It's possible you have antialiasing forced off in your graphics driver settings
Account Details | |
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SteamID64 | 76561198374045865 |
SteamID3 | [U:1:413780137] |
SteamID32 | STEAM_0:1:206890068 |
Country | Pirate |
Signed Up | March 20, 2020 |
Last Posted | August 22, 2024 at 1:24 PM |
Posts | 309 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 5.2 |
Windows Sensitivity | no |
Raw Input | yes |
DPI |
no |
Resolution |
1024 768 |
Refresh Rate |
120 |
Hardware Peripherals | |
---|---|
Mouse | no |
Keyboard | yes |
Mousepad | no |
Headphones | no |
Monitor | yes |
dingofor some reason when i use comanglia i am like glued to the floor in offline servers and cant shoot my gnu
host_thread_mode 0
one thread was probably good
dadi am trying to enable hitscan tracers using the modules and setting "effects" to medium. i have made a modules.cfg in my directory below, what am i missing here?
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\cfg\overrides
http://puu.sh/IZjd1/1d6c1d5878.png
this is my setup above, i can't get tracers to show up.
remove the spaces around the =, also if you're on the verylow preset you need particles=low or higher, or cl_particle_batch_mode 1.
yes, but it makes a lot of of the other scout melees have that draw sound also:
https://www.mediafire.com/file/ny2fb0i0lq3l2v4/three_rune_katana.vpk
There's a reference to it in the particles/explosion.pcf (and particles/explosion_dx80.pcf) present in stock tf2, not sure if that's what the error is stemming from though
here, same method as the stock original sound one, which isn't really ideal. unfortunately it also changes the sound of some of the other demo swords in addition to the scout sword, I don't think there's a good way to prevent that since they all share the same sound
https://www.mediafire.com/file/lbapjatct96b7lj/three_rune_katana.vpk
also I didnt test it at all so if it doesn't work right lmk and I will fix it
sending a fake user agent achieves the polar opposite of whatever you seem to think it does
AimIsADickpeople use faked user-agents.
for what purpose? i don't think anyone does that
AimIsADick256 x 256, in pixels.
I meant what screen resolution for tf2, since the relative size of crosshair scale 32 compared to everything in the game you're trying to measure differs based on that
JojoIt was always my understanding that flat textures required bypassing sv_pure but the rgl rules apparently explicitly state that they are allowed. Is my understanding just wrong or is there just an unusual exception going on here?
sv_pure reverts the custom flat textures back to the default textures like it's supposed to, but for whatever reason the texture size/resolution stays the same as that of the custom ones, which is like 1x1 or 2x2 or something for flat texture mods. the default textures scaled really small and tiled end up looking pretty flat, but if you look up close you'll see a 'grid' effect. technically it isn't bypassing sv_pure but it's kind of a grey area or bug or whatever I guess
NovaSc6utYou can't really bypass pure without injecting cheats and lying to the game about your files being the default files.
you can, in four different ways, but it's not allowed
but bro youre not supposed to be allowed to use custom particles on sv_pure 2, and ignoring pure (regardless of how trivial it is to do) is against the rgl rules even if the particles wouldn't be
AimIsADickI designed the crosshair around cl_crosshair_scale 32 (which is the default value), so that would be the ideal value to use.
what resolution?