The Fountainhead for a more mainstream paper.

If you want to actually write an interesting paper or whatever your assignment is read Tangled Destinies: Latin America and the United States.

posted about 10 years ago
#131 Taking HUD updates request in Customization
nobelharvardshud crosshair stuff

i wrote a guide on hud crosshairs, long and short of it is that to change the position of a font crosshair use xpos and ypos for big changes and wide and tall for small changes. for an image crosshair wide and tall also change the size, if you cant properly align it with xpos and ypos at your desired size and resolution you might be sotl

posted about 10 years ago
#2 Can't look up in TF2? in Q/A Help

im stuck on a mac at the moment too: ive only been experiencing this problem when i have a cursor in another window, if that makes sense. ie i have a text document open as well, or a website, or whatever, and my cursor is in that window. they recently changed alt+tabbing in tf2 so he should see if hes getting the same thing with the cursor or try windowed/fullscreen (just switch from whichever he's currently using).

posted about 10 years ago
#277 HUD editing: short questions, quick answers in Customization
glissis anyone like SUPER familiar with hudanimations_tf scripting events and wants to spend like 20 minutes helping me out?

I would really appreciate it, add me please!! tyvm

i got ten minutes right now or as much time as you need at 9:30 est, added you

posted about 10 years ago
#3028 Show your HUD modifications! in Customization
AmirBnkHey, Nice hud and all. But just wanted to let you know about some "missing textures" thingy in the simple version of the HUD

whoops im an idiot. updated original post download link.

posted about 10 years ago
#3022 Show your HUD modifications! in Customization

I finished the Quake Live hud I was working on. Please read the pastebin before downloading if you want to use it. Sorry for posting this here but it's explained in the pastebin. also there are already a million quake huds so it probably doesn't deserve its own thread. MVM is the only thing that isn't fully supported (or might not be, haven't checked).

Screenshots
Pastebin
Download Link

EDIT:
updated download link cuz im an idiot.

simple version

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

quake live default version

http://i.imgur.com/T90Liz1.png

posted about 10 years ago
#83 desktop background thread in Off Topic

for my laptop, can't find a high-resolution version unfortunately

http://i.imgur.com/6WFGrpI.jpg

posted about 10 years ago
#247 HUD editing: short questions, quick answers in Customization
glissI just want to do this

if i understand right you used the .vtf to replace the health cross/bonus health cross?

if so that won't work, tf2 uses the same vtf and just colors it differently.

instead do this:

    [li]open up hudplayerhealth.res and make three elements with your vtfs: [list]
    [li]one normal face with alpha set to 255
    [li]one hurt face with alpha 0
    [li]one buffed face with alpha 0.[/list]
    [li]go into hud_animations_tf.tx and animate the hurt image to change alpha to 255 when low, and same for buff.
    [li]make sure your buffed and hurt elements have a higher zpos than your normal one.

hope this made sense, pm me or add me on steam if i did a shitty job explaining. or give me the vtfs and ill do it for you.

posted about 10 years ago
#2977 Show your HUD modifications! in Customization

I like the health and 3d model, ditto with the ammo and the slash. This is the first hud where I haven't minded the health and ammo being different sizes. Nice font, too, really like the "1". Which font is it?

As for actual criticism: I would move the killfeed down a little bit, right now it's overlapping the show_fps thing as in your screenshot. I'm not sure what the purpose of that background is below the health and ammo (the grey one), maybe killstreak stuff? I personally think it doesn't add much other than visual clutter, I think you could probably put it as a background in the killstreak res file instead so it's not always visible if you're set on the idea.

I also don't much like the low/buff colors. I personally prefer red and blue as low and buffed but those shades are pretty close to team-colored so it just seems confusing (to me).

posted about 10 years ago
#2951 Show your HUD modifications! in Customization

Still working on the quake live default hud. Probably won't ever be something I use myself but playing with the vtfs is fun. Anyone have any ideas on how to make the team colored sections less distracting?

http://i.imgur.com/ri4bzKC.png

http://i.imgur.com/mDBH5hI.png

posted about 10 years ago
#607 How to Get to In-Game Comp Lobbies in TF2 General Discussion
TurinWell Counterstrike and DoTA were both mods so what you're saying doesn't really matter.

I don't understand how that invalidates my argument. I was saying that video games are modified and change forms all the time, so when people say shit like "competitive tf2 is too different from public tf2 to be supported by valve" I think they're wrong. Video games change all the fucking time; all valve does is try to monetize mods of popular games. Aka both of those titles that you just mentioned.

Valve doesn't even need to support us, they just need to work with us. If they just gave community members the means to get items accepted in-game more quickly (ToTH item took way too long for such a big event) or even just put competitive posts on the blog instead of the news tab that would be HUGE. We could raise our own revenue off in-game items and get a bigger player-base from in-game notifications. They could even just change the little things, like not changing steam ids (and breaking logs) the day before i52, not change sticky bomb mechanics a week before ESEA lan (this was changed back but almost certainly not because of lan). They could make us very happy with virtually nothing and potentially see big returns, it's so stupid.

posted about 10 years ago
#33 vabeHUD in Customization

anyone have a pastebin with what you need to echo to get the lightning in console? the ascii or whatever

posted about 10 years ago
#600 How to Get to In-Game Comp Lobbies in TF2 General Discussion

The really ironic thing is that the Team Fortress series started off as a fucking mod itself. You'd think the game's developers (more like "maintainers" now) would be more open to a modification of their game, especially when it's as simple and easy to implement as class limits and weapon bans (arguably smaller map pool/game types as well).

posted about 10 years ago
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