It has nothing to do with not having fun. I have fun with any other DM map. It's more about it taking away from what DM servers are meant to be used for. Improving movement on Turbine isn't probable, unless if you're a scout, maybe. There's a more likely chance you'll improve your aim quicker than your movement on Turbine, but that's only when you're not busy being shot from 3 other directions. I don't do bad on Turbine, but I still think it needs to go.
Account Details | |
---|---|
SteamID64 | 76561198032857178 |
SteamID3 | [U:1:72591450] |
SteamID32 | STEAM_0:0:36295725 |
Country | Pirate |
Signed Up | July 23, 2012 |
Last Posted | March 25, 2019 at 7:24 AM |
Posts | 5130 (1.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.6 |
Windows Sensitivity | 6 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1280x1024 |
Refresh Rate |
75hz |
Hardware Peripherals | |
---|---|
Mouse | Deathadder 3500 |
Keyboard | Dell |
Mousepad | Puretrak Talent Large |
Headphones | Panasonic |
Monitor | acer 75hz |
"Let's remove maps because they're cluster fucks"
some time later
"Let's add Turbine back in because it's a good DM map"
Dunno what people are thinking sometimes.
You should add more essential commands on the program as well. Commands such as resolution, framerate without having to bind it, etc. Not trying to make it more like Lawena, but easy access to these things are nice to have.
redbankirbyI assume this give's Chris' max graphics cfg too? I might just use this over Lawena.Yep, that's built in too. Stick around for a version or two, I'm gonna integrate some features to make recording easier.
details???
I assume this give's Chris' max graphics cfg too? I might just use this over Lawena.
http://www.youtube.com/watch?v=DUWw3gBmY88 - amazing air headshot on granary. too bad i don't know what happened to the original, so here's this badly edited version.
http://www.youtube.com/watch?v=rQeuk_LVuQQ#t=1m42s
an airshot rikachu hit on process, probably one of my favorites.
http://www.youtube.com/watch?v=5pv2roU7sR0#t=22s
platinum's skybox airshot
mustardoverlordwait does kirby have more posts than me
wtf brb making 6 120hz monitor threads
If I could give you enough of my posts, I would. You're always supposed to be ahead.
2sy_morphiendbut what if it did
closest I'll ever make to invite
It can't really be "locked" at a certain value considering most players have two different interps for projectile and hitscan. If anything, it'd probably be locked at two values, but it's not.
It depends on the map. On badlands, you're best off using one sticky in spawn (initial sticky when round starts). If you mess up your jump and hit the part of the ceiling, then throw your next sticky on the wall that collides with the spawn door. If you don't mess up, put it on the outside of the spawn door.
For a map like Granary, you don't necessarily NEED to make it to the staircase, you can "mess up" and make it near the computer chair and be perfectly fine.
WHOOPS, I meant to make it viewmodel_fov 90 for the weapons you want to see models on. I'll fix that.
I meant to say viewmodel_fov, tooth. I mixed myself up with the values, however. Thanks for making me realize this.
Lambda, change viewmodel_fov 1 to viewmodel_fov 90. I'm sorry for the confusion, I edited my previous posts. Change viewmodel_fov 1 to viewmodel_fov 90 for the weapons you want models on in order to get your models back. Keep viewmodel_fov set to 0 for the weapons you don't want models for.
You can change the 90 on viewmodel_fov to whatever number you want. The higher you set it to, the more of your weapon you will see. The lower you make it, the less you will see of your weapon. Warning: don't make viewmodel_fov's value too high or your weapon turns upside down.
I'm sorry again. In order to make up for my mistake, I present to you one of the best video game voice lines ever. http://www.youtube.com/watch?v=4w5TeJVdhHY
It's literally very simple. Copy/paste one of those two examples I gave to you into your demo's own .cfg file, save it, make it read only and play. It's better than having to download programs and whatever, though the programs given above are probably good for other things.
OH, ALMOST FORGOT, change the word "key" for whatever button you have set for your primary, secondary and melee. This might be obvious, but just in case. I'll give you an example of what I use.
bind Q "slot1; viewmodel_fov 0"
bind E "slot2; viewmodel_fov 0"
bind F "slot3; viewmodel_fov 90"
This is what I typically use for scout, for demo I have all the 0s as 1s. If you want to use other commands for a specific class that deals with your weapons, whatever commands that would be, add a semicolon to the end of "viewmodel_fov 0/1" and then the command followed by a quotation.
bind Q "slot1; viewmodel_fov 0; cl_interp 0.033"
bind E "slot1; viewmodel_fov 0; cl_interp 0.0152"
bind F "slot1; viewmodel_fov 0; cl_interp 0.033"
I know interp isn't a weapon specific command, but it noticeably affects shots fired. I also dunno why you'd change interps depending on whatever weapon you're using, but I used it as an example in case it ever confuses you.
Last edit. Let's say you have no viewmodels for primary and secondary and you switch classes immediately when you die, you'll need to open console and type viewmodel_fov (whatever number you want here, like 90). That's only if you want to have viewmodels on for the class you're switching to.
In order to make it so you don't have to keep opening console and doing this is by opening each class' individual configs, copy/pasting the commands I gave you above and adjusting them to how you see fit. This way when you die with your pipes out, you would have had no viewmodels, correct? So you die with no viewmodels and immediately change to soldier. You'll have no viewmodels on your rocket launcher, but if you had edited your soldier's config to have viewmodels for your primary, you'd just have to press your primary weapon's key and bam, viewmodels. No time wasted.
I'm sorry if I'm making this seem hard, but it's honestly the easiest thing to do.
Yes
Open your Demo's individual config and copy/paste this into it.
bind key "slot1; viewmodel_fov 0"
bind key "slot2; viewmodel_fov 90"
bind key "slot3; viewmodel_fov 90"
slot1 for pipes, slot2 for stickies and slot3 for melee. I think they may have made the sticky launcher your "primary" weapon as I remember this being mentioned in an update. If this is true, then swap the slot1 and slot2 lines. It'd look like this.
bind key "slot1; viewmodel_fov 90"
bind key "slot2; viewmodel_fov 0"
bind key "slot3; viewmodel_fov 90"
By putting this in your demo's individual config, it will only work for demo. If you instead put this into your autoexec, then it will affect every class. It's not complicated like #3 said whatsoever.
Also by using viewmodel_fov 0 you won't see sparks/tracers on hitscan weapons like the scattergun, pistol, HEAVY MACHINE GUNNNN, sniper rifle, etc. You also won't see the medic's heal beam. If you would like to have no viewmodels but keep all of these, switch viewmodel_fov 0/90 for r_drawviewmodel 0/1.
No, I don't believe so. Do you mean server side configs like cevo_push (or other variants) or player configs? I'm assuming server side configs, but either way it's the same answer. I don't believe so.