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TF2 update for 1/27/15
121
#121
5 Frags +

My friend had props and players go invisible in a lobby while he was playing demoman, so it's not just hitscan.

On another topic, has anyone noticed a change in combat text batching? I'm using hud_combattext_batching_window 2 but the actual window seems significantly shorter than 2 seconds. I tested in tr_newbots and it's not even as long as the Revolver reload, which is 1.16 seconds. Using the default value of 0.2 seems the same as before.

My friend had props and players go invisible in a lobby while he was playing demoman, so it's not just hitscan.

On another topic, has anyone noticed a change in combat text batching? I'm using hud_combattext_batching_window 2 but the actual window seems significantly shorter than 2 seconds. I tested in tr_newbots and it's not even as long as the Revolver reload, which is 1.16 seconds. Using the default value of 0.2 seems the same as before.
122
#122
5 Frags +
deszaSo is there a way to hide viewmodels that doesn't cause the bug (for in the meantime)?

Have you tried to keep a regular viewmodel_fov, like 90, and only toggled r_drawviewmodel? It'll leave tracers, but that's what I do and I don't crash or get invisible players / props.

[quote=desza]So is there a way to hide viewmodels that doesn't cause the bug (for in the meantime)?[/quote]
Have you tried to keep a regular viewmodel_fov, like 90, and only toggled r_drawviewmodel? It'll leave tracers, but that's what I do and I don't crash or get invisible players / props.
123
#123
5 Frags +

.

.
124
#124
1 Frags +

happens to a friend of mine who always has viewmodels on

happens to a friend of mine who always has viewmodels on
125
#125
-6 Frags +

http://i.imgur.com/Jt4Dieq.jpg

[img]http://i.imgur.com/Jt4Dieq.jpg[/img]
126
#126
2 Frags +

Happened to me a lot today in mge. Not fun. I had viewmodel fov on -360 and r_drawviewmodel on 0 for my primary and secondary slots. Then I tried the thing with putting a 0 in front of the viewmodel fov someone on reddit suggested. Didn't work, still got the bug. I guess I'm going to have to have tracers, bloody annoying for heavy, pyro and medic though :/

Oh, it also happened on a valve pub on gullywash. It reset at the end of every round though, ie the wall about cp2 that disappeared every time reappeared, and the little grate prop thingies in lobby did the same.

Happened to me a lot today in mge. Not fun. I had viewmodel fov on -360 and r_drawviewmodel on 0 for my primary and secondary slots. Then I tried the thing with putting a 0 in front of the viewmodel fov someone on reddit suggested. Didn't work, still got the bug. I guess I'm going to have to have tracers, bloody annoying for heavy, pyro and medic though :/

Oh, it also happened on a valve pub on gullywash. It reset at the end of every round though, ie the wall about cp2 that disappeared every time reappeared, and the little grate prop thingies in lobby did the same.
127
#127
0 Frags +

Seems like since this update, my game has been crashing constantly in demos. For example, we were pushing snakewater last and the moment I walked out of the door and got hit by a heavy, my game crashed. I haven't encountered this problem ingame though, it seems like it happens only in demos and only when using an external program (I use lawena, but it happens in SRT too). Sucks that this happens right when I'm in the middle of a frag clip.

EDIT: Seems like it's a problem with the maxquality cfg, I tried recording it ingame with maxquality cfg and it still crashes, however when I am using comanglia's cfg it doesn't crash at all.

EDIT2: Recording without the movie cfg has fixed my problem.

Seems like since this update, my game has been crashing constantly in demos. For example, we were pushing snakewater last and the moment I walked out of the door and got hit by a heavy, my game crashed. I haven't encountered this problem ingame though, it seems like it happens only in demos and only when using an external program (I use lawena, but it happens in SRT too). Sucks that this happens right when I'm in the middle of a frag clip.

[color=red]EDIT[/color]: Seems like it's a problem with the maxquality cfg, I tried recording it ingame with maxquality cfg and it still crashes, however when I am using comanglia's cfg it doesn't crash at all.

[color=red]EDIT2[/color]: Recording without the movie cfg has fixed my problem.
128
#128
0 Frags +
EricMy friend had props and players go invisible in a lobby while he was playing demoman, so it's not just hitscan.

On another topic, has anyone noticed a change in combat text batching? I'm using hud_combattext_batching_window 2 but the actual window seems significantly shorter than 2 seconds. I tested in tr_newbots and it's not even as long as the Revolver reload, which is 1.16 seconds. Using the default value of 0.2 seems the same as before.

The problem will happen even when you spectate a hitscan class. So your friend was probably playing demo, died, and was watching a scout or something during respawn.

[quote=Eric]My friend had props and players go invisible in a lobby while he was playing demoman, so it's not just hitscan.

On another topic, has anyone noticed a change in combat text batching? I'm using hud_combattext_batching_window 2 but the actual window seems significantly shorter than 2 seconds. I tested in tr_newbots and it's not even as long as the Revolver reload, which is 1.16 seconds. Using the default value of 0.2 seems the same as before.[/quote]

The problem will happen even when you spectate a hitscan class. So your friend was probably playing demo, died, and was watching a scout or something during respawn.
129
#129
0 Frags +

Has this been fixed with today's update?

Has this been fixed with today's update?
130
#130
2 Frags +
nopeHas this been fixed with today's update?

Nope

[quote=nope]Has this been fixed with today's update?[/quote]

Nope
131
#131
1 Frags +
nopeHas this been fixed with today's update?

Unless it updated twice today and I didn't notice the second one, no.

[quote=nope]Has this been fixed with today's update?[/quote]
Unless it updated twice today and I didn't notice the second one, no.
132
#132
-2 Frags +

Fuckin valve

Fuckin valve
133
#133
-3 Frags +

FUCK U VALVE

FUCK U VALVE
134
#134
0 Frags +

Any more info? Could it be a surfaceproperties.txt issue?

Any more info? Could it be a surfaceproperties.txt issue?
135
#135
1 Frags +
Teapot__Any more info? Could it be a surfaceproperties.txt issue?

I've changed my viewmodel_fov to 0 and have had no issues since, the tracers hypothesis seems to be a good one.

[quote=Teapot__]Any more info? Could it be a surfaceproperties.txt issue?[/quote]
I've changed my viewmodel_fov to 0 and have had no issues since, the tracers hypothesis seems to be a good one.
136
#136
1 Frags +

If anyone is still getting this bug, disable cl_new_impact_effects in console and in your autoexec.cfg if you have it there. Disabling that setting + utilizing the new fov commands should solve all crashing/invisible model problems.

If anyone is still getting this bug, disable cl_new_impact_effects in console and in your autoexec.cfg if you have it there. Disabling that setting + utilizing the new fov commands should solve all crashing/invisible model problems.
137
#137
1 Frags +

cl_new_impact_effects is set to 0 and viewmodel_fov is set to 90

I still crash sometimes when using hitscan. help

cl_new_impact_effects is set to 0 and viewmodel_fov is set to 90

I still crash sometimes when using hitscan. help
138
#138
-1 Frags +
Ragecl_new_impact_effects is set to 0 and viewmodel_fov is set to 90

I still crash sometimes when using hitscan. help

have you tried r_drawtracers_firstperson 0?

[quote=Rage]cl_new_impact_effects is set to 0 and viewmodel_fov is set to 90

I still crash sometimes when using hitscan. help[/quote]

have you tried r_drawtracers_firstperson 0?
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