video and audio.
Also some key bindings don't work via the interface so I have to edit the control.con
Also some key bindings don't work via the interface so I have to edit the control.con
Nothing, pretty much out of the box settings | 14% | 14% - 26 | ||||
A few things, mostly settings on the options page | 20% | 20% - 36 | ||||
Moderate, change localization files, mini-map opacity | 36% | 36% - 64 | ||||
Almost everything, rendering settings, latency, etc... | 22% | 22% - 39 | ||||
So much i see a global PB ban in my future.... | 6% | 6% - 12 | ||||
Total: 177 |
Same, and I changed my vehicles enter key and made parachute open on space double tapmtb0minime wrote:
I changed a lot. I went through that whole bf2 tweaking guide that was posted here a while back. My comp is shite so I needed to do everything I could just to get 20 fps with everything on low
you forgot methsteelie34 wrote:
modifying, changing, fine-tuning, etc...suomalainen_äijä wrote:
what's tweaking?
I tried searching for an anwser to that, I was in the same situation. I ended up using joy2key, simple, barely uses any resources.Im_Dooomed wrote:
I need a spotted key on my joystick for when flying and in the heli....Is there any other way besides joy2key?
Yep thats the oneaimless wrote:
Tweak Guides BF2 ?artofsurvival wrote:
Things like "9" for Parachute to "Z" , For crouch I use "Caps Lock" can't remember much else apart from the fact that I have my PC set up for BF2 using Tweak Guides. Can't remember webby address.
Please do, Im always too lazy to type all that crap in the console for each serverDupaUnit wrote:
The latency compensation.
It makes a huuuuge difference. Don't believe me, go on a server where you can't hit a laterally moving target, regardless of how much you lead or trail the target. Then change the BF2 latency compensation, and it makes the server playable. Try turning it to 15, and you will see everyone stutter as the ingame vector compensation tries to predict where they will, then has to update to where they actually are, with very little time to smooth out the motions. Then turn it up to 400. You won't be able to hit crap. Then put it down to your ping (or your ping +30, which is what I do), and things work just right.
I've actually found that turning the latency compensation to average the other players' pings, and not mine, gives the best result. For instance, I usually have a ping of about 15 on all servers I play on, whereas everyone else has about 90 to 120. I put my latency compensation at 90 and I will hit laterally moving targets no problem.
The command is something like gsd.floatset.latencycompensation .1, but I actually don't know what it is exactly. I wrote a script that automatically brings up the console, types it in, but leaves the last part (the ping) blank. This way, I join a server, hit my hotkey, and just input my ping and done!
If anyone is interested in me sharing this script, let me know, and I will post it.
iMPaCT.uK wrote:
everything
Can you tell me how you did those? I really must know.DupaUnit wrote:
The latency compensation.
It makes a huuuuge difference. Don't believe me, go on a server where you can't hit a laterally moving target, regardless of how much you lead or trail the target. Then change the BF2 latency compensation, and it makes the server playable. Try turning it to 15, and you will see everyone stutter as the ingame vector compensation tries to predict where they will, then has to update to where they actually are, with very little time to smooth out the motions. Then turn it up to 400. You won't be able to hit crap. Then put it down to your ping (or your ping +30, which is what I do), and things work just right.
I've actually found that turning the latency compensation to average the other players' pings, and not mine, gives the best result. For instance, I usually have a ping of about 15 on all servers I play on, whereas everyone else has about 90 to 120. I put my latency compensation at 90 and I will hit laterally moving targets no problem.
The command is something like gsd.floatset.latencycompensation .1, but I actually don't know what it is exactly. I wrote a script that automatically brings up the console, types it in, but leaves the last part (the ping) blank. This way, I join a server, hit my hotkey, and just input my ping and done!
If anyone is interested in me sharing this script, let me know, and I will post it.
Oh, some other things I do, but not as important:
Load a custom localization file that shortens all onscreen text. For example, when someone spots, but it's not on an enemy, it normally has 3 or 4 different messages that display, now mine always says "unconfirmed enemy." Much shorter. It's a localization file that someone posted, but I tweaked it for my likings. I also removed all orange text that they added. Also, and one of the nicest features, is the "you're out of bounds" and "server will start when X people join" messages are made very short and put in the corner on the screen, instead of right in the middle.
Lastly, I've been using the new widescreen rendering script that was just posted on bf2s. It is amazing. I have a 16:10 monitor, and have been playing BF2 stretched since day one. I got used to it, but since I tried the widescreen script, it is amazing. I now have a MUCH wider view, and essentially have more peripheral vision that other players.
