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Messages - Punk_FAS

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46
Trouble Shooting / Re: Server lag issues now?
« on: March 14, 2020, 06:46:26 PM »
netgraph 1

in console, netraph 0 to turn off

47
Quake FAQs, HOWTOs, and Articles / Re: What mouse are you using?
« on: March 12, 2020, 04:42:29 PM »
I've been using the Logitech G403 for a while now: https://www.logitechg.com/en-us/products/gaming-mice/g403-prodigy-wired-gaming-mouse.html#910-004796

It was actually a free replacement from Logitech from when I had issues with my previous G303. I'm quite happy with the G403.

49
/dev/random / Re: The Fight Thread
« on: March 08, 2020, 07:53:49 PM »
The Jedrzejczyk/Zhang fight was epic - definitely the best women's fight I've ever seen, and one of the best MMA fights I've ever seen regardless of gender.

50
/dev/random / Re: The Fight Thread
« on: January 20, 2020, 07:59:02 AM »
Potential spoilers ahead...

I don't think Conor has a chance against Woodley or Usman. They're so much bigger, and likely stronger than he is, where I think they'd take him down pretty much at will. Neither of them are slouches standing either, but I suppose Conor should have the edge there.

I'd much rather see Conor fight Masvidal, if he has to fight a welterweight (Masvidal was a lightweight for much of his career though). I think that fight would be much more likely to remain standing, and I think that would make it much more entertaining to watch.

There's no way the Cerrone/Conor fight was in any way staged. The only thing 'staged' about it might have been that whoever decided to put the fight together figured Conor had a really good chance of winning, and winning convincingly. As far as what unfolded in the cage though, I think Conor caught Cerrone by surprise with the impact from those shoulder strikes. After the fight, Cerrone himself commented about the "elbow" strikes Conor threw. I'm not sure if Cerrone wasn't aware of what Conor hit him with, or just misspoke, but they appeared to have quite an impact behind them, which isn't something I recall seeing before (and they apparently caught Cerrone by surprise). I wish the fight had gone on a little longer, but oh well.

51
/dev/random / Re: Whatcha listening to?
« on: January 17, 2020, 07:53:06 AM »
If you're in need of a good cry, and you're struggling to get it out, this might help. This was recorded in 1996. The artist would die 10 months after this was recorded (at age 33) from cancer which she didn't know she had at the time:


https://www.youtube.com/watch?v=xXBNlApwh0c

52
/dev/random / Re: Whatcha listening to?
« on: January 04, 2020, 06:31:24 PM »

https://www.youtube.com/watch?v=OgPEX5LyJQs

I found it through one of those reaction channels. I've actually discovered a lot of new (to me) music in recent times by seeing what youtubers have been reacting to.

54
Bot Drop / Re: Haunted and Punk
« on: May 05, 2019, 04:59:29 PM »
Darn... I don't have that map so I can't view it (and I don't see it in the maps folder under files here on TS). Here's one from DM5 this weekend. I doubt he's a bot... just a really peculiar (and oftentimes annoying) play style.

55
I get it periodically. For hours it'll be buttery smooth with not a single red line shown on netgraph. Then, there'll be periods where it's like the attached image. Is that on my end, or is that possibly a tastyspleen issue?


56
Quake / Re: Any setting to make spawning upon map rotation quicker?
« on: April 20, 2019, 08:10:37 AM »
R1Q2:
cl_defermodels [0/1]
Defer model loading for faster connection times, but can cause stuttering when first entering the map. Default 1

But it's already on by default. I can't say that I notice any difference but who knows.
I'll give this a shot. Mine was set to 0 actually (and I've never heard of this setting, so I haven't messed with it). Maybe this will make a noticeable difference. Thanks!

57
Just use client side commands? I may be mistaken, but it sounds like you need a good config/autoexec opposed to a pak.
I think it has to be a file (in a .pak, etc.). I don't think there are any commands to control the opacity of the explosion animation/graphic.

58
Quake / Replacing the rocket/grenade splash damage animation/graphic
« on: April 18, 2019, 08:28:41 PM »
The rocket and grenade splash is a constant smokescreen preventing me from seeing what's going on behind it. I guess you could argue that it's part of the game, but I find it really annoying. I think I replaced it years and years ago with something that was mostly gray sparkles or something like that. It didn't obstruct the view nearly as much anyway.

Does anybody use one of these or know how to install it? It's been so many years since I've fiddled with a .pak file.

59
Quake / Re: Any setting to make spawning upon map rotation quicker?
« on: April 16, 2019, 06:41:33 AM »
Ya know, I'm not sure if I click the attack button in between maps. I'll have to spam it like mad from now on and see if that makes a difference :D Thanks for the tip!

60
Quake / Any setting to make spawning upon map rotation quicker?
« on: April 15, 2019, 09:31:03 PM »
While on the DM server, I often get the impression that most people are loading up the next map quicker than I am. I frequently end up telefragging someone else when the map loads up (indicating that they were on the pad before me), and I often spawn hearing other people already collecting weapons, or otherwise seeming to be moving around and being active quicker than me. My ping is fairly low (upper 30s), Quake 2 is running on a fairly quick SSD, I'm on an i7-6700K processor (plenty quick for a twenty year-old game), etc., etc.

So, is there a setting I can fiddle with that might help this? Is this something to do with the number of hops to the server or something? Anything I can check into to see if I can tweak to speed this up?

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