Hey, do you know if you could make a check mark to say "Hide Reload Animations"? That way, if it's checked, you don't see reload animations, but if you don't, you'll see reload animations even if the weapon is hidden. Also, here's some class specific requests. For pyro, a check mark that says "Hide Airblast Animation", and for spy, a check mark that says "Hide Knife Raise Animation" or something like that.
ParagraphHey, do you know if you could make a check mark to say "Hide Reload Animations"? That way, if it's checked, you don't see reload animations, but if you don't, you'll see reload animations even if the weapon is hidden. Also, here's some class specific requests. For pyro, a check mark that says "Hide Airblast Animation", and for spy, a check mark that says "Hide Knife Raise Animation" or something like that.
would be very easy to implement but won't be there until a future remake of this
would be very easy to implement but won't be there until a future remake of this
I love this mod, but for some reason when its enabled, I inspect any pyro primary every few seconds even without pressing f. The thermal thruster as well. No other classes or weapons. I'm pretty sure the thermal thruster inspect is a known bug, but not the flamethrowers. Any fix?
Edit: I was googling for a bug fix, and I cam across a woolen sleevelets video, noticed it said I had to install your map to preload. However, for some reason it is working for me even without the map (unless your program instslled it for me and I did not notice)
Edit: I was googling for a bug fix, and I cam across a woolen sleevelets video, noticed it said I had to install your map to preload. However, for some reason it is working for me even without the map (unless your program instslled it for me and I did not notice)
flizzflobkingflamethrowers
The mod itself is outdated. Has been since the pyro update.
Use a viewmodel script for pyro primary weapons. Only fix for now until someone updates the mod
The mod itself is outdated. Has been since the pyro update.
Use a viewmodel script for pyro primary weapons. Only fix for now until someone updates the mod
TobThe mod itself is outdated. Has been since the pyro update.
Use a viewmodel script for pyro primary weapons. Only fix for now until someone updates the mod
I have disabled it for all pyro primaries, it still happens even with the viewmodels showing. Do I need to disable it for EVERY pyro weapon (I currently only have it on for shotguns).
The mod itself is outdated. Has been since the pyro update.
Use a viewmodel script for pyro primary weapons. Only fix for now until someone updates the mod[/quote]
I have disabled it for all pyro primaries, it still happens even with the viewmodels showing. Do I need to disable it for EVERY pyro weapon (I currently only have it on for shotguns).
Well I have seen people use this and be able to toggle their viewmodels like they select they want to hide their revolver on the launcher and then when they are in game they are able to show and then not show their revolver
This puzzels me as when I try this i just get the viewmodels constantly off
Please Help Thanks
Oh also Sry if there is something I am cleary missing
This puzzels me as when I try this i just get the viewmodels constantly off
Please Help Thanks
Oh also Sry if there is something I am cleary missing
Gaming_OliverWell I have seen people use this and be able to toggle their viewmodels like they select they want to hide their revolver on the launcher and then when they are in game they are able to show and then not show their revolver
This puzzels me as when I try this i just get the viewmodels constantly off
Please Help Thanks
Oh also Sry if there is something I am cleary missing
alias slot1a "slot1; r_drawviewmodel 0"
alias slot2a "slot2; r_drawviewmodel 1"
alias slot3a "slot3; r_drawviewmodel 1"
bind 1 slot1a
bind 2 slot2a
bind 3 slot3a
bindtoggle r "r_drawviewmodel 0 1"
This puzzels me as when I try this i just get the viewmodels constantly off
Please Help Thanks
Oh also Sry if there is something I am cleary missing[/quote]
alias slot1a "slot1; r_drawviewmodel 0"
alias slot2a "slot2; r_drawviewmodel 1"
alias slot3a "slot3; r_drawviewmodel 1"
bind 1 slot1a
bind 2 slot2a
bind 3 slot3a
bindtoggle r "r_drawviewmodel 0 1"
Unoffical update for Jungle Inferno
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:
- My updated images for the new weapons don't quite match the original ones
- The thermal thruster doesn't inspect
- Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
I also ran into some issues with access permissions during the extraction process, but that could just be my computer
Thanks to degu for the updated .qc hooks and to yttrium for everthing else
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:
[list]
[*] My updated images for the new weapons don't quite match the original ones
[*] The thermal thruster doesn't inspect
[*] Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
[/list]
I also ran into some issues with access permissions during the extraction process, but that could just be my computer
Thanks to degu for the updated .qc hooks and to yttrium for everthing else
obliqueUnoffical update for Jungle Inferno
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:I also ran into some issues with access permissions during the extraction process, but that could just be my computer
- My updated images for the new weapons don't quite match the original ones
- The thermal thruster doesn't inspect
- Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
Thanks to degu for the updated .qc hooks and to yttrium for everthing else
Is it meant to make changes in your config.cfg? Cause it did that to me, and it wasn't fun
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:
[list]
[*] My updated images for the new weapons don't quite match the original ones
[*] The thermal thruster doesn't inspect
[*] Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
[/list]
I also ran into some issues with access permissions during the extraction process, but that could just be my computer
Thanks to degu for the updated .qc hooks and to yttrium for everthing else[/quote]
Is it meant to make changes in your config.cfg? Cause it did that to me, and it wasn't fun
The only thing it should modify in your cfg files is the autoexec. It should add the line
map_background preload_room; wait 10; disconnect
which is need to run the preload room everytime you boot up the game
[code]map_background preload_room; wait 10; disconnect[/code]
which is need to run the preload room everytime you boot up the game
obliqueUnoffical update for Jungle Inferno
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:I also ran into some issues with access permissions during the extraction process, but that could just be my computer
- My updated images for the new weapons don't quite match the original ones
- The thermal thruster doesn't inspect
- Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
Thanks to degu for the updated .qc hooks and to yttrium for everthing else
thx bb
if you wanna make a pull request i'll accept
Download: https://mega.nz/#!GKhxyaZY!kcPpBmxA0w8JwFyhWi9QemxwS4gFSjp-5O7z1oAlZiQ
It has been over 8 months since JI released, with no change to the mod, so I decided to take matters into my own hands. This unoffical update fixes all of the broken inspect and weapon animations, and adds options for hiding the thermal thruster and gas passer (the dragon's fury can be hidden along with the rest of the flamethrowers)
Known minor issues:
[list]
[*] My updated images for the new weapons don't quite match the original ones
[*] The thermal thruster doesn't inspect
[*] Pretty sure that some of the new inspect animations won't get hidden, even if you check the box (not fully tested)
[/list]
I also ran into some issues with access permissions during the extraction process, but that could just be my computer
Thanks to degu for the updated .qc hooks and to yttrium for everthing else[/quote]
thx bb
if you wanna make a [url=https://github.com/Yttrium-tYcLief/CompVMInstaller/pulls]pull request[/url] i'll accept
is it possible to hide the hand on the left when you are using the original for soldier, spycicle for spy, etc
edinis it possible to hide the hand on the left when you are using the original for soldier, spycicle for spy, etc
yes
but not using this
try https://gamebanana.com/skins/124706
yes
but not using this
try https://gamebanana.com/skins/124706
deguedinis it possible to hide the hand on the left when you are using the original for soldier, spycicle for spy, etcyes
but not using this
try https://gamebanana.com/skins/124706
only problem with this mod is that you need to play on an sv_pure 1 server for the mod to work right?
