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a dog

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  1. Abbreviations: MB : Motherboard PSU : Power Supply Unit CPU : Central Processing Unit GPU : Graphics Processing Unit RAM : Random Access Memory HDD : Hard Disk Drive SSD : Solid State Drive The 2 most important HW parts to not fudge on are the MB and PSU. If you buy a super cheap, off-brand MB or PSU then you run the risk of a failure that may damage other system components like CPU or RAM. It is important to find many good reviews on the HW from other consumers before you buy. Personally, I like looking at GPU benchmarks and CPU benchmarks and picking out 2 that I like and then building the system around them. Motherboard... The MB will limit your choice of PSU, RAM, and other peripherals. You must consider if you want a MB that can be upgraded with better CPU and/or more RAM in the future. Also the MB might support SLI (for nVIDIA) or CrossFire (for ATI) which would allow you to upgrade by adding a second GPU card. Another tricky part with the MB is whether it uses an old-fashioned BIOS or newer UEFI to communicate with the HW peripherals. BIOS is not as user friendly, but it is fairly reliable and predictable. UEFI is like a double-edged sword in my opinion; in some ways it is much more powerful and more user friendly, but in some ways it can be much more complicated to configure correctly. Processor... You must verify that the CPU you pick is compatible with the MB by checking the socket type (LGA115, AM3+, FM2, etc) and the chipset (AMD 970, Intel Q77, etc) of the MB. Memory... You must verify the RAM you pick is compatible with the MB by checking the type (DDR2, DDR3, etc) and the clock frequency (667, 800, 1333, 1600, 1866, 2133, etc) supported by the MB. Also, the MB will have a maximum supported RAM limit. Graphics card... For the GPU cards there are few compatibility issues with today's market, so this is a common place to upgrade. Most motherboards will have at least one PCIe x16 v2.0 or v2.1 or v3.0 slot for a GPU card. Matching up the version number is not required because they are generally backwards compatible, but if you want maximum performance you would want to match the MB PCIe slot version with the PCIe version of the GPU card. Make sure that the size of the GPU card will fit okay for the MB. Most GPU card these days will take up 2 card slots and are likely to block access to any PCI slot adjacent to them. Some GPU cards are extra long and might not fit with other MB elements like onboard heatsinks. Keep in mind that MB also commonly have PCIe x1, x4, x8 slots but these are generally intended for other types of PCIe peripheral cards, not GPU cards. Sound card... If the MB does not have onboard audio or if it is poor quality you will need to purchase a sound card as well. Power supply... You need to make sure your PSU provides enough wattage overall for the entire system. There are some voltage calculators on different websites that can help with this. The GPU card specs should have an overall system wattage recommendation that you can use as a general guide. If you want to be more precise, check the GPU card specs and CPU specs for required wattage (not for overall system but just for that component) and add these 2 wattages together. Then you should check the PSU specs for the A (amerage) of the +12V rails and add those A values together and then multiply that A number with 12 V to get the maximum wattage of the 12V rails and make sure this maximum wattage is greater than the combined required wattage of the GPU card and CPU. You must also make sure the PSU has an adequate number of connectors for your different peripherals. For GPU card: 6pin PCIe or 6+2pin PCIe. For high-end CPU: 4+4pin EPS. Hard Drive... These days you can really only choose from SSD or HDD and they all use SATA-AHCI connections. Soon the typical HDD will not be available as more and more of them are turning into hybrid HDD + SSD. SSD is faster and more reliable but more expensive and less secure compared to HDD. Optical drive... Meh. This is up to you. Personally I don't have any optical drives like CD/DVD/BluRay in my rig and I choose to use USB drives instead. Case... You must make sure the case you pick supports the MB form factor (standard-ATX, micro-ATX, etc), PSU depth, as well as GPU card depth and height. Some MB are a variation on an existing form factor and have a custom size. Many cases have special connections in the front panel that some MB might not support.
