I might try the net commands on a multiplayer server to see any effect.
EDIT: Small fps boost and slight improvement on hitreg. Might use it.
I might try the net commands on a multiplayer server to see any effect.
EDIT: Small fps boost and slight improvement on hitreg. Might use it.
mastercomssolly6
It won't affect benchmarks since those are local. You'll have to test in an actual multiplayer game.
The maxperformance preset will make it look like that. The commands that cause it are mat_filtertextures 0;mat_filterlightmaps 0.
Zharga_
Just remove cl_interp 0.
thanks
[quote=mastercoms][quote=solly6][/quote]
It won't affect benchmarks since those are local. You'll have to test in an actual multiplayer game.
The maxperformance preset will make it look like that. The commands that cause it are mat_filtertextures 0;mat_filterlightmaps 0.
[quote=Zharga_][/quote]
Just remove cl_interp 0.[/quote]
thanks
another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?
another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?
Zharga_another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?
I think you should make a backup of your cfg file so if anything goes wrong, you can revert back.
[quote=Zharga_]another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?[/quote]
I think you should make a backup of your cfg file so if anything goes wrong, you can revert back.
mastercomsYou can only send a max of 66 snapshots every second
Though you may be right about this,
mastercomssince it's impossible to send 2/3 of a snapshot
This seems like weak justification. If the game did networking at a rate of 66.7 then it wouldn't send 66 whole packets and a single 2/3 of a packet every second, it would send 200 whole packets every 3 seconds. You could use the same logic to say that it's impossible for the server to have tickrate 66.7, as it can't do 2/3 of a tick - this reasoning is clearly invalid, as the sever does have tickrate 66.7.
Also, just to be totally clear, what should I set net_compresspackets to to minimise network usage?
Edit: Comments in comfig.cfg seem to suggest that net_compresspackets_minsize 0 would also reduce network usage. Is this the case? It would also be good to know if there are other settings I could use to reduce network usage further.
[quote=mastercoms]You can only send a max of 66 snapshots every second[/quote]
Though you may be right about this,
[quote=mastercoms]since it's impossible to send 2/3 of a snapshot[/quote]
This seems like weak justification. If the game did networking at a rate of 66.7 then it wouldn't send 66 whole packets and a single 2/3 of a packet every second, it would send 200 whole packets every 3 seconds. You could use the same logic to say that it's impossible for the server to have tickrate 66.7, as it can't do 2/3 of a tick - this reasoning is clearly invalid, as the sever does have tickrate 66.7.
Also, just to be totally clear, what should I set net_compresspackets to to minimise network usage?
Edit: Comments in comfig.cfg seem to suggest that net_compresspackets_minsize 0 would also reduce network usage. Is this the case? It would also be good to know if there are other settings I could use to reduce network usage further.
Zharga_another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?
You can make a new file called custom.cfg.
FreudThis seems like weak justification. If the game did networking at a rate of 66.7 then it wouldn't send 66 whole packets and a single 2/3 of a packet every second, it would send 200 whole packets every 3 seconds. You could use the same logic to say that it's impossible for the server to have tickrate 66.7, as it can't do 2/3 of a tick - this reasoning is clearly invalid, as the sever does have tickrate 66.7.
How would it send those 2 extra packets over 3 seconds? You can't just say that over a longer time, it would become a whole snapshot, snapshots need to be sent at a constant, discrete rate per second, which is 66 snapshots per second. Snapshot rate can't be a decimal.
FreudAlso, just to be totally clear, what should I set net_compresspackets to to minimise network usage?
net_compresspackets 1.
FreudComments in comfig.cfg seem to suggest that net_compresspackets_minsize 0 would also reduce network usage. Is this the case? It would also be good to know if there are other settings I could use to reduce network usage further.
Yes.
6.0.0 released with a new way to install, documentation improvements, optimizations and improved organization.
[quote=Zharga_]another question,where do i put my settings?
(in autoexec,comfig,or make a new one named "custom"?[/quote]
You can make a new file called custom.cfg.
[quote=Freud]This seems like weak justification. If the game did networking at a rate of 66.7 then it wouldn't send 66 whole packets and a single 2/3 of a packet every second, it would send 200 whole packets every 3 seconds. You could use the same logic to say that it's impossible for the server to have tickrate 66.7, as it can't do 2/3 of a tick - this reasoning is clearly invalid, as the sever does have tickrate 66.7.[/quote]
How would it send those 2 extra packets over 3 seconds? You can't just say that over a longer time, it would become a whole snapshot, snapshots need to be sent at a constant, discrete rate per second, which is 66 snapshots per second. Snapshot rate can't be a decimal.
