User talk:Toomai

From Team Fortress Wiki
Revision as of 08:55, 4 January 2016 by Captain MacTavish (talk | contribs) (It's me!: Uh...)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to: navigation, search

Accidently deleted your comment on the Arabic translation issue, wanted to apologize

Hiya Toomai,

I accidentally deleted your comment when I placed my comment to reply to Smashman. I apologize if it came off as rude btu I didn't notice until today. I was wondering if you could help me restore your comment as well as Orgs. They are very useful comments and I appreciate that you took your time to discover what the problem was. - Alsoodani 16:21, 8 October 2010 (UTC)Alsoodani

Allweapons Nav

Should we close the discussion now? It's been on for 2 months without anyone replying. Shock394 04:05, 5 February 2011 (UTC)

*shrug* I guess. But that doesn't change how the current template is still big and ugly. Toomai Glittershine 14:14, 5 February 2011 (UTC)
You make a good point, how about archiving it and make a new discussion page? Like we wouldn't disturb the dead. Shock394 21:34, 6 February 2011 (UTC)

Why, thank you good sir!

Yes indeedy, removing the wikitable class removed the whitespace! Thank you very much for the help :D 404 User Not Found 23:08, 10 February 2011 (UTC)

Sentry Buster

Haha, your description is so much more eloquent. Thank you. Gadvac 12:36, 19 August 2012 (PDT)

Regarding clean up on Kill assists

Hi, New to the wiki and what not. Was wondering if there is any specific way you wanted to merge the general list into the priorities list. Since shoving the four in there probably wouldn't help. Ashes 13:10, 16 October 2012 (PDT)

Each of those actions have an assist priority like the ones already in the priority list, we just have to figure out where in the list they belong. Toomai Glittershine 06:07, 17 October 2012 (PDT)
Alright, Had some advice on the IRC so I can do some in game testing to verify those. Ashes 20:19, 18 October 2012 (PDT)

MvM Tables

Hey, so since you're the expert on the MvM tables, I started an attempt to make a table for Mannslaughter (considering you don't mind the extra help). Was wondering if you could look at it and perhaps "add/fix" any of the mistakes I have made. (I'm basically using your tables to learn off them) Thanks! Ashes 20:42, 18 October 2012 (PDT)

Anyone can decide to make the tables and I'll fix any mistakes once I see them and have enough time. Toomai Glittershine 07:38, 19 October 2012 (PDT)
Alright, I'll do my best! :) Ashes 12:42, 19 October 2012 (PDT)
So I've managed to almost finish two tables, Most of the info like credits and delays and stuff are missing, How would one figure out the delays? Credits is probably easy I assume? Find out how much one bot drops and multiply by # of bots in total on that wave? Ashes 21:33, 23 October 2012 (PDT)
To get the exact numbers you need to be reading the *.pop files from tf/scripts/population. Toomai Glittershine 05:20, 24 October 2012 (PDT)

Hey, So after snooping through the pop files, I've noticed that say on mannslaughter wave 1, it says sniper instead of pyro where pyro is at the bottom which i don't understand and on wave 2 the mass amount of crit scouts apparently spawn in diff groups say Crit scout invasion -> Crit scout invasion center... So how would i incorporate all that into the MvM Table? Ashes 21:25, 5 November 2012 (PST)

Where spawnbot_mission_sniper does not have anything to do with snipers; it sets the spawn point of the wave, which in this case happens to be where Snipers usually come from.
Every sub-group should be in its own row even if they're spawning the same thing; this is because their timings and counts are independent. Toomai Glittershine 04:48, 6 November 2012 (PST)
Alright, I'm also looking through your tables that you've done, Sort of confusing but I'll most likely be able to learn off your tables as well. If I have anymore questions I'll most likely let you know. Thanks :D Ashes 11:54, 6 November 2012 (PST)
So i recently finished updating the Mannslaughter and I was hoping you could take a look at it to see if there is anything to be fixed (On your own time that is). Cataclysm will be updated at a later day. Ashes 14:50, 6 November 2012 (PST)

Hi, question about graphs...

I saw you made a neat graph for the Vaccinator. Is there a specific program you use to create different type of graphs? I was hoping on doing some more of my own. Thank you! --Samuel Enthers 22:39, 20 September 2013 (PDT)

It's hand-drawn using Inkscape. Toomai Glittershine 06:07, 21 September 2013 (PDT)
And just to bring this to your attention, your Vaccinator Crits Diagram is going unused. Did somebody remove it from the articles or did you do it voluntarily? --Samuel Enthers 08:36, 24 September 2013 (PDT)
Someone removed it because it currently doesn't apply due to a bug. I'll stick it into the page source so when the bug gets fixed it can be quickly readded. Toomai Glittershine 15:40, 24 September 2013 (PDT)

Damage type icons

Hey, I was looking at the Talk:Damage about your suggestion about the damage type icons, but your image has been removed from tinypic. Do you still have it saved anywhere? I would like to take a look at the prototype. I may do this for the weapon pages, possibly, in what I'm thinking of your prototype (that I haven't seen yet), I'll make the icons similar to the Vaccinator resistance buff types, but I'll re-make them to look sharp, as well making new icons such as the melee damage. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 11:53, 22 March 2015 (PDT)

