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

Posted: 20 Jan 2011, 11:38
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?

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

Posted: 21 Jan 2011, 06:43
by LaN
Blessing in disguise.

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

Posted: 21 Jan 2011, 07:49
by Krandel
LaN wrote:Blessing in disguise.
What?

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

Posted: 21 Jan 2011, 08:06
by WampRats
You don't want to hear people or see sprays

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

Posted: 21 Jan 2011, 11:22
by Krandel
WampRats wrote:You don't want to hear people or see sprays
Why not?

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

Posted: 26 Jan 2011, 06:55
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)

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

Posted: 13 Feb 2011, 01:54
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.

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

Posted: 14 Feb 2011, 12:32
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?)