viperpack it up boys, the valve major dream is dead
https://youtu.be/mERhtoD21rU?t=11m35s
"...professional tournament tracks in TF and CS, and Dota"
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viperpack it up boys, the valve major dream is dead
https://youtu.be/mERhtoD21rU?t=11m35s
"...professional tournament tracks in TF and CS, and Dota"
fizzwhizHow do the ragdoll and gib settings affect obtaining the relevant achievements? I've noticed that some ragdoll achievements like "Out of the Park" will not unlock if ragdolls are turned off. I'm currently attempting some deathcam-related achievements, namely "Autopsy Report" (taunt on ragdoll) and "Gore-a! Gore-a! Gore-a!" (taunt over 3 body parts). These two are especially difficult, although I'm aware the ragdolls and gibs have to appear on the victim's deathcam.
Here are the commands I use in custom.cfg:
cl_burninggibs 0 props_break_max_pieces -1 violence_hgibs 1 violence_hblood 1 cl_ragdoll_collide 1 cl_ragdoll_fade_time 15 cl_ragdoll_forcefade 0 cl_ragdoll_physics_enable 1 g_ragdoll_fadespeed 10000 g_ragdoll_lvfadespeed 10000 ragdoll_sleepaftertime 10
Also, with cl_ragdoll_fade_time set to 0 and cl_ragdoll_forcefade set to 1, the corpse sometimes very briefly enter reference pose while fading out. How can ragdolls be configured to always be removed instantly?
Not sure about achievements, but as for the visual bug with ragdolls instantly fading out, I don't think that can be fixed.
loserline49even if you think comparing to singpleplayer games is unfair, just look at other multiplayer games like tf2 and cs:go, things like aim, movement, gamesense, strategy, communication make the game so deep and the skill ceiling so high that games like hearthstone and presumably this one just look laughable in comparison
card games are really truly shallow games that are only made because companies like blizzard and valve found out that they can make a cheap, inferior, less technically impressive game and come out with a huge profit
http://www.gameinformer.com/games/artifact/b/pc/archive/2018/03/09/how-do-you-play-it-and-how-will-you-pay-for-it.aspx
https://www.pcgamer.com/artifact-guide/
Here's some links to help you better form your own opinion about it with more information.
That being said, it's not fair to pretend like deep strategy and such is exclusive to FPS games just because they have certain mechanics not present in other games. Other genres will have their own special ways that make them skill intensive, so just because there is not aiming or something does not make it impossible to make a game that has those sorts of qualities. Now, I'm not saying Artifact is going to be hugely skill intensive or not, I'm just saying it is possible and it isn't good to dismiss it right away as an objectively bad game based on the genre.
eddie_calderonvalve is not a creative studio anymore they simply look to make profit. just look at how csgo is treated by the dev team of the (((BILLION))) dollar company. they have so much success with steam and dota they dont *need* to make original content they have too much exposure and brand loyalty.
That is entirely dependent on the personalities and objectives of the people that work there. Without pressure to make something on time to avoid shutting down, you have a lot more creative freedom to make things a lot better. Of course, you can also have the attitude that they won't take advantage of that freedom and will just sit on their money machine. However, I believe because of their position as a private company with many talented and passionate people, they are going to be using the extra resources they have to make something great.
loserline49I never thought I'd see valve, a company once known for creating iconic and incredibly original games, jump on the bandwagon of these incredibly stupid and shallow 'trendy' games, especially a fucking card game
what makes it impossible to make an original/iconic card game?
the FPS genre is cluttered with uninspired clones and fad chasing yet valve managed to do well there, so why can't they do the same in this genre?
biglyI found a command net_chokeloop (0 by default). The only description I can find is "Apply bandwidth choke to loopback packets." Does anybody here know what that means?