rem ** Custom ** sound.masterVolume 1.0 rem ** Balance between 2d and 3d samples. sound.setProperty "balance2d3d-default" 0.5 sound.setProperty "balance2d3d-eax" 0.5 rem ** Reverb and obstruction vars.set sound-maxreverb 1.7 vars.set sound-reverb-steepness 1.2 vars.set sound-raylength 21 rem ** Obstruction when angle between listener, source and obstructing object rem ** is 0 degrees vars.set sound-obstruction-max 0.3 rem ** Size of listener's obstruction sphere vars.set sound-listener-radius 0.1 rem ** Size of obstructing object (inserted at obstruction point) vars.set sound-obstruction-radius 0.5 rem ** Ambient sound properties sound.setProperty ambient-fade-time 1.0 sound.setProperty ambient-forced-fade-time 0.4 sound.setProperty ambient-indoor-obstruction 0 sound.setProperty ambient-indoor-obstruction-speed 0.08 rem ** Air absorption. sound.setProperty airabsorption-eax-mindistance 300 sound.setProperty airabsorption-eax-maxdistance 600 rem ** Setup tinnitus. First file is the "tinnitus" sample, the second rem ** file is the man down sample. sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 4 0.88 rem ** Wind sound ObjectTemplate.create Sound S_Wind ObjectTemplate.lowSamples 0 ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0 ObjectTemplate.reverbLevel 0 ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/ sound.windSetup S_Wind 30.0 rem ** Factor of explosion radius that triggers the tinnitus effect vars.set sound-tinnitus-range 1.0 rem ** Early sample prioritization sound.setProperty prio-k-frontback 0 sound.setProperty prio-k-rightleft 0 sound.setProperty prio-k-age 0.5 sound.setProperty prio-age-only-distance 5 sound.setProperty prio-k-distance 1.0 rem ** Distance delay rem ** Shortest distance from listener where distance delay will be applied sound.setProperty distance-delay-threshold 50 rem ** Delay multiplier (1 means 1/300 s/m) sound.setProperty distance-delay-factor 1 rem ** The linear gain where playing sounds get a negative bias in the rem ** priority. They may also be muted. sound.setProperty max-distance-cutoff 0.035 rem ** Doppler effect. Realistic doppler effect factor is 1 sound.dopplerEffect 1 rem ** Number of MB we require from the OpenAL provider. Some native drivers rem ** can't always give us that (Creative). sound.setProperty required-buffer-size 90
Yellow corsair suxBf2-GeneralArnott wrote:
Nothing, infact, i haven't even changed my crosshair colour.
What will this do differently? Will it work for Ultra High sound?Blehm98 wrote:
Battlefield 2\mods\Settings\
sound.con
highlight everything, and press backspacecopy and paste this into the now empty sound.con file and saveCode:
rem ** Custom ** sound.masterVolume 1.0 rem ** Balance between 2d and 3d samples. sound.setProperty "balance2d3d-default" 0.5 sound.setProperty "balance2d3d-eax" 0.5 rem ** Reverb and obstruction vars.set sound-maxreverb 1.7 vars.set sound-reverb-steepness 1.2 vars.set sound-raylength 21 rem ** Obstruction when angle between listener, source and obstructing object rem ** is 0 degrees vars.set sound-obstruction-max 0.3 rem ** Size of listener's obstruction sphere vars.set sound-listener-radius 0.1 rem ** Size of obstructing object (inserted at obstruction point) vars.set sound-obstruction-radius 0.5 rem ** Ambient sound properties sound.setProperty ambient-fade-time 1.0 sound.setProperty ambient-forced-fade-time 0.4 sound.setProperty ambient-indoor-obstruction 0 sound.setProperty ambient-indoor-obstruction-speed 0.08 rem ** Air absorption. sound.setProperty airabsorption-eax-mindistance 300 sound.setProperty airabsorption-eax-maxdistance 600 rem ** Setup tinnitus. First file is the "tinnitus" sample, the second rem ** file is the man down sample. sound.tinnitusSetup "Common/Sound/tinnitus.wav,Common/Sound/man_down_state.wav" 1 2 4 0.88 rem ** Wind sound ObjectTemplate.create Sound S_Wind ObjectTemplate.lowSamples 0 ObjectTemplate.soundFilename "Objects/Soldiers/Common/Sound/soldier_wind_loop.wav" ObjectTemplate.loopCount 0 ObjectTemplate.is3dSound 0 ObjectTemplate.stopType 0 ObjectTemplate.volume 0 ObjectTemplate.reverbLevel 0 ObjectTemplate.volumeEnvelope 0/1/0/1/0/2/0.15/0/0/1/1/0/ sound.windSetup S_Wind 30.0 rem ** Factor of explosion radius that triggers the tinnitus effect vars.set sound-tinnitus-range 1.0 rem ** Early sample prioritization sound.setProperty prio-k-frontback 0 sound.setProperty prio-k-rightleft 0 sound.setProperty prio-k-age 0.5 sound.setProperty prio-age-only-distance 5 sound.setProperty prio-k-distance 1.0 rem ** Distance delay rem ** Shortest distance from listener where distance delay will be applied sound.setProperty distance-delay-threshold 50 rem ** Delay multiplier (1 means 1/300 s/m) sound.setProperty distance-delay-factor 1 rem ** The linear gain where playing sounds get a negative bias in the rem ** priority. They may also be muted. sound.setProperty max-distance-cutoff 0.035 rem ** Doppler effect. Realistic doppler effect factor is 1 sound.dopplerEffect 1 rem ** Number of MB we require from the OpenAL provider. Some native drivers rem ** can't always give us that (Creative). sound.setProperty required-buffer-size 90
might want to keep a backup too, but this should work fine for everyone