Dirty Bombs bind system. All there is to it. These can all be find in the ShooterInput.ini. As with the Game Settings, most of these can be changed from the Mouse and Keyboard configuration menu's in-game and I suggest the same Read-Only solution for making sure your binds don't magically change after patches/changes. Below are some of the more important/interesting things for these settings. Keep in mind that DB uses separate command lines for binds while playing and binds while spectating. For consistency with your binds make sure to use CTRL+F to find both binds for the key you are changing.
Unreal Engine 3 is known for using really weird mouse multipliers to calculate your mouse sensitivity. Enabled Raw Input in the in-game menus will still feel like it's, in the words of megaproplayers, "off". There is no real way to 100% fix this issue but there is a way to change the multipliers to create Raw Input, which is changing the below commands to the values shown here(credits to our very own Oxy/newb:
I suggest not worrying to much about what these actually do and just going in-game after changing them and feeling the difference in responsiveness and accuracy of your mouse movement. It will feel a lot more reflective of what you're actually doing with your hand movements.
As I said in the Graphic section of this article, there are a view visual commands that cannot be set so a value from within the ShooterEngine.ini. I promised you a bind for this and this is it:
Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Personally I use F10 but a lot of people use F9 as-well. Set it to a key you wish to use for it if you want, by replacing the "F10" with the name of the key you wish to put it on and replace the line for that key in the ShooterInput.ini. If you prefer the bright saturation change ColorGrading to =1. Again keep in mind that if you want this bind to work in both spec and as a player you will have to change that key twice in the file, but it has to atleast be set in the [ShooterGame.SGPlayerInputPawn] section of the file for it to work when playing. You have to press this bind once when you first join a server after a game launch, you don't have to do it when you join a different server after that.
RawInputUpdateTest is a command that is supposed to affect RawInput, it's unsure if it actually does anything but most people keep it in here just to be sure.
Quite a few of ET players use the infamous FOV toggles. prophet made a script for this in Dirty Bomb and I will share it here and link to his reddit post in the Sources page as-well.
Bindings=(Name="PipeC",Command="FOV 105 | setbind MouseScrollUp PipeD")
Bindings=(Name="PipeD",Command="FOV 90 | setbind MouseScrollUp PipeC")
Bindings=(Name="MouseScrollUp",Command="PipeC")
This is basically DB's version of what creating a vstr bind in ET did.For this to work go into your ShooterInput.ini file and CTRL+F for [ShooterGame.SGPlayerInputPawn]. Paste these three lines at the bottom of that section(so before the next [ShooterGame.blablabla] line) and replace "MouseScrollUp" with the key you want your FOV Toggle on.
The spammers among us will like these, prophet again posted this on reddit.
Bindings=(Name"NumPadNine",Command="Get Rekt Scrub!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Bindings=(Name="NumPadEight",Command="Teamsay Need Ammo!!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
As with the FOV toggle, paste them at the bottom of the [ShooterGame.SGPlayerInputPawn] section and change the "NumPadEight" with whatever key you want these binds to be on.
If you're wondering what the "bIgnoreCtrl/Shift/Alt" means with these binds, in DB it's possible to bind for example X(or any key)+CTRL/Shift/Alt so that X has different functions if your holding Ctrl, Shift or Alt. Change the hold key you want with X to =True for that functionality.
For the snipers and ADS scrubs among us. Due to the weird multipliers your sensitivity can feel very different while scoped or in ADS(Ironsight). The command to change how this multiplier works is "SetFOVSensitivityScale". According to the documentation this means that 0 is not moving and 1 is the same as your normal sensitivity, but due to the multipliers this seems to not be true in DB. This command can't be found in the config file and can only be changed/used in the in-game console. A value between 0.1 and 0.5 is recommended(/seems to be closest to non-ADS sens) but play around with it and see what you prefer. People who really need this setting badly could add it to the "Visual Improvements Bind" so that it sets this when you press that. The bind would then be this:
Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | SetFOVSensitivityScale X | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Replace X with the value you prefer. Do as said at the bind section above to add the bind.
