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
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 | May 12, 2024 at 1:01 PM |
Posts | 303 (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 | |
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Mouse | no |
Keyboard | yes |
Mousepad | no |
Headphones | no |
Monitor | yes |
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?
it looks like rgl sets sv_restrict_aspect_ratio_fov 2 which means your fov will stop getting wider after 16.65:9 so probably not really worth bothering with it from a competitive standpoint
maybe other games do it the same way, in which case this would be a moot point, but tf2 actually allows fov up to about 108.43° (even with sv_restrict_aspect_ratio_fov) depending on your aspect ratio. if you're playing on 16:9, fov_desired 90 is giving you an fov of around 106.26°
edit didn't reload before posting
Lightclaw8 GB RAM
Its a miracle his game doesnt crash, Id assume he has plenty of perfomance mods like nohats and etc, for most people it used to crash often without configs years ago
I mean as long as you're not running other things in the background 8gb should be fine, tf2 is 32 bit after all
trilinear is a type of texture filtering. if you have texture filtering off (mat_filtertextures 0), it doesn't matter whether your filtering mode is set to bilinear/trilinear/aniso, since it isnt using it
I had bought a Herman miller aeron but it was kinda shit and not worth 1500 bucks so I returned that bitch and got this instead. I've been pretty happy with it so far