[quote=Freud]Also, just to be totally clear, what should I set net_compresspackets to to minimise network usage?[/quote]
net_compresspackets 1.
[quote=Freud]Comments in comfig.cfg seem to suggest that net_compresspackets_minsize 0 would also reduce network usage. Is this the case? It would also be good to know if there are other settings I could use to reduce network usage further.[/quote]
Yes.
[quote][/quote]
[b][url=https://github.com/mastercoms/tf2cfg/releases/tag/6.0.0]6.0.0[/url] released with a new way to install, documentation improvements, optimizations and improved organization.[/b]
mastercomsSnapshot rate can't be a decimal
Why can server tickrate be a decimal but snapshot rate can't?
[quote=mastercoms]Snapshot rate can't be a decimal[/quote]
Why can server tickrate be a decimal but snapshot rate can't?
FreudmastercomsSnapshot rate can't be a decimal
Why can server tickrate be a decimal but snapshot rate can't?
Practically, the Source Engine stores snapshot (aka update) rate as an integer. It can't have decimals.
Now, it stores it as an int because of bandwidth control. Your network usage is defined in bytes per second, so therefore you have to define update rate as the number of snapshots in one second. You can't send a fraction of a snapshot, so it can't be a decimal.
[quote=Freud][quote=mastercoms]Snapshot rate can't be a decimal[/quote]
Why can server tickrate be a decimal but snapshot rate can't?[/quote]
Practically, the Source Engine stores snapshot (aka update) rate as an integer. It can't have decimals.
Now, it stores it as an int because of bandwidth control. Your network usage is defined in bytes per second, so therefore you have to define update rate as the number of snapshots in one second. You can't send a fraction of a snapshot, so it can't be a decimal.
So, I take it that
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
is safe to use when you have ample CPU cycles to burn?
So, I take it that
[code]
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive[/code]
is safe to use when you have ample CPU cycles to burn?
fagoatseSo, I take it that
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
is safe to use when you have ample CPU cycles to burn?
Yeah and I would recommend using the queued packet thread.
[quote=fagoatse]So, I take it that
[code]
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive[/code]
is safe to use when you have ample CPU cycles to burn?[/quote]
Yeah and I would recommend using the queued packet thread.
mastercomsfagoatseSo, I take it that
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive
is safe to use when you have ample CPU cycles to burn?
Yeah and I would recommend using the queued packet thread.
Yeah, I've been doing that on windows ever since I discovered that it caused hit reg delays if disabled.
[quote=mastercoms][quote=fagoatse]So, I take it that
[code]
//net_splitrate 4 // Split 4 packets per frame, reduces choke but is more CPU intensive[/code]
is safe to use when you have ample CPU cycles to burn?[/quote]
Yeah and I would recommend using the queued packet thread.[/quote]
Yeah, I've been doing that on windows ever since I discovered that it caused hit reg delays if disabled.
fagoatseYeah, I've been doing that on windows ever since I discovered that it caused hit reg delays if disabled.
Yep, I found that out myself and changed the documentation to say it's for Linux users only. I honestly should have initially investigated it more because it caused some trouble for people when I recommended it.
[quote=fagoatse]Yeah, I've been doing that on windows ever since I discovered that it caused hit reg delays if disabled.[/quote]
Yep, I found that out myself and changed the documentation to say it's for Linux users only. I honestly should have initially investigated it more because it caused some trouble for people when I recommended it.
Is it possible to edit the VPK file?
I'd like to use mat_picmip -1 on default comfig
Is it possible to edit the VPK file?
I'd like to use [b]mat_picmip -1[/b] on default comfig
snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players
is this 2 frame delay referring to audio delay or to a whole game delay?
also ive been experiencing some random stutters at the end of round and sometimes in the middle of match after doing a fresh install of win7, could it be audio related ?
edit: could've had something to do with having enabled "threaded optimization" in the nvidia driver, disabled it just to make sure now.
[code]snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players[/code]
is this 2 frame delay referring to audio delay or to a whole game delay?
also ive been experiencing some random stutters at the end of round and sometimes in the middle of match after doing a fresh install of win7, could it be audio related ?
