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Everything posted by OddJob001
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Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
Odd, Why do you have several more lines in your config than xfactor? What are all of the renderdevice lines for? Just DX11? And thanks btw for finding this, this is great! #UI.DrawEnable 1 <- turns on off the entire UI #GameTime.MaxVariableFps 120.000000 <- I have mine set to 120 because above 120fps Lightboost freaks out PerfOverlay.DrawFps 1 <- Enables the FPS counter PerfOverlay.DrawGraph 0 <- 0=no graph, 1=graph for performance PerfOverlay.Enable 1 PostProcess.DynamicAOEnable 0 <- disables fxaa post processing. Nice for graphics, not nice for screen lag Render.DrawScreenInfo 0 <- 0=do not draw screen info 1=draw screen info RenderDevice.Dx11Dot1Enable 1 <- forces to always use DX11 over DX10 RenderDevice.Dx11Dot1RuntimeEnable 1 <- same thing part of DX11 RenderDevice.Dx11Enable 1 <- same again #RenderDevice.ForceRenderAheadLimit 1 RenderDevice.TripleBufferingEnable 0 <- Fuck triple buffering, doesnt matter anyway if you are forcing your game to only draw 1 frame in nvidia control panel. Screenshot.Format png WorldRender.DxDeferredCsPathEnable 1 WorldRender.LightTileCsPathEnable 0 WorldRender.MotionBlurEnable 0 WorldRender.MotionBlurMaxSampleCount 0 WorldRender.MotionBlurQuality 0 WorldRender.PlanarReflectionEnable 0 WorldRender.SpotLightShadowmapEnable 0 WorldRender.SpotLightShadowmapResolution 1024 WorldRender.TransparencyShadowmapsEnable 0 -
xFACTOR|Gaming on XI Servers
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
ya im running a 770gtx 4GB ACX and Shadowplay kills my FPS. Never have a problem with Fraps. However there is a new one, I have to find, that auto uploads to youtube. does Twitch auto upload? -
CTF or Commander?
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
Ya Miles. I specifically started looking into this because you expressed concern. That led me to find out we are forced to pick Commander or CTF. Perhaps in the future EA will allow CTF mode in rotation with Commander. If they would just allow Commander on CTF it would all be fixed. We dont want to lose players, however, the consensus seems to be CTF > Commander. Cant make everyone happy, thanks DICE! -
xFACTOR|Gaming on XI Servers
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
neither do I. More so fun to watch our players on our server, with his recording lol -
xFACTOR|Gaming on XI Servers
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
3 hour video. If youre bored. A few of you are in it. -
You can not have CTF maps in a rotation with CQ maps or Commander gets completely disabled. Would you prefer CTF mode (right now we only have 1 CTF map in rotation) or Would you prefer to have Commander mode for the other 20 maps we have in rotation? Please keep in mind not only your personal preference, but what other players might want as well. This Poll will stay open for a week.
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http://www.twitch.tv/rivalxfactor/b/509408021
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Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
yup bullet deviation and scooe sway still exist and LMGs still give some blur, but the radius of the blur is much less. anyway, enjoy -
Is this really Spike? Can we trust that it is? My guess is its Damit, in disguise, posting for him. Cause thats what I was going to do. JK. Welcome Spike! Typing letters on a forum is definitely hard sometimes. Sucker.
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New Patch today...
OddJob001 replied to The Flush's topic in Battlefield 4's Battlefield 4 Discussion
Spike? On the forums?! -
Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
That only disables movement effects, not suppression effects. -
Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
To be honest, once you see how it works in game, you will realize how unfair it is for those that dont disable compression effects. -
Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
I should also mention, DICE has typ-aly (its my play off the word verbally, just deal with it) that this is not against their rules. -
Removing most of the Supression Effects
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
1? You cant have a resolution of 1 silly. I wonder if 1 just gets ignored and resets it to the original setting, you could verify in the console. If you want it extremely low, try setting it to 256. although I heard anything less than 512 makes shadows and lights look like pure shit. -
Alright, I will finally share this with you all. These config settings remove nearly 8 0 % of the blur effects. Watch this if you want to see the effects of it. Navigate to your games directory - Generally C:\Program Files (x86)\Origin Games\Battlefield 4 Open up notepad and copy the following into it: #UI.DrawEnable 1 #GameTime.MaxVariableFps 120.000000 PerfOverlay.DrawFps 1 PerfOverlay.DrawGraph 0 PerfOverlay.Enable 1 PostProcess.DynamicAOEnable 0 Render.DrawScreenInfo 0 RenderDevice.Dx11Dot1Enable 1 RenderDevice.Dx11Dot1RuntimeEnable 1 RenderDevice.Dx11Enable 1 #RenderDevice.ForceRenderAheadLimit 1 RenderDevice.TripleBufferingEnable 0 Screenshot.Format png WorldRender.DxDeferredCsPathEnable 1 WorldRender.LightTileCsPathEnable 0 WorldRender.MotionBlurEnable 0 WorldRender.MotionBlurMaxSampleCount 0 WorldRender.MotionBlurQuality 0 WorldRender.PlanarReflectionEnable 0 WorldRender.SpotLightShadowmapEnable 0 WorldRender.SpotLightShadowmapResolution 1024 WorldRender.TransparencyShadowmapsEnable 0 save the file as User.cfg Restart Battlefield. You can verify it is working by making sure you see the FPS counter on the top right of your screen. Have fun not dealing with most suppression effects.
