I wonder is there anyways to get this work on mac I find everywhere and there no answer please help
i cant install this iniemore it says axses to animotion.zip is not crantid how do i fix this ?
sorry bad eng
sorry bad eng
Due to the complexity of the spy's animation files, these are always shown In a future release, these might become hideable
what do you mean???
what do you mean???
hey yttrium just wanted to say that as i click on my items tf2 closes automatically but it is still running. Can you help if possible? Thanks in advance
I plan on updating this for the new update because it should be relatively easy but it'll be a little bit, sorry guys.
Edit: it does mostly work without modification, but animations for some inspects are wonky and all of the new weapons will have bugged animations.
Edit: it does mostly work without modification, but animations for some inspects are wonky and all of the new weapons will have bugged animations.
hi I really love this mod, but i have a problem.
when i launch tf2 it seems to be working fine for a bit but at some point (not sure when) it stops working. but the weird thing is, it stops working only for some classes. not just all of them.
I have no clue how to fix it.
I'm not sure if this is the problem but when i launch tf2 and open the console it says:
'listenserver.cfg' not present; not executing.
'preload_room.cfg' not present; not executing.
If you could help me out that would be great
thanks c:
when i launch tf2 it seems to be working fine for a bit but at some point (not sure when) it stops working. but the weird thing is, it stops working only for some classes. not just all of them.
I have no clue how to fix it.
I'm not sure if this is the problem but when i launch tf2 and open the console it says:
'listenserver.cfg' not present; not executing.
'preload_room.cfg' not present; not executing.
If you could help me out that would be great
thanks c:
Hello Yttrium, i have a question about the "Hide Flamethrower" feature: Is there any way to keep the flame sprites? Because i find it harder to aim. Thanks.
alexxoHello Yttrium, i have a question about the "Hide Flamethrower" feature: Is there any way to keep the flame sprites? Because i find it harder to aim. Thanks.
I wrote a solution at comment #382
tl;dr don't apply the mod to flamethrowers and use a viewmodel script
I wrote a solution at comment #382
tl;dr don't apply the mod to flamethrowers and use a viewmodel script
wambertIf you could help me out that would be great
thanks c:
Sorry, no idea. Could you give a bit more info into what happens? How many servers do you connect to before it stops? What's their sv_pure and whitelist set to?
alexxoHello Yttrium, i have a question about the "Hide Flamethrower" feature: Is there any way to keep the flame sprites? Because i find it harder to aim. Thanks.
No way, sorry. Wish I could. Maybe try using cl_first_person_uses_world_model 1 for pyro, so they're less obtrusive but still there.
thanks c:[/quote]
Sorry, no idea. Could you give a bit more info into what happens? How many servers do you connect to before it stops? What's their sv_pure and whitelist set to?
[quote=alexxo]Hello Yttrium, i have a question about the "Hide Flamethrower" feature: Is there any way to keep the flame sprites? Because i find it harder to aim. Thanks.[/quote]
No way, sorry. Wish I could. Maybe try using cl_first_person_uses_world_model 1 for pyro, so they're less obtrusive but still there.
Well, it seems to be working fine on this new pc, I don't know what the issue was with my old pc. So I'm afraid I can't give you any information on the problem.
entire screen is basically a missing texture (black and purple), would this be a user error or is this a known issue?
Get this in the console: "Material dev/engine_post has bad reference count 0 when being bound"
Get this in the console: "Material dev/engine_post has bad reference count 0 when being bound"
I've been trying to update by decompiling the new animations and editing them, which I think I've successfully done (you can download them here) but I haven't been able to compile them yet, which I find odd because I can compile the old viewmodels with your installer, but not when using studiomdl in any other way (with cmd/batch files or crowbar). Does anyone have any advice on getting these to compile?
HI,so i have a few problems about this mod after the Jungle Inferno update.Some of the animations are glitched, for example: The Thermal Thruster,Gas Passer and The Hot hand and much more.There's also a problem where if you disabled the flamethrower model the flames won't appear.Some inspect animations is also broken.
I managed to update the vpk here, but you might want to rehost as the link will probably change soon. Turns out I forgot to define my bones. The viewmodels that are hidden with this vpk are:
scout: primaries, pistols
sniper: primaries, smgs
soldier: primaries, shotguns
demo: primaries, secondaries
medic: primaries
heavy: primaries, shotguns
pyro: primaries, shotguns, flareguns
spy: primaries, sappers
engie: shotguns, pistols, wrangler, pda, tool carry anim
I probably won't be updating this myself again for other settings because this took forever, but you can do it yourself with instructions here. Just make sure that you update heavy's bones and that you include the changes to the inspect animations (from the default animations in tf2_misc_dir.vpk).
Also, would anyone happen to know why preloading doesn't work for me? On windows 10 using mastercomfig compquality, trying to get it to work on valve servers.
scout: primaries, pistols
sniper: primaries, smgs
soldier: primaries, shotguns
demo: primaries, secondaries
medic: primaries
heavy: primaries, shotguns
pyro: primaries, shotguns, flareguns
spy: primaries, sappers
engie: shotguns, pistols, wrangler, pda, tool carry anim
I probably won't be updating this myself again for other settings because this took forever, but you can do it yourself with instructions [url=http://www.teamfortress.tv/post/616171/yttriums-competitive-viewmodels]here[/url]. Just make sure that you update heavy's bones and that you include the changes to the inspect animations (from the default animations in tf2_misc_dir.vpk).
Also, would anyone happen to know why preloading doesn't work for me? On windows 10 using mastercomfig compquality, trying to get it to work on valve servers.
