The gamebanana page for these was actually taken down, and I was looking for another download. Thank you.
Account Details | |
---|---|
SteamID64 | 76561198058787811 |
SteamID3 | [U:1:98522083] |
SteamID32 | STEAM_0:1:49261041 |
Country | United States |
Signed Up | July 22, 2013 |
Last Posted | November 30, 2014 at 4:38 PM |
Posts | 72 (0 per day) |
Game Settings | |
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In-game Sensitivity | 1.25 |
Windows Sensitivity | 6/11 (Default) |
Raw Input | 1 |
DPI |
1120 |
Resolution |
1920x1080 |
Refresh Rate |
60hz |
Hardware Peripherals | |
---|---|
Mouse | Steelseries Sensei Raw Matte |
Keyboard | Filco Majestouch 2 Tenkeyless - Cherry MX reds |
Mousepad | PureTrak Talent |
Headphones | Steelseries Siberia v2 |
Monitor | ASUS VS248H-P |
Mackey, Cyzer and Tyrone
Nice work, I especially like that you were consistent with the theme throughout the HUD. Looks professional and well put together. However, I agree with #4 that the low health is hard to read.
Hey thanks a ton for this man! I used to be a huge BroeselHUD fan until he quit updating it, and then I switched to OMPHUD after I got too lazy to keep updating it myself. I can finally use Broesel again :)
edit: does this have a scoreboard that supports killstreaks yet?
Which do you guys prefer? For me it depends on the weapon. For my scattergun and rocket launcher I tend to flick aim, but I track with the sniper and pistol.
Lights_Sensei is shit, used it for a couple weeks after I got it on boxing day for pretty cheap, then got the ZOWIE AM and I've never used the thing since.
Thread was definitely missing this. You should also consider the Zowie mice, OP, I heard they were very good.
fsXDdeathadder, sensei has sensor issues afaik
I have a sensei raw, and have never had any issues, would recommend it 9/10. However, afaik all lazer mice have built in accel, so I would recommend the Deathadder, and it will be my next mouse. Either way you are getting a good mouse, but your aiming will probably be more consistent with the DA.
Setsul#2/#7
You got the right idea, there are just some minor mistakes.
With updaterate/cmdrate 66 and interp_ratio 1 the interp is 0.0152 but you've corrected that in the quote. However with interp_ratio 2 it would be 0.0303 not 0.033 (probably a typo). Using interp 0 and interp_ratio 1/2 is easier anyway.
Choke means that your or the servers rate is too low, not to high. Basically the server has to hold packets back because either the bandwidth you allow or the bandwidth itself allows for each client is not high enough to send the packet immediately. Just set "rate" to 60000 (you can use 100000 to be sure, if you have more than 100kbits upload, otherwise it might increase your ping). If you still get choke it's the server. If you still want to/have to play on that server lower cmdrate and updaterate to 40 and bump up the interp to 0.025 (instead of 0.0152) or 0.05 (instead of 0.0303). You don't have to change the interp if you use interp 0 and interp_ratio 1 or 2.
If you have a good connection and get loss it's the server. If you get loss on every server you should call your ISP, it means your connection is shit.
Your explanation of interpolation is decent but a bit inaccurate at some points. For interp 0.0303/interp_ratio 2 TF2 isn't using the previous packet/snapshot to interpolate it uses the next one. With 0.0152/ratio 1 TF2 uses the snapshot previous to what you see and the next one to interpolate where everyone is in the frames between those two packets. Because you are only one tick behind the server you don't have any snapshots left that are newer than what you see atm if you miss one packet. Now the TF2 uses the two previous packets to extrapolate/predict/guess the player movements. If a guess was wrong the player(s) get(s) warped into the right place as soon as the next packet with the correct information arrives. When you are two ticks behind the server (0.303/ratio 2) and lose one packet you still got another, even newer snapshot. Instead of interpolating between the snapshot before and after your current time it uses the previous and the snapshot two ticks after the current time. Interpolating over two ticks instead of one is slightly less accurate but there won't be any warps.
Now comes the only thing that is just plain wrong.frownySince hitscan is hit detected locally and the hit confirmation is simply sent to the serverThis is just wrong. There's no other way to say that. All the hit registration is done by the server so no one can just sent random hit confirmations and kill everyone from across the map.
The reasons why some people use 0.0303/ratio 2 for hitscan and 0.0152/ratio 1 for porjectiles are the following:
0.0303 for hitscan:
No warps. If you lose just one packet with 0.0152/ratio 1 you might get a prediction are error and therefore a small warp. This little weird looking stutter can throw your aim off.
More accurate hitboxes. Again if you lose one packet and get a prediction error the enemy's model is slightly out of place. Now if you hit that model directly you are not necessarily hitting the hitbox because the hit registration is server side and the server doesn't know that for you the model was in that place. Most of the time you won't miss the shot completely but it's often the difference between hitting 10 bullets in the center for a meatshot or hitting that scout slightly to the side and just hitting 7 bullets and BAM that scout kills you because he survived that shot with 10 HP.
0.0152/ratio 1 for projectiles:
Less delay. Most players find the delay between firing a projectile and the moment it spawns on the server and you can see it far more irritating than the occasional small "stutter" after a lost packet. Prediction erros occur every now and then but the delay is there every single time you fire a projectile so most players want to minimize it. Plus projectiles are prediction-aimed and use a way bigger hitbox so it won't really affect your aim and hitreg.
tl;dr
//netsettings
//change these if necessary
rate 100000
cl_cmdrate 66
cl_updaterate 66
cl_interp_ratio 1
//don
FranceCraigMammaltonLowering ratio will make you have less fov, more fov comes from wider screens.SolidSpeerlaiyecosa4:3 stretched to 16:9/10 master race
But why? Just gives you a lower fov
Also out of curiosity, would lowering your aspect ratio on a higher aspect ratio monitor give the effect of increasing your fov? Because I've been playing a lot of BF4 at 120 fov and it is amazing haha.
Thanks for all the replies by the way!
Ah crap. More than 90 fov really should be added into tf2, I see no reason why not. I guess because it would break spy :/
SolidSpeerlaiyecosa4:3 stretched to 16:9/10 master race
But why? Just gives you a lower fov
Also out of curiosity, would lowering your aspect ratio on a higher aspect ratio monitor give the effect of increasing your fov? Because I've been playing a lot of BF4 at 120 fov and it is amazing haha.
Thanks for all the replies by the way!
Alykasome of them use crt so they can get 120 hz if their using 1024 x 768
crts are much better but they give me headaches
deadmau5Do you really need more than 350 fps?
Lowering the resolution worked for me, it gave me like +20 fps
Na not really, but just wondering in general :P. Plus the FPS does dip below that a lot. I really don't need more than 60, but since this applies to CS was wondering if tf2 players did it too.
I have noticed that in a lot of games, such as counterstrike, players use a lower resolution than native to increase performance. To competitive players generally do this in tf2? I run Chris maxframes, but also run at 1920x1080 res, would it be helpful to lower it at all? I generally get 350 fps or so in pubs, would this increase it any? Thinking of switching to 1024x768, since I just started using that in CS:GO as well.
SylverA personal hud edit I've been working on for the past day or so. Used yahud as a base and used the Hudas class logos.
http://i.imgur.com/arZuww6h.jpg
That class selection menu is sexy
This HUD used to be greyish color instead of black, which made me like it WAY more than HUDAS, is their any chance you could release a version like that? Nice work man, solid HUD.