yttrium
Account Details
SteamID64 76561197994749697
SteamID3 [U:1:34483969]
SteamID32 STEAM_0:1:17241984
Country United States
Signed Up April 1, 2014
Last Posted July 5, 2024 at 6:46 PM
Posts 2137 (0.5 per day)
Game Settings
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse Logitech MX Master
Keyboard Ducky 9008G2 Pro Limited Edition (PBT, MX Greens)
Mousepad Razer Sphex
Headphones Philips SHP9500
Monitor HP L1925 (vert), BenQ XL2420Z, Apple Monitor II
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#52 Can't stop raging. in TF2 General Discussion
AndKennethI'm a mod of TF2Center, so we are looking at this thread... it gives quite the insight into how people view our site and how we look at managing it.

You need a report system that's a little more varied. For example, report for being bad, report for leaving, report for never showing, gentle report just to get a new player (tech issues being communicated via mumble), report for harassment. These kinds of reports should be tallied in the profile. Leaving should count as ragequit. Never showing should be reliability. Being bad should be its own system that shows flags once this happens too often from multiple reports in multiple games, so players can tell if someone is just going to fuck around. Gentle reports shouldn't be able to be executed by players ingame, but rather by the actual person themselves (targeting themselves) from the lobby webpage. That way, if they can't get into TF2 or something else is going on, they can immediately request a sub with no penalty to themselves (tech issues are bound to crop up).

posted about 10 years ago
#51 Can't stop raging. in TF2 General Discussion

I just want to tag on with my personal experience that happened a few days ago.

I was in an NA HL lobby, it was on Viaduct. I played Medic and was rolling kritz. I pushed up to mid with my team (via comms) and kritzed the demo, who was in mumble along with everyone else, but wasn't talking. Instead of spamming out the enemy combo that was holding behind rock along with all of the rest of their teammates (blatantly stupid), the demo focused on the engie that was wrenching (and missing every shot, mind) close up. The entire kritz was wasted because the demo spammed at his feet and tried to kill the engie, missing every time. Of course, I called out the demo for it in mumble, but I wasn't overly aggressive. Everyone else saw and started name calling and other immature shit.

By the time we respawned (the demo ended up getting the engie at the very end of the kritz, but blew himself up with the same sticky), obviously we were needed by our team. The demo was trying to type in chat and apologize rather that hop on mic. Obviously he was a little frustrated. We lost the first round, so then round 2 begins.

Straight out of the gate, everyone attacks the demo in mumble and forces him to switch to heavy so a more experienced player can hop to demo. Fine by me, okay. But now the heavy stands outside spawn typing to us and trying to attack back, or defend himself, or whatever, rather than sucking it up and going back to playing the game. He also called us out for tryharding in a lobby, apparently. I guess not wanting to lose is tryharding. Anyway, eventually the team kicks the heavy off to engie by the end of the game, and we get a new heavy. Near the very end of the game, we hear crying on comms but we can't figure out who it is.

After the game, Center dumps everyone from the game into the same mumble channel and we say our GGs... But then the demo/heavy/engie starts speaking up. She had been crying on comms during the tail end and I really felt bad, so I apologized and left, not wanting to deal with the possible shitstorm.

Apparently the rest of the players all ganged up on her (even the one other girl in the match) and bullied her for playing poorly (demo is apparently her worst class and she was lobbying to get better), being a sore loser (wat), etc. It really took a toll on her. She added me to friends later that evening (like, 6 hours later; I was in the middle of a cast at the time) and we talked a lot about what happened. Apparently talking it out with her (supporting her, etc; I of course apologized because I'm not a dick) made her feel a lot better afterward, so that was nice.

It absolutely sickens me how hostile and immature the Center community is. I'm not really sure what's causing it to get so bad, but it's leading me to drift from doing lobbies to doing pugs and scrims. It's gotten worse than pubs. Sure, the OP's rant seems like a day gone bad and things are being exaggerated and whatnot, but I know what I saw and Center is beginning to sicken me.

posted about 10 years ago
#736 yahud in Customization

Here's a test demo for you, whayay. Starts around wave 4/6 and lasts awhile. The only thing it doesn't show is sapper and med shield recharge bars.

EDIT: Wow I'm silly and didn't link it, here: https://www.dropbox.com/s/smsauy0vtajj79s/mvmtest.dem

posted about 10 years ago
#728 yahud in Customization

Hey, is it just me or with the new flhud can you not see a medic's uber percentage as a Spy with the disguise kit? Also, can the scrollwheel weapon switch weapon showing be available as an option? I don't like being unable to see the weapon I'm switching to. I think you made this change within the past few days but I can't find the exact commit.

