It seems like there's one problem after another for me.
Anyways, even though I have mics and sprays enabled in TF2 and in Steam, I can't hear anyone on their mics nor could I see any sprays(except my own). Is there a way to fix this?
Inability to hear people on their mics/see sprays on TF2.
Re: Inability to hear people on their mics/see sprays on TF2
Blessing in disguise.
Re: Inability to hear people on their mics/see sprays on TF2
You don't want to hear people or see sprays
Re: Inability to hear people on their mics/see sprays on TF2
Why not?WampRats wrote:You don't want to hear people or see sprays
- FlaminSarge
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Re: Inability to hear people on their mics/see sprays on TF2
LaN's sprays are sometimes suggestive. But on the wrong (in some ppl's opinions) team of the so-called baseball game.
And we have more little kids with mics than we have bad maps (figuratively)
And we have more little kids with mics than we have bad maps (figuratively)
TF2Backpack
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
I make various SourceMod Plugins for TF2.
Also I fix things. And break things. No complaints.
Re: Inability to hear people on their mics/see sprays on TF2
This is why I want to hear people on mics honestly. Little kids say the funniest things ever and they're easy to piss off.FlaminSarge wrote:
And we have more little kids with mics than we have bad maps (figuratively)
- Egonny
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Re: Inability to hear people on their mics/see sprays on TF2
To fix sprays (quoted from another website):
I'll search how to fix the mic thingy too (some tips: have you fiddled around with the in-game settings? Are you using desktop speakers or headphones?)Put this in your autoexec.cfg file in Steam\steamapps\snateraar\team fortress 2\tf\cfg and set mp_decals to 1.Should look like this.mp_decals "200" // def. "200" # Count of Decals used for Multiplayer
r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals "2048" // def. "2048" # Count of Decals used by the entire SourceEngine
r_drawmodeldecals "1" // def. "" # Render decals on the Models on(1)/off(0)
r_maxmodeldecal "32" // def. "32" # Count of Decals to Render on the Models
r_queued_decals "0" // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
r_spray_lifetime "2" // def. "2" # Number of rounds player sprays are visible
r_3dnow 1
r_sse 1
r_sse2 1
r_mmx 1
r_fastzreject 1
muzzleflash_light 0
cl_ejectbrass 0
cl_show_splashes 0
r_decals 0
mp_decals 1
r_drawmodeldecals 0
r_waterforceexpensive 0
r_waterforcereflectentities 0
cl_phys_props_enable 0
cl_ragdoll_collide 0
cl_ragdoll_fade_time 0
cl_ragdoll_physics_enable 0
cl_forcepreload 1
cl_showfps 1
voice_fadeouttime 0
mp_decals "200" // def. "200" # Count of Decals used for Multiplayer
r_decal_cullsize "5" // def. "5" # The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
r_decals "2048" // def. "2048" # Count of Decals used by the entire SourceEngine
r_drawmodeldecals "1" // def. "" # Render decals on the Models on(1)/off(0)
r_maxmodeldecal "32" // def. "32" # Count of Decals to Render on the Models
r_queued_decals "0" // def. "0" # Offloads a bit of decal rendering setup work to the material system queue when enabled. on(1)/off(0)
r_spray_lifetime "2" // def. "2" # Number of rounds player sprays are visible