[b]edit[/b]: could've had something to do with having enabled "threaded optimization" in the nvidia driver, disabled it just to make sure now.
AeIs it possible to edit the VPK file?
I'd like to use mat_picmip -1 on default comfig
Just create a file called custom.cfg in your cfg folder and add mat_picmip -1 to it.
sagesnd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players
is this 2 frame delay referring to audio delay or to a whole game delay?
also ive been experiencing some random stutters at the end of round and sometimes in the middle of match after doing a fresh install of win7, could it be audio related ?
2 frame delay to sound spatialization, so sound will sound like its coming from its location 2 frames before, its slightly noticeable if you turn very quickly.
It's hard to really know what's causing stutters without any debug info. Try logging your console -condebug and turn on developer spew (developer 4).
[quote=Ae]Is it possible to edit the VPK file?
I'd like to use [b]mat_picmip -1[/b] on default comfig[/quote]
Just create a file called custom.cfg in your cfg folder and add mat_picmip -1 to it.
[quote=sage][code]snd_spatialize_roundrobin 0 // 1 adds a two frame delay to spatialization, not very good for competitive players[/code]
is this 2 frame delay referring to audio delay or to a whole game delay?
also ive been experiencing some random stutters at the end of round and sometimes in the middle of match after doing a fresh install of win7, could it be audio related ?[/quote]
2 frame delay to sound spatialization, so sound will sound like its coming from its location 2 frames before, its slightly noticeable if you turn very quickly.
It's hard to really know what's causing stutters without any debug info. Try logging your console -condebug and turn on developer spew (developer 4).
What should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam
What should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam
I'd like to ask about this command again:
cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
I asked about this one quite a few pages back, and you recommended 2. Could you please explain what this bug is, and what could happen if I was to still use 2?
Also how did you find out about this recent bug? There is very limited information on this command (which I still don't quite understand how it all works) and I'm curious as to how you find out about these things.
Thanks again for putting in the time and effort to maintain this config
I'd like to ask about this command again:
cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
I asked about this one quite a few pages back, and you recommended 2. Could you please explain what this bug is, and what could happen if I was to still use 2?
Also how did you find out about this recent bug? There is very limited information on this command (which I still don't quite understand how it all works) and I'm curious as to how you find out about these things.
Thanks again for putting in the time and effort to maintain this config
Hey, i see you made some changes in network so i ask again
SiiLVERI have a 10.70Mbps (A Stable 10.50) (As in Mega bits, so 1.4Mega bytes, i think) Download and 0.98 Mbps (Stable 0.80 ish) upload... Not ideal, but, what network settings would be the best in my condition?
You said
mastercomsHalve the config's rate and net_splitpacket_maxrate, and use net_maxcleartime 5.
I see the new default rate is 159457, so... Should i still use 82000 ish or i halve the new one? Or is there a better specific rate for me?
And net_maxcleartime is now default 4... should i use 4?
Thanks
Hey, i see you made some changes in network so i ask again
[quote=SiiLVER]I have a 10.70Mbps (A Stable 10.50) (As in Mega bits, so 1.4Mega bytes, i think) Download and 0.98 Mbps (Stable 0.80 ish) upload... Not ideal, but, what network settings would be the best in my condition?[/quote]
You said
[quote=mastercoms]Halve the config's rate and net_splitpacket_maxrate, and use net_maxcleartime 5.[/quote]
I see the new default rate is 159457, so... Should i still use 82000 ish or i halve the new one? Or is there a better specific rate for me?
And net_maxcleartime is now default 4... should i use 4?
Thanks
Are there any changes in the comfig.cfg?
Are there any changes in the comfig.cfg?
sageWhat should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam
Maybe try turning on the async mod_load cvars.
Also turn off cl_new_impact_effects if you have it on.
zfnI'd like to ask about this command again:
cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
I asked about this one quite a few pages back, and you recommended 2. Could you please explain what this bug is, and what could happen if I was to still use 2?
Also how did you find out about this recent bug? There is very limited information on this command (which I still don't quite understand how it all works) and I'm curious as to how you find out about these things.
Thanks again for putting in the time and effort to maintain this config
If it were not for that bug, 2 would be more optimized. The bug is that if you got server data from the last tick, it would still revert you to the predicted data for the last tick if there were no errors.
I found this bug by looking at the code.