It uses the rate cvar to limit the bandwidth you use in local games. Pretty useless.
pancake_stacksrate 60000
cl_cmdrate 60
cl_updaterate 60
rate 30000
cl_cmdrate 30
cl_updaterate 30
Why on earth would anyone set their rate that low?
pancake_stacksMaybe sending more data than the server can handle is bad? I'm not sure. I always thought servers locked to their max regardless of what your settings are.
cl_cmdrate and cl_updaterate are server bounded.
6.5.0-b7 https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b7
pancake_stacksIs there a reason why cl_cmdrate and cl_updaterate are set to 66? I know vast majority of servers are 66 tick, but is there any downside to setting them higher than what the servers tick rate is? I've seen some 128 tick servers, so wouldn't it just be best to set cl_cmdrate and updaterate to 128 and let the server enforce/lock you to their max? Or does it mess with the hitreg having different update/cmdrate higher than the tickrate?
It's really hard to grasp all these networking commands, as I'm no networking engineer. I wish Valve would put out detailed information on this stuff, as there are just too many people with varying opinions on what does what, and what's best for hit reg. There's almost no way to test this stuff because it's all subjective due to no proper way to test, outside of cl_interp, which is very easy to see the difference using hitbox outlines.
I've seen 133 tick servers, not 128. If those commands are set too high, client side, lerp is shown inaccurately and may confuse people.
bassroytJust out of curiosity, is there no more progress left to be done for the Max Quality preset? Or does the
comfig help improve the Max Quality to be more stable each time you update it?
Like all presets, max quality builds off of comfig so any updates to comfig will affect max quality.
Menachemyeah but then i have to have actually bought a contract pass
like i havent bought one but pauling still says shit. i dont have any contracts to activate and even if i wanted to buy the pass i cant now. what do
you can still buy the pass for a reduced price (contracts only)
ivenmaxperformance is not working for me even on dxlevel 98, i tried troubleshooting and its crashing my game on class switch
remove exec autoexec from your class config and have a binds.cfg
https://github.com/mastercoms/mastercomfig/releases/tag/6.5.0-b6
Jw321123I recently reinstalled this config, its working fine, but now all weapon and player sounds are all distorted, while all other sounds (in-game music, sound from other sources) are all fine. Any fix?
edit: its not speakers, i can listen to a video/livestream of tf2 and everything sounds fine
Why would you bump a thread that's already looked at a lot, and even if it wasn't, you bumped it after about 10 hours. Please have patience. Furthermore, you provided no information about your setup at all. Please give me your launch options, CPU, HDD or SSD, OS, config version, preset and addons (if any).
Pretty sure they used mastercomfig stripped. What Bucake suggested should fix it.
yahoomaxperf, feb 6 version
That doesn't help, there were two versions released on Feb 6. 6.4.2 and 6.5.0-b1.
blindy_Is there any way to fix the missing flame particles and medigun beam in firstperson? I am using the maxperformance version with dxlevel 81, but it also doesn't work on 90 or 95.
Your viewmodel_fov is set at like 0 or 0.1. Try viewmodel_fov 54 to 70, whatever you prefer.
d4nnyhey the config is pretty good but it freezes my game for 2 seconds everytime i change a class, a pretty big annoyance
Remove exec autoexec from your class configs and put your core binds into a new cfg and exec that instead.
Try without -nops2b.
Also a bit unrelated but I would recommend setting video options within the options window rather than with your launch options. (-full, -w, -h)
yahoobtw something in ur maxframes config crashes my game when i try to join a server. doesnt happen with any other of ur configs
Maxperformance or stripped? And what version?
yahoono , im not using cfg.tf. in comp config u have "glow_outline_effect_enable 0" in line 1264 and then "glow_outline_effect_enable 1" in line 944
I think you're misunderstanding how the config works. In the VPK, there are two separate files, comfig.cfg and comp.cfg. Comfig.cfg contains the default values for the config and in the preset files, these values are overridden since they are run after comfig.cfg is run. So by default, the outline effect is enabled, but then the comp preset disables this.