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Mersopolis

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Posts posted by Mersopolis


  1. There's no more putting it off, Mers. Albuquerque is the last one on your queue of projects. Looks like it's time for you to...

    :cool2:

    Face the music.

    Don't worry about it.

     

    School is out, so I have much more time on my hands.


  2. I managed to kill Alora on Taspir using only Force Jump, Drain, and the Imperial Heavy Repeater.

     

    If you jump over her, you can alt-fire behind her, and she doesn't force push the projectile.

     

    You just have to be mindful of her lightsaber throw.


  3. there is no specific value for sheens, so dxlevel is all that should matter. try putting mat_dxlevel 95 in your autoexec just to be sure, otherwise I don't know.

     

    It could also be that Loose Cannon is one of the bugged sheen weapons. A lot of them just don't show up

    Didn't work.

     

    It can't be. I've seen pictures of LC sheens before.

     

    Also, here are my launch options:

    -windowed -noborder -w 1366 -h 768 -novid -nocrashdialog -nojoy -noipx -nocdaudio -64bit +mat_forcehardwaresync 0 -useforcedmparms -noforcemaccel -noforcemspd
    

  4. What scripts do you run

     

    chris' fps config?

    Yes, that one.

     

    Here's my autoexec:

    exec protect.cfg
    rate 80000
    cl_cmdrate 33
    cl_updaterate 33
    cl_interp 0.015
    cl_interp_ratio 2
    cl_smooth 0
    cl_smoothtime "0.020"
    cl_lagcompensation 1
    cl_pred_optimize 2
    net_maxcleartime "0.090"
    net_splitpacket_maxrate "45000"
    fps_max 34
    
    mat_shadowstate 0
    r_shadowmaxrendered 0
    r_shadowrendertotexture 0
    r_shadows 0
    cl_phys_props_enable 0
    cl_phys_props_max 0
    props_break_max_pieces 0
    r_propsmaxdist 1
    violence_agibs 0
    violence_hgibs 0
    cl_detaildist 0
    cl_detailfade 0
    cl_drawmonitors 0
    cl_ejectbrass 0
    cl_jiggle_bone_framerate_cutoff 0 // Turns off jigglebones
    cl_new_impact_effects 0
    cl_show_splashes 0
    func_break_max_pieces 0
    glow_outline_effect_enable 0 // Cart glow effect.
    lod_transitiondist 0
    mat_antialias 0
    mat_bumpmap 0 // Controls bumpmapping. Setting this to 0 on dx9 will cause
                  // a strange `shine' effect to appear on all players.
    mat_colcorrection_disableentities 1
    mat_colorcorrection 0
    mat_disable_bloom 1
    mat_disable_fancy_blending 1
    mat_disable_lightwarp 1
    mat_envmapsize 8
    mat_envmaptgasize 8
    mat_filterlightmaps 1
    mat_filtertextures 1
    mat_forceaniso 1
    mat_hdr_level 0
    mat_max_worldmesh_vertices 512
    mat_monitorgamma 2.0 // Controls brightness, try 1.8 to make it brighter or 2.2
                         // to get it darker. Only works in fullscreen.
    mat_motion_blur_enabled 0
    mat_parallaxmap 0
    mat_picmip 1 // Higher = more mipmapping. Without `sv_cheats 1', you're looking
                 // at a range from -1 to 2, -1 being the best quality, 2 being the
                 // worst.
    mat_reducefillrate 1
    mat_reduceparticles 1
    mat_specular 1 // Controls specularity. Setting this to 0 will make ubers
                   // non-shiny, and will remove some specular effects from in-game
                   // entities which support it. Setting this to 1 on dx8 will
                   // result in some strange `fire' textures replacing their
                   // appropriate counterparts, especially on medals, and certain
                   // hats.
    mat_trilinear 1
    mat_viewportscale 1 // Almost no performance gain from viewport upscaling.
    mat_viewportupscale 1
    mat_wateroverlaysize 1
    mp_decals 9 // `9' is a good value to still see the spread pattern from a
                // scattergun without any real performance loss.
    r_3dsky 0
    r_ambientboost 0
    r_ambientfactor 0
    r_ambientmin 0
    r_avglight 0
    r_cheapwaterend 1
    r_cheapwaterstart 1
    r_decals 9
    r_decalstaticprops 0
    r_decal_cullsize 15
    r_drawdetailprops 0
    r_drawmodeldecals 0
    r_drawflecks 0
    r_dynamic 0
    r_flashlightdepthtexture 0
    r_forcewaterleaf 1
    r_lightaverage 0
    r_maxnewsamples 2
    r_maxsampledist 1
    r_propsmaxdist 0
    r_renderoverlayfragment 0
    r_staticprop_lod 4
    r_waterdrawreflection 0
    r_waterdrawrefraction 1
    r_waterforceexpensive 0
    r_waterforcereflectentities 0
    rope_averagelight 0
    rope_collide 0
    rope_rendersolid 0
    rope_shake 0
    rope_smooth 0
    rope_subdiv 0
    rope_wind_dist 0
    tf_particles_disable_weather 1 // Disable weather effects on maps supporting
                                   // it, for example, setting this to `1'
                                   // disables rain effects on *_sawmill.
    tracer_extra 0
    
    alias bhop_bind "+jump;wait 2;-jump;wait 2;bhop_jump"
    alias bhop_alias "alias bhop_jump bhop_bind"
    alias bhop_stop "alias bhop_jump"
    alias +bhop "bhop_alias;bhop_jump"
    alias -bhop "bhop_stop;-jump"
    
    //The bind
    bind space +bhop
    
    bindtoggle = "bind space +bhop" "bind space +jump"
    

  5.  

    1. Start moving forward. Ok

    2. Tap jump so you jump, but not force jump, every time you are about to hit the ground. I prefer scroll wheel, but if I really need to, Ok.

    3. Hold forward and a strafe key. Does the game not keep your acceleration in the air or something? You're killing your mobility by pressing W.

    4. Turn the mouse at a moderate speed. I think you mean swaying it at about 30 degree angles or something of the sort. Usually that's optimal.

     

    Response in bold.

     

    Well, that's what worked for me.


  6. I discovered how to bunny hop in Jedi Knight: Jedi Outcast/Academy.

     

    It's easier if you have Force Jump at 1.

     

    1. Start moving forward.

    2. Tap jump so you jump, but not force jump, every time you are about to hit the ground.

    3. Hold forward and a strafe key.

    4. Turn the mouse at a moderate speed.

     

    You can get going at crazy speeds. It's quite useful in large multiplayer maps.


  7. Once upon a time, there was a guy named Tom.

    He was travelling through the nearby woods when he got lost.

    He was getting hungry and happened upon a plant with red fruits on it.

    He recognized it as a plant that many people in his village were scared of. They thought that it was poisonous.

    He was hungry enough to eat it anyway.

    Luckily, he didn't die. In fact, he quite liked the fruit.

    He took several fruits from the plant and walked away.

    Somehow, he managed to make his way back to the village.

    While there, he told his story of the red fruits.

    Everyone was glad to know that the fruit was no longer a threat.

    Now, years later, whenever someone from that village sees that particular fruit, they say, "Hey! Tom-ate-those!"


  8. So, I got a Spec. Fabricator for the Loose Cannon (Emerald).

     

    I'm nearly done with it. Just need a unique killstreak weapon, 4 Taunt Processors, and 13 Money Furnaces.

     

    Also, I have no unique killstreak weapons, but I do have a basic Sniper Rifle killstreakifier.

     

    Would it be wise to use that, and use the killstreak Sniper Rifle in the fabricator, to trade it and try and get something cheaper?

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