Got a solution to crashing at every map change, even with multicore enabled
92 replies, posted
So, yesterday, I couldn't launch TF2 anymore after some idling business, for some odd reason. I decided to use SourceTools' integrated registry settings wiper; what it does is resetting all of your TF2 options to default.
Now, the thing is, you might be thinking, "but Max, I already tried to set them back to default once or even twice!". Well, heck no, you didn't! [B]A lot of settings and client / rendering variables are saved deep within the registry[/B]. And apparently, that one CFG that promised us extremely great multicore, when official support wasn't released yet, left its trace there.
Anyway, as soon as I reboot TF2 after wiping its registry, I notice one thing; [B]it loads MUCH, MUCH faster[/B]. Same thing for the maps. I decide to enable multicore, and to my surprise, [B]I've been able to play more than two maps in a row without crashing the game[/B]. The RAM usage of the game has been decreasing a LOT; where ctf_doublecross made TF2 use well above 1550MB, it's only about 1100MB now.
So yeah, if you've been experiencing problems and slowdowns ever since the latest updates, use SourceTools' registry cleaner. It's a bloody godsend.
SourceTools is over there: [url]http://www.facepunch.com/showthread.php?t=921117[/url]
Here's my autoexec.cfg :eng101: ([B]AND THESE ARE THE ONLY COMMANDS YOU WILL EVER, EVER NEED.[/B] Avoid CFGs with "threading" commands other than mat_queue_mode like the plague.)
[code]fps_max 75
mat_picmip -5
mp_usehwmmodels 1
mp_usehwmvcds 1
cl_detaildist 4200
cl_detailfade 1600
mat_motion_blur_forward_enabled 1
mat_motion_blur_strength 3
mat_bloom_scalefactor_scalar 1.125
cl_forcepreload 0
mat_forcehardwaresync 0
mat_queue_mode -1
cl_burninggibs 1
cl_new_impact_effects 1
rate 30000
cl_smooth 1
// Other
jpeg_quality 80
alias "+lol" "bind mwheelup hldjn; bind mwheeldown hldjp"
alias "-lol" "bind mwheelup invprev; bind mwheeldown invnext"
bind "SHIFT" "+lol"
bind "F" "+attack; wait 5; +attack2; wait 5; -attack2; -attack"
bind "V" "+quickswitch"
bind MOUSE4 "+voicerecord; voice_loopback 1"[/code]
For the record, I have an Intel Q8200 (quad core) and a GeForce 9600GT, and I run on Windows 7 x64.
I'll try this when I get home from school. Thanks for the heads up man! I hate when im having a good game and tf2 decides to randomly crash when changing maps, or before the announcer finishes counting down the set up timer on any payload map.
Can you make a tutorial how to use the registry cleaner? I can't find it (I downloaded the 0.95c4 version).
I must try this.
[editline]03:39PM[/editline]
If I only knew how.
Yesssss
[editline]01:46PM[/editline]
I'll give it a try when I reboot.
[QUOTE=Akasori;21344948]Can you make a tutorial how to use the registry cleaner? I can't find it (I downloaded the 0.95c4 version).[/QUOTE]
Launch SourceTools.bat, go in the Extra Tools menu, select the first option "*your name* SCREWED UP THE TF2 SETTINGS", then confirm twice that you want to reset them.
Max, i dont think you realize, how much i love you right now.
I actually just crashed a second ago, but im gonna try this.
Thank you.
[QUOTE=Max of S2D;21345854]Launch SourceTools.bat, go in the Extra Tools menu, select the first option "*your name* SCREWED UP THE TF2 SETTINGS", then confirm twice that you want to reset them.[/QUOTE]
Wait, this won't this reset my video settings, launch options in Steam, all of my CFG files and Steam Cloud sync?
This will reset [B]everything[/B] (that's also why I write all my binds in my autoexec.cfg)
There's a "Disables steam cloud sync for config.cfg" in the reset menu, what will it cause?
You'll just have to rebind your keys AFAIK
[QUOTE=Max of S2D;21346666]You'll just have to rebind your keys AFAIK[/QUOTE]
Do you even know what that acronym means? Doesn't really work where you just said it.
Anyways I'll be sure to do this it sounds great
Nope, hasn't fixed my MOTD issues.