  2. Personally I think panzer should go to whomever is getting killed the most. Ya know, to cheer them up. I've always had this sick fantasy of reverse-engineering jaymod and adding a feature where if nobody is alive and has panzer then someone from the next spawn is randomly chosen and forced to use panzer. Alternatively, you could configure omnibot scripts so that a robot steals the panzer every 5 minutes and goes on a rampage.
  3. I like the Browning Automatic Rifle (BAR) & Steyr-Solothurn S1-100 (MP34) & Sturmgewehr 44 (StG44/MP44/) from NoQuarter mod. They just have a look & sound that makes me feel warm and tingly when I shoot them.
  4. If where you shoot was always where you hit, hitsounds would be useless. Unfortunately, the servers usually run at 20fps and everything inbetween is just client-side interpolation guess work that can often render your target incorrectly. This. I've killed people with a stray bullet and no hitsound. The reverse also seems to be true: I've heard 4-5 hs from a single target with no medpacks lying around. Even though they are not 100% reliable, they are very useful with strange lag bugs like when you shoot right at someone with no hits but then shoot to the left or right of them and finally get hits.
  5. etkey should be added to ~/.etwolf/etmain That is, under your home folder there should be a hidden folder ".etwolf" If you are in Nautilus File Browser or something similar, you should be able to go to Menu > Files > Preferences > Show hidden files If it still doesn't work after putting the etkey there, you might try downloading PB Setup to run manually If you want to start from scratch, here are some guides: While on Ubuntu 13.04 I used PlayDeb. Here is a link to Enemy Territory in PlayDeb. While on Mint MATE 15, I installed it manually, but that is a bit of a chore.
  6. Thank you for your suggestions. I have tried settings those to their minimums and did not see any change in fps. I have started a new topic for tweaking my config in the appropriate board.
  7. I'm looking to tweak my existing configs with new CVARS or different values. I have one for normal low quality, and one for high quality. Any suggestions are welcome. I am open to any changes, but for actual use I prefer keeping anything that can help gameplay, for example: cg_wolfparticles "0" // can make it harder to distinguish between artillery and other types of explosions. I already have binds to toggle this as needed. r_subdivisions "20" // draws curves incorrectly so you cannot tell where you can walk/shoot and I have encountered situations on some maps where an enemy was hidden inside a curve angle that extended too far r_lodCurveError "60" // roughly 6ft in front of you the curves become innaccurate, same issue as r_subdivisions cg_shadows "0" // can make it harder to identify how close you are to falling off a ledge Removing some effects provide no fps boost for me so I see no reason to remove them, for example: r_drawSun "0" r_fastsky "1" Laptop Specs: CPU=Core 2 Duo T5750 @ 2Ghz RAM=4GB DDR2 PC2-5300 @ 333Mhz GFX=ATI Mobility Radeon 2600 HD @ 506Mhz with 512MB @ 1206Mhz dedicated and 1778MB shared RAM Monitor=1280x800 @ 60Hz My High Quality config: //EYE-CANDY seta cg_bloodDamageBlend "1.0" // amount of blood flashed on screen when taking damage seta cg_bloodFlash "1.0" // amount of blood marks on screen when taking damage seta cg_showblood "1" // toggle showing blood when players get shot seta cg_gibs "1" // toggle showing gore of player bodies being splat seta cg_bloodtime "999999999" // duration of blood stains on walls etc seta cg_marktime "999999999" // duration of bullet marks on walls etc seta cg_brassTime "999999999" // duration ejected bullet shells etc remain on the ground etc seta cg_coronafardist "99999" // distance where coronas start appearing seta cg_coronas "1" // toggle bloom effect around bright lights seta cg_enableBreath "1" // toggle breath mist from players? seta cg_shadows "3" // "0" is disabled, "1" is simple shadow, "2" is stencil shadow, "3" is lifelike shadow. seta cg_wolfparticles "1" // toggle particles for explosions such as airstrike, artillery, grenade seta cg_atmosphericeffects "1" // toggles display of map effects like rain and snow //Jaymod EYE CANDY seta cg_muzzleFlash "1" // toggle showing flash around muzzle when a gun shoots //CORE RENDERING seta com_maxfps "1000" seta r_finish "0" // toggle sync every frame seta r_customheight "700" seta r_customwidth "1275" seta r_fullscreen "0" seta r_mode "-1" seta vid_ypos "0" // screen draw vertical offset? DOES NOTHING? seta vid_xpos "0" // screen draw horizontal offset? DOES NOTHING? seta com_soundMegs "64"//"24" seta com_hunkMegs "512"//"256" seta com_zoneMegs "256"//"128" seta r_depthbits "32" seta r_colorbits "32" seta r_texturebits "32" seta r_stencilbits "32" //GEOMETRY seta r_facePlaneCull "1"//"0" // toggle not rendering hidden surfaces seta r_nocull "0"//"1" // toggle always rendering hidden objects seta cg_deferPlayers "0" // toggle only loading models at convenient times seta r_lodCurveError "10000" // controls distance at which curves are dropped. between 0 (always drop curves) and 10000 (never drops curves) seta r_subdivisions "1"//"128" // controls how many polygons used for curves. larger value makes curves less accurate seta r_ignoreFastPath "0" // toggle ignoring optimized rendering paths //TEXTURES seta r_drawSun "1" // toggle drawing the sun seta r_fastsky "0" // toggle not texturing the skybox seta r_textureAnisotropy "1.0"//"4.0" // level of anisotropic texture filtering. GLITCHY, DO NOT USE! seta r_ext_texture_filter_anisotropic "0" // Toggle Anisotropic filtering. prevents jagged edges and costs lots of performance. GLITCHY, DO NOT USE! seta r_detailtextures "1" // Small patterns that get clear as you approach the texture. seta r_lodbias "0" // Level of visual detail, especially at distance. 0 Most detai, 2 Least. seta r_picmip "0" // Level Of Detail On The Textures 0=best, 1=better, 2=worst, 3=terrible? seta r_simpleMipmaps "0" // toggle no linear resampling filter on lower resolution mips seta r_textureMode "GL_LINEAR_MIPMAP_LINEAR"//"GL_LINEAR_MIPMAP_NEAREST"//"GL_NEAREST_MIPMAP_NEAREST" // Linear, Bilinear or Trilinear interpolation of textures seta r_ext_compressed_textures "0" // toggle using compressed textures seta r_roundimagesdown "0" // "0" WILL give sharper textures, but will result in longer load times and increased video load. My Low Quality config: //EYE-CANDY seta cg_bloodDamageBlend "0.0" // amount of blood flashed on screen when taking damage seta cg_bloodFlash "0.0" // amount of blood marks on screen when taking damage seta cg_showblood "0" // toggle showing blood when players get shot seta cg_gibs "0" // toggle showing gore of player bodies being splat seta cg_bloodtime "0" // duration of blood stains on walls etc seta cg_marktime "0"//"999999999" // duration of bullet marks on walls etc seta cg_brassTime "0"//"999999999" // duration ejected bullet shells etc last for seta cg_coronafardist "0"//"99999" // distance where coronas start appearing seta cg_coronas "0" // toggle bloom effect around bright lights seta cg_enableBreath "0" // toggle breath mist from players? seta cg_shadows "1" // "0" is disabled, "1" is simple shadow, "2" is stencil shadow, "3" is lifelike shadow. seta cg_wolfparticles "1" // toggle particles for explosions such as airstrike, artillery, grenade seta cg_atmosphericeffects "0" // toggles display of map effects like rain and snow //Jaymod EYE CANDY seta cg_muzzleFlash "1" // toggle showing flash around muzzle when a gun shoots //CORE RENDERING seta com_maxfps "47" seta r_finish "0" // toggle sync every frame seta r_customheight "700" seta r_customwidth "1275" seta r_fullscreen "0" seta r_mode "-1" seta vid_ypos "0" // screen draw vertical offset? DOES NOTHING? seta vid_xpos "0" // screen draw horizontal offset? DOES NOTHING? seta com_soundMegs "64"//"24" seta com_hunkMegs "512"//"256" seta com_zoneMegs "256"//"128" seta r_depthbits "32" seta r_colorbits "32" seta r_texturebits "8"//"16"//"32" seta r_stencilbits "32" //GEOMETRY seta r_facePlaneCull "1"//"0" // toggle not rendering hidden surfaces seta r_nocull "0" // toggle always rendering hidden objects seta cg_deferPlayers "0" // toggle only loading models at convenient times seta r_lodCurveError "1000" // controls distance at which curves are dropped. between 0 (always drop curves) and 10000 (never drops curves) seta r_subdivisions "1"//"128" // controls how many polygons used for curves. larger value makes curves less accurate seta r_ignoreFastPath "0" // toggle ignoring optimized rendering paths //TEXTURES seta r_drawSun "1" // toggle drawing the sun seta r_fastsky "0" // toggle not texturing the skybox seta r_textureAnisotropy "1.0"//"4.0" // level of anisotropic texture filtering. GLITCHY, DO NOT USE! seta r_ext_texture_filter_anisotropic "0" // Toggle Anisotropic filtering. prevents jagged edges and costs lots of performance. GLITCHY, DO NOT USE! seta r_detailtextures "0"//"1" // Small patterns that get clear as you approach the texture. seta r_lodbias "2" // Level of visual detail, especially at distance. 0 Most detai, 2 Least. seta r_picmip "3"//"1" // Level Of Detail On The Textures 0=best, 1=better, 2=worst, 3=terrible? seta r_simpleMipmaps "1" // toggle no linear resampling filter on lower resolution mips seta r_textureMode "GL_NEAREST_MIPMAP_NEAREST"//"GL_LINEAR_MIPMAP_NEAREST"//"GL_LINEAR_MIPMAP_LINEAR" // Linear, Bilinear or Trilinear interpolation of textures seta r_ext_compressed_textures "1" // toggle using compressed textures seta r_roundimagesdown "1" // "0" WILL give sharper textures, but will result in longer load times and increased video load.
  8. I was hoping that if it was a problem in the map, someone might know a way to fix it. I love this map, I just hate the low fps in some parts of it.
  9. I am not sure how my system specs will help. I think it will just lead to someone saying "your HW is too slow" when it isnt for every other map I've played. But w/e here it is... Laptop Specs: CPU=Core 2 Duo T5750 @ 2Ghz RAM=4GB DDR2 PC2-5300 @ 333Mhz GFX=ATI Mobility Radeon 2600 HD @ 506Mhz with 512MB @ 1206Mhz dedicated and 1778MB shared RAM Monitor=1280x800 @ 60Hz And now for the important parts... My High Quality config: //EYE-CANDY seta cg_bloodDamageBlend "1.0" // amount of blood flashed on screen when taking damage seta cg_bloodFlash "1.0" // amount of blood marks on screen when taking damage seta cg_showblood "1" // toggle showing blood when players get shot seta cg_gibs "1" // toggle showing gore of player bodies being splat seta cg_bloodtime "999999999" // duration of blood stains on walls etc seta cg_marktime "999999999" // duration of bullet marks on walls etc seta cg_brassTime "999999999" // duration ejected bullet shells etc remain on the ground etc seta cg_coronafardist "99999" // distance where coronas start appearing seta cg_coronas "1" // toggle bloom effect around bright lights seta cg_enableBreath "1" // toggle breath mist from players? seta cg_shadows "3" // "0" is disabled, "1" is simple shadow, "2" is stencil shadow, "3" is lifelike shadow. seta cg_wolfparticles "1" // toggle particles for explosions such as airstrike, artillery, grenade seta cg_atmosphericeffects "1" // toggles display of map effects like rain and snow //Jaymod EYE CANDY seta cg_muzzleFlash "1" // toggle showing flash around muzzle when a gun shoots //CORE RENDERING seta com_maxfps "1000" seta r_finish "0" // toggle sync every frame seta r_customheight "700" seta r_customwidth "1275" seta r_fullscreen "0" seta r_mode "-1" seta vid_ypos "0" // screen draw vertical offset? DOES NOTHING? seta vid_xpos "0" // screen draw horizontal offset? DOES NOTHING? seta com_soundMegs "64"//"24" seta com_hunkMegs "512"//"256" seta com_zoneMegs "256"//"128" seta r_depthbits "32" seta r_colorbits "32" seta r_texturebits "32" seta r_stencilbits "32" //GEOMETRY seta r_facePlaneCull "1"//"0" // toggle not rendering hidden surfaces seta r_nocull "0"//"1" // toggle always rendering hidden objects seta cg_deferPlayers "0" // toggle only loading models at convenient times seta r_lodCurveError "10000" // controls distance at which curves are dropped. between 0 (always drop curves) and 10000 (never drops curves) seta r_subdivisions "1"//"128" // controls how many polygons used for curves. larger value makes curves less accurate seta r_ignoreFastPath "0" // toggle ignoring optimized rendering paths //TEXTURES seta r_drawSun "1" // toggle drawing the sun seta r_fastsky "0" // toggle not texturing the skybox seta r_textureAnisotropy "1.0"//"4.0" // level of anisotropic texture filtering. GLITCHY, DO NOT USE! seta r_ext_texture_filter_anisotropic "0" // Toggle Anisotropic filtering. prevents jagged edges and costs lots of performance. GLITCHY, DO NOT USE! seta r_detailtextures "1" // Small patterns that get clear as you approach the texture. seta r_lodbias "0" // Level of visual detail, especially at distance. 0 Most detai, 2 Least. seta r_picmip "0" // Level Of Detail On The Textures 0=best, 1=better, 2=worst, 3=terrible? seta r_simpleMipmaps "0" // toggle no linear resampling filter on lower resolution mips seta r_textureMode "GL_LINEAR_MIPMAP_LINEAR"//"GL_LINEAR_MIPMAP_NEAREST"//"GL_NEAREST_MIPMAP_NEAREST" // Linear, Bilinear or Trilinear interpolation of textures seta r_ext_compressed_textures "0" // toggle using compressed textures seta r_roundimagesdown "0" // "0" WILL give sharper textures, but will result in longer load times and increased video load. My Low Quality config: //EYE-CANDY seta cg_bloodDamageBlend "0.0" // amount of blood flashed on screen when taking damage seta cg_bloodFlash "0.0" // amount of blood marks on screen when taking damage seta cg_showblood "0" // toggle showing blood when players get shot seta cg_gibs "0" // toggle showing gore of player bodies being splat seta cg_bloodtime "0" // duration of blood stains on walls etc seta cg_marktime "0"//"999999999" // duration of bullet marks on walls etc seta cg_brassTime "0"//"999999999" // duration ejected bullet shells etc last for seta cg_coronafardist "0"//"99999" // distance where coronas start appearing seta cg_coronas "0" // toggle bloom effect around bright lights seta cg_enableBreath "0" // toggle breath mist from players? seta cg_shadows "1" // "0" is disabled, "1" is simple shadow, "2" is stencil shadow, "3" is lifelike shadow. seta cg_wolfparticles "1" // toggle particles for explosions such as airstrike, artillery, grenade seta cg_atmosphericeffects "0" // toggles display of map effects like rain and snow //Jaymod EYE CANDY seta cg_muzzleFlash "1" // toggle showing flash around muzzle when a gun shoots //CORE RENDERING seta com_maxfps "47" seta r_finish "0" // toggle sync every frame seta r_customheight "700" seta r_customwidth "1275" seta r_fullscreen "0" seta r_mode "-1" seta vid_ypos "0" // screen draw vertical offset? DOES NOTHING? seta vid_xpos "0" // screen draw horizontal offset? DOES NOTHING? seta com_soundMegs "64"//"24" seta com_hunkMegs "512"//"256" seta com_zoneMegs "256"//"128" seta r_depthbits "32" seta r_colorbits "32" seta r_texturebits "8"//"16"//"32" seta r_stencilbits "32" //GEOMETRY seta r_facePlaneCull "1"//"0" // toggle not rendering hidden surfaces seta r_nocull "0" // toggle always rendering hidden objects seta cg_deferPlayers "0" // toggle only loading models at convenient times seta r_lodCurveError "1000" // controls distance at which curves are dropped. between 0 (always drop curves) and 10000 (never drops curves) seta r_subdivisions "1"//"128" // controls how many polygons used for curves. larger value makes curves less accurate seta r_ignoreFastPath "0" // toggle ignoring optimized rendering paths //TEXTURES seta r_drawSun "1" // toggle drawing the sun seta r_fastsky "0" // toggle not texturing the skybox seta r_textureAnisotropy "1.0"//"4.0" // level of anisotropic texture filtering. GLITCHY, DO NOT USE! seta r_ext_texture_filter_anisotropic "0" // Toggle Anisotropic filtering. prevents jagged edges and costs lots of performance. GLITCHY, DO NOT USE! seta r_detailtextures "0"//"1" // Small patterns that get clear as you approach the texture. seta r_lodbias "2" // Level of visual detail, especially at distance. 