SiiLVERHey, i see you made some changes in network so i ask againSiiLVERI have a 10.70Mbps (A Stable 10.50) (As in Mega bits, so 1.4Mega bytes, i think) Download and 0.98 Mbps (Stable 0.80 ish) upload... Not ideal, but, what network settings would be the best in my condition?
You said
mastercomsHalve the config's rate and net_splitpacket_maxrate, and use net_maxcleartime 5.
I see the new default rate is 159457, so... Should i still use 82000 ish or i halve the new one? Or is there a better specific rate for me?
And net_maxcleartime is now default 4... should i use 4?
Thanks
A better rate value for you would be 90000. You can keep max clear time on 4.
solly6Are there any changes in the comfig.cfg?
Yes, 6.0.0 changes the comfig.cfg file.
[quote=sage]What should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam[/quote]
Maybe try turning on the async mod_load cvars.
Also turn off cl_new_impact_effects if you have it on.
[quote=zfn]I'd like to ask about this command again:
cl_pred_optimize 1 // Use optimization mode 1 because 2 has a bug currently
I asked about this one quite a few pages back, and you recommended 2. Could you please explain what this bug is, and what could happen if I was to still use 2?
Also how did you find out about this recent bug? There is very limited information on this command (which I still don't quite understand how it all works) and I'm curious as to how you find out about these things.
Thanks again for putting in the time and effort to maintain this config[/quote]
If it were not for that bug, 2 would be more optimized. The bug is that if you got server data from the last tick, it would still revert you to the predicted data for the last tick if there were no errors.
I found this bug by looking at the code.
[quote=SiiLVER]Hey, i see you made some changes in network so i ask again
[quote=SiiLVER]I have a 10.70Mbps (A Stable 10.50) (As in Mega bits, so 1.4Mega bytes, i think) Download and 0.98 Mbps (Stable 0.80 ish) upload... Not ideal, but, what network settings would be the best in my condition?[/quote]
You said
[quote=mastercoms]Halve the config's rate and net_splitpacket_maxrate, and use net_maxcleartime 5.[/quote]
I see the new default rate is 159457, so... Should i still use 82000 ish or i halve the new one? Or is there a better specific rate for me?
And net_maxcleartime is now default 4... should i use 4?
Thanks[/quote]
A better rate value for you would be 90000. You can keep max clear time on 4.
[quote=solly6]Are there any changes in the comfig.cfg?[/quote]
Yes, 6.0.0 changes the comfig.cfg file.
is there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
Show Content
mastercomssageWhat should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam
Maybe try turning on the async mod_load cvars.
Also turn off cl_new_impact_effects if you have it on.
cl_new_impact_effects 0 - had it already
] find mod_load
( def. "0" )"mod_load_mesh_async" = "1"
"mod_load_anims_async" = "1" ( def. "0" )
( def. "0" )"mod_load_vcollide_async" = "1"
"mod_load_fakestall" = "0"
- Forces all ANI file loading to stall for specified ms
"mod_load_showstall" = "0"
- 1 - show hitches , 2 - show stalls
not sure what the "stall" thing means, should i touch it?
my HDD might just be dying idk
is there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
[spoiler][img]https://steamuserimages-a.akamaihd.net/ugc/870748399458063087/07F7DC113BB48CE1E7E3B894F6A1312DA68E7E1C/[/img][/spoiler]
[quote=mastercoms][quote=sage]What should i look for? i get a bunch of red lines, mainly hats that are being blocked by nohatsmod.
I also stutter noticeably when i change class to medic, could be my med config i guess since thats the only class i have with a long text in the cfg ?
this is my console.log after playing for a few minutes in casual:
https://pastebin.com/FqQJchj0
launch options: -condebug -novid -nojoy -nosteam[/quote]
Maybe try turning on the async mod_load cvars.
Also turn off cl_new_impact_effects if you have it on.[/quote]
[b]cl_new_impact_effects 0[/b] - had it already
[code]] find mod_load
( def. "0" )"mod_load_mesh_async" = "1"
"mod_load_anims_async" = "1" ( def. "0" )
( def. "0" )"mod_load_vcollide_async" = "1"
"mod_load_fakestall" = "0"
- Forces all ANI file loading to stall for specified ms
"mod_load_showstall" = "0"
- 1 - show hitches , 2 - show stalls
[/code]
not sure what the "stall" thing means, should i touch it?
my HDD might just be dying idk
Is there any edits in the config file? Like the Network section or something?
