Is this still the case without anything in your /tf/custom folder? (simply rename and launch game)
Using any configs or crosshair mods? Does the issue still happen in with mat_dxlevel 81/90/100?
Account Details | |
---|---|
SteamID64 | 76561197990121837 |
SteamID3 | [U:1:29856109] |
SteamID32 | STEAM_0:1:14928054 |
Country | Netherlands |
Signed Up | June 22, 2013 |
Last Posted | November 12, 2024 at 8:56 PM |
Posts | 972 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
3200 |
Resolution |
2560*1080 |
Refresh Rate |
60 |
Hardware Peripherals | |
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Mouse | Roccat Kone XTD |
Keyboard | Ducky Shine 2 (Yellow) + Brown Cherry Switches |
Mousepad | Roccat Taito |
Headphones | Roccat Kave |
Monitor | Dell U2711 |
Is this still the case without anything in your /tf/custom folder? (simply rename and launch game)
Using any configs or crosshair mods? Does the issue still happen in with mat_dxlevel 81/90/100?
ce_localplayer_enabled 1 // enable local player override
ce_localplayer_track_spec_target 1`// have the local player value track the spectator target
If you somehow figure out how to make the source engine multi-threaded, imagine the possible performance gains, if those fixes from CSGO/Apex/Black Mesa haven't found their way back yet to Valve.
Crit sounds for projectiles (and perhaps hitscan) which are no crits (only when random crits are enabled) is a thing in TF2 atm.
Hud elements updating in the background when using the mvm upgrade station kicking you out (e.g. strange PDA and someone using a teleporter)
if it's a consistent issue with PugChamp demos, get them to increase tv_snapshotrate from the default 16 to 33 or 66, additionally tv_maxtrate to be unlimited for live STV spectating to have enough bandwidth available to clients
the hudanimations.txt is loaded from /hl2/hl2_misc_dir.vpk > scripts
Just make sure you don't have a hudanimations_tf in your hud's scripts folder if you are using the _manifest to load custom animations.
Gemiste kans om de titel 'Het Nederlandse draadje' te maken.
CSGO has gamestate, TF2 currently doesn't (officially), but there is a plugin implementing it in a similar way: TF2 GSI
- Demos having 'keyframes' for rounds, so you can skip to the next round without having to fastforward through it.
From CSGO (one can dream)
- obviously their GOTV implementation where the STV pauses where the pause happened in the server, and the gotv2 configurable delay
- better sv_pure handling of possibly exploitable files/circumvention
How's the 'hitbox/backstab' detection in CSGO compared to TF2? Any accuracy fixes they got wouldn't hurt in TF2.
Oh, did the 'randomized falldamage' when nospread is enabled get fixed yet? There are plugins for it, but not requiring that would be a lot nicer.
Someone brought up payload carts backflipping on some ramps, is that something that can be fixed?
Also what about Mann vs. Machine fixes, besides pop files, some map collision, bot pathing causing bots to get stuck there's some broken upgrades (e.g. lvl 3 sentry firing speed), or is it mostly engine upgrades you're looking in to fixing first, which might also include bots and their AI/difficulty levels sigsegv already had a go at improving.
Would still recommend making the STV's tv_snapshotrate 66 and match the update rates from the server instead of the 33 you make it default to now.
Nice to see actually improved default netsettings, should give everyone a more fair and equal playing ground if this ever makes it in to the actual live version of the game.
Not sure about the 120 fov option, with the stock viewmodels arms that will still look weird/wrong even at 90.
Also with regards to the sv_pure stuff Pete mentioned earlier, CSGO now has actual proper file hash checking (supposedly) that will not allow you to connect with mismatched files in your installation folder.
Should take a look at CastingEssentials for a bunch of STV fixes that are currently broken or missing entirely from the base game: