Decimation
Account Details
SteamID64 76561198126670288
SteamID3 [U:1:166404560]
SteamID32 STEAM_0:0:83202280
Country United States
Signed Up June 16, 2016
Last Posted September 19, 2016 at 9:26 AM
Posts 3 (0 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input  
DPI
 
Resolution
 
Refresh Rate
 
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#157 No explosion smoke script in Customization
BenroadsUsing the demo from this thread (http://teamfortress.tv/thread/7598/tf2-benchmarks) as a basis here are my results with Zesty/Ryans modified ctx/txt files

Zesty:
2639 frames 22.382 seconds 117.91 fps ( 8.48 ms/f) 7.272 fps variability

Ryan:
2639 frames 21.796 seconds 121.08 fps ( 8.26 ms/f) 7.593 fps variability

Granted it was only one sample but it does seem like using Ryan's modified ctx files would get you ever so slightly more fps, however I did notice large fps drops during the demo playback when the red x error appeared so that might have caused a few issues in itself. If I can find a way to prevent the red x error I imagine this could actually provide a fairly large boost in FPS for people on weaker computers.
rage1Benroadsedit: to address OP I spent around 20 minutes flipping through some of the game files to try and find where the Halloween/Full Moon effects are called but I could not find anything, it would be very nice to just have them force disabled on most servers but I'm not if it's even possible to force them off without a few SM mods installed.
I don't think some script not working with these is a good reason for disabling them. Is there any possibility to disable them clientside though?

Personally I have always disliked the full moon stuff, the outfits are pretty obnoxious even by TF2 standards and for some reason I often drop far more frames when full moon is active. As for disabling them client side I have yet to find a way to do anything like that, I think there is a no hats mod variant that will only remove the hats that are full moon locked but I doubt it would change any of the other things like the voices/explosions/paints changing spells.

As for other things in the .ctx/txt files, when I was looking through them and noticed the value "PunchAngle" and when I tried changing it on sv_pure 0 servers it seemed that I could remove the screen punch completely but on sv_pure 2 it would revert to default (3 for scattergun and 2 for shotgun, I imagine all other shotguns are the same but I only tested the soldier's). However I could increase the PunchAngle past the defaults and it would work fine on sv_pure 2, I imagine this is not exactly helpful for anybody since it would only allow you to make the kickback more visible when firing certain hitscan weapons. If anybody can come up with a way to get the removal of the punch working on sv_pure 2 I would be very interested as it's always been a small thing that has irrationally annoyed me about TF2.

How did you get the PunchAngle mod working? It works for me but only listen servers and on servers that installed the same mod (only works on my srcds server). I removed the PunchAngle line entirely. What did you do?

posted about 8 years ago
#13 TF2 ADS (aim down sights) pack in Customization
eeewhy is wait even banned now? Is it still because of sticky spam scripts?

It was never even banned lol

Server ops just have the opportunity to change it with sv_allow_wait_command

Valve has it set to 1 by default anyways

posted about 8 years ago
#64 TF2 update for 7/28/16 in TF2 General Discussion

Dear god please unblock tf_viewmodels_offset_override

This would literally solve any viewmodel problem that ever existed

posted about 8 years ago