Is there any edits in the config file? Like the Network section or something?
mastercomsFreudtf_enable_glows_after_respawn 0
Already disabled with glow_outline_effect_enable 0.
Just checked this - the outline around players is disabled with glow_outline_effect_enable 0, but the game still draws teammates health and name above their head's unless you set tf_enable_glows_after_respawn 0. Don't know how much of a performance benefit you get from this but it seems like it might do something.
[quote=mastercoms][quote=Freud]tf_enable_glows_after_respawn 0[/quote]
Already disabled with glow_outline_effect_enable 0.[/quote]
Just checked this - the outline around players is disabled with glow_outline_effect_enable 0, but the game still draws teammates health and name above their head's unless you set tf_enable_glows_after_respawn 0. Don't know how much of a performance benefit you get from this but it seems like it might do something.
sage
You can remove it using yttrium's competitive viewmodels.
[quote=sage][/quote]
You can remove it using yttrium's competitive viewmodels.
Is there any reason why gibs are enabled while ragdolls aren't?
Is there any reason why gibs are enabled while ragdolls aren't?
mod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data
Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.
[quote]mod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data[/quote]
Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.
sageis there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
HoppsYou can remove it using yttrium's competitive viewmodels.
Maybe you can also use viewmodel_fov 0.1.
solly6Is there any edits in the config file? Like the Network section or something?
Yes, you can see see the changes to the config here, or on any release by clicking the "View the code changes" link.
ZeRo5Is there any reason why gibs are enabled while ragdolls aren't?
Yes, gibs don't impact performance as much as ragdolls.
Included_Middlemod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data
Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.
The first two commands load data files on a separate thread, but I've found it to cause FPS drops so they're disabled.
The last two commands load all data associated with a data file, and it does this synchronously to prevent file loads from stopping the game to load stuff during a play session. If you have async data file loading on, you can turn these off, as the files can be loaded asynchronously.
New launch option to test: -unbuffered_io
[quote=sage]is there any command to get rid of the obtrusive minigun flash of heavy weapons guy?
[/quote]
[quote=Hopps]You can remove it using yttrium's competitive viewmodels.[/quote]
Maybe you can also use viewmodel_fov 0.1.
[quote=solly6]Is there any edits in the config file? Like the Network section or something?[/quote]
Yes, you can see see the changes to the config [url=https://github.com/mastercoms/tf2cfg/compare/5.1.3...6.0.0]here[/url], or on any release by clicking the "View the code changes" link.
[quote=ZeRo5]Is there any reason why gibs are enabled while ragdolls aren't?[/quote]
Yes, gibs don't impact performance as much as ragdolls.
[quote=Included_Middle][quote]mod_load_anims_async 0 // Disable async animation loading
mod_load_mesh_async 0 // Disable async mesh loading
mod_load_vcollide_async 0 // Disable async vcollide loading
mod_touchalldata 1 // Load more data
mod_forcedata 1 // Load more data[/quote]
Can you give a little more detail about these commands, since you other cfgs seem to disgree on the optimal values for these commands.[/quote]
The first two commands load data files on a separate thread, but I've found it to cause FPS drops so they're disabled.
The last two commands load all data associated with a data file, and it does this synchronously to prevent file loads from stopping the game to load stuff during a play session. If you have async data file loading on, you can turn these off, as the files can be loaded asynchronously.
[quote][/quote]
New launch option to test: -unbuffered_io
Question:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help!
Question:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help!
GefyHasAPeanutQuestion:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help!
// Enable ragdolls -- lowers by 10ish%
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"
[quote=GefyHasAPeanut]Question:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help![/quote]
[code]// Enable ragdolls -- lowers by 10ish%
cl_ragdoll_fade_time 15
cl_ragdoll_forcefade 0
cl_ragdoll_physics_enable 1
g_ragdoll_fadespeed 600
g_ragdoll_lvfadespeed 100
ragdoll_sleepaftertime "5.0f"[/code]
GefyHasAPeanutQuestion:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help!
Use the commented options https://github.com/mastercoms/tf2cfg/blob/master/mastercomfig/cfg/comfig.cfg#L438
[quote=GefyHasAPeanut]Question:
How can I get ragdolls back? I installed the config via FLAIR's tutorial. I like ragdolls. They're funny. I want em back. But I also wanna keep the config, help![/quote]
Use the commented options https://github.com/mastercoms/tf2cfg/blob/master/mastercomfig/cfg/comfig.cfg#L438