[QUOTE=HubmaN;21347126]Nope, hasn't fixed my MOTD issues.[/QUOTE]
Ahh the MotD issues fucking SUCK, I just got Windows 7 and totally reinstalled my computer :v:
Also I know how to fix the MotD issue I THINK, here's what I think will work. I tested it before I got W7 with all the processes gone and it seemed to work...
[quote=SteamSupport]
Hello Alfie,
The following instructions describe how to temporarily disable applications running the background which can cause conflicts with Steam. These instructions are for temporary, diagnostic use only and your system should not be left in this state.
Please try this:
Click Start > Run (Windows Key + R)
Type in:
msconfig
Uncheck the box labeled "Load Startup Items".
Now, click on the "Services" tab.
Please make sure the "Hide All Microsoft Services" box *is* checked.
Then, click "Disable All".
If you are using Vista or Windows 7, please re-check the "Steam Client Service" as this is required for Steam to function on these operating systems.
Click "OK" and allow your computer to restart
Test the issue and let us know the results. This is for diagnostic purposes only. You should not leave your computer in this state, but it may help us determine the cause of the issue.
To set the system back to normal, launch msconfig again and choose "normal startup", close the window and restart your computer.[/quote]
[quote=SteamSupport]
Hello Alfie,
To determine which item was causing the issue, you will need to launch msconfig again.
On the first tab, uncheck "Load System Services" and immediately re-check it.
Click OK and restart your computer. Test the issue.
If the issue returns, we know the problem is caused by one of the services we previously disabled.
If the issue does not return we know the problem is caused by one of the startup items we previously disabled.
If that is case, go back into MSCONFIG and go to the Startup tab.
Re-check *half* of the startup items, click OK, restart your computer and test the issue.
Keep doing this until the problem re-appears.
When it does, you'll know the cause of the problem was one of the items you have just re-checked.
Test the items one at a time until you have determined which one caused the problem.
Then, determine which application is responsible and remove it, or leave it disabled.[/quote]
Let me know if it works I'll make a thread about it
[QUOTE=AlfieGroove;21347112]Do you even know what that acronym means? Doesn't really work where you just said it.
Anyways I'll be sure to do this it sounds great[/QUOTE]
AFAIK means As Far As I Know, and that fits perfectly with what he said... Do you [i]know[/i] what it means?
[QUOTE=pl0xinat0r;21347303]AFAIK means As Far As I Know, and that fits perfectly with what he said... Do you [i]know[/i] what it means?[/QUOTE]
Oh I thought it meant "And For All I Know" didn't know there was 2 meanings
[QUOTE=AlfieGroove;21347338]Oh I thought it meant "And For All I Know" didn't know there was 2 meanings[/QUOTE]
I have never seen it used that way, are you sure that's not just something you use it for? :3
[QUOTE=pl0xinat0r;21347344]I have never seen it used that way, are you sure that's not just something you use it for? :3[/QUOTE]
:saddowns:
Sounds awesome. Will try it in a minute.
[QUOTE=pl0xinat0r;21347344]I have never seen it used that way, are you sure that's not just something you use it for? :3[/QUOTE]
It actually is an alternative definition of AFAIK:
[url]http://acronyms.thefreedictionary.com/AFAIK[/url]
[url]http://www.acronymfinder.com/AFAIK.html[/url]
It seems to work. My FPS have increased and the constant stuttering is minimal. Plus It didin't seem to crash when the server changed maps.
So far it looks like it works. Thanks a lot, Max!
I tried Doublecross, and while it wasn't stutter free, I could get around without major lag.
Running this high quality script:
[code]//========= Credits: 1/4 Life, MrTwoVideoCards, Your Mother and others ============//
//
// Purpose: Ultimate Source Engine (Preconfigured for TF2) quality Config.
//
// PRE-REQUISITS:
// If you have a quad core CPU, add "-threads 4" as a launch option.
// If you have a DX10 GPU, add "+mat_dxlevel 98" as a launch option to enable DX10 mode. This can be used on XP. ONLY USE THIS IN TEAM FORTRESS 2! DO NOT USE THE -DXLEVEL LAUNCH OPTION!
//
//============================================================================================================//
// Multithreading
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
mat_queue_mode 0 //Default is -1. Single Synchronized thread. CAUSES INSTABILITY ON MOST SYSTEMS.
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals. CAUSES INSTABILITY ON MOST SYSTEMS.
r_queued_post_processing 1 //Queued post processing. CAUSES INSTABILITY ON MOST SYSTEMS.
r_queued_ropes 1 //Queued ropes. CAUSES INSTABILITY ON MOST SYSTEMS.
cl_threaded_bone_setup 1 //Threaded bones and animations. CAUSES INSTABILITY ON MOST SYSTEMS.
snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.