The_Other_QuachI managed to update the vpk here, but you might want to rehost as the link will probably change soon. Turns out I forgot to define my bones. The viewmodels that are hidden with this vpk are:
scout: primaries, pistols
sniper: primaries, smgs
soldier: primaries, shotguns
demo: primaries, secondaries
medic: primaries
heavy: primaries, shotguns
pyro: primaries, shotguns, flareguns
spy: primaries, sappers
engie: shotguns, pistols, wrangler, pda, tool carry anim
I probably won't be updating this myself again for other settings because this took forever, but you can do it yourself with instructions here. Just make sure that you update heavy's bones and that you include the changes to the inspect animations (from the default animations in tf2_misc_dir.vpk).
Also, would anyone happen to know why preloading doesn't work for me? On windows 10 using mastercomfig compquality, trying to get it to work on valve servers.
The issue is that you can't just take the current source files. My provided decompiled models actually have relatively modified .qc files so that it can properly account for some weapons being hidden and others not (aka snaps everywhere).
But hey, you tried. Look at everyone else.
Another hint: Use Crowbar 0.27 instead of the latest. Not sure what they did, but at some point around version 30 they broke decompiling TF2 viewmodels.
scout: primaries, pistols
sniper: primaries, smgs
soldier: primaries, shotguns
demo: primaries, secondaries
medic: primaries
heavy: primaries, shotguns
pyro: primaries, shotguns, flareguns
spy: primaries, sappers
engie: shotguns, pistols, wrangler, pda, tool carry anim
I probably won't be updating this myself again for other settings because this took forever, but you can do it yourself with instructions [url=http://www.teamfortress.tv/post/616171/yttriums-competitive-viewmodels]here[/url]. Just make sure that you update heavy's bones and that you include the changes to the inspect animations (from the default animations in tf2_misc_dir.vpk).
Also, would anyone happen to know why preloading doesn't work for me? On windows 10 using mastercomfig compquality, trying to get it to work on valve servers.[/quote]
The issue is that you can't just take the current source files. My provided decompiled models actually have relatively modified .qc files so that it can properly account for some weapons being hidden and others not (aka snaps everywhere).
But hey, you tried. Look at everyone else.
Another hint: Use Crowbar 0.27 instead of the latest. Not sure what they did, but at some point around version 30 they broke decompiling TF2 viewmodels.
Gloves viewmodel and all inspec animations for heavy's melee are broken like that
poyGloves viewmodel and all inspec animations for heavy's melee are broken like that
holy shit what is reading comprehension
yttriumI plan on updating this for the new update because it should be relatively easy but it'll be a little bit, sorry guys.
Edit: it does mostly work without modification, but animations for some inspects are wonky and all of the new weapons will have bugged animations.
holy shit what is reading comprehension[quote=yttrium]I plan on updating this for the new update because it should be relatively easy but it'll be a little bit, sorry guys.
Edit: it does mostly work without modification, but animations for some inspects are wonky and all of the new weapons will have bugged animations.[/quote]
Fix for Jungle Inferno plz, inspect animations are broken, new weapons too.
Oh sorry i just read what is just above, thanks for working on it :)
can you assist me, im trying to make it so when i reload it turns the viewmodels on, and have them disabled for everything else gun wise, and I am having a lot of trouble
Earthworkercan you assist me, im trying to make it so when i reload it turns the viewmodels on, and have them disabled for everything else gun wise, and I am having a lot of trouble
look at the source for the installer and look at what anims it enables and disables (lines 398 to 924 in form2.vb)
you'll want to make it so *_reload, *_reload_start, *_reload_end, and *_reload_loop animations are shown
calling EditFile("reload_start", "Heavy") signals that you want to hide that animation
so to do what you want, remove or comment all of the lines that contain "reload" in them, and then mark everything as hidden in your newly compiled installer
look at the source for the installer and look at what anims it enables and disables (lines 398 to 924 in form2.vb)
you'll want to make it so *_reload, *_reload_start, *_reload_end, and *_reload_loop animations are shown
calling EditFile("reload_start", "Heavy") signals that you want to hide that animation
so to do what you want, remove or comment all of the lines that contain "reload" in them, and then mark everything as hidden in your newly compiled installer
Are you planning on updating this so then it could also include minimal viewmodel or has someone already done that?
CardfightGamerAre you planning on updating this so then it could also include minimal viewmodel or has someone already done that?
you can already use it in combination with min viewmodels as an override for regular viewmodels, but you can't do partial. it's theoretically possible for me to implement it but it's not something i'm well-versed in
you can already use it in combination with min viewmodels as an override for regular viewmodels, but you can't do partial. it's theoretically possible for me to implement it but it's not something i'm well-versed in
any updates on the updated version?
with the fixed inspect animations and stuff
<3
with the fixed inspect animations and stuff
<3
I'm not sure if this is connected to the bugged inspect animations you've mentioned, but hiding primaries for Pyros will make it play the inspect animation for primaries over and over again if you do not have those hidden.
Since you're working on the update I guess this would be the best time to ask
Would it be possible for us to be able to input our own values to the coordinates?
That way people can try to experiment with the values to get something similar to tf_viewmodel_offset_override which is currently a sv_cheats 1 command
Would it be possible for us to be able to input our own values to the coordinates?
That way people can try to experiment with the values to get something similar to [url=https://www.youtube.com/watch?v=sgNMgM8jeDY]tf_viewmodel_offset_override[/url] which is currently a sv_cheats 1 command
pixxulI'm not sure if this is connected to the bugged inspect animations you've mentioned, but hiding primaries for Pyros will make it play the inspect animation for primaries over and over again if you do not have those hidden.
Read above m8
Read above m8