https://docs.mastercomfig.com/9.6.1/customization/launch_options/
Not actually 100
rktGODdoikuhttps://strawpoll.com/x19uk9owywhy isn't dxlevel 100 an option? I use dxlevel 100
https://i.kym-cdn.com/photos/images/newsfeed/001/857/750/4ab.png
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SteamID64 | 76561198153972834 |
SteamID3 | [U:1:193707106] |
SteamID32 | STEAM_0:0:96853553 |
Country | United States |
Signed Up | December 28, 2016 |
Last Posted | October 1, 2021 at 5:05 PM |
Posts | 45 (0 per day) |
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https://docs.mastercomfig.com/9.6.1/customization/launch_options/
Not actually 100
rktGODdoikuhttps://strawpoll.com/x19uk9owywhy isn't dxlevel 100 an option? I use dxlevel 100
https://i.kym-cdn.com/photos/images/newsfeed/001/857/750/4ab.png
24you said the word 'trap', you should be more careful with what you say!
scary
recommend circle or try hud crosshair(s)
micwoj92Thank you mastercoms, you are my hero!
Why are you so salty?
penrenIs it possible to make a toggle for the transparent viewmodels using HudAchievementTrackerItem or minmode?
I don't think it's possible
So interp is a personal preference thing much like huds. There are some interp settings that are objectively better than others depending on your pc and connection or could be another factor I'm not familiar or informed with.
cl_cmdrate / cl_updaterate: should usually always be at 66 for a stable packets to the server. You can go to 100 if you wish but that's recommend if you have a god tier connection.
cl_interp_ratio: should be either 1 or 2 (I recommend 1 for projectiles and 2 for hitscan) on the rare occasion 3 for unforeseen consequences
cl_interp: If you put this to 0 that will make it go to the lowest possible interp which can cause some registration issues when you are in a battle. So for projectile 0.01515151 / hitscan 0.0303030303
cl_smooth: Should always be 1
cl_smoothtime: should either be 0.01 (or 0.015)
It's just dependent on what you are capable of handling for your system and game.
If you are wondering my opinion on what you could use I'll put.
rate 100000
cl_updaterate 66
cl_cmdrate 66
cl_interp 0.03
cl_interp_ratio 2
cl_smooth 1
cl_smoothtime 0.1
TholeWhiskerhttps://youtu.be/A7Ms0lCJvnA21.2 ms
here's another video confirming it on another hud as far as the class selection goes. when the bounding box of the class element overlaps with another class and you hover in the shared area, it causes the issue (as you stated)
I wonder if the animation itself freezing up has anything to do with it; when you idle between two classes, the animation also doesn't play properly
edit: stacking them all on top of each other makes my fps a solid 20 lmao
https://i.imgur.com/WOZfIEE.png
That's an old mastercomfig. Probably an older 7 version
indigosummerdon't download this!!! I installed it and it made my game look all low graphics like Minecraft
I thought I enabled the settings so it wouldn’t have those pixelated textures. Could’ve been wrong
Thanks. I’ll mess around with it some more and see if the amount of extra garbage can go away
Moral of the story is I got bored and a friend asked if I can make them a config because they didn't like the other options I decided to make one.
https://github.com/WizardEngineer/wizardconfig
Feel free to criticize if needed. Don't get to mad at the interp garbage I'm just experimenting with them and would like feedback on the ones I try out.
Good luck and have fun.
Wizard
omnibombulator...All I had to do was accept HUD submissions. Wading through Hundreds and Hundreds of ToonHUD edits. I think I've witnessed more ToonHUD edits than any other individual other than maybe Griever himself.
Toonhud isn’t really that good to a degree and others just submitting their edits to the site in the first place seems idiotic to a sense since when they make their custom edits it can be immediately public by their choice from the toonhud site. It’ll be over soon Omni
First in your launch options your -exec should be +exec. Other than that I’d recommend using mastercomfig medium low or medium for your pc. If you also want I can link my config and see if that works.
sAvenDoes DirectX 8 support mat_queue_mode 2 or multicore/quadcore in general?
I believe so
QLI figured out the issue by going through the whole cfg bit by bit setting every cvar to its opposite value, turns out the "texture" of the target-things are considered a overlayfragment or decal-based thing by the game.
So setting r_renderoverlayfragment from 0 to 1, fixed the issue and now those "textures" are rendering again.
That's nice. I forgot about that command.
QLI'm getting a black texture or lightning problem on the unofficial map "trade_plaza_2" and all other "trade_plaza" based maps that use that same object or texture of a target. I'm using the latest gfxc.cfg of Comanglia with very few changes.
Here is a screenshot of what I'm talking about:
https://i.postimg.cc/T2kJNGjP/20200118072327-1.jpg
I would really appreciate it if anyone can check on a community server that's using this map and see if they also get a black texture there.
I have no clue what cvar could be causing this, actually I tried changing a hand-full already without success including mat_mipmaptextures 0 and mat_phong 1 which seemed like it was the issue for some other people seeing black textures or whatever this is. All my weapons appear to be normal so I don't think I'm having the same issue as the other people I've found.
I'm sure it's gfxc.cfg because before installing Comanglia, the textures were present on the maps. It would just take forever for me to go through every single cvar to figure out which one is causing it though. I'd really appreciate some help if anyone has a clue.
Actually, if it's allowed by the forums, this request now has a bounty of 5 keys to whoever helps me solve this issue. I already dedicated over 8 hours to trying to get my config right after starting to play again, so yeah..
I believe the fix was to put in mat_antialias 1 or mat_trilinear 1 or both. I was having those issues before to until I fooled around with some settings