yes
but not using this
try https://gamebanana.com/skins/124706[/quote]
only problem with this mod is that you need to play on an sv_pure 1 server for the mod to work right?
CardfightGamer
you need to preload it using method(s) described in this thread
you need to preload it using method(s) described in this thread
Is it possible to off transparent viewmodels? And where is the file location?
Ok so I've got the source code for the "unofficial 1.4.0" release posted by Oblique in #459. I'm not going to roll it into the main branch yet though, because I've got some ideas for improvements, which will all be rolled into 1.5.0.
Spy viewmodels can now be properly hidden
I finally figured out how the off-hand (watch slot) weapons work. They used v_models the whole time, they never switched to the c_model system. You can now disable/enable these for each *weapon*. You could choose to hide the Quackenbirdt, but keep the Invis Watch visible, despite the fact that it might seem like they're the same animations.
Full support for custom animations
I'm going to change the editing process so that each weapon will allow you to use a custom animation instead. I'll try to work with Paysus on this. You'll need to request custom animations, they'll be bundled with the installer.
More flexibility in how things are hidden
I'm going to look into weapon offsets so you can move the viewmodel rather than just hiding it. This will take some experimentation, please bear with me. Probably won't make it into 1.5.0.
[b]Spy viewmodels can now be properly hidden[/b]
I finally figured out how the off-hand (watch slot) weapons work. They used v_models the whole time, they never switched to the c_model system. You can now disable/enable these for each *weapon*. You could choose to hide the Quackenbirdt, but keep the Invis Watch visible, despite the fact that it might seem like they're the same animations.
[b]Full support for custom animations[/b]
I'm going to change the editing process so that each weapon will allow you to use a custom animation instead. I'll try to work with Paysus on this. You'll need to request custom animations, they'll be bundled with the installer.
[b]More flexibility in [i]how[/i] things are hidden[/b]
I'm going to look into weapon offsets so you can move the viewmodel rather than just hiding it. This will take some experimentation, please bear with me. Probably won't make it into 1.5.0.
yttrium
just wanna say that i and im assuming a lot of other people really appreciate your work on this, its really great. thank you
just wanna say that i and im assuming a lot of other people really appreciate your work on this, its really great. thank you
1.5.0 is going to be a huge overhaul. In the meantime I've gone ahead and merged Oblique's 1.4.0 under the 1.4.1 version number, with no other changes.
will it still crash demos if you don't have the mod installed if they were recorded with it installed?
>yttrium decoding the game itself to give us basic shit valve should have implemented in the first place
>yttrium decoding the game itself to give us basic shit valve should have implemented in the first place
tyvm based yttrium!!
also
ParagraphHey, do you know if you could make a check mark to say "Hide Reload Animations"? That way, if it's checked, you don't see reload animations, but if you don't, you'll see reload animations even if the weapon is hidden.
the only reason i use viewmodels on some weapons is to see reloads so this would be amazing
also
[quote=Paragraph]Hey, do you know if you could make a check mark to say "Hide Reload Animations"? That way, if it's checked, you don't see reload animations, but if you don't, you'll see reload animations even if the weapon is hidden. [/quote]
the only reason i use viewmodels on some weapons is to see reloads so this would be amazing
Says "this is not the web page you are looking for" when i try to download the installer, is the link broken or something ?
edit: Anyways good luck with the new update <3
edit: Anyways good luck with the new update <3
Whenever I try to install this, it says the page is missing. Any help?
If the link is broken for you, go to the releases page and click on CompVMInstaller_1.4.1.exe which should trigger the download
fixed the link, sorry i was an idiot when tagging the release on github and forgot a letter
Dell_Conagherwill it still crash demos if you don't have the mod installed if they were recorded with it installed?
considering this literally just changes a model it shouldn't cause you to crash in the first place unless there was something broken with the model (like using the pre-inferno installer after jungle inferno).
[quote=Dell_Conagher]will it still crash demos if you don't have the mod installed if they were recorded with it installed?[/quote]
considering this literally just changes a model it shouldn't cause you to crash in the first place unless there was something broken with the model (like using the pre-inferno installer after jungle inferno).