I have been experiencing crashes whenever I play for extended periods of time on hitscan classes, usually in competitive games where the tournament configs have been exec'd. It's mainly affected me on scout, and seems to get worse on heavy.
Me and some other people who have been having the crashes deduced that it might get worse based on how many hitscan shots you fire. This is really annoying whenever I try to play scout in a 6s game and can happen multiple times even after I relaunch tf2.
Could someone please help figure out what's going on?!!!
I have been experiencing crashes whenever I play for extended periods of time on hitscan classes, usually in competitive games where the tournament configs have been exec'd. It's mainly affected me on scout, and seems to get worse on heavy.
Me and some other people who have been having the crashes deduced that it might get worse based on how many hitscan shots you fire. This is really annoying whenever I try to play scout in a 6s game and can happen multiple times even after I relaunch tf2.
Could someone please help figure out what's going on?!!!
did you change your graphics config recently? i remember this used to happen to me a while ago, turned out to be some graphics cvar i fucked with.
did you change your graphics config recently? i remember this used to happen to me a while ago, turned out to be some graphics cvar i fucked with.
About 2 months ago valve updated something about tracers and the way those particles work so users who had an fov of 0 or like, -360 would crash when the tracers couldn't render or some magic shit like that.
Solution:
Don't use a negative or an "extreme" viewmodel_fov to hide tracers.
Use a normal viewmodel_fov like 90 and then r_drawviewmodel 0 and r_drawtracers_firstperson 0 if you want to play without tracers and or viewmodels.
About 2 months ago valve updated something about tracers and the way those particles work so users who had an fov of 0 or like, -360 would crash when the tracers couldn't render or some magic shit like that.
Solution:
Don't use a negative or an "extreme" viewmodel_fov to hide tracers.
Use a normal viewmodel_fov like 90 and then r_drawviewmodel 0 and r_drawtracers_firstperson 0 if you want to play without tracers and or viewmodels.
springrollsdid you change your graphics config recently? i remember this used to happen to me a while ago, turned out to be some graphics cvar i fucked with.
I didn't mess with my config recently, which is comanglia's maxframes btw.
TwistedAbout 2 months ago valve updated something about tracers and the way those particles work so users who had an fov of 0 or like, -360 would crash when the tracers couldn't render or some magic shit like that.
Solution:
Don't use a negative or an "extreme" viewmodel_fov to hide tracers.
Use a normal viewmodel_fov like 90 and then r_drawviewmodel 0 and r_drawtracers_firstperson 0 if you want to play without tracers and or viewmodels.
I use a normal viewmodel fov for all my weapons aka viewmodel_fov 70.
[quote=springrolls]did you change your graphics config recently? i remember this used to happen to me a while ago, turned out to be some graphics cvar i fucked with.[/quote]
I didn't mess with my config recently, which is comanglia's maxframes btw.
[quote=Twisted]About 2 months ago valve updated something about tracers and the way those particles work so users who had an fov of 0 or like, -360 would crash when the tracers couldn't render or some magic shit like that.
Solution:
Don't use a negative or an "extreme" viewmodel_fov to hide tracers.
Use a normal viewmodel_fov like 90 and then r_drawviewmodel 0 and r_drawtracers_firstperson 0 if you want to play without tracers and or viewmodels.[/quote]
I use a normal viewmodel fov for all my weapons aka viewmodel_fov 70.
I have the exact same problem, I don't believe anything in my config is nonstandard and I don't use a screwy viewmodel. Re-installing and verifying are no help and don't solve the problem. I updated video card drivers and switched dxlevel multiple times. The only thing is that I am running on a nonstandard resolution but I do not think it would cause this.
Hopefully somebody is able to provide an answer. I can give various logs and specs if it would help solve.
I have the exact same problem, I don't believe anything in my config is nonstandard and I don't use a screwy viewmodel. Re-installing and verifying are no help and don't solve the problem. I updated video card drivers and switched dxlevel multiple times. The only thing is that I am running on a nonstandard resolution but I do not think it would cause this.
Hopefully somebody is able to provide an answer. I can give various logs and specs if it would help solve.
Have you tried setting cl_ejectbrass to 1? It can cause crashes for some people if turned off.
Have you tried setting cl_ejectbrass to 1? It can cause crashes for some people if turned off.
What exactly does cl_ejectbrass do?
What exactly does cl_ejectbrass do?
cl_ejectbrass 1 fixed some crashes playing heavy for me.
cl_ejectbrass 1 fixed some crashes playing heavy for me.
is r_queued_decals set to 0? if not i'd do that.
is r_queued_decals set to 0? if not i'd do that.
BrimstoneWhat exactly does cl_ejectbrass do?
If I had to guess, based on the name it sounds like it controls whether weapons whose models eject brass (spent casings) do so on reload/firing. This would include heavy's minigun, scout scatter, and shotgun; off the top of my head.
[quote=Brimstone]What exactly does cl_ejectbrass do?[/quote]
If I had to guess, based on the name it sounds like it controls whether weapons whose models eject brass (spent casings) do so on reload/firing. This would include heavy's minigun, scout scatter, and shotgun; off the top of my head.
I played scout and heavy for about 2 hours without any crashes its wonderful I love all of you except you pyro mains and suika thx
so it works >>>"so far"<<<.
I played scout and heavy for about 2 hours without any crashes its wonderful I love all of you except you pyro mains and suika thx
so it works >>>"so far"<<<.
I'm pretty sure that cl_ejectbrass 0 was the culprit. Thanks rip for pointing that out.
I'm pretty sure that cl_ejectbrass 0 was the culprit. Thanks rip for pointing that out.