Hi, I saw another post on here that mentioned texture bugs resulting from high FOV, and I've had the same issue on maps like buried next to the bar near the easter egg machine.
In the other post, a moderator mentioned fixing it with a GSC script involving:
self setclientdvar("r_lodBiasRigid", -1000);
self setclientdvar("r_lodBiasSkinned", -1000);
Now I assume what he meant is that I can put this in a GSC script and the game will automatically run the code every time I start the game and it won't happen anymore. Now, I've put the codes into the dev console through:
sv_cheats 1
r_lodBiasRigid -1000
r_lodBiasSkinned -1000
Which fixed it, but doing that every time is a bit of a hassle. So here's my question- Does anyone familiar with GSC know how exactly to format the first two lines of GSC code I gave to actually get it to compile correctly?
I tried putting those two lines
self setclientdvar("r_lodBiasRigid", -1000);
self setclientdvar("r_lodBiasSkinned", -1000);
In a GSC file by itself and it failed to compile, so I'm assuming I need to format it or structure it in a way for it to properly be read and compiled.
Anyone know?
Bug for reference:
![0_1666990928770_1665638997092-sin-título1.png](Uploading 100%)