They're quite ugly in hindsight, but if you want them, here ya go. Toomai Glittershine 07:52, 23 March 2015 (PDT)
I think it should be limited to only Fire, Explosive, Bullet and Melee. Even that the Cow Mangler 5000 is a cool laser thingy, it still does explosive damage. However, charging will result in a critical explosive damage + afterburn. The environment damage I would make it generic for all of them, or not include it at all. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 08:18, 23 March 2015 (PDT)
At the time I created them, I was under the impression that stuff like "energy damage" and "decapitation damage" should be listed as different types if the underlying game code treats them as such (for example, the Cow Mangler's charged shot would be doing explosive+fire+energy damage in addition to crit damage). But I don't particularly care about it anymore, so do whatever you think works best. Toomai Glittershine 10:58, 23 March 2015 (PDT)
I see. Well, the main purpose that I'm interested in the project is to help know what are the damage types, to help those who plays MVM (to equip resistance) or those who use Vaccinator. It will require a lot of tests with each weapon to know their damage types, but I will find a way to do that with someone else. Thanks. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 11:02, 23 March 2015 (PDT)
Well, I vectorized the images I wanted (I may make other if needed, but these needs weapon tests first). The first version I added some shading (there are some pixels there, but the image will be small on the infobox which I don't think it will be noticeable. I can fix via Inkscape though, instead of making the gradient via an image editor AFTER the vector file was made): http://imgur.com/a/BwVKJ
The second one does not include shading: http://imgur.com/a/zcObX
I've got the images from Vaccinator resistance types and the Knockout powerup from Mannpower game mode. What do you think? Currently only those four (Bullet, Explosive, Fire and Melee damage). I tried resizing the image to 50px/50px to look how it would go, and it looks fine.
If that's O.K. for the project, the only thing left would test each weapon and edit the infobox template to support this, I was thinking something like: "Weapon Damage Type: (Icon here) (Explosive/Bullet/Melee/Fire here)", and also includes some extra ones (like the Team Captain team colors for each class), for additional information, such as the Cow Mangler critical effect, or the Atomizer third jump that is actually a bullet type damage. I can make the mock-up for how I think it should look on the infobox later. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 09:20, 25 March 2015 (PDT)
I think the non-shaded icons look better. Most weapons already have damage type listed in the "Damage and function times" box, so testing shouldn't be much more than confirming it. Toomai Glittershine 09:24, 25 March 2015 (PDT)
Alright it then. You're right, they're on the Damage and function times (I never actually checked those tables on weapon pages). I will post the stuff on the discussion page and then ask someone to edit the infobox for that. I still need to do few other specific icons, such as the always-crit situations, like the Cow Mangler charge. User Gabrielwoj Signature 1.pngUser Gabrielwoj Signature 2.png - User Gabrielwoj Signature 3.png 09:29, 25 March 2015 (PDT)


MvM Strategy Overhaul (BRILLIANT!)

A mate of mine(Schohns[ger]) showed me your "MvM strategy overhaul" page. I was instantly convinced that this is the right way to proceed for the MvM articles. No unlimited combination of weapons but a solid short for every weapon based on its usability. More people should see this and help to make it (if possible) even more awesome. You should mentioned it someday in the wiki so that everyone knows about it, cause THIS will be a thing everyone wants to work with, i am sure of it. Magicalpony (talk) 14:59, 6 May 2015 (PDT)

I wasn't planning to bring it up to the "general public" until it was more-or-less complete, but yes, hopefully it gets implemented once it's a bit more polished. Toomai Glittershine 19:39, 6 May 2015 (PDT)

Update history Drama*

(*sounds more "important than it is)
Hi there. I saw your powerjack edit and i read your recent edits and how you changed it a bit around. Can i ask who you asked if that is okay? I, for me alone, think that what you did is weird & naughty. UPDATE HISTORY shows us the history of the updates. The original stats aren't mentioned when an item comes into the game cause IT IS ON THE BLOODY GUN description. Also when attributes changes it is in the update history <from> <to>. Do you want a "Original Weapon Stats for All Weapons"-page (v1.0 Weapons)?? But for what benefit? My problem with yours is just that the look of "Item was/is added to the game" is now ruined with "item stats were/are +XX% -YY% ZZ%-Cool". Just tell me why this information should be on the top, thanks. Magicalpony (talk) 20:14, 2 September 2015 (PDT)

It's not a guarantee that patch notes say "this was changed from X to Y"; many times it just says "this was changed to Y". Even if X is mentioned, if a lot of changes happen to the same weapon over time (such as the Sandman, Powerjack, or Eureka Effect), it can end up quite confusing for someone who is reading the update history from top to bottom. I do agree it's a little ugly, and shouldn't need to be done for most weapons, but I think that completeness of information is more important. Toomai Glittershine 20:39, 2 September 2015 (PDT)

Ummm...lol?

Hey Toomai, you might want to see this. Someone has it out for you. --User Dr. Scaphandre Golden Ghastly Gibus.png Dr. Scaphandre 12:14, 23 November 2015 (PST)