0 Most detai, 2 Least. seta r_picmip "3"//"1" // Level Of Detail On The Textures 0=best, 1=better, 2=worst, 3=terrible? seta r_simpleMipmaps "1" // toggle no linear resampling filter on lower resolution mips seta r_textureMode "GL_NEAREST_MIPMAP_NEAREST"//"GL_LINEAR_MIPMAP_NEAREST"//"GL_LINEAR_MIPMAP_LINEAR" // Linear, Bilinear or Trilinear interpolation of textures seta r_ext_compressed_textures "1" // toggle using compressed textures seta r_roundimagesdown "1" // "0" WILL give sharper textures, but will result in longer load times and increased video load.
  10. r_mode -1
  11. Poisoned Throwing Knives provide a very useful service to the community: They teach rambo medics/engineer/etc that they are not a one man army. Sometimes you need to stay closer to your team. So what is the hip thing to say these days? I hear that "get a real weapon", "get hit", "luck" and "lag" are still all the rage with kids.
  12. I should maybe mention that those fps numbers are when no other players are around. If I am in the middle of a fire fight with several players, it is of course even lower... My lowest fps in Flame Guards is around 15. My lowest fps in Fuel Dump is around 40. I wish that would help but I have gone through pretty much every setting and cvar I have found in cvar lists and tweak guides. I see very little boost in fps numbers when going with low quality over high quality settings on most maps. I started using low quality settings when Flame Guards was added to try to cope with the horribly low fps I get on it. Here is the biggest fps eating spot on Flame Guards for me, and you can see it is only a difference of 30fps or 35fps with the different quality configs. Low Quality: High Quality: I did another test today and discovered that if I go directly to that problem spot from allies closest spawn and dont go anywhere else on the map, my fps is better there by about +10fps. However, if I start from axis first spawn or go to ally command post and then go to the problem spot, then the fps goes down back to what I expect. If someone could try doing this and see if they have similar fps dip vs fps boost, that would help verify that this might be some sort of map problem. 47 When I set it higher then sometimes it feels like I am warping when it wildly changes from 110 down to 40 and back up in a matter of seconds. I only set it higher if I want to check how many fps I can actually get in certain spots.
  13. I've used literally hundreds of names, maybe even thousands. There were times when I would use 10 different names in a single day. I've also gone through at least 50 GUIDs across 5 computers just because I like starting off fresh. The names that I remember using for the longest period were... iontahk nullpointer bipo
  14. I wasn't sure if this should be appended to the other Flame Guards thread that discusses spawn point problems. I have low fps in Flame Guards. On most other maps my fps is fine. The next lowest fps map for me would probably be Fuel Dump. I get barely 70fps while staring at a corner in Flame Guards, but I get over 200fps while staring at a corner in Fuel Dump. My lowest fps in Flame Guards is around 30. My lowest fps in Fuel Dump is around 80. Is there something wrong with the way the Flame Guards map was designed? Long ago when I tried making maps, I remember reading that the map maker was supposed to do something to enforce occlusion culling so that the entire map did not need to be rendered when you couldn't see the entire map. Maybe Flame Guards does not have this?
