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Inability to hear people on their mics/see sprays on TF2.

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Krandel
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Inability to hear people on their mics/see sprays on TF2.

Unread post by Krandel »

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?
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LaN
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by LaN »

Blessing in disguise.
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Krandel
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by Krandel »

LaN wrote:Blessing in disguise.
What?
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WampRats
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by WampRats »

You don't want to hear people or see sprays
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Krandel
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by Krandel »

WampRats wrote:You don't want to hear people or see sprays
Why not?
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FlaminSarge
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by FlaminSarge »

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)
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Krandel
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by Krandel »

FlaminSarge wrote:
And we have more little kids with mics than we have bad maps (figuratively)
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.
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Egonny
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Re: Inability to hear people on their mics/see sprays on TF2

Unread post by Egonny »

To fix sprays (quoted from another website):
Put this in your autoexec.cfg file in Steam\steamapps\snateraar\team fortress 2\tf\cfg and set mp_decals to 1.
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
Should look like this.
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
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?)
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