what about motion blur
Account Details | |
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SteamID64 | 76561198009358827 |
SteamID3 | [U:1:49093099] |
SteamID32 | STEAM_0:1:24546549 |
Country | United States |
Signed Up | August 23, 2012 |
Last Posted | April 22, 2020 at 6:24 PM |
Posts | 2041 (0.5 per day) |
Game Settings | |
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In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
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Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
are you sure your fps isn't capped ingame?
also vsync
disabling texture filtering doesn't help with your FPS unless you have the world's worst integrated graphics chip that doesn't even support most of the shaders or particle effects that TF2 uses.
He has to move everything inside of the container element and make that a little bigger too.
Seems like there's a lot of active custom HUD/UI/weirdsettings threads at the top of TF2 general. It seems like a section for TF2 ricing would get a lot of use, probably more than the LAN board. Thoughts?
Oh, I didn't notice that. I'll upload my personal edit of it to my dropbox, just give me a minute.
EDIT: https://dl.dropbox.com/u/1811521/tf.zip This has some stuff that wasn't even changed from the default TF HUD in it, but better safe than sorry (I don't feel like cleaning it out).
The changes I made from the updated RXP HUD were basically just adding a low ammo color and changing the buff pulse. Nothing big.
I want the updated RevanXP HUD:
http://teamfortress.tv/forum/thread/472-hookyhud-updated-revan-xp-hud
changed so that the health number is just as large as the ammo number, and so that the ammo has the same team-colored under-bar as the health.
I could easily do it myself if I got the motivation, so if you get swamped with requests somehow, feel free to ignore it; but it should be simple enough for a good grasp on how several of the HUD files are set up without being so basic that you don't learn anything.
Yeah, just make sure to get a good color and to change the UI element that's being colored if you want to. :p I keep showing mine to people and they're like "That red is ugly"
Yeah, that server was a blast. I was amazed that the maps actually worked well, the outside one with lava and little forts around the intel was my favorite.
I would love bhopping if it were vanilla, but as a serverside mod it has a jagging desync every time you jump that's worse and worse with higher pings. A map that's very well-tuned for tf2's existing mobility skills should be good enough to cover the movement aspect, imo.
cl_cmdrate 66 or 67 or 66.6667 (it's a repeating decimal)
cl_updaterate to the same
set those to 40 instead if you're on bad internet or the server is shitty
cl_interp 0 if you use cl_interp_ratio
cl_interp_ratio 1 (or 1.2 if you're ballsy about source engine's quirks) on projectile classes (including medic/spy) or 2 (or 2.2 if you're ballsy about source engine's quirks) on hitscan oriented ones
ratio is based on your rates so if you use that then you don't have to worry about
cl_interp_ratio 0 if you use cl_interp
cl_interp 0.015 (0.0152 for 66 exactly) for projectile classes and cl_interp 0.03 for hitscan oriented ones IF YOU HAVE RATES >66
cl_interp 0.025 for projectile classes and cl_interp 0.05 for hitscan oriented ones IF YOU HAVE RATES = 40
Increase cl_interp by like 0.005 or or something in that area if you have bad latency jitter fucking up the animations. If it gets really bad then use hitscan settings on all classes. If it's still bad, use "bad net" settings even if your connection should be good.
you can use whatever you want as long as it's not pants on head retarded and it'll mostly work, these are good guidelines though
#1 cause of bad hitreg on a decent connection is lag compensation glitching up, not shit settings. In fact, the default tf2 settings have ridiculously good hitscan hitreg; it's just that they ruin timing, a lot.