  15. If there is 8+ axis that spawn at the same time, the above will happen. Also... In the first axis spawn, if you have 22+ axis spawn at the same time then there is a good chance some will be launched up and splat when they come back down. In the second axis spawn, if you have 10+ axis spawn at the same time then there is a good chance some will be launched up but the ceiling isnt as high as in the first spawn so less chance of splat when they land. In the second axis spawn, if you have just 1 axis spawn and stay still then the next spawn group will all get stuck inside that 1 axis.
  16. Blew my mind! I had to jump on HC just to verify that. Feel like a nubcake for not knowing that.
  17. If they continue the pattern, Windows 9 will be wonderful! I remember how much consumers hated Vista's UAC, but that slowly went away. Businesses are big users of Microsoft's OSes and many of them have migrated to Windows 7. I wouldn't expect them to migrate again until Windows 7 is no longer supported, and that isn't until 2020.
  18. Jay 1 - no adren, many people Hardcore - no adren, map voting, auto shuffles, friendly fire, !howfair I would be at Hardcore all the time if it stayed full as much as Jay 1.
  19. every single time no exceptions
  20. a dog

    Sadness!

    lolwut? I've never seen a ref to that cvar before. I'd agree with some others. Most important is crosshair size, crosshair alpha (transparency), mouse sensitivity, and fov (field of view). The crosshair settings are important both so that your cross hair isnt blocking out where the target actually is and so that your mind stops thinking that if part of the crosshair is on the enemy then it should be a hit. The mouse sensitivity setting is important so that you are no longer jerking backing and forth due to overcompensating. Mouse movements should be smooth during a firefight against a single oponent. Mouse sensitivity should be different for every player and every mouse combination to accomidate their unique characteristics. With my current POS mouse I find the best sensitivty to be a little over 3. That way I am using maybe 40% of my mouse pad during a normal fight and I still have room to swing around 360 degrees without going off my mouse pad or having topick my mouse up and put it back down somewhere else on the pad. The field of view setting is important so that you can keep your enemy in view even during close quarters fighting. So often I see people lose sight of their target and start shooting wildly about; this is clear indication that fov is too low. I use a toggle to quickly change between high fov and low fov. Most of the time I stay at high fov so that I can see enemies at my view's periphery and easily follow an enemy that walks by me to get behind me. I only switch to low fov if the enemy is far away so that I can see them better. Highest accuracy can be obtained by aiming for the body, but you will also get less kills. When you aim for the head you are bound to have many bullets stray above the target, but each hit deals significantly more damage. Some newbie tips to increase accuracy, brought to you by the king of noobs: Stop shooting constantly. As you shoot the spread of bullets increases and your accuracy decreases. This is especially true if you are shooting and aiming side to side. Stop, reaquire your target, and start shooting again. Stop jumping constantly. If you do a rambo suicide jump towards a player, your bullet spread will be larger than if you were to stay on the ground. Rambo suicide jumps are only usefull if you are using a 1-shot weapon like shotgun, throwing knife, panzerfaust, rifle-grenade, etc. The only time it might be to your advantage Watch your footing. Just as flying through the air will lower your accuracy, dropping or falling even a small distance will do the same. Keep this in mind if you are on any type of slope, stairs, etc and try to only move up or side to side if you have to fight on the slope. Predict where you might need to shoot. When you are coming around a corner, turn in advance so that you are facing the direction of the enemy. This way you have a better chance of getting the first hit, and the person who gets hit first will have lower accuracy. Stay near obstacles you can hide behind. When you are taking damage, your accuracy will be worse. This is why people often start shooting before they see the target if they are pretty sure the target is around the corner; the person who gets hit first will have lower accuracy. If you cannot get off the first shot, try ducking behind some obstacle and then come out shooting to try and get the first hit.
  21. That sounds like something I would do and have done several times in the past. Who knows, it might have been me.
  22. Sturmgewehr 44 and Browning Automatic Rifle of NoQuarter just feel good. No other way to explain it. Poison Throwing Knife of Jaymod makes me lol all day. If people didn't complain so much about it, it wouldn't be nearly as much fun as it actually is.