Also it appears that the tournament mode ready up symbols on the top aren't actually center aligned to the circle. I think the X is off by 3 or 4 pixels to the left. Might just be my resolution, 1600x900.

posted about 10 years ago
#704 yahud in Customization

The placement of the KOTH timers is much better now, but maybe this is just me being upset that I have to remake my leaderboard for this new version, but I'd kinda like there to be some possible way for me to regain the old KOTH timers from the old FLV version. Which file has them in it, and would it be possible to make some kind of hybrid? Or maybe I could completely use the old spec HUD, since other things like advspec don't look right with the new one.

posted about 10 years ago
#701 yahud in Customization
whayayyttrium...Could you explain the bug? I can't find any issues when I equip my sapper.

In the loadout menu, while you can left click and drag the player model to rotate, you can also right click and drag to zoom in/out and middle click and drag to reposition. Something tells me that isn't intended.

posted about 10 years ago
#695 yahud in Customization
whayay* no2: Do you mean the class selection menu? Or the actual loadout menu where you swap out your presets?

Loadout. I mean circles behind items rather than the current rectangle, at least on the main loadout page and not the backpack selection.

whayay* no3: I like your suggestions, but I think the spy menu is fine to be honest. I don't find the numbers to be particularly small.

It's up to you in the end. Maybe I just need to play more with it.

whayay* no4: I've been thinking about doing icons, especially for the class selection and I made some in FontForge (which is a pain).
I will definitely consider adding in icons if you make some, but they would probably have to be in font form, so that I can also use the for the class selection. I am still undecided on this whole thing.

Not quite sure how to translate my vectors into physical icons, so I'm not sure how reliable I'd be for that. I could make bitmaps though.

whayay* no5: I had to move the KOTH timers, since they were clipping with the new winpanel. I'm not sure what you mean with the standard round timer, could you clarify?

By standard round timer I mean the single timer that appears in modes like 5CP. How does the KOTH timer clip with the new win panel? The _only_ thing that should be at the top of the screen there is the timer.

Also I found a bug. Hello pretty sapper. :3
http://puu.sh/8Bk5t.png

posted about 10 years ago
#113 Spec Tools in Projects
GentlemanJonSticky!
I should point out the intended use is for casters so they don't miss it and say "Oh, Kritz!" after 4 players are killed by the first sticky, and they can give the big kritz pop it's proper build up so the need for formatting niceties wasn't really a design consideration beyond the ability to make it bright green roughly in the middle of the screen.

Also, forum sticky \o/

Sticky woohoo!

I just wish a few aspects could be customized:

  • Duration, it only appears for what, two seconds? It needs to be like 6 so I don't miss it in case I was paying attention to something else.
  • Font size! For some reason, maybe it's just my resolution but it looks tiny to me. Very easy to miss.
posted about 10 years ago
#692 yahud in Customization

As for feedback on flvhud:

  • Adore the spectator UI. The soft circles remind me of Google's Holo Card design style.
  • Why not use those same circles for the backdrop for class loadouts? As it is, the current loadout screen feels like it's going for a hackeresque minimalist approach merged with something modern. Could definitely use a touchup and I think that might do it.
  • The numbers in the spy menu are far too small. I think increasing the size of the circles and numbers would drastically help. It might even be cool to have the bottom of the circle protrude from the white background, like so: http://puu.sh/8BfmI.png (open this in an image editor or use Firefox, since it has a transparent background)
  • Speaking of which, having class icons instead of portraits on the disguise menu might help clean it up, too, especially if they were flat. I could come up with a nice set of themed icons if you'd like.
  • I feel like the round timers should still be center aligned. In order to be optimal for my current spectating layout/scoreboard/overlay, it would be best for the koth timers to be exactly as they used to be on flv, and for the standard round timer to fill the same region as the two koth timers, with a bunch of extra gray space to the left and right to make up for it. How easy would this be to implement?
posted about 10 years ago
#690 yahud in Customization
blueeAs a small note to other HUD makers that want a custom style, this was done as a one-off for TotH; the lack of updates from me has been because I'm trying to find a way to avoid adding more crap to this file.

I'm not a C++ dev but I know a fair bit of C. Looking at that, wouldn't it be simple to literally just scrap the entire damned thing for only one draw method and then just have properties of it be filled in via parameters, which could be defined by configs/commands/cvars? I mean, it would be quite a refactor, but wouldn't it be better in the end?

