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#1
Old 2-02-2010, 02:19
Adelaide
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kkoss's Avatar
b/kkoss kkoss is offline aka kkoss, mers, prism
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p0rks and I have been having trouble loading these two custom maps. It seems to load right to the last bar, then TF2 just crashes.

We both use FPS configs and dx 8. Changing back to dx 9 did nothing. I'm pretty certain it only started happening after the Solly/Demo update though.

Heard it happened to nerfed and someone else in a war and they had to forfeit the match because they couldn't resolve the issue.

Anyone know what it is caused by?
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#2
Old 2-02-2010, 02:41
Australia
20 Years Old
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iMYukiintel Yuki is online now
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No idea, yes we had to forfeit freight in CSM because i couldnt connect...

It very rarely loads. I haven't tried gullywash yet because we havent had to play it. I'll try loading it on an online server.

Frustrating thing is that it works fine for me in a LAN server, but not while connecting.
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#3
Old 2-02-2010, 02:54
Australia
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This sounds like an issue i use to have commonly. I found that a simple restart of the computer or even deleteing the tf folder (everything except maps and cfg folder) helps.
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#4
Old 2-02-2010, 11:06
Adelaide
29 Years Old
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Guys it's a setting.
Faust had the same problem, removed his TF2 config directory, reloaded the game with standard config and bobs your uncle it loaded.
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#5
Old 2-02-2010, 19:27
Adelaide
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b/kkoss kkoss is offline aka kkoss, mers, prism
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It is something to do with the FPS config, as I just deleted all the graphics commands in my autoexec and it suddenly started working.

What command could it be though?

Yuki's also right, in that it seems to load fine with on LAN, but not when connecting to a net server.

Quote:
//MAT
mat_queue_mode "2" // The queue/thread mode the material system should use: -1=default, 0=synchronous single thread, 1=queued single thread, 2=queued multithreaded
mat_aaquality "0"
mat_antialias "0" // Anti-aliasing on(1,2,4,8)/off(0)
mat_autoexposure_max "0"
mat_autoexposure_min "0"
mat_alphacoverage "0"
mat_bumpmap "0" // If set to 1, enables bump mapping which makes flat 2D textures appear three dimensional. Setting this to 0 will cause everyone to have a white shine on them.
mat_bloomscale "0"
mat_bloom_scalefactor_scalar "0"
mat_bufferprimitives "1"
mat_clipz "1"
mat_colorcorrection "0"
mat_compressedtextures "1"
mat_disable_bloom "1"
mat_disable_fancy_blending "1"
mat_disable_lightwarp "1"
mat_disable_ps_patch "1"
mat_debugdepthval "0"
mat_debugdepthvalmax "0"
mat_diffuse "1"
mat_envmapsize "0"
mat_envmaptgasize "0"
mat_fastspecular "1"
mat_fastnobump "0"
mat_filterlightmaps "1"
mat_filtertextures "1"
mat_forceaniso "0" // change to 0 if you notice lower fps
mat_forcehardwaresync "0"
mat_forcemanagedtextureintohardware "0"
mat_framebuffercopyoverlaysize "0"
mat_hdr_enabled "0" // Report if HDR is enabled for debugging
mat_hdr_level "0" // Set to 0 for no HDR, 1 for LDR+bloom on HDR maps, and 2 for full HDR on HDR maps.
mat_maxframelatency "0"
mat_max_worldmesh_vertices "0"
mat_mipmaptextures "1" // texture quality decreases with distance
mat_non_hdr_bloom_scalefactor "0"
mat_parallaxmap "1"
mat_picmip "2" // Changes the resolutions of textures when they're loaded into memory. May improve FPS on graphics cards with low memory sizes.
mat_reducefillrate "1" // Reduces fill rate used.
mat_shadowstate "0"
mat_software_aa_blur_one_pixel_lines "0"
mat_software_aa_strength "0"
mat_software_aa_strength_vgui "0"
mat_software_aa_tap_offset "0"
mat_softwarelighting "0"
mat_specular "1"
mat_trilinear "0" // Disables the use of Trilinear mipmapping.
mat_use_compressed_hdr_textures "0"
mat_wateroverlaysize "0" // Sets the resolution of water distortion. Must be multiple of 8.


