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Prism HUD & Clean TF2
posted in Customization
91
#91
3 Frags +

UPDATED CLEAN TF2
-More vpk's
-Fixed contrast issue on pl_hightower
-Fixed grate doors being opaque

DefluxHow do you get the scope back?
I really find it distracting.
Still great mod though

If you're using prism hud, go into resource\hudanimations\hudanimations_tf_extra.txt and delete the hudscope animation. Then go delete all the sniper_scope_ materials inside of materials\hud\ . Then go into 4plug and change your healthcross to something that doesn't involve changing the shape of the healthcross.
If you're using _misc_removal.vpk, unpack it and delete all the sniper_scope_ materials inside of materials\hud\ .

SevinYo could you include in the PrismHUD credits what you used from people? It's fine how it is now, I just want to know what you used :)

I'll be honest, I have no clue. I remember using bits of your hud but I wouldn't have any clue what they'd be or if they've even made it into the release without being replaced.

fooqpHey! Is there's any way to make walls less "psychedelic"? Screenshot from Valve server.

http://teamfortress.tv/thread/12706/help-with-flat-textures
A different flat textures mod like this will not get all those sorts of lines and graininess, and instead will be the default textures on sv_pure 2 (and is also many times larger in filesize :P).

Bonafide and I have been talking about possible solutions to get flat textures in sv_puew but nothing sure has come up yet. In the meantime bonafide has some nvidia tweaks to help but they don't work perfectly.

[b]UPDATED CLEAN TF2[/b]
-More vpk's
-Fixed contrast issue on pl_hightower
-Fixed grate doors being opaque

[quote=Deflux]How do you get the scope back?
I really find it distracting.
Still great mod though[/quote]
If you're using prism hud, go into resource\hudanimations\hudanimations_tf_extra.txt and delete the hudscope animation. Then go delete all the sniper_scope_ materials inside of materials\hud\ . Then go into 4plug and change your healthcross to something that doesn't involve changing the shape of the healthcross.
If you're using _misc_removal.vpk, unpack it and delete all the sniper_scope_ materials inside of materials\hud\ .

[quote=Sevin]Yo could you include in the PrismHUD credits what you used from people? It's fine how it is now, I just want to know what you used :)[/quote]
I'll be honest, I have no clue. I remember using bits of your hud but I wouldn't have any clue what they'd be or if they've even made it into the release without being replaced.

[quote=fooqp]Hey! Is there's any way to make walls less "psychedelic"? Screenshot from Valve server.[/quote]
http://teamfortress.tv/thread/12706/help-with-flat-textures
A different flat textures mod like this will not get all those sorts of lines and graininess, and instead will be the default textures on sv_pure 2 (and is also many times larger in filesize :P).

Bonafide and I have been talking about possible solutions to get flat textures in sv_puew but nothing sure has come up yet. In the meantime bonafide has some nvidia tweaks to help but they don't work perfectly.
92
#92
2 Frags +

C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "rocketbackblast"!
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "rocketbackblast"!
Attemped to precache unknown particle system "tfc_sniper_charge_red"!
Attemped to precache unknown particle system "tfc_sniper_charge_blue"!
etc.

Is this supposed to happen? There is a large amount of red text in my console such as the above.

C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "rocketbackblast"!
C_OP_RenderSprites::RenderUnsorted: Attempting to use an unimplemented sprite renderer for system "rocketbackblast"!
Attemped to precache unknown particle system "tfc_sniper_charge_red"!
Attemped to precache unknown particle system "tfc_sniper_charge_blue"!
etc.

Is this supposed to happen? There is a large amount of red text in my console such as the above.
93
#93
1 Frags +
PureIs this supposed to happen? There is a large amount of red text in my console such as the above.

Those are side-effects of changing shaders on particle materials that don't get drawn, to save some fps.

The fix for most of it would be to type in console (or your autoexec) "con_filter_enable 1; con_filter_text_out C_OP_".

[quote=Pure]Is this supposed to happen? There is a large amount of red text in my console such as the above.[/quote]
Those are side-effects of changing shaders on particle materials that don't get drawn, to save some fps.

The fix for most of it would be to type in console (or your autoexec) "con_filter_enable 1; con_filter_text_out C_OP_".
94
#94
0 Frags +
JarateKingDefluxHow do you get the scope back?
I really find it distracting.
Still great mod though
If you're using prism hud, go into resource\hudanimations\hudanimations_tf_extra.txt and delete the hudscope animation. Then go delete all the sniper_scope_ materials inside of materials\hud\ . Then go into 4plug and change your healthcross to something that doesn't involve changing the shape of the healthcross.
If you're using _misc_removal.vpk, unpack it and delete all the sniper_scope_ materials inside of materials\hud\ .

thanks, it worked :)