// Renderer
//BELOW: Enables software AA at maximum quality. Software AA works alongside normal AA, and helps to remove further aliasing, such as power lines. Little to no frame loss with this enabled.
mat_software_aa_quality 1
mat_software_aa_strength 1
mat_software_aa_strength_vgui 1
mat_software_aa_blur_one_pixel_lines 0.5
mat_software_aa_edge_threshold 1.4
// Material Quality (Lowers FPS Somewhat)
mat_picmip -10 //"Ultra High" textures.
mp_usehwmmodels 1 //Uses the high quality faces from the "meet the" videos.
mp_usehwmvcds 1 //Use high quality facial animations.
// Physics (Increases CPU usage in some situations. Don't use this if you're not running Multicore.)
cl_ragdoll_collide 1 //Clientside ragdolls collide with other clientside ragdolls.
// Sound
dsp_enhance_stereo 1 //Better quality sounds. Defaults to 0 on some systems. Comment this if you use headphones.
// Team Fortress 2 Only (Lowers FPS)
cl_new_impact_effects 1 //Uses particles instead of sprites for bullet impacts.
cl_burninggibs 1 //If a player is on fire and gibs, his gibs are on fire too.
//HDR, Distance Viewing
mat_hdr_level 2 //Better HDR.
//(Daimao) VAS HERE
cl_ragdoll_fade_time 120 //It makes the ragdolls not fade over time.
//Models, Rain, Decals
mp_decals 4096 //Maximum number of decals visible at one time.
r_propsmaxdist 5000 //Maximum visible distance for props.
r_decals 4096 //Sets the amount of decals that stay on objects.
r_maxmodeldecal 128 //Sets the amount of decals that appear on models.
//Stuff from Quantum's Little Config. (Thanks, Quantum!)
r_maxdlights 128 //Determines the maximum number of dynamic lights visible on the screen. The larger this maximum, the more chance of slowdowns during scenes with multiple dynamic light sources. Reducing this value can improve performance in scenes with multiple dynamic lights, such as in heavy combat.
r_shadowmaxrendered 128 //Max. count of rendered Shadow [TF2-VideoConfigMenu: 0=min 32=High]
blink_duration 0.3 //How many seconds an eye blink will last.
r_worldlights 16 //Number of world lights to use per vertex
mat_envmapsize 512 //EnviromentMap -> Background Images in not reachable Sections of the Map, same as the skybox | Greater Size value better Imagequality
mat_envmaptgasize 128 //UNKOWN -> EnviromentMap Size for Skybox? Greater value better Imagequality (max 512 ?)
lod_TransitionDist 8000 //When is Level of Detail used (Distance) ? Greater Value = less Performance/better Quality
r_decal_cullsize 0 //The distance (0-15) from which bulletholes are visible. Higher numbers mean a shorter viewing
cl_detailfade 4000 //Distance across which detail props fade in
cl_detaildist 12000 //Distance at which detail props are no longer visible
cl_phys_props_max 3000 //Count of physical Props
rope_subdiv 8 //Rope subdivision amount Anti-Aliasing on(2,4,8)/off(0)
rope_wind_dist 2000 //Don't use CPU applying small wind gusts to ropes when they're past this distance
mat_wateroverlaysize 512 //Quality of reflect image in water and glass (Greater Size -> more Pixel for Detail) [to take effect r_waterdrawreflection 1]
r_cheapwaterend 8000 //End of the CheapWater rendering (all behind this range is black water)
r_cheapwaterstart 5000 //Start of the CheapWater rendering (all before this range is expensive waterrendering)
r_waterforceexpensive 1 //1 = High (reflect world), 0 = Low (simple reflect)
r_waterforcereflectentities 1 //1 = High (reflect all), 0 = Low
fov_desired 90 //Field of View in Degree
mat_shadowstate 2 //noShadow(0)/circelAsShadow(1)/playerModelAsShadow(2)
snd_pitchquality 1 //1 = High 0= Low
// Other
cl_forcepreload 1 //Force texture preloading
sv_forcepreload 1
r_lod 0 //Makes models show up 100% no matter the distance.
r_rootlod 0
mat_force_ps_patch 1 //I have no idea what this does. It seems to affect CP's holograms. You may expirience slightly higher FPS with this.