//GIBS
violence_agibs "0" // Show alien gib entities
violence_hgibs "0" // Show human gib entities
violence_hblood "0" // Draw human blood
violence_ablood "0" // Draw alien blood

r_ambientboost "0"
r_ambientmin "0"
r_ambientfactor "0"
r_bloomtintg "0"
r_bloomtintb "0"
r_bloomtintexponent "0"
r_bloomtintr "0"
r_cheapwaterend "1" // End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart "1" // Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_drawflecks "0"
r_decals "0"
r_decal_cullsize "0" // Decals under this size in pixels are culled // _lower texture quality at distance_
r_decalstaticprops "0" // Decal static props test
r_dopixelvisibility "0"
r_drawbatchdecals "0"
r_drawmodeldecals "0"
r_dynamic "0"
r_eyes "0"
r_flex "0"
r_forcewaterleaf "1" // Enable for optimization to water - considers view in leaf under water for purposes of culling
r_hunkalloclightmaps "0"
r_lightcache_zbuffercache "0"
r_lightaverage "0"
r_lod "2" // _adjusts model quality--set between -5 and 5_
r_maxdlights "0"
r_maxmodeldecal "0"
r_maxnewsamples "0"
r_maxsampledist "0"
r_minnewsamples "0"
r_fastzreject "-1" // Activate/deactivates a fast z-setting algorithm to take advantage of hardware with fast z reject. Use -1 to default to hardware
r_occlusion "1" // Activate/deactivate the occlusion system.
r_PhysPropStaticLighting "0"
r_queued_decals "0" // Offloads a bit of decal rendering setup work to the material system queue when enabled.
r_queued_post_processing "1"
r_renderoverlayfragment "0"
r_rootlod "2" // Root LOD
r_ropetranslucent "0"
r_drawdetailprops "0"
r_spray_lifetime "0" // Number of rounds player sprays are visible
r_shadowmaxrendered "12" // Max shadows the game will render.
r_shadowrendertotexture "1" // Rendered the shadow texture causing it to match the player model.
r_3dnow "1" // Enable/disable 3DNow code
r_3dsky "0" // Enable the rendering of 3d sky boxes
r_sse2 "1" // Enable/disable SSE2 code
r_shadows "1"
r_teeth "0"
r_threaded_client_shadow_manager "1"
r_threaded_particles "1"
r_threaded_renderables "1"
r_unloadlightmaps "0" // 0 because of alt tabbing causes black walls
r_worldlights "0" // number of world lights to use per vertex
r_waterdrawreflection "0" // If set to 0, disables all reflections on top of water. Will boost performance quite noticeably in areas with water at the cost of some realism.
r_waterdrawrefraction "1" // If set to 0, disables all refraction - that is images which appear distorted under the water. This will boost performance at the cost of realism, however you may experience some graphical anomalies on the water or even in the sky for some reason.
r_waterforceexpensive "0" // 1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities "0" // 1 = High (reflect all), 0 = Low
// _______________
// | CL_ |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
cl_clearhinthistory "1" // Clear memory of client side hints displayed to the player
cl_detaildist "0" // Distance at which detail props are no longer visible (1200)
cl_detailfade "0"
cl_drawmonitors "0" // Disables the rendering of ingame "monitors" which contain 3d rendered images.
cl_ejectbrass "0" // Disables brass ejection
cl_forcepreload "1" // Forces the game to load all texture and model information into memory on map load.
cl_muzzleflash_dlight_1st "0"
cl_phys_props_enable "0"
cl_phys_props_max "0" // Maximum amount of physics props allowed.
cl_predictweapons "1" // perform client side prediction of weapon effects.
cl_predict "1" // Perform client side prediction.
tf_playergib "0"
cl_showhelp "0" // Set to 0 to not show on-screen help
cl_showpluginmessages "0" // Allow plugins to display messages to you
cl_show_splashes "0"
cl_rumblescale "0" // Scale sensitivity of rumble effects (0 to 1.0)
cl_debugrumble "0" // Turn on rumble debugging spew
cl_playerspraydisable "1"
cl_threaded_bone_setup "0"
cl_threaded_client_leaf_system "1"
cl_ragdoll_collide "0"
cl_ragdoll_fade_time "0"
cl_ragdoll_physics_enable "0"
cl_ragdoll_forcefade "1"
// _______________
// | ROPES |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
rope_averagelight "0" // Makes ropes use average of cubemap lighting instead of max intensity.
rope_collide "0" // Collide rope with the world
rope_smooth_enlarge "0" // How much to enlarge ropes in screen space for antialiasing effect
rope_smooth "0" // Do an antialiasing effect on ropes
rope_subdiv "0" // Rope subdivision amount
rope_wind_dist "0" // Don't use CPU applying small wind gusts to ropes when they're past this distance.
// _______________
// | MISC |
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
sv_forcepreload "1" // forces preload to help increase performance
jpeg_quality "100" // jpeg screenshot quality.
mat_monitorgamma "1.8" // monitor gamma (typically 2.2 for CRT and 1.7 for LCD)
commentary "0" // Desired commentary mode state.
budget_show_history "0" // turn history graph off and on. . good to turn off on low end
g_ragdoll_fadespeed "0"
g_ragdoll_lvfadespeed "0"
flex_smooth "1" // Applies smoothing/decay curve to flex animation controller changes.
props_break_max_pieces "0" // Maximum prop breakable piece count (-1 = model default)
r_propsmaxdist "1"
prop_active_gib_limit "0"
func_break_max_pieces "3"
showhitlocation "1"
mp_decals "0" // How many player sprays will be shown.
gl_clear "0"
muzzleflash_light "0"
lod_transitiondist "0"
overview_mode "0" // Sets overview map mode off,small,large: <0|1|2>
adsp_debug "0"
mp_usehwmmodels "0"
mp_usehwmvcds "0"
tf_particles_disable_weather "1"
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#6
Old 2-02-2010, 20:18
Blue Mountains
21 Years Old
3,588 Posts
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Uniin's Avatar
Uniin#most hated Uniin is offline
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i noticed when i die and hold tab to see scoreboards i crash... maybe something to do with PVH hud?