There are a few other .ini files in the Configs folder. I recommend leaving them all alone as they are unfamiliar terrain to most people. The only other file you can play around with freely would be the ShooterUI.ini file which controls all the HUD commands. Creating a custom HUD can be done here, however it can be a pain in the ass to figure out so I will link a few custom HUDs in the Sources page to try. Also I'm linking Wezelkrozums HUD configurator there which can be a fun tool to play around with as-well, it's slightly buggy with the current version of DB but I know he's working on a new version which when released I will share on CF if no-one else did by then.
The "RawInput still feels broken" Fix
Unreal Engine 3 is known for using really weird mouse multipliers to calculate your mouse sensitivity. Enabled Raw Input in the in-game menus will still feel like it's, in the words of megaproplayers, "off". There is no real way to 100% fix this issue but there is a way to change the multipliers to create Raw Input, which is changing the below commands to the values shown here(credits to our very own Oxy/newb:
- bEnableMouseSmoothing=False
- LookRightScale=0.000000
- LookUpScale=0.000000
I suggest not worrying to much about what these actually do and just going in-game after changing them and feeling the difference in responsiveness and accuracy of your mouse movement. It will feel a lot more reflective of what you're actually doing with your hand movements.
The "Visual Improvements Bind"
As I said in the Graphic section of this article, there are a view visual commands that cannot be set so a value from within the ShooterEngine.ini. I promised you a bind for this and this is it:
Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Personally I use F10 but a lot of people use F9 as-well. Set it to a key you wish to use for it if you want, by replacing the "F10" with the name of the key you wish to put it on and replace the line for that key in the ShooterInput.ini. If you prefer the bright saturation change ColorGrading to =1. Again keep in mind that if you want this bind to work in both spec and as a player you will have to change that key twice in the file, but it has to atleast be set in the [ShooterGame.SGPlayerInputPawn] section of the file for it to work when playing. You have to press this bind once when you first join a server after a game launch, you don't have to do it when you join a different server after that.
RawInputUpdateTest is a command that is supposed to affect RawInput, it's unsure if it actually does anything but most people keep it in here just to be sure.
FOV Toggle
Quite a few of ET players use the infamous FOV toggles. prophet made a script for this in Dirty Bomb and I will share it here and link to his reddit post in the Sources page as-well.
Bindings=(Name="PipeC",Command="FOV 105 | setbind MouseScrollUp PipeD")
Bindings=(Name="PipeD",Command="FOV 90 | setbind MouseScrollUp PipeC")
Bindings=(Name="MouseScrollUp",Command="PipeC")
This is basically DB's version of what creating a vstr bind in ET did.For this to work go into your ShooterInput.ini file and CTRL+F for [ShooterGame.SGPlayerInputPawn]. Paste these three lines at the bottom of that section(so before the next [ShooterGame.blablabla] line) and replace "MouseScrollUp" with the key you want your FOV Toggle on.
"Say and Say_Team" Binds
The spammers among us will like these, prophet again posted this on reddit.
Bindings=(Name"NumPadNine",Command="Get Rekt Scrub!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Bindings=(Name="NumPadEight",Command="Teamsay Need Ammo!!",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
As with the FOV toggle, paste them at the bottom of the [ShooterGame.SGPlayerInputPawn] section and change the "NumPadEight" with whatever key you want these binds to be on.
If you're wondering what the "bIgnoreCtrl/Shift/Alt" means with these binds, in DB it's possible to bind for example X(or any key)+CTRL/Shift/Alt so that X has different functions if your holding Ctrl, Shift or Alt. Change the hold key you want with X to =True for that functionality.
SetFOVSensitivityScale
For the snipers and ADS scrubs among us. Due to the weird multipliers your sensitivity can feel very different while scoped or in ADS(Ironsight). The command to change how this multiplier works is "SetFOVSensitivityScale". According to the documentation this means that 0 is not moving and 1 is the same as your normal sensitivity, but due to the multipliers this seems to not be true in DB. This command can't be found in the config file and can only be changed/used in the in-game console. A value between 0.1 and 0.5 is recommended(/seems to be closest to non-ADS sens) but play around with it and see what you prefer. People who really need this setting badly could add it to the "Visual Improvements Bind" so that it sets this when you press that. The bind would then be this:
Bindings=(Name="F10",Command="BloomSize 0 | FogDensity 0 | ColorGrading 2 | SetFOVSensitivityScale X | RawInputUpdateTest true | Stat FPS",Control=False,Shift=False,Alt=False,bIgnoreCtrl=False,bIgnoreShift=False,bIgnoreAlt=False)
Replace X with the value you prefer. Do as said at the bind section above to add the bind.