mat_trilinear 1 //Enables trilinear filtering.
mat_parallaxmap 1
mat_motion_blur_forward_enabled 1 //Enables a tunnel vision like motionblur when moving at high speeds.
mat_motion_blur_strength 4 // Stengthens the blur.(Thanks Daimao)
mat_motion_blur_falling_intensity 0
fps_max 75
cl_smooth 1
mat_bloom_scalefactor_scalar 1.125
mat_forcehardwaresync 0
echo Extra High Quality Executed[/code]
I'm also running 4 other scripts. All of these I have put in a separate folder, then I got them to run via some commands in my autoexec.cfg. I can show you lot how to do it if you want.
Also, thanks Max. Looking forward to our Highlander matches without crashing!
DO NOT RUN THIS SCRIPT IT IS CURSED BY THE FUCKING DEVIL AAARGH
CAN'T YOU SEE THE BLINDING TRUTH THAT BESTOWS YOU
[code]// Multithreading
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
mat_queue_mode 0 //Default is -1. Single Synchronized thread. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_post_processing 1 //Queued post processing. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_ropes 1 //Queued ropes. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
cl_threaded_bone_setup 1 //Threaded bones and animations. [B]CAUSES INSTABILITY ON MOST SYSTEMS.[/B]
snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.[/code]
EVERY TIME I SEE THAT AUTOEXEC.CFG I FUCKING RAGE :argh:
THE ONLY AUTOEXEC.CFG YOU WILL EVER NEED IS IN THE O.P.
[QUOTE=Max of S2D;21352916]DO NOT RUN THIS SCRIPT IT IS CURSED BY THE FUCKING DEVIL AAARGH
CAN'T YOU SEE THE BLINDING TRUTH THAT BESTOWS YOU
[code]// Multithreading
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
mat_queue_mode 0 //Default is -1. Single Synchronized thread. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_post_processing 1 //Queued post processing. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_ropes 1 //Queued ropes. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
cl_threaded_bone_setup 1 //Threaded bones and animations. [B]CAUSES INSTABILITY ON MOST SYSTEMS.[/B]
snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.[/code]
EVERY TIME I SEE THAT AUTOEXEC.CFG I FUCKING RAGE :argh:
THE ONLY AUTOEXEC.CFG YOU WILL EVER NEED IS IN THE O.P.[/QUOTE]
It's not in my autoexec.cfg, so it doesn't count :colbert:.
[editline]10:09PM[/editline]
What exactly is wrong with it anyway?
I don't care, nobody should ever touch these commands now that mat_queue_mode works perfectly all by itself
[QUOTE=Max of S2D;21352916]DO NOT RUN THIS SCRIPT IT IS CURSED BY THE FUCKING DEVIL AAARGH
CAN'T YOU SEE THE BLINDING TRUTH THAT BESTOWS YOU
[code]// Multithreading
host_thread_mode 1 //Forces on multithreading. Defaults to 0.
mat_queue_mode 0 //Default is -1. Single Synchronized thread. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_threaded_client_shadow_manager 1 //Threaded world and flashlight shadows.
r_threaded_particles 1 //Threaded particles (Defaults to 1)
r_threaded_renderables 1 //Threaded renderables
r_queued_decals 1 //Queued decals. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_post_processing 1 //Queued post processing. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
r_queued_ropes 1 //Queued ropes. [B]CAUSES INSTABILITY ON MOST SYSTEMS[/B].
cl_threaded_bone_setup 1 //Threaded bones and animations. [B]CAUSES INSTABILITY ON MOST SYSTEMS.[/B]
snd_mix_async 1 //Multithreaded sound. Causes the first few milliseconds of sounds to be cut off on some systems.[/code]
EVERY TIME I SEE THAT AUTOEXEC.CFG I FUCKING RAGE :argh:
THE ONLY AUTOEXEC.CFG YOU WILL EVER NEED IS IN THE O.P.[/QUOTE]
That sounds like the last thing I would ever fucking run.
Not to mention, it says [b]MOST SYSTEMS[/B]
Who the fuck knows what kind of things it could cause.
I'll also say it now: do not use -heapsize, it is completely useless ever since the Episode One engine was created.
So delete that whole Multithreading? section?
[QUOTE=Omolong;21353151]So delete that whole Multithreading? section?[/QUOTE]
And mat_software_aa_* too, since it's primarily made for consoles (who can't afford real antialiasing with their performance budget)
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