or when i alt tab
Last edited by Uniin; 2-02-2010 at 20:22.
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#7
Old 3-02-2010, 01:01
Australia
481 Posts
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Marshy Marshy is offline aka Marshy919, marshy, sunny leone
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Try this:

Quote:
mat_wateroverlaysize 128
r_cheapwaterend 800
r_cheapwaterstart 500
r_forcewaterleaf 1
r_waterdrawreflection 1
r_waterdrawrefraction 1
r_waterforceexpensive 1
r_waterforcereflectentities 1
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#8
Old 3-02-2010, 02:00
Australia
3,467 Posts
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povohat.au povohat is offline aka povohat, pvh
Past/Current All-Australian
heres a great tip for troubleshooting

take out half the commands
if it still crashes, you know which half is causing it
rinse and repeat
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#9
Old 3-02-2010, 10:58
Brisbane
485 Posts
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vsn.lewstherin lewstherin is offline
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also known as binary sorting.
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#10
Old 3-02-2010, 15:17
Australia
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go!geomanis geomanis is offline
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i did that in software design lewstherin lol
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#11
Old 11-02-2010, 16:56
Australia
25 Years Old
4,556 Posts
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vR*No Mercy No Mercy is offline
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Quote:
Originally Posted by lewstherin View Post
also known as binary searching.
Good try though.
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#12
Old 14-02-2010, 20:28
Australia
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go!geomanis geomanis is offline
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Its sorting.
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#13
Old 14-02-2010, 20:38
Australia
1,145 Posts
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Crunch's Avatar
Crunch.au Crunch is offline aka Captain Crunch
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while we're on game issues...
is there a command to turn of crit animations on weapon viewmodels?
whenever that animation appears, i lose 20 fps. On a comp that can only manage 40 fps on a good day its a real issue.
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#14
Old 15-02-2010, 01:50
Australia
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TheNed. is ok TheNed is offline aka mikeyn, the `ned
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Quote:
Originally Posted by Crunch View Post
while we're on game issues...
is there a command to turn of crit animations on weapon viewmodels?
whenever that animation appears, i lose 20 fps. On a comp that can only manage 40 fps on a good day its a real issue.
direct x 8?
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#15
Old 15-02-2010, 09:16
Australia
1,145 Posts
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Crunch.au Crunch is offline aka Captain Crunch
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tried dx80 and 81 (with or without the fps config). Both crash my whole system
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#16
Old 15-02-2010, 13:17
Australia
481 Posts
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Marshy Marshy is offline aka Marshy919, marshy, sunny leone
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Which way did you try?

mat_dxlevel 81
or
"-dxlevel 81" in launch options
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#17
Old 15-02-2010, 17:34
Blue Mountains
21 Years Old
3,588 Posts
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Uniin#most hated Uniin is offline
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what i found worked for me is to have all rag doll commands on, as in don't have the rag dolls disappear straight away. have it all on default
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#18
Old 16-02-2010, 03:00
Australia
24 Years Old
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NOSERMiicahthe team Miicah is offline
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Quote:
Originally Posted by geomanis View Post
Its sorting.
http://en.wikipedia.org/wiki/Binary_search_algorithm
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#19
Old 16-02-2010, 03:51
Australia
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go!geomanis geomanis is offline
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In computer science, a binary search is an algorithm for locating the position of an element in a sorted list.

Alright, whatever. I just know i didnt lose any marks in yr12 software design for calling it binary sorting because the list has to be sorted before you can actually do the search.
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#20
Old 19-07-2010, 19:34
Blue Mountains
21 Years Old
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Uniin's Avatar
Uniin#most hated Uniin is offline
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has anyone found a solution to this?
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