So its broken becuase of a tf2 update or an actual update you made (not being bossy just curious)
yttriumRotten_Mindhey ytt, can you make medi-gun beams visible? i can't play without themProbably not. I'll look into it but I don't think so, at least not for now. In a future revision it might be possible. Honestly I would suggest just using shown min viewmodels for mediguns though.
Thanks for response anyways ;)
Probably not. I'll look into it but I don't think so, at least not for now. In a future revision it might be possible. Honestly I would suggest just using shown min viewmodels for mediguns though.[/quote]
Thanks for response anyways ;)
stewieSo its broken becuase of a tf2 update or an actual update you made (not being bossy just curious)
The Scream Fortress update seems to have broken all forms of preloading on OS X, for all mods, not just mine.
The Scream Fortress update seems to have broken all forms of preloading on OS X, for all mods, not just mine.
I've noticed that when using weapons for classes with some, but not all viewmodels changed, the animation seems to stop partway through and snap back to the idle animation. I noticed this on pyro and engineer mostly. When using melee as pyro, he swings it, but shortly after, instead of the animation being able to finish, it suddenly just snaps back into pro's hands. Same with engie's wrench. Is this a bug, or something I just never noticed?
Syncopated_HeartbeatI've noticed that when using weapons for classes with some, but not all viewmodels changed, the animation seems to stop partway through and snap back to the idle animation. I noticed this on pyro and engineer mostly. When using melee as pyro, he swings it, but shortly after, instead of the animation being able to finish, it suddenly just snaps back into pro's hands. Same with engie's wrench. Is this a bug, or something I just never noticed?
I know why it's happening but it's kind of hard to explain. Basically, not all animations were created properly by Valve. Rather than the animation of the wrench going back to the idle animation being part of the end of the swing animation, the game relies on a smooth transition between animations in order for it to naturally glide back. However, I've turned off smooth transitions (using the "snap" command) for the beginning of idle animations due to an issue with the end of inspect animations when inspect animations are shown but idle animations aren't.
Theoretically I could fix this in the future by making it so that the snap command is only there when the inspect is shown but the regular animation is hidden.
I know why it's happening but it's kind of hard to explain. Basically, not all animations were created properly by Valve. Rather than the animation of the wrench going back to the idle animation being part of the end of the swing animation, the game relies on a smooth transition between animations in order for it to naturally glide back. However, I've turned off smooth transitions (using the "snap" command) for the beginning of idle animations due to an issue with the end of inspect animations when inspect animations are shown but idle animations aren't.
Theoretically I could fix this in the future by making it so that the snap command is only there when the inspect is shown but the regular animation is hidden.
i know this has been already said , but is it possible to make the mod work with high viewmodel fov ? 90-101 is ok but i feel more comfortable with higher
not changing , i mean using a high viewmodel with it , anyway amazing mod i can actually aim now!
Linux user here, for some reason medHUD and mkHUD both dont work for with the mod, but FlawHUD does (I added transperant viewmodels to both of them)... does anyone know why? (even if they dont officially support linux, there is not really a reason that it doesnt work for linux other than that the foldername...)
EDIT: OK, it was an error on my end. While I cleaned up my config stuff, I deleted the transperant viewmodel materials, which caused this problem
EDIT: OK, it was an error on my end. While I cleaned up my config stuff, I deleted the transperant viewmodel materials, which caused this problem
This mod doesn't support Linux because TF2 for Linux doesn't include a compatible version of studiomdl, which probably wouldn't work in WINE. There's literally nothing I could do to support Linux, even if it was feasible for me.
As for why an outputted VPK doesn't work with some HUDs, sorry, no clue. It should work with all HUDs because it doesn't change anything that a HUD would change.
As for why an outputted VPK doesn't work with some HUDs, sorry, no clue. It should work with all HUDs because it doesn't change anything that a HUD would change.
well, I created the .vpk on my windows partition, and .vpks work basicly everywhere
EDIT: OK, it was an error on my end. While I cleaned up my config stuff, I deleted the transperant viewmodel materials, which caused this problem
EDIT: OK, it was an error on my end. While I cleaned up my config stuff, I deleted the transperant viewmodel materials, which caused this problem
yttriumstewieSo its broken becuase of a tf2 update or an actual update you made (not being bossy just curious)The Scream Fortress update seems to have broken all forms of preloading on OS X, for all mods, not just mine.
Hate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.
The Scream Fortress update seems to have broken all forms of preloading on OS X, for all mods, not just mine.[/quote]
Hate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.
stabbyHate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.
I fail to see how that is in any way relevant to the discussion at hand
Hate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.[/quote]
I fail to see how that is in any way relevant to the discussion at hand
I found something
When you use viewmodel_fov 100 or higher, you can see this.
Works with tf_use_min_viewmodels 1 as well, so that's not a solution
http://imgur.com/F7T9GyA
http://imgur.com/OdnyboF
http://imgur.com/o5YL9Ee
http://imgur.com/lFQhMtT
http://imgur.com/eKDFXbw
http://imgur.com/FifJ18Q
On every disabled anim, even on toolbox carry anim.
This is, like, chunk of your hand, i think.
Which looks kinda spooky.
Do you know how to fix this?
When you use viewmodel_fov 100 or higher, you can see this.
Works with tf_use_min_viewmodels 1 as well, so that's not a solution
http://imgur.com/F7T9GyA
http://imgur.com/OdnyboF
http://imgur.com/o5YL9Ee
http://imgur.com/lFQhMtT
http://imgur.com/eKDFXbw
http://imgur.com/FifJ18Q
On every disabled anim, even on toolbox carry anim.
