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natapon

AMA tf2 config/setup

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ask anything tf2 technical related here. this is targeted at new players but open to all anyway. stuff like configs, gfx settings, mouse, hardware etc.

anyone can reply to help too.

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What is ur mouse.cfg

// MOUSE _________________________________________

m_customaccel "0"

m_customaccel_scale "0"

m_customaccel_exponent "0"

m_customaccel_max "0"

m_filter "0"

m_mouseaccel1 "0"

m_mouseaccel2 "0"

m_side "0.25"

m_forward "0.25"

sensitivity "3.5"

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m_customaccel 0

m_customaccel_exponent 1

m_customaccel_max 0

m_customaccel_scale 0

m_filter 0

m_mouseaccel1 0

m_mouseaccel2 0

m_side 0.8

m_forward 1

sensitivity 2.4

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Using chris's fps config for low graphics with constant 120 fps

 

Mouse sens:windows 3/11. Ingame :1.3

 

Using razer for mouse,keyboard & mousepad

 

Jord


Guys i need help on how do i set my mouse sens to eg: 3/4/5/6 inch for 360 deg

 

Is there any video or tutorial that i can get?

 

Really appreciate if you guys can help

Many thanks

 

Jord

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Hi Natapon,

Im finding a hard time to select my senstivity, once i selected the senstivity sometimes i feel its too fast

and sometimes too slow,

 

on what basis am i suppose to select senstivity ( Please dont say personal preference ), there must be some way.

 

Thanks Again,

Trajec

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sensitivity [sens here]

 

in all your classes config

 

for example

my default sens is 0.7

to sensitivity for scout only you must put

'sensitivity 0.4' in your scout.cfg

'sensitivity 0.7' in your soldier.cfg, demoman.cfg and so-on

 

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the full explanation

By default, the client receives about 20 snapshot per second. If the objects (entities) in the world were only rendered at the positions received by the server, moving objects and animation would look choppy and jittery. Dropped packets would also cause noticeable glitches. The trick to solve this problem is to go back in time for rendering, so positions and animations can be continuously interpolated between two recently received snapshot. With 20 snapshots per second, a new update arrives about every 50 milliseconds. If the client render time is shifted back by 50 milliseconds, entities can be always interpolated between the last received snapshot and the snapshot before that.

 

Source defaults to an interpolation period ('lerp') of 100-milliseconds (cl_interp 0.1); this way, even if one snapshot is lost, there are always two valid snapshots to interpolate between. Take a look at the following figure showing the arrival times of incoming world snapshot

 

tl;dr standard

cl_interp 0.1 adds 100ms of lag when you fire your weapon (my perspective)

 

+for hitscan (scout, sniper (non-huntsman) etc.)

-for projectile classes (soldier, demo, huntsman, etc.)

 

for me

all my hitscan classes: cl_interp 0.1 //interpolation of 100ms

all my projectile classes: cl_interp 0.01 //interpolation of 10ms

 

why? cuz im a fucking spazz even @ 1600 dpi/0.7 in game

 

 

 

I hope both explanations help.

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Thank you!

 

I have my cl_interp set to 0.0152 for all classes except scoot and sniper.

 

For scoot and sniper it's 0.034 hope that ins't stupid of me.

 

I set it to 0.01 just incase, as defaults normally force interp to 0.0152

 

 

Setting your interp is up2u btw

 

Depends on how you feel when playing. Same as setting sensitivity.

Btw when you see this website http://www.funender.com/quake/mouse/index.html#input

It is just a suggestion whether yes or not to change to the estimated useful dpi. For me I rather low ign sens + medium dpi, too high of a combined sens for me is shit as you can't be as precise with your accuracy. tracking > twitching 75% of the time

 

but its up2u 2 decide

 

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