  23. 9 more posts. Alright, this looks promissing, let's see here... Does not apply for Oil Kombinat or Special Delivery where there are multiple final objectives that can be reached without disguised covert ops or trickjump/doublejump. Bad idea. I would never leave the jaymod servers if that feature was implemented. I'd lose my job and evetually die of fatigue. Unless there are 2 final objectives in which case doing the first objective does not end the map so you do not have the intent of ending the map early until the first objective is done. So many people are focussing on trickjump and doublejump when that part is mind numbing to define as a rule: trickjump (including doublejump, pushjump, panzerjump, grenadejump or other projectile-assisted or team member assisted jump) to bypass an objective (that you would not be capable of bypassing without aid of another team member) with the intention of completing any map objective (that cannot be reverted, or would end the map upon completion) or opening doors with the intention of providing team members a means by which to complete any map objective (that cannot be reverted, or would end the map upon completion) is not allowed. The even easier question that most people seem to be avoiding or ignoring is if rushing means trying to end a map early, or if it means trying to complete any final objective that might not necessarily lead to ending the map early. If we say that rushing means trying to end a map early, then completing 1 out of a series of final objectives is not rushing because it will not end the map early. It is only once someone completes the remaining final objectives early that it becomes rushing. The rule for this would be by far the simplest: completing a map objective that directly triggers the end of the map before 5 minutes of game time have elapsed is not allowed. The problem with this idea is if multiple people go for the final objectives at the same time. Individually they are not rushing but as a whole they are rushing. It is much easier for us to say that rushing means trying to complete any final objective early (before 5 minutes have elapsed). This would lead to the slightly more complicated rule: completing a map objective, which by itself or as part of a collection would trigger the end of the map, before 5 minutes of game time has elapsed is not allowed. Just waiting for a level 13+ admin to confirm.
  24. I think that I am one of the more (if not the most) troublesome players if you were to have all the admins vote, so I would like to get some verification on this subject. On maps with multiple ending objectives that all must be completed for the map to end (such as the north & south anti-tank guns of Siwa Oasis OR the oil valve & motor pump of Oil Kombinat), is it considered rushing to complete only 1 of the objectives in under 5 minutes without any trickjumping? Artanis is the only person that has provided a clear response. All of the other responses here only seem to reinforce what the rules already state: Trickjumping to rush the maps is not allowed. Also what has been interpretted in consensus by admins from the rules: Trickjumping in order to bypass an intermediate objective with the intention of completing a further objective that would not be accessable for the player at that time is not allowed. Also what the rules don't state at all but the high level admins have decided upon: Rushing the map before 5 minutes has elapsed is not allowed. So in an effort to obtain a community definition of the word 'rushing', I have reviewed every single reference to 'rush' in the 'Enemy Territory Discussion' forum section. A majority consensus seems to be that rushing means trying to end the map early. If this is correct then completing 1 of 2 final objectives is not rushing because 1 of 2 objectives will not end the map early, right? EliteWalMartSecurity did not agree with this during a recent game (honestly not sure if EliteWalMartSecurity was sarcastic or serious as I am a terrible judge of others), but at least according to the forums it appears that Artanis outranks EliteWalMartSecurity. Just for the record, I'm sticking by Artanis' assessment until someone higher up the chain of command (no offense to Artanis or EliteWalMartSecurity) clearly says otherwise. I am sure I will get on even more admins' hit lists for this, but it is just so much fun to rock the boat. Time taken to compose this post: over 2 hours (I must be retarded or something)
  25. For Unknown cmd cmp, I see that whenever I exec a script that contains the echo command while not ingame. As far as I can tell, echo is an alias for cpm kinda like vsay is an alias for voicechat, but not exactly. I think cpm stands for "console print message" or something like that. Just as voicechat is disabled while not ingame, cpm is disabled while not ingame. Line 232 of High.cfg Line 116 of ScriptsM.cfg Line 169 of binds3.cfg Line 23 of class.cfg Line 22 of sniper.cfg For Unknown cmd `, I see that whenever I exec a script that contains a `. The script usually contains this char because I am tabbing back and forth between ET and my editor of choice and often press the default console button by accident while still in the editor. Line 165 of High.cfg Neither of these errors are actually significant.
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