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TF2 ProMod
31
#31
3 Frags +

You know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.

You know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.
32
#32
4 Frags +

I'm fairly certain you can do most rebalances with a sourcemod plugin like this: https://forums.alliedmods.net/showthread.php?t=285258

I'm fairly certain you can do most rebalances with a sourcemod plugin like this: https://forums.alliedmods.net/showthread.php?t=285258
33
#33
-21 Frags +
MarxistYou know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.

Get better computer

[quote=Marxist]You know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.[/quote]
Get better computer
34
#34
8 Frags +
nutshinyMarxistYou know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.Get better computer

marxist probably birthed a lamb yesterday or something, screw you

[quote=nutshiny][quote=Marxist]You know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.[/quote]
Get better computer[/quote]
marxist probably birthed a lamb yesterday or something, screw you
35
#35
7 Frags +
nutshinyMarxistYou know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.Get better computer

mummy buys everything for you and you have no concept of money

[quote=nutshiny][quote=Marxist]You know, if what they say about increased frames (this game used to run much better) is true... I'll have to try it out. But thanks for looking! I remember when this game ran relatively well lol. It's also interesting that one needs to create a mod to insulate everything from patches lol.[/quote]
Get better computer[/quote]
mummy buys everything for you and you have no concept of money
36
#36
11 Frags +

I just built a brand new PC - that doesn't mean the game doesn't run like shit still. We used to be able to play on 32 man severs with 300 fps without a config.

This is literally impossible today. You could build a giant super computer and still couldn't do it because the server can't handle the game as is.

I just built a brand new PC - that doesn't mean the game doesn't run like shit still. We used to be able to play on 32 man severs with 300 fps without a config.

This is literally impossible today. You could build a giant super computer and still couldn't do it because the server can't handle the game as is.
37
#37
7 Frags +

I used to never drop under my 125 fps cap on a crappy athlon and low-end graphics card (the low end of 2010 btw)
now my PC is about 8 times more powerful but often drops under 100 fps
fucking up performance this much is astonishing, a complete lack of care for optimization and framerate

I used to never drop under my 125 fps cap on a crappy [url=https://www.cpubenchmark.net/cpu.php?cpu=AMD+Athlon+64+X2+Dual+Core+5000%2B]athlon[/url] and low-end graphics card (the low end of 2010 btw)
now my PC is about 8 times more powerful but often drops under 100 fps
fucking up performance this much is astonishing, a complete lack of care for optimization and framerate
38
#38
refresh.tf
1 Frags +

I still remember how much the MVM update fucked my framerate... it dropped by at least 33% and I had to scale down my game and install fps config to get 60 fps... good times

I still remember how much the MVM update fucked my framerate... it dropped by at least 33% and I had to scale down my game and install fps config to get 60 fps... good times
39
#39
0 Frags +

Instead of putting effort into a promod, I feel like the best use of efforts would be getting the game to work on higher tickrate servers... A promod is violently different and could require use of an entirely different version of the game. If server side changes could make 120 tick servers run without the bugs that currently exist, I see no downsides. Getting ESEA to run the high tick servers if it required a mod would be difficult, but they run the more performance heavy servers for CS so who knows

Instead of putting effort into a promod, I feel like the best use of efforts would be getting the game to work on higher tickrate servers... A promod is violently different and could require use of an entirely different version of the game. If server side changes could make 120 tick servers run without the bugs that currently exist, I see no downsides. Getting ESEA to run the high tick servers if it required a mod would be difficult, but they run the more performance heavy servers for CS so who knows
40
#40
-4 Frags +

https://8ch.net/v/res/13735304.html

https://8ch.net/v/res/13735304.html
41
#41
6 Frags +
knuck120 ticks

+ Tickrate Enabler works (but it needs to be compiled, the provided release using the -tickrate argument doesn't work)
+ It seems to set the tickrate properly, it's mentioned in a few console logs and netgraph shows sv: 120
+ Doors aren't affected, actually most bugs reported from last investigation don't seem to happen anymore
- Wallbugs happen a lot more often, to the point where it's annoying and abusable. On 1000 tickrate, touching a slanted wall guarantees instant freeze. -- If that's the only issue, it might be worth trying to find a temporary or sending a permanent fix to Valve.
- On 1000 tickrate, sliding off slanted surfaces is impossible, I wouldn't be surprised if this affects 120 tickrate as well, but it's a lot less noticeable (it's still possible to). It could just be a new type of wallbug because it stops you with no fall damage, I'm pretty sure.
- Air accel should be affected but it isn't, leads me to believe that the plugins doesn't actually work ?
- The hitscan benefits aren't obvious to me, I'll let actually good players decide

https://github.com/daemon32/tickrate_enabler

EDIT: Rewrote using Metamod:Source, a lot easier to compile and I'd assume less likely to break after updates
https://github.com/ldesgoui/mms-unlocked-tickrate

EDIT 2: My plugin actually affects the game entirely to a point where it's not playable. I hadn't tested it ingame before release. I assume tickrate_enabler only affects deeper layers of the engine code (old source code) whereas mine affects every layer, tf2 included. I doubt daemon32's plugin actually does anything significant other than burn CPU time and show bigger numbers. Sorry folks

[quote=knuck]120 ticks[/quote]

+ Tickrate Enabler works (but it needs to be compiled, the provided release using the -tickrate argument doesn't work)
+ It seems to set the tickrate properly, it's mentioned in a few console logs and netgraph shows sv: 120
+ Doors aren't affected, actually most bugs reported from last investigation don't seem to happen anymore
- Wallbugs happen a lot more often, to the point where it's annoying and abusable. On 1000 tickrate, touching a slanted wall guarantees instant freeze. -- If that's the only issue, it might be worth trying to find a temporary or sending a permanent fix to Valve.
- On 1000 tickrate, sliding off slanted surfaces is impossible, I wouldn't be surprised if this affects 120 tickrate as well, but it's a lot less noticeable (it's still possible to). It could just be a new type of wallbug because it stops you with no fall damage, I'm pretty sure.
- Air accel should be affected but it isn't, leads me to believe that the plugins doesn't actually work ?
- The hitscan benefits aren't obvious to me, I'll let actually good players decide

https://github.com/daemon32/tickrate_enabler

EDIT: Rewrote using Metamod:Source, a lot easier to compile and I'd assume less likely to break after updates
https://github.com/ldesgoui/mms-unlocked-tickrate

EDIT 2: My plugin actually affects the game entirely to a point where it's not playable. I hadn't tested it ingame before release. I assume tickrate_enabler only affects deeper layers of the engine code (old source code) whereas mine affects every layer, tf2 included. I doubt daemon32's plugin actually does anything significant other than burn CPU time and show bigger numbers. Sorry folks
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