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2 Nights in a row. No server crashes. R28 patch live.
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March 4 PC Game Update Notes Several crash fixes and stability improvements Fixed an issue with data re-sending that was causing rubber banding on some servers Increased the maximum rank to 120 Fixed an issue with the kill camera triggering before game client would display the last portion of damage being dealt, giving players the impression that they died too early Fixed issue with blood effects, damage indicators, and health bar updates in the HUD being out of sync. This issue meant that players would sometimes miss information about being shot at, or get the impression of too few hits occurring for the amount of bullets that hit. Tweaked the speed, dispersion, and re-arm duration of the IFV and MBT projectiles Tweaked timing for how long the kill feed stays on screen Fixed an issue where the message "Joining Server" sometimes didn't appear when the user tried to join the server Added default player slots to server browser filters Fix for an issue on Silk Road where players could deform the terrain to create a big, water-filled hole Fix for a bug that occurred with the end-of-round camera if the player was in the bomber in China Rising Fix for an issue on Rogue Transmission where it was impossible to capture a flag while riding the quad bike Prevented players from interacting with an M-COM on Siege of Shanghai after it had been destroyed Fixed an issue where audio for disarming M-COMs could get stuck in an infinite loop Added minimap details for missing carriers in Rush on Paracel Storm and Hainan Resort Fix for an exploit that would allow players to shoot two tank shells with not enough delay between shots Removed a bug where squads would get split up when transitioning between Conquest and Air Superiority Fixed an issue where Defuse could get stuck in an unplayable state between rounds Removed a bug that would cause players to sometimes get stuck in the killcam after having been killed Fixed an issue with revive icon not being grayed out in-game on map and minimap, when the player died after getting revived in Defuse General improvements and bug fixes for the Battledash and Mission create screens Fixed a bug where red laser dots would get stuck on textures Zoom dispersion fix. When zooming in while firing the dispersion did not lower to the new max value Fixed a bug where the enemy health always displayed as full in the kill-cam Fixed an issue in Defuse so killed bomb carrier can’t plant a bomb in the next round without picking up a new bomb The MAV has been updated to prevent players from exploiting it Improved repair rates for vehicles with different base healths Tweaked volume balance and other ambiance parameters on the majority of base game and China Rising maps Improved the track vehicles wheel friction so vehicles don’t get stuck at relatively minor hills Fixed an issue with faulty zoom levels that occurred when using click to zoom in. While sprinting and zooming, will mess up the zoom levels, from hip to zoom. Improved boat physics and handling, including implementation of a system that lets players push stuck boats back in the water SPECTATOR MODE Fix for the EMP/Proxy Attack effects being visible in Spectator Mode Removed the black screen that was visible when switching between cameras and players in Spectator Mode Removed squad colors in Spectator Mode, now only the red and blue team colors are visible Decreased the user interface clutter in Spectator Mode by removing health pack, ammo pack and revive icons Tweaked the 1st person view in Spectator Mode so that spectators now see exactly what players see and nothing else Added a functionality in Spectator Mode so that, when going into Freecam from 1st or 3rd person mode, the first static freecam will be moved to behind the previously spectated player Added the possibility in Spectator Mode to ‘fire’ at a player from Freecam to go into 1st person view of that player Spectators can now see which player on the scoreboard that carries the bomb in the Obliteration and Defuse game modes NOTE: For in-depth details on all the balancing tweaks below, head to our "Balancing BF4" articles [blogs.battlefield.com]. GRENADE TWEAKS Increased the number of M84 FLASHBANG and HAND FLARES the player can carry from 2 to 3. Increased the effect of M84 FLASHBANG grenades on friendly and enemy players. Increased the maximum damage for the RGO from 67 to 80, however reduced the range of explosion. Reduced the visual and audio effect for the detonation of the V40 Mini to highlight its smaller blast when compared to other grenades. Decreased the maximum damage from 80 to 60, and decreased the range at which maximum damage is applied. PISTOL TWEAKS Increased the aimed accuracy of the M1911 to make it a viable choice once the COMPACT 45 has been unlocked. Increased the close range damage of the M1911, QSZ-92, FN57, CZ-75 and COMPACT 45. Reduced the delay between pressing the trigger and the bullet firing for the M412 REX and .44 MAGNUM. Increased the magazine capacity of the QSZ-92 to 20 rounds. Additionally reduced the recoil of the QSZ-92 to give it a clear difference from the FN57. Corrected a small error with the COMPACT 45 accuracy when crouched or prone. WEAPON TWEAKS Increased the damage of all DMRs across all ranges. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon. Increased the accuracy of pump action shotguns (870 MCS, HAWK 12g, SPAS-12, and UTS 15) while on the move and aiming. Reduced the long range damage of the MTAR to bring it in line with the rest of the Carbines. Adjusted the way inaccuracy is handled when transitioning from Hip fire to Aimed fire. The Heavy Barrel’s Accuracy bonus now also applies on the move, at a reduced bonus. This should give the Heavy Barrel a wider role for players who desire accuracy while aimed in all situations. Synchronized the timing of the aim down the sights animation of sniper rifles with their ability to fire with full accuracy. Players no longer need to wait for additional time after the aiming animation plays to get accurate shots. There is still a delay to achieve full accuracy, so Quick Scoping is still not possible. The SRS bolt action time has been tweaked and the rate of fire has been lowered The GOL bolt action time has been tweaked The muzzle velocity for the MP7 has been reduced The MTAR21 muzzle velocity has been reduced Updated the handling of the 1x scopes for Type95B1, A91, SteyrAug, SAR21, QBZ951, FAMAS, UTAS, MTAR, L85A2, and F2000 Updated rate of fire for the RGP7 and NLAW VEHICLE TWEAKS Reduced the total amount of missiles carried by the Mobile Anti-Aircraft vehicles from 6 to 4. Reduced the velocity of the MAA’s default 20MM CANNON from 1200m/s to 800m/s to match the 30MM CANNON. Reduced the physical impact of all Anti-Aircraft missiles to prevent helicopters from flipping uncontrollably when hit. The damage values have not been changed. Reduced the cone in which ACTIVE RADAR missiles search for targets, making them require a higher level of skill in predicting where a target will be when the missile is fired. Increased the direct damage done by the Attack Helicopter’s gunner cannon. The gunner will be better able to assist the pilot in taking down vehicle targets with this change. Increased the direct hit damage of the Zuni Rockets for Attack Helicopters. The rate of fire of these rockets combined with their smaller magazine pool made them a poor choice over the other two rocket types. Reduced the splash damage and maximum splash damage range of the Scout Helicopter 25MM CANNONS. Reduced the “intelligence” of the MBT LAW missiles, requiring the player to aim the missile closer to their target before the smart projectile will activate. Additionally, the MBT LAW now reloads slightly slower. Finally, a bug where the MBT LAW would pass through an ACTIVE PROTECTION shield has been fixed. Fixed an issue where ACTIVE PROTECTION and the MP-APS did not properly stop 12G FRAG rounds. Reduced the range where the M2 SLAM will do maximum damage to vehicles from 6M to 3M. The range was deemed to be too large, making the M2 SLAM far superior to the M15 AT MINE. Reduced the damage the STAFF shell does to all targets by 25%. This should balance the ease of use of the STAFF shell with its damage potential.
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Pushing boats back in the water
OddJob001 replied to OddJob001's topic in Battlefield 4's Battlefield 4 Discussion
Not until next PC patch. This video is from latest PS patch. -
We actually made it through our first night without an actual crash. So thats at least good. Here is what happened in Chicago at ~ 9:55pm CST - Well. If its not one thing its another. At least we didnt get a physical crash/reboot last night.
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Pushing boats back in the water
OddJob001 posted a topic in Battlefield 4's Battlefield 4 Discussion
Finally -
On a side note. If the server does crash, please make a post in this thread and try to record the: Time Map and Mode it was changing to If it was not during a map change Yesterday we made many many plugin and server setting changes, and it seemed to be better. But we wont be able to resolve crashes (thanks shitty fucking EA software) unless we know what maps and modes are causing them. Thanks. Seriously we need an R28 patch right meow!
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I figured this should get its own thread by now. As many of you know, we have been experiencing a frequent amount of crashes over the last 2 weeks. Not surprisingly, Second Assault was released 2 weeks ago. Nearly 80% of our crashes happen on a map change to a Second Assault map. That being said, we are going to disable Second Assault modes, except for CQ, so we can see if that minimizes the crashes. If it does not, Second Assault maps will be removed completely until EA can release an R28 server patch. It has been confirmed from multiple sources (Game Providers, Battelog Forums, Procon Forums, Reddit Admins) that they too are all having issues on Second Assault map loads. Right now it is a 'Catch 22' for us. We would like to offer players Second Assault maps to play on, but not if the server is going to crash on them 8/10 times. That being said, SA modes; CTF and Obliteration have since been removed for the near future. After two weeks of log analyzing, moving to multiple different servers, disabling all plugins, working with 2 different providers, it is obvious the issue is not us or our server. On a side note, a BIG THANKS to the regular members who are dedicated to XI and willing to sit in the server in an attempt to get it populated. Obviously that is not the ideal situation when it comes to video game time (or lack there of for most of us) so we really do appreciate those of you that really care about the XI server itself. If there are any questions, ideas, thoughts or suggestions please address them to the BF4 admin team. Thank you.