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Plutonium

Tarragrueeundefined

Tarragruee

@Tarragruee
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Recent Best Controversial

  • High FOV texture bug Help
    Tarragrueeundefined Tarragruee

    hindercanrun I know, but using the two commands I gave fix it and I'm wondering how to format the GSC script to be able to compile properly because simply putting the two lines in by themself doesn't work

    the texture bugs also go away for me at 100 fov

    BO2 Client Support

  • High FOV texture bug Help
    Tarragrueeundefined Tarragruee

    also I wish the plutonium folks good luck and lots of praise; black ops 1/2 gives me lots of good memories from childhood and being able to relive that for free with all the dlc and things is amazing. I hope the support for this will continue for years to come with a good community of people!!!

    BO2 Client Support

  • High FOV texture bug Help
    Tarragrueeundefined Tarragruee

    I clicked the wrong file upload button, here is the picture from another thread showing this:

    1665638997092-sin-título1.png

    BO2 Client Support

  • High FOV texture bug Help
    Tarragrueeundefined Tarragruee

    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%)

    BO2 Client Support

  • How can I get Max Rank with Blue eyes in T6 Zombies?
    Tarragrueeundefined Tarragruee

    Just for future reference, it takes quite a biiiit more than round 25 to unlock it. It takes consistency into account to determine this, and for me back on 360 days, it took consistently getting to round 75+ to get blue eyes with dual shotguns.

    BO2 Client Support zombies rank help

  • I need help to solve graphics error
    Tarragrueeundefined Tarragruee

    I know that's the thing to put in the console to fix it, I want to know how exactly to make a script like jezuzlizard said that automatically does it so I dont have to enter it every time I start the game.

    I tried putting

    self setclientdvar("r_lodBiasRigid", -1000);
    self setclientdvar("r_lodBiasSkinned", -1000);

    in a gsc file with nothing else in it and compiling it but compilation didnt work, so im wondering how exactly to format it so it works

    BO2 Client Support

  • I need help to solve graphics error
    Tarragrueeundefined Tarragruee

    basically I copy and pasted those two lines and compilation didn't work, this would be a present to be able to play high fov and keep the textures from bugging

    BO2 Client Support

  • I need help to solve graphics error
    Tarragrueeundefined Tarragruee

    JezuzLizard said in I need help to solve graphics error:

    self setclientdvar("r_lodBiasRigid", -1000);
    self setclientdvar("r_lodBiasSkinned", -1000);

    I put this in a txt file and tried compiling it but it didn't work, how exactly do I make it a gsc script?

    BO2 Client Support
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