But whether or not you succeed at a grenade jump is based on client-side movement and timing. The problem is (via experience, rather than parsing through code) that the client seems to wait for server-side confirmation that a grenade is being primed before starting to play the timer. As this is the case, it's essential that the grenade timer be accurate. Being off by a few milliseconds makes all the difference in terms of whether you can successfully execute specific grenade jumps or not. This would be a tremendously great fix for TFC.Īs pizza said, precision grenade timing is absolutely essential for advanced movement techniques in TFC. Don't know why.īind "f" "primeone spk mytimer" //Prime Primary Grenadesīind "MOUSE4" "primetwo spk mytimer" //Prime Secondary Grenadesīind "MOUSE5" "throwgren" //Release Grenades "Default Style" works fine but "Primer" doesn't always respond well, not for me anyway.
#Lag steam team fortress classic free
Lag Free - Primer (Press To Prime, Press Again To Throw)Īlias kgren1_throw "+gren1 spk mytimer alias kgren1 kgren1_drop"Īlias kgren1_drop "throwgren alias kgren1 kgren1_throw"Īlias kgren2_throw "+gren2 spk mytimer alias kgren2 kgren2_drop"Īlias kgren2_drop "throwgren alias kgren2 kgren2_throw" Lag Free - Hold - Alternative (Exactly The Same Just Wrote Different)Īlias +grenade1 "+gren1 speak vox/mytimer.wav"Īlias +grenade2 "+gren2 speak vox/mytimer.wav" Put the 'tfc' folder in: C:\Program Files (x86)\Steam\SteamApps\ACCOUNTNAME\team fortress classic Choose a script and put it in 'userconfig.cfg' (if it does not exist make it or put in 'autoexexc.cfg'). Then putting a blank timer.wav in /tfc/sound/weapons/, and using a script. There is an age old "fix" by making it client sided, by remaining the default timer to mytimer.wav and putting it in:/tfc/sound/vox, OK, for those that don't know, in TFC all grenades have a audio beep timer.wav, but the timing you hear varies from server to server, if the grenade (any type) isn't thrown when jumping.Īlso on a side note, Fortress Forever (Source mod) has lagless nade jumping built-in.Ĭontent of the "client sided timer 2013" readme: Grenade timing for TFC is crucial because of hand-held grenade jumping, i.e. (I originally assumed the priming sound "ax1" is lagless, but this isn't the case so it doesn't help.)
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Such a lagfree timer is for example available here:įor this to work, the original grenade timer sound is replaced with a mute one. However scripts don't have a way to check whether a grenade has successfully been primed or not, and thus will always play, even when they shouldn't. Thus on the same server (if it's far away), each grenade can go off a bit sooner or later than the previous one. However, with distance, there's an increasing amount of randomness as well. If this was the only effect, players could adjust to it. The farther away a server is, the later the grenade timer sound ("tfc\sound\weapons\timer.wav") starts. With the remaining player base concentrating on American servers, it is nowadays harder to avoid if you're located elsewhere. I guess this issue exists since the very first version of TFC.