[quote=JarateKing]
[quote=Deflux]How do you get the scope back?
I really find it distracting.
Still great mod though[/quote]
If you're using prism hud, go into resource\hudanimations\hudanimations_tf_extra.txt and delete the hudscope animation. Then go delete all the sniper_scope_ materials inside of materials\hud\ . Then go into 4plug and change your healthcross to something that doesn't involve changing the shape of the healthcross.
If you're using _misc_removal.vpk, unpack it and delete all the sniper_scope_ materials inside of materials\hud\ .
[/quote]
thanks, it worked :)
95
#95
0 Frags +

I just wanted to ask if it's possible if you made an alternative scoreboard option, cuz i kinda wanna see the avatars of other players and which one is on my friends list to join their team, without having score, streak and ping pushed away... Also I'd like to see in the freezecam what i was killed with... Just a request :) Other than that, great HUD, man! (Also a quickplay button would not be bad^^) And if possible, the small net_graph that we've seen in noto and several other HUDs could be implemented too. c: (I've tried to do it myself like I did with other HUDs, but with this one, i didn't get it working.. also requesting lots of stuff here, I'm sorry!)

I just wanted to ask if it's possible if you made an alternative scoreboard option, cuz i kinda wanna see the avatars of other players and which one is on my friends list to join their team, without having score, streak and ping pushed away... Also I'd like to see in the freezecam what i was killed with... Just a request :) Other than that, great HUD, man! (Also a quickplay button would not be bad^^) And if possible, the small net_graph that we've seen in noto and several other HUDs could be implemented too. c: (I've tried to do it myself like I did with other HUDs, but with this one, i didn't get it working.. also requesting lots of stuff here, I'm sorry!)
96
#96
0 Frags +

I tried to configure the hudHealthDyingPulse in hudanimations.txt to have the health text itself change color when below 50% hp. I tried to copy stuff from rayshud but all i got it to permanently change it's color. If I further come up with issues like these should i just post to /r/TF2HUDS (it's pretty deserted though)?

I tried to configure the hudHealthDyingPulse in hudanimations.txt to have the health text itself change color when below 50% hp. I tried to copy stuff from rayshud but all i got it to permanently change it's color. If I further come up with issues like these should i just post to /r/TF2HUDS (it's pretty deserted though)?
97
#97
0 Frags +
ALEX_I just wanted to ask if it's possible if you made an alternative scoreboard option, cuz i kinda wanna see the avatars of other players and which one is on my friends list to join their team, without having score, streak and ping pushed away... Also I'd like to see in the freezecam what i was killed with... Just a request :) Other than that, great HUD, man! (Also a quickplay button would not be bad^^) And if possible, the small net_graph that we've seen in noto and several other HUDs could be implemented too. c: (I've tried to do it myself like I did with other HUDs, but with this one, i didn't get it working.. also requesting lots of stuff here, I'm sorry!)

I don't really know why the smaller net_graph wouldn't be implemented if it was in notohud. I'll look into it. The rest of the stuff should be easy to fix, but I'm midway in reworking how customization works (to get off 4plug and make it all within the hud) so it may take a little while for an update with those additions.

Kond3PI tried to configure the hudHealthDyingPulse in hudanimations.txt to have the health text itself change color when below 50% hp. I tried to copy stuff from rayshud but all i got it to permanently change it's color. If I further come up with issues like these should i just post to /r/TF2HUDS (it's pretty deserted though)?

You'd have to edit HudHealthDyingPulseLoop and HudHealthDyingPulseStop too if you wanted to implement animations from other huds. Unless there's an issue with shadow names or something like that, it should work fine though.

I check out this thread and the hud editing thread more than I do /r/tf2huds (and actually have an account on tf.tv :P), though you'd probably get a response on any of the three. I don't really mind where the issues get posted as long as I see them.

[quote=ALEX_]I just wanted to ask if it's possible if you made an alternative scoreboard option, cuz i kinda wanna see the avatars of other players and which one is on my friends list to join their team, without having score, streak and ping pushed away... Also I'd like to see in the freezecam what i was killed with... Just a request :) Other than that, great HUD, man! (Also a quickplay button would not be bad^^) And if possible, the small net_graph that we've seen in noto and several other HUDs could be implemented too. c: (I've tried to do it myself like I did with other HUDs, but with this one, i didn't get it working.. also requesting lots of stuff here, I'm sorry!)[/quote]
I don't really know why the smaller net_graph wouldn't be implemented if it was in notohud. I'll look into it. The rest of the stuff should be easy to fix, but I'm midway in reworking how customization works (to get off 4plug and make it all within the hud) so it may take a little while for an update with those additions.

[quote=Kond3P]I tried to configure the hudHealthDyingPulse in hudanimations.txt to have the health text itself change color when below 50% hp. I tried to copy stuff from rayshud but all i got it to permanently change it's color. If I further come up with issues like these should i just post to /r/TF2HUDS (it's pretty deserted though)?[/quote]
You'd have to edit HudHealthDyingPulseLoop and HudHealthDyingPulseStop too if you wanted to implement animations from other huds. Unless there's an issue with shadow names or something like that, it should work fine though.

