wareya
Account Details
SteamID64 76561198009358827
SteamID3 [U:1:49093099]
SteamID32 STEAM_0:1:24546549
Country United States
Signed Up August 23, 2012
Last Posted April 22, 2020 at 6:24 PM
Posts 2041 (0.5 per day)
Game Settings
In-game Sensitivity 9 in./360 plus accel
Windows Sensitivity 6
Raw Input 1
DPI
1600
Resolution
1680x1050
Refresh Rate
250fps/60hz
Hardware Peripherals
Mouse Razer Deathadder
Keyboard Quickfire TK Green
Mousepad Generic
Headphones Generic
Monitor Generic
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#12 who likes helvetica in Customization

i would like to see what a verdana version looks like

posted about 10 years ago
#13 what deo do you run in Off Topic

I don't.

posted about 10 years ago
#48 cp_derecho (5CP) in Map Discussion

clips and stuff
The outside trim's bad clipping extends all the way along it it seems
https://dl.dropboxusercontent.com/u/1811521/trim2.jpg

You can stand on these places too
https://dl.dropboxusercontent.com/u/1811521/clips.jpg (the slope is walkable)
https://dl.dropboxusercontent.com/u/1811521/sign.jpg really shitty one because it's on a primary choke

you can put stickies through these and the explosion goes right through them
https://dl.dropboxusercontent.com/u/1811521/bombs.jpg

pls revive this map and fix things like having 1:1 ramps in some places. I (personally) like it more than sunshine and want to play it outside of map tests :(

posted about 10 years ago
#6 TF2 Hud Fonts in Customization

Acme (I really really really really really like this one)
Russo One
Kreon
Bubblegum Sans
Archivo Narrow
Source Sans Pro
Passion One

you can get them all off google fonts

posted about 10 years ago
#4 TF2 Radeon Pro in Customization

If you're using global settings, you need to "save" them after modifying in the lower left corner of the window. For profiles, though, saving settings is not needed, apparently. Also, settings only apply when you launch TF2; so, you need to configure whatever you're overriding or injecting, save it (if you're not on a profile), and then launch tf2 once you're done.

I use it for the SMAA injector, which is delicious. It looks better than MSAA, which doesn't seem to work right all the time in TF2, failing on certain things like some floor-wall edges.

posted about 10 years ago
#13 is steam down? in Off Topic

I was using steam fine chatting with people etc then I went to restart it because something broke and I can't log in. GG valve managed to break login but nothing else.

posted about 10 years ago
#7 cover song please listen :) in Off Topic

whered your where do my bluebirds fly cover go ;-;

posted about 10 years ago
#15 Update 12/6/13 in TF2 General Discussion

then they fixed a single cause of it, but not the bug itself.

posted about 10 years ago
#40 The Keyboard Thread (last updated Sep. 24, 2013) in Hardware

What other mechanical keyboard models (and I'm looking for cherry browns) than the quickfire TK have an integrated numpad/arrows/navigation area? It's the layout I'm looking to get in particular, but I want to make sure there aren't others out there, and it's not the easiest layout to search for in places.

posted about 10 years ago
#10 Selling a gently used mechanical keyboard in Hardware

Your asking price is too close to the market value of a new one :/
You should give some reason for people to be confident in the quality (pictures, key test) if you're gonna go significantly above 50% w/ asking value for something still being manufactured

posted about 10 years ago
#12 cp_limited in Map Discussion

a3
https://dl.dropboxusercontent.com/u/1811521/cp_limited_a3.7z
- Fixed blu spawns being mostly underground (so there's 12 spawn points now)
- added more signs signs SIGNS
- changed some pickups mostly according to feedback
- raise C base captime from 7 to 9 seconds
- raised skybox on C
- made C under a little less cramped (smaller ceiling bars) and made the roof look more like it's clipped off
- Lowered respawn times for both teams from 10-20 seconds to 7.5-15 seconds
- Added some dev lights (they're really ugly but please ignore that thank you)
- Made the setupgates glass brushes (I'll make them larger and models later)
- Raised part of the ground on C in one of the corners, might make a good sentry position because it can see on top of the point more easily
- Playerclipped the edges of the hole in the roof on B so the edges of the metal on the wood don't act like stairs (the hole and its size are still the same)
- Increased the long A connector's sightlineyness
- Widened a door between A and C (the lower and outermost one)
- Increased the sightlineyness from said door to the A long connector
- temporarily disabled the spawn<->C connector to see if it makes winning harder
- removed the teleported nobuild in the blue spawn area

posted about 10 years ago
#82 About cl_interp and hit registeration in TF2 General Discussion

the interp that the game uses is whichever of cl_interp and cl_interp_ratio is higher. So what could cause your problem TJ is if you have a cl_interp_ratio above 1 (so it overrides cl_interp) or if you have an updaterate of 30 instead of 66 (good possibility)

posted about 10 years ago
#77 About cl_interp and hit registeration in TF2 General Discussion

cl_interp_ratio isn't a factor for cl_interp. It's a factor for 1/cl_updaterate.

posted about 10 years ago
#74 About cl_interp and hit registeration in TF2 General Discussion
net_graph is showing the same values for both 66 and 67

Are you sure you removed the rate max? (set sv_maxupdaterate 67) Because it absolutely isn't doing that for me. 66 is showing 66.7~ and 67 is showing 67.7. Actually, any value above 66.667~ exactly is showing 67.7, regardless of anything that I do. So that's another implication that the rates really can't exceed the game's tickrate.

posted about 10 years ago
#72 About cl_interp and hit registeration in TF2 General Discussion

Except that I've said that at several times during the course of the argument and you fail to understand that I'm arguing about this:

SetsulTF2 runs at 66.67 tickrate, not 66, which equals 15ms or 1/66.67ths of a second between messages. IF you use 66 rates a server will send you all snapshots, which is one every 15ms, not one every 15.2ms. That means that any ping jitter <0.2ms won't cause extrapolation.
It's a minor sideeffect.

This is a major point of your argument that cl_interp_ratio 1 is no worse than 1.2 and it's absolutely incorrect. I'm not arguing about the game's tickrate. It's 200 per 3 seconds. It's 66.667~. It's ~67.5 divided by 101% which is ~66.67. If you were paying attention to the content of my arguments at all you would notice that I understand this game does run at a ~66.667 tickrate. It's you who fails to understand what I'm trying to say.

posted about 10 years ago
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