This is, like, chunk of your hand, i think.
Which looks kinda spooky.
Do you know how to fix this?
It's just a fragment of how I go about hiding the animations.
I'm going to rework my method in the future and it should disappear at that point.
I'm going to rework my method in the future and it should disappear at that point.
The demoknight swords and red tape recorder are hidden incorrectly and not at all respectively with version 1.3.2.
You're obviously not obliged to fix these kinds of issues, and I feel like I'm nagging you about them now, so if they don't bother you please just tell me so and I will cease posting about them.
You're obviously not obliged to fix these kinds of issues, and I feel like I'm nagging you about them now, so if they don't bother you please just tell me so and I will cease posting about them.
The Original also has some issues regardless of being hidden or not. Unfortunately what I suspect to be the issue is a pretty big issue - the models aren't decompiling correctly. I'll have to search for more crowbar versions as it seems like mine is bugged (but newer ones are also bugged in other ways).
yttriumstabbyHate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.I fail to see how that is in any way relevant to the discussion at hand
Well, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.
Hate to be that guy, but anyone that can and cares about performance should run TF2 in Windows instead of the Apple OS; the frame gains are huge.[/quote]
I fail to see how that is in any way relevant to the discussion at hand[/quote]
Well, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.
stabbyWell, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.
You're basically telling someone that not only do you not want to help them, but you want to inconvenience them to a great degree just to solve their problems in an unrelated way.
"Help your FPS config isn't getting me enough frames what can I do to make it better"
"lol get a new computer skrub"
Well, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.[/quote]
You're basically telling someone that not only do you not want to help them, but you want to inconvenience them to a great degree just to solve their problems in an unrelated way.
"Help your FPS config isn't getting me enough frames what can I do to make it better"
"lol get a new computer skrub"
yttriumstabbyWell, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.You're basically telling someone that not only do you not want to help them, but you want to inconvenience them to a great degree just to solve their problems in an unrelated way.
"Help your FPS config isn't getting me enough frames what can I do to make it better"
"lol get a new computer skrub"
Whoa, I think you misunderstand me.
I thought he might not have known that using Windows could not only give him much better performance, but sidestep troubleshooting his issue, too. Installing a Windows partition on a Mac is super easy and copies of Windows aren't hard to come by. I was trying to help. Really trying to be respectful here, I'm a little baffled by the hostility.
Well, wouldn't switching to Windows also solve the problem? I thought it might be useful for him to know, sorry if I'm violating forum etiquette.[/quote]
You're basically telling someone that not only do you not want to help them, but you want to inconvenience them to a great degree just to solve their problems in an unrelated way.
"Help your FPS config isn't getting me enough frames what can I do to make it better"
"lol get a new computer skrub"[/quote]
Whoa, I think you misunderstand me.
I thought he might not have known that using Windows could not only give him much better performance, but sidestep troubleshooting his issue, too. Installing a Windows partition on a Mac is super easy and copies of Windows aren't hard to come by. I was trying to help. Really trying to be respectful here, I'm a little baffled by the hostility.
i have a question: i want to hide the viewmodel of my medi gun. but i still want to see the healbeam like in normal r_drawviewmodel 0. but because of the really low fov from the mod it's only a small heal beam. is there a way i could do that?
The mod doesn't change FOV at all, it moves the viewmodel away from the camera, and that's what's causing the distorted particle effects.
Soon I'm going to revamp the mod so that it always moves the weapon behind the camera. Once that happens, tracers and heal beams should look a lot better.
Soon I'm going to revamp the mod so that it always moves the weapon behind the camera. Once that happens, tracers and heal beams should look a lot better.
Hey, so I don't know if this known yet but if you have this installed and load up an stv demo (not sure if it works for povs don't know why it wouldn't just haven't tested yet), and then go into an MM game, you won't have viewmodels.
GuacamoleHey, so I don't know if this known yet but if you have this installed and load up an stv demo (not sure if it works for povs don't know why it wouldn't just haven't tested yet), and then go into an MM game, you won't have viewmodels.
Loading a demo is a form of preloading... But I've already got preloading built into the installer now.
Loading a demo is a form of preloading... But I've already got preloading built into the installer now.
The mod works but the installer doesn't. Use a Windows computer to create the VPK and then copy it to the TF2 installation on your Linux / Mac computer. Alternatively, post which viewmodels you want hidden here and someone will make the VPK for you.
Edit: now that I actually read the posts above this one, it appears that preloading no longer works on Mac. Without preloading the mod will still work, but only on servers running sv_pure 0. I don't know whether preloading still works on Linux.
Edit: now that I actually read the posts above this one, it appears that preloading no longer works on Mac. Without preloading the mod will still work, but only on servers running sv_pure 0. I don't know whether preloading still works on Linux.
I direct it to the "tf" folder in the installer and it just keeps saying its an Invalid Tf2 Folder!
Cardude714cI direct it to the "tf" folder in the installer and it just keeps saying its an Invalid Tf2 Folder!
direct it to the Team Fortress 2 folder, not the tf folder
direct it to the Team Fortress 2 folder, not the tf folder
hey i want to have/try the no backstab animation with this , i tried to do it but it didn't work , tried using blender to edit the files but it got confusing , do you know how can i get the both mods to work or how to edit the files ? http://gamebanana.com/skins/144113