ShooterUI and the other .INI's
There are a few other .ini files in the Configs folder. I recommend leaving them all alone as they are unfamiliar terrain to most people. The only other file you can play around with freely would be the ShooterUI.ini file which controls all the HUD commands. Creating a custom HUD can be done here, however it can be a pain in the ass to figure out so I will link a few custom HUDs in the Sources page to try. Also I'm linking Wezelkrozums HUD configurator there which can be a fun tool to play around with as-well, it's slightly buggy with the current version of DB but I know he's working on a new version which when released I will share on CF if no-one else did by then.
Everything I know so far, I achieved with just a little google or testing mysself (like the two consoles).
I now want to see where tourneys are being hold, how to enter etc,...
I wish to think i'm doing quite fine in this game. The moment I play with a team, who goes for obj I've never lost so far. And with never, I actually mean never. A little proud of that (keep in mind, I'm still not ranked, so I probably played against lows only). I like this game, it depends a lot on teamplay.
btw: I can't use any commands anymore in console, which I was able to?
I can't use callvoteplayer ID (something similar, I use 'tab' to actually execute the command when writing 'callv') not anymore, nor can I see the listplayers to actually get the id? Can you?
Most ET player will have a headstart in DB due to the game being similar in a lot of aspects(mapdesign, aimstyle, movement, timing) but don't overestimate yourself because the skillgap between low+medium and high players is massive and then the gap between high skilled players and the top teams has quite a gap as-well. Most of the better teams only play with full lineups in private servers so you most likely haven't seen them play unless they were soloqueueing :p. And a lot of the good players prefer the Dirty Cupa PUGs that I mentioned in the article.
Took me about 1,5 hours to write this up. Like I said this is all info I already had with a few additions so I only really put it together as no one in DB really put all the little pieces in one place. Some other DB forums/communities asked me if they can link to this post so :p
Streamer should enable their "past broadcast" feature (Olbaa for example) :)
First of all, thanks for making this!
I'm making a team but we're having problems with practising TJ's (people joining the server and shooting us :p)
and coming up with tactics (again no empty servers where we can do our thing without someone joining)
I asked Oxy how the "pro's" do it and he told me "with lots and lots of effort and switchlevel obj_whitechapel".
Can you explain this? cause i have no clue what it means.
done.
Alternatively for other maps:
Obj_canarywharf
Obj_bridge
Obj_terminal
Obj_trainyard
its not currently possible to play alone on a server with friends, there are private servers but you need to be on it with 10 people before the server allows you to start the map.
Default for me apparently is: 131972 without ever have touched it.
That's remarkable higher as your default 400...
Thank you!
what to do, its on read-only
Also remember that there are multiple configs for DB, shooterengine/shootergame etc. so some things won't change with certain files.
btw downloading an fps config made a big difference for me in fps, even compared to setting everything low in menus and having OneFrameThreadLag=True
The only thing you might want to talk about is Aura's healing station marker requiring (if I remember it correctly):
dynamicDecals=1
FloatingPointRenderTargets=True
~ Ahli
[Configuration]
[ShooterGame.SGPlayerInputPawn]
in shooterinput.ini
Some people (like me) might fail to find it the first time
MinMagFilter=Aniso
to
MinMagFilter=Point
you can also try to use LINEAR instead off POINT
edit: looked up the command, it seems to be related to the texturegroup commands and a lot of those are locked/force since the last couple of patches. You sure it effects things a lot or placebo? :P
i tried to play with it (all to Linear) but i couldn't hit anything with hit dunno if it was me or Magic.. i never saw any restrictions in the Patchnotes which should be there if they force Values in CFG.
btw i saw outc1der changing the mipmap(?) levels ingame, is that some new cmd?
outc1der is using command called 'SetMaxMipLevel [0-16] pretty much forces a max lod value. which makes things look a lot more like the potato configs again.
ive got a 4460 and cant get stable fps
https://www.metalroofwindsor.com/