1v1 ? GTFO
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SteamID64 | 76561197971329416 |
SteamID3 | [U:1:11063688] |
SteamID32 | STEAM_0:0:5531844 |
Country | Portugal |
Signed Up | December 24, 2012 |
Last Posted | November 29, 2024 at 3:25 PM |
Posts | 624 (0.1 per day) |
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have you guys asked for help to our lord and saviour sigsegv?
do you have any sound regen files in your cfg ? that used to happen to me because i had a script that made new sound files for the maps to disable the regen sound
it shows up like this "jump_4dakids_final_level_sounds" on tf/download/maps
i cant remember correctly but it used something like .wav sounds that dont exist anymore and the console kept getting spammed by errors
has anyone done any benchmarks with ryzen ?
i know tf2 is clock hungry but im curious to know how this new architecture translates to old source engine games
INSI don't know if <15.2 lerp is actually a placebo or not, but I've been using 0.0 lerp for quite a while and many players appeared to be very jittery because of it. As soon as I switched it back to 15.2 everything was smooth again.
But yeah, if you want to test it yourself you should set "cl_updaterate" value to 66+ (up to 100000).
Online not sure but offline 0 lerp is definitely not placebo, there is a small noticeable difference doing jump maps with 0 lerp and a bunch of ppl in the jump community tend to agree.
Online ppl say 15.2 is minimum but if i use the rates at 67 my net_graph shows me the lerp 14.9 with yellow colour (not stable) while if i use 15.2 lerp on the same scenario the lerp shows up as orange (stable), weird since its supposed to be placebo.
To be honest i think valve should lock the lerp value to be 15.2 the supposed minimum and stop ppl from using these random ass values that may or may not affect your settings.
does this still work? i can install every other particle pack on the planet except this one
doesnt matter sv pure settings, vpk or not
pretty "sure" im doing nothing wrong
you dont want any games, you just want nerd stars
bind 1 "slot1; primary; alias currenttog primarytog"
bind 2 "slot2; secondary; alias currenttog secondarytog"
bind 3 "slot3; melee; alias currenttog meleetog"
bind PGUP currenttog
alias currenttog primarytog
alias primary primaryvis
alias primaryvis "r_drawviewmodel 1; viewmodel_fov 83"
alias primaryhid "r_drawviewmodel 0; viewmodel_fov 0"
alias primarytog primarytoghid
alias primarytogvis "primaryvis; alias primary primaryvis; alias primarytog primarytoghid"
alias primarytoghid "primaryhid; alias primary primaryhid; alias primarytog primarytogvis"
alias secondary secondaryvis
alias secondaryvis "r_drawviewmodel 1; viewmodel_fov 83"
alias secondaryhid "r_drawviewmodel 0; viewmodel_fov 0"
alias secondarytog secondarytoghid
alias secondarytogvis "secondaryvis; alias secondary secondaryvis; alias secondarytog secondarytoghid"
alias secondarytoghid "secondaryhid; alias secondary secondaryhid; alias secondarytog secondarytogvis"
alias melee meleevis
alias meleevis "r_drawviewmodel 1; viewmodel_fov 70"
alias meleehid "r_drawviewmodel 0; viewmodel_fov 0"
alias meleetog meleetoghid
alias meleetogvis "meleevis; alias melee meleevis; alias meleetog meleetoghid"
alias meleetoghid "meleehid; alias melee meleehid; alias meleetog meleetogvis"
allows me to toggle viewmodels on or off very quickly, if you want them on in scout secondary for example with the bonk or off with the pistol
also this
bind "UPARROW" "incrementvar mat_monitorgamma 1.6 2.6 .1"
bind "LEFTARROW" "incrementvar volume 0 0.2 -.01"
bind "DOWNARROW" "incrementvar mat_monitorgamma 1.6 2.2 -.1"
bind "RIGHTARROW" "incrementvar volume 0 0.03 .01"
use your arrow keys to control volume and gamma
since they keep refusing to support the current version of 6´s, i´m guessing the next "logical" step for them would be class limit 1 opening possibilities for the other classes to join the mix, it will be better than the current iteration but still a fail as we all know
what i struggle to understand is why are they asking this only now, when they´ve supposedly been working on this for years ? ...... must be the usual valve work methods ..
and why were some voice lines introduced like the soldier saying who´s pocket or roamer, and yet the stubborn refusal to support the current meta ?
- Fixed an animation bug that would cause the client and server hitboxes to become out of sync
Damm .... 10 year old bug according to sigsegv
I wonder how noticeable will be
whats that monitor arm thing ? anyone know the model ?
who would´ve guessed default tf2 its not attractive for new players
faggetShouniccan we finally put to rest that they "don't care"?If they cared it wouldn't have taken such long time for these changes to be teased. My best guess for why things are this way is that they are lazy af.
they´re understaffed, overworked, with poor leadership and even worse management
nothing new
complaining about the current competitive format LOL
a format that´s been successful for all these years with all the hardwork from the community with zero of dev support, when they created the current piece of shit known as MM .... that is so BAD that drove away so much keyplayers and community contributors from this game this past year that´s not even a joke .....
keep pursuing that mentality its making wonders for this game, and next year instead of doubling the unusual rate to meet the objectives for the year, you´ll have to quadruple it ...
valve pr at their best, after all the shitstorm from last year in tf2 and cs go, this is how they chose to handle it and people still eat it with a large spoon
7 years of tf2 have thought me the only thing to expect is major disappointment
and if you know a thing or two about body language just look at the guys surrounding dave riller when he answers how many actual coders on the team ...
and to finish it off they spent the largest portion of the meeting discussing skins .... the only thing that actually matters to valve ....