Could someone show me what prec_show_stv_status / prec_stv_status displays?
Account Details | |
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SteamID64 | 76561198046110893 |
SteamID3 | [U:1:85845165] |
SteamID32 | STEAM_0:1:42922582 |
Country | United States |
Signed Up | August 8, 2017 |
Last Posted | September 14, 2024 at 1:13 AM |
Posts | 1545 (0.6 per day) |
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Raw Input | 1 |
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So what I have so far:
- Does not properly filter out non-competitive matches (Casual, MvM)
- Does not filter out pregame & postgame
- Limited file name options (lacking map name)
- Doesn't support SourceTV status (in screenshot)
maraudeRKillstreak bloat is a big one, especially if you pub or play mvm, because it literally logs every kill of a killstreak in its own line.
i don't have either to compare atm because i'm on a clean install but I'm sure others can share specifically what the differences are
Yeah if someone can demonstrate, it could help a lot!
geduprec_screens 1
Is there not ds_screens 1? What does prec_screens do differently vs. the one in game?
maraudeRNothing at all. I know that you can bind a key to ds_mark and a chat bind but it's just not the same.
Ah I see, that comes up in chat? I thought it was just a console log. That's hilarious!
maraudeRTo be honest though P-REC's file naming system and boomarks.txt document is much more user friendly. This may have been fixed but trying to play demos with hyphens (-) in the name would crash my game for years so I just went back to p-rec
I think hyphens don't crash anymore, but yeah I get that about the names being friendly. What are the differences with the bookmarks.txt document vs. the in-game one?
Thanks all for the feedback. It's been very useful!
maraudeR[P-REC] Bookmark.
What would p-rec bookmark have over the demo support bookmark feature?
Hi all, I've heard around quite often that people recommend P-REC over using the integrated in-game Demo Support feature. Is this still true? If so, what's the reasons for using it? What sort of features does P-REC have that makes it better (or even required for comp)? Or maybe there's a bug in the integrated system which makes it worse to use. Please let me know, I'm curious!
i managed to get a 100 player server running smoothly, its ridiculous but fun
mousiopewhere is this option "alias snapshot_buffer snapshot_buffer_low" on the web app ?
im guessing this is the one most ppl here use
why did you remove it ?
The web app is not for advanced users who want to set hitscan to snapshot buffer low, since this is rarely ever helpful. I'm pretty sure most people use the default which is auto, setting hitscan classes to 30ms and projectile classes to 15ms.
9.10.2 released with performance optimizations and various adjustments.
This release took 30 hours to produce. If you like the work I do, consider supporting me!
ravenhttps://github.com/Hypnootize/TF2-HUDs-Archive/blob/master/Updated%20HUDs%20List.md
Very large github of huds, though there is no image previews you have to look through imgur albums
(not sure if its the same huds from mastercomms site just been using it for awhile)
Yeah I copied all the HUDs from there which have GitHubs, that covers like 90% of the HUDs but full coverage of the entire HUD list is coming as well.
TwistyI just downloaded an updated config from Mastercomfig and now venom's crosshairs no longer work, any ideas? I've tried reinstalling the crosshairs with no luck
https://www.teamfortress.tv/62638/venom-crosshairs-weapon-crosshairs-made-easy
Delete comfig-custom in tf/custom, you probably have set stuff in the weapons tab under customize
recommendations:
threadpool_affinity 0 - let the OS handle where threads run on the CPU
already default:
studio_queue_mode 1
r_threaded_particles 1
mat_queue_mode -1
these do nothing (force disabled):
r_threaded_client_shadow_manager
cl_threaded_client_leaf_system
r_threaded_renderables
mp_usehwmmodels
mp_usehwmvcds
these cause crashes:
cl_threaded_bone_setup
r_queued_decals
r_queued_ropes
these cause bugs:
host_thread_mode 1
r_queued_post_processing
J_4rb1Hey mastercoms, does mat_max_worldmesh_vertices 1024 give more fps than mat_max_worldmesh_vertices 65536?
no, it's just a workaround for graphics cards incapable of rendering each mesh with lots of vertices. it'll make the world more complex and less efficient overall, with each segment being simpler individually. so it's not a good idea to reduce.