Also dear god is the flvhud advspec version horrendous. I mean, it looks great and I'm really glad it's there. I don't at all mean your work isn't appreciated; seriously, good going dude. For what it was meant to do, it functions fantastically. But not only is your warning about it not scaling well for other HUDs important... It doesn't scale for anything outside of the original setup. If TF2's resolution isn't 1080p, not only does it not scale with the rest of the UI correctly, but even the goddamn offset cvars are off. For example, I'm at 1600x900. When I set advspec_medic_info_offset_y 17, it actually offsets by about 25 pixels. I guess I'll just use it in the bottom left of the screen rather than try to integrate it with my player list.

posted about 10 years ago
#21 TF2 Did You Know in TF2 General Discussion
MasterKuniEngineer repair node was removed from final game because it made buildings too difficult to destroy and slowed the game down, but they still added the wrangler?

Keep in mind that repair nodes could stack over allied buildings and multiple repair nodes could repair each other. Also, an engineer didn't have to stand by his buildings in order for them to heal, like he practically has to do in combination with the Wrangler. Also also, the Wrangler only applies to his sentry, and not all buildings at once.

Additionally, it actually was intended to replace the Dispenser or Teleporter. The real reason this was removed (besides being imbalanced) isn't actually mentioned in the video, and it reeks (in a good way) of Valve playtesting. They felt that replacing the dispenser or teleporter (the two most important buildings) with a building that literally only aided allied Engie buildings was incredibly selfish of the Engies involved, and led the rest of their team to not view them as team players (not having a dispenser for ammo or teleporters to get to the field faster is a death sentence in most cases).

posted about 10 years ago
#110 Spec Tools in Projects

Made a video showcasing AdvSpec and my leaderboard, but mostly showcasing SpecTools. Enjoy!

http://www.youtube.com/watch?v=OO24V0xwP1c

posted about 10 years ago
#109 Spec Tools in Projects
DougyttriumMaybe even show a notification for when a player has left spawn as a new class.Holy shit, that would be fabulous. Is it possible to show a notification when this or a medic with kritz happen?

SpecTools actually notifies you of medigun changes already, but it's very rudimentary. It was added in the latest update, and can't be customized too much. It's basically a text popup and you can tell where it should appear (mostly; you can't center it so you have to guess and based on the name it gets misaligned) but you can't change the text size or type or anything like that. If Suyo manages to make his own spec UI, he could easily add a pretty notification that appears next to the Medic that shows an arrow saying "Kritz" or "Medigun" or "Quick-Fix" or "Vacc" or something. Also for debug purposes please Jon and Suyo implement a console command to send a fake medigun change so the notification is triggered, for setup purposes.

posted about 10 years ago
#107 Spec Tools in Projects
Arr[all this stuff]

Fuck it, I'm just going to make a whole video showing off SpecTools and our setup. Would be great for people to see it in action and would be great for people to see how other casters have things like their leaderboard set up.

posted about 10 years ago
#106 Spec Tools in Projects
Suyohoolican you perhaps make this plugin emulate the tf2 spectator hud so we can just get rid of the tf2 spec hud?
I'm trying that with the AdvSpec source code right now - all that's left is class icons, finding a better way to get the CTFPlayerResource entity, and a solution to deal with the order of players changing when offclassing (in that screenshot, the only class being sorted into a fixed position is Medic)

EDIT: An idea for sorting I had would be to make it a command, which would sort the players on execution and save their entities, so it wouldn't shuffle around. Downside is that casters need another bind to do that sort. How does that sound?

First off I just want to say this is fucking ridiculous that an unsigned plugin has to be written that will only work in insecure mode just to fix HUD bugs for a game like this. Seriously Valve, step it up, you're almost getting as bad as Bethesda, where the community fixes more issues than you do.

Anyway, back to you; fantastic work, seriously. It looks great. Do you think you can make the plugin load our current HUD files and make it look like our old HUD did, or would that be too much effort? If not, could we customize it with commands similar to SpecTools?

As for alignment, why not have an alignment key that casters can press to re-align classes if something gets messed up, but just force an alignment right as the match starts, in Scout Scout Soldier Soldier Demo Medic order, and then from then on (unless the command is used), just keep it aligned by the previous order? So if a scout switched to sniper, it'll go Sniper Scout Soldier... or Scout Sniper Soldier depending on who did it. That way everything is consistent. Maybe even show a notification for when a player has left spawn as a new class.

posted about 10 years ago
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