nobelharvardsThere are total reload times for individual weapons in that post too.
added to OP
Account Details | |
---|---|
SteamID64 | 76561198072140644 |
SteamID3 | [U:1:111874916] |
SteamID32 | STEAM_0:0:55937458 |
Country | Finland |
Signed Up | August 29, 2014 |
Last Posted | September 11, 2021 at 12:20 PM |
Posts | 109 (0 per day) |
Game Settings | |
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In-game Sensitivity | 1 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1440p |
Refresh Rate |
120 |
Hardware Peripherals | |
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Mouse | Finalmouse SE 2015 |
Keyboard | CM Storm Quickfire TK |
Mousepad | Self-made 100cm x 80cm clothpad |
Headphones | AKG K612 Pro (HFI-580) |
Monitor | Qnix QX2710 @120Hz |
nobelharvardsThere are total reload times for individual weapons in that post too.
added to OP
nobelharvardsKond3Pnobelharvards-snip-Useful things to know, but not worth looking at the clock for timings in the sub 3 second range
You mentioned you wanted capture point timing and reload times in the OP.
My bad. By reload times I meant time to reload the whole clip/magazine for spam classes. The primary purpose for this would probably be knowing when to push through chokes instead of microing dm with individual shots.
nobelharvards-snip-
Useful things to know, but not worth looking at the clock for timings in the sub 3 second range
I'm trying to make the server time limit clock much larger. I tried to change some values in "ServerTimeLimitLabel" in "Resource/UI/HudObjectiveTimePanel.res" but increasing the font makes the clock disappear. How do I know what fonts I can use?
I want to improve my game by utilising the in-game clock more.
What more essential timings could I learn in addition to übers and health/ammopack spawns?
Edit:Gonna make a list of all the mentioned things for easy future reference
scout main > soldier main
https://youtu.be/oM1-TAxzWes
Muze even trying to deny
sheepy_dogs_handOK cover. Totally different from the original but original is still the best.
https://www.youtube.com/watch?v=RtjS3KN162s
Never heard that song before and I liked the cover more.
https://youtu.be/aoDsA9PutU4
Only song I've ever liked from Eurovision contest.
https://i.gyazo.com/51213ddd5fe1d078cd3018d009f5cea7.jpg
Something makes you stuck there on the wall when trying to rocket jump from it.
https://i.gyazo.com/f1625c1d89dd60fff5185f8fb0b91eae.jpg
Invisible block in blue rollout
https://i.gyazo.com/db94c311b9a85a472ae1673f3b9f1b99.jpg
Same thing in red except it's a huge frickin' wall
https://i.gyazo.com/4b700ee4513988a3179eadbabdb9ef02.jpg
hole
No change
FX-8350, HD7950
KairuSo, I upgraded from 1.7a to 1.8beta and saw a noticeable increase in FPS.
Using pazer's benchmark2 I was getting around 130 fps (dxlevel 98, but 91 95 and 98 don't seem to vary fps at all). After changing, benchmarks averaged 153 fps. I changed these settings:
mat_picmip -1
r_lod -1
r_rootlod 0 (I thought this used to go to -1? Capped at 0 now without sv_cheats)
And saw further increase to 160 fps averaged. May test more commands later, but 20% increase is pretty good.
i7-4790k@4.4ghz
GTX770
Upgraded what to 1.8beta?
Why's it red?
I'm not on on my computer right now so I can't make a proper sketch, but here are two logos i've already made for my team with the help of my sis and a teammate. Just to give a sense of the style I'd approach it with. Would you be happy with something simple like this or should I just not bother?
https://drive.google.com/file/d/0B46T9Tpa0NlGTU5ZbGhqSUF2SEk/view?usp=docslist_api
https://drive.google.com/file/d/0B62xGZ-oa3MDSUNTRzk0NXdZN2M/view?usp=docslist_api
wareyadsp_slow_cpu 0 allows reverb and other DSP effects to somehow override the natural stereo panning of sound effects, making them sound like they're coming from straight in front of you or inside your head. dsp_slow_cpu 1 lets you continue to actually tell which direction sound effects are coming from.
Does this mean you could have sound quality on high setting while getting rid of the sound enhancements?