Idea: Instead of doing vertical FoV correction, they should do FoV "area" correction, so that using 4:3 isn't at a strict disadvantage to 16:9 but trades off some horizontal for some vertical FoV instead.
Account Details | |
---|---|
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 | |
---|---|
In-game Sensitivity | 9 in./360 plus accel |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1680x1050 |
Refresh Rate |
250fps/60hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Quickfire TK Green |
Mousepad | Generic |
Headphones | Generic |
Monitor | Generic |
@5
>set this equal to your cmd rate.
This is not necessary. They can be different and there's no problem with it. In fact, TF2 sets them to different defaults for me on startup.
>rate: unless you have a poor connection, set this to the max value of 128000
lol
cl_interp_ratio: set to 1
lol
// Good connection //
//cl_cmdrate 66
//cl_interp 0.0152
//cl_interp_ratio 1
//cl_updaterate 66
//rate 60000
// Chokey connection //
//cl_cmdrate 40
//cl_interp 0.055
//cl_interp_ratio 2.2
//cl_updaterate 40
//rate 35000
// More specific interp settings //
// To use these, uncomment the ones you want and put them in class.cfg files.
// For example, if you want to use the alternative "harsh" setting on Soldier, you would uncomment it and put "net_harsh2" near the top of soldier.cfg (after any "exec" statements).
// Harshest timing oriented interp settings -- uncomment only the one appropriate for you
//alias net_harsh "cl_interp 0.0152; cl_interp_ratio 1" // for updaterate 66
//alias net_harsh "cl_interp 0.025 ; cl_interp_ratio 1" // for updaterate 40
// You should use this for projectiles, the flamethrower, and feigning.
// On LAN, this setting is king. I think. Someone smart give me feedback after trying it and the below "harsh2" one.
// Alternative "harsh" interp
//alias net_harsh2 "cl_interp 0.0182; cl_interp_ratio 1.2" // for updaterate 66
//alias net_harsh2 "cl_interp 0.03 ; cl_interp_ratio 1.2" // for updaterate 40
// Use this instead of the above if you experience rockets "warping" through scouts, microstuttering animations, or other unpleasant jitter when using the above.
// Normal settings
//alias net_normal "cl_interp 0.033; cl_interp_ratio 2" // for updaterate 66
//alias net_normal "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 40
// Use this in most cases, or if you don't know what else to pick.
// "Soft" settings (hitreg oriented)
//alias net_soft "cl_interp 0.05 ; cl_interp_ratio 2" // for updaterate 66
//alias net_soft "cl_interp 0.055; cl_interp_ratio 2" // for updaterate 40
// This is the safest "comp" setting. If you're experiencing trouble, use this. If you still have trouble, go back to defaults.
// Also, use this on things that "can not" miss or are especially susceptible to "shitreg" for you, meaning sniper rifles and (for me) scout weapons.
// Default interp settings
//alias net_default "cl_interp 0.1; cl_interp_ratio 2"
// Fundamental settings -- take care
cl_lagcompensation 1 // DO NOT EVER CHANGE THIS
cl_pred_optimize 2 // DO NOT EVER CHANGE THIS
cl_smooth 0 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
cl_smoothtime 0.01 // Reset these to defaults if you don't like how the game acts when you rocketjump or get knocked around
// Default smooth settings, in case you need them
//cl_smooth 1
//cl_smoothtime 0.1
Fubarwareyabecause UGC is so well known for its good map selectionhey it was designed for 6s all along but ugc gave the map a chance because they actually do try, what can I say.
you fail to be aware of the fact that 6s players give maps chances as well. most of our map pool is customs or maps which were adopted before they were stock. the difference is, 6s players don't shove bad maps down eachothers' throats.
because UGC is so well known for its good map selection
>also is it the same as just having mat_specular 0
Not at all
#285
if that's a dumb way to get revenge then dominations shouldn't count from assists
in fact in a perfect world they would only accumulate from kills where you did 100% of the player's health in damage to them and the only way to get revenge would be to do the same to them but tf2 doesn't actually work well enough to accommodate for that
they're stupid as hell and don't belong in a game with objectives that aren't killing and the DM diversity that this has
narfRawrSpoonIt should be noted that there's no such thing as building with this thing. You build at max rate even if you're healing a half-overhealed player.Does that mean that a kritzkrieg healing a soldier at a constant 300 will build slower than a quickfix healing a soldier at a constant 250? That's crazy
yes
since they nerfed the escape plan, when are they gonna fix the whip?
(never)
so they better bring the escape plan back to normal
EDIT: disregard this post
i got an fps drop (dx 95)
hoolikeep further discussion in http://teamfortress.tv/forum/thread/10269-update-7-10-13
no
Dude
the third person shots fit the music perfectly
snd_mixahead "0.01"
this is way too low, set it to 0.05 or something