I can't change my weapons in a comp server without crashing. Weird. :|
Is it just me, or is Valve getting passive-aggressive with their updates?
Well, at least now we can have Genuine Tyrant Helms.
overtureI can only change loadouts that are wearing unusuals.
If I try to change loadouts on any other class, my game will crash to desktop =/
edit:it seems I crash only on scout now.
try to unload the hat & miscs by trading the ones you're using on scout. If you load Baseball Bill's Sports Shine or Ritzy Rick's Hair Fixative you crash, don't ask me why...
If I try to change loadouts on any other class, my game will crash to desktop =/
edit:it seems I crash only on scout now.[/quote] try to unload the hat & miscs by trading the ones you're using on scout. If you load Baseball Bill's Sports Shine or Ritzy Rick's Hair Fixative you crash, don't ask me why...
downpourGO FOR THE MIDDLE GROUND
#0.02425
Actually (1/66+2/66)/2=0.0227 :p
I went for cl_interp 0.023 now, whatever. Stupid way to fix this though.
#0.02425[/quote]
Actually (1/66+2/66)/2=0.0227 :p
I went for cl_interp 0.023 now, whatever. Stupid way to fix this though.
flatlinenow my tf2 crashes when i view loadout screens
gg unusual effects
Anyone else or am I just crazy?
I have the exact same problem
gg unusual effects
Anyone else or am I just crazy?[/quote]
I have the exact same problem
I've always used 0.0152 for everything...
Can someone tell me what is the ideal for hitscan and what for projectile AND why?
I always just thought that the lower the better on a good server
Can someone tell me what is the ideal for hitscan and what for projectile AND why?
I always just thought that the lower the better on a good server
I don't even have a ClassLoadoutPanel file
what do i do?
what do i do?
tornados2111I've always used 0.0152 for everything...
Can someone tell me what is the ideal for hitscan and what for projectile AND why?
I always just thought that the lower the better on a good server
For projectile you want the lowest interp as that results in the lowest delay between you firing and your projectile spawning. Try rocket jumping with cl_interp 0 and cl_interp 0.1, the difference should be dramatic.
For hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
I messaged Eric Smith (erics@valvesoftware.com) as politely as I could via the HLDS mailing list about allowing interp changes when spawning as a new class, but it was ignored.
Can someone tell me what is the ideal for hitscan and what for projectile AND why?
I always just thought that the lower the better on a good server[/quote]
For projectile you want the lowest interp as that results in the lowest delay between you firing and your projectile spawning. Try rocket jumping with cl_interp 0 and cl_interp 0.1, the difference should be dramatic.
For hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
I messaged Eric Smith (erics@valvesoftware.com) as politely as I could via the HLDS mailing list about allowing interp changes when spawning as a new class, but it was ignored.
Can we send eXtine back to Valve office? We have another topic to discuss
atmoFor hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.
With a higher interp you're at a disavantadge as well though, you see enemies later than they might see you (considering you have the same ping).
That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.
With a higher interp you're at a disavantadge as well though, you see enemies later than they might see you (considering you have the same ping).
AnAkkkatmoFor hitscan the commonly held belief is that having an interp slightly higher than the minimum (eg cl_interp 0.033) will make the enemy player models move more smoothly even if they are dropping packets and so make them easier to track and shoot. This isn't such an issue with projectile classes because they inherently require less accuracy in aiming.
That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.
Shouldn't be an issue. But your opponents' connections to the game server is not something you have any influence over.
This change isn't something that I think will affect me personally, as I will just go with cl_interp 0.033 / cl_interp_ratio 2 on all classes and be fine, but I'm disappointed in how Valve have approached the problem.
That shouldn't be an issue if you are playing on a good server that send a constant 66 updates/s and the other players send 66 updates/s to the server as well. Maybe setting sv_mincmdrate to 66 would be a solution.[/quote]
[i]Shouldn't[/i] be an issue. But your opponents' connections to the game server is not something you have any influence over.
This change isn't something that I think will affect me personally, as I will just go with cl_interp 0.033 / cl_interp_ratio 2 on all classes and be fine, but I'm disappointed in how Valve have approached the problem.
Didn't realize pockets changed their interp when switching to shotgun. Now I have an excuse for my 9 damage meat shots.
I'm still not seeing ClassLoadoutPanel in my /ui folder...
f_bluedownpourGO FOR THE MIDDLE GROUNDActually (1/66+2/66)/2=0.0227 :p
#0.02425
I went for cl_interp 0.023 now, whatever. Stupid way to fix this though.
the upper "standard" is ratio 2.2 actually
#0.02425[/quote]
Actually (1/66+2/66)/2=0.0227 :p
I went for cl_interp 0.023 now, whatever. Stupid way to fix this though.[/quote]
the upper "standard" is ratio 2.2 actually
elliott_Deleted:
ClassLoadoutPanel
GameMenu
MainMenuOveride
Fixed the crashing I think
works.
ClassLoadoutPanel
GameMenu
MainMenuOveride
Fixed the crashing I think[/quote]
works.
jermangI'm still not seeing ClassLoadoutPanel in my /ui folder...
Are you wearing a hatless Scout/Engie/Sniper? According to This post on SPUF, wearing a hatless scout/engie/sniper can cause crashes.
Are you wearing a hatless Scout/Engie/Sniper? According to [url=http://forums.steampowered.com/forums/showpost.php?p=34501609&postcount=104]This post on SPUF[/url], wearing a hatless scout/engie/sniper can cause crashes.
SAJewersjermangI'm still not seeing ClassLoadoutPanel in my /ui folder...Are you wearing a hatless Scout/Engie/Sniper? According to This post on SPUF, wearing a hatless scout/engie/sniper can cause crashes.
I'm wearing a hatless Sniper, and now I can't go to my loadout to fix it, lol :DDD
Are you wearing a hatless Scout/Engie/Sniper? According to [url=http://forums.steampowered.com/forums/showpost.php?p=34501609&postcount=104]This post on SPUF[/url], wearing a hatless scout/engie/sniper can cause crashes.[/quote]
I'm wearing a hatless Sniper, and now I can't go to my loadout to fix it, lol :DDD
cl_cmdrate 66
cl_updaterate 66
cl_interp 0.0152
cl_interp_ratio 1
heh, always used this SCREWED<3
cl_updaterate 66
cl_interp 0.0152
cl_interp_ratio 1
heh, always used this SCREWED<3
to the guys with hatless things equiped. Trade them back and forth with a friend. It will un-equip them. That or put them on the steam market and then remove them.