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quick fix uber lag
posted in Q/A Help
1
#1
11 Frags +

my pc is powered by a hamster on a wheel and if i ever look down and see the particle effect during a quickfix uber my fps drops to around -10. is there anyway to disable it?

edit: fyi i meant when i'm not the med

my pc is powered by a hamster on a wheel and if i ever look down and see the particle effect during a quickfix uber my fps drops to around -10. is there anyway to disable it?

edit: fyi i meant when i'm not the med
2
#2
1 Frags +

Other than a skin (custom particles) i dont think so.

Maybe enable the little healed sign over peoples heads and try to make your medibeam invisible? might need to be in dx8 or something too, i forgot what caused that bug.

Other than a skin (custom particles) i dont think so.

Maybe enable the little healed sign over peoples heads and try to make your medibeam invisible? might need to be in dx8 or something too, i forgot what caused that bug.
3
#3
1 Frags +

same thing happens to me and i can run the game perfectly fine.. its just the quickfix particle when ubered

same thing happens to me and i can run the game perfectly fine.. its just the quickfix particle when ubered
4
#4
39 Frags +

Get 2 hamsters

Get 2 hamsters
5
#5
-1 Frags +

feed a hamster to your hamster

it'll be as strong as 2 hamsters but only require 1 hamsters food

feed a hamster to your hamster

it'll be as strong as 2 hamsters but only require 1 hamsters food
6
#6
-2 Frags +

Try viewmodel_fov 0

Try viewmodel_fov 0
7
#7
3 Frags +
ApolloftwTry viewmodel_fov 0

Seriously? Why would viewmodels have anything to do with this.

Anyway

I had the same problem. setting mat_specular to 0 helped a lot for me.

So if you're using chris' fps confing, change it to 0. If not, put mat_specular 0 in your autoexec.

mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.
[quote=Apolloftw]Try viewmodel_fov 0[/quote]

Seriously? Why would viewmodels have anything to do with this.

Anyway

I had the same problem. setting mat_specular to 0 helped a lot for me.

So if you're using chris' fps confing, change it to 0. If not, put mat_specular 0 in your autoexec.

[quote]mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.[/quote]
8
#8
0 Frags +
crespiApolloftwTry viewmodel_fov 0
Seriously? Why would viewmodels have anything to do with this.

Seriously, viewmodel_fov 0 gets rid of beams and flames.

[quote=crespi][quote=Apolloftw]Try viewmodel_fov 0[/quote]

Seriously? Why would viewmodels have anything to do with this.[/quote]

Seriously, viewmodel_fov 0 gets rid of beams and flames.
9
#9
4 Frags +

the beam isnt the issue its the particle from when you uber with quickfix

the beam isnt the issue its the particle from when you uber with quickfix
10
#10
1 Frags +
milothe beam isnt the issue its the particle from when you uber with quickfix

Exactly. Plus, even if the beam was the issue, you might not see it when YOU uber, but when other people playing medic w/ QF use an uber around you, what good will that do then?

[quote=milo]the beam isnt the issue its the particle from when you uber with quickfix[/quote]

Exactly. Plus, even if the beam was the issue, you might not see it when YOU uber, but when other people playing medic w/ QF use an uber around you, what good will that do then?
11
#11
1 Frags +
crespiApolloftwTry viewmodel_fov 0
Seriously? Why would viewmodels have anything to do with this.

Anyway

I had the same problem. setting mat_specular to 0 helped a lot for me.

So if you're using chris' fps confing, change it to 0. If not, put mat_specular 0 in your autoexec.
mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.

i already had this thanks anyway though. oh well looks like i'm never gonna quickfix pocket

[quote=crespi][quote=Apolloftw]Try viewmodel_fov 0[/quote]

Seriously? Why would viewmodels have anything to do with this.

Anyway

I had the same problem. setting mat_specular to 0 helped a lot for me.

So if you're using chris' fps confing, change it to 0. If not, put mat_specular 0 in your autoexec.

[quote]mat_specular 0 // Controls specularity. Setting this to 0 will make ubers
// non-shiny, and will remove some specular effects from in-game
// entities which support it. Setting this to 1 on dx8 will
// result in some strange `fire' textures replacing their
// appropriate counterparts, especially on medals, and certain
// hats.[/quote][/quote]
i already had this thanks anyway though. oh well looks like i'm never gonna quickfix pocket
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