I check out this thread and [url=http://tf.gg/thread/19073/hud-editing-short-questions-quick-answers]the hud editing thread[/url] more than I do /r/tf2huds (and actually have an account on tf.tv :P), though you'd probably get a response on any of the three. I don't really mind where the issues get posted as long as I see them.
98
#98
0 Frags +
JarateKingI don't really mind where the issues get posted as long as I see them.

Awesome! I guess I'll ask the more general type of questions in those other places and Prismhud related stuff here.

I can't get the transparent viewmodels work on launch (in autoexec), I have to type pcfg_vmalpha command to console everytime before i join a server.

[quote=JarateKing]
I don't really mind where the issues get posted as long as I see them.[/quote]
Awesome! I guess I'll ask the more general type of questions in those other places and Prismhud related stuff here.

I can't get the transparent viewmodels work on launch (in autoexec), I have to type pcfg_vmalpha command to console everytime before i join a server.
99
#99
0 Frags +
Kond3PJarateKingI don't really mind where the issues get posted as long as I see them.Awesome! I guess I'll ask the more general type of questions in those other places and Prismhud related stuff here.

I can't get the transparent viewmodels work on launch (in autoexec), I have to type pcfg_vmalpha command to console everytime before i join a server.

The command is also located inside prismhud.txt in your cfg folder which gets generated by the hud, and gets exec'd after autoexec so it'd be overriding it. Edit it there and you should be good.

[quote=Kond3P][quote=JarateKing]
I don't really mind where the issues get posted as long as I see them.[/quote]
Awesome! I guess I'll ask the more general type of questions in those other places and Prismhud related stuff here.

I can't get the transparent viewmodels work on launch (in autoexec), I have to type pcfg_vmalpha command to console everytime before i join a server.[/quote]
The command is also located inside prismhud.txt in your cfg folder which gets generated by the hud, and gets exec'd after autoexec so it'd be overriding it. Edit it there and you should be good.
100
#100
12 Frags +

I'm working on a pre-load map which contains every TF2 texture, model and particle -
Textures are done :

https://dl.dropboxusercontent.com/u/17061503/tf/textures.jpg

I'm working on a pre-load map which contains every TF2 texture, model and particle -
Textures are done : [img]https://dl.dropboxusercontent.com/u/17061503/tf/textures.jpg[/img]
101
#101
1 Frags +

Ran into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.

Ran into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.
102
#102
0 Frags +
ZafusRan into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.

I should probably point it out then that materials applied to brushes do not actually need any preloading. For some reason, map brushes end up preloading themselves already or something like that, and if all you wanted was things to be applied to world geometry you could jump straight into an sv_pure 2 server and it'd be the same. It's only things like models and materials that do not appear applied to brushes (particles, things like the bleed overlay) that need preloading. Sorry you had to go through all that work :/

There should be a bit more working room with props since the limit is 2048, so that's solid, and the harder stuff to preload (things like the bleed overlay and particles as the main two) are still materials so (I haven't tested but) applying them to brushes might preload them (which shouldn't take more than 1024), so a preloading map that gets everything should still be possible. Wish I could help you with it but I know nothing of map making.

[quote=Zafus]Ran into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.[/quote]
I should probably point it out then that materials applied to brushes do not actually need any preloading. For some reason, map brushes end up preloading themselves already or something like that, and if all you wanted was things to be applied to world geometry you could jump straight into an sv_pure 2 server and it'd be the same. It's only things like models and materials that do not appear applied to brushes (particles, things like the bleed overlay) that need preloading. Sorry you had to go through all that work :/

There should be a bit more working room with props since the limit is 2048, so that's solid, and the harder stuff to preload (things like the bleed overlay and particles as the main two) are still materials so (I haven't tested but) applying them to brushes might preload them (which shouldn't take more than 1024), so a preloading map that gets everything should still be possible. Wish I could help you with it but I know nothing of map making.
103
#103
0 Frags +
JarateKingZafusRan into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.
I should probably point it out then that materials applied to brushes do not actually need any preloading. For some reason, map brushes end up preloading themselves already or something like that, and if all you wanted was things to be applied to world geometry you could jump straight into an sv_pure 2 server and it'd be the same. It's only things like models and materials that do not appear applied to brushes (particles, things like the bleed overlay) that need preloading. Sorry you had to go through all that work :/

There should be a bit more working room with props since the limit is 2048, so that's solid, and the harder stuff to preload (things like the bleed overlay and particles as the main two) are still materials so (I haven't tested but) applying them to brushes might preload them (which shouldn't take more than 1024), so a preloading map that gets everything should still be possible. Wish I could help you with it but I know nothing of map making.

That really doesn't bother me, I've wanted to make a "display" of the textures for a while now.
I'll mainly be using it for picking color schemes on designs and such.

As for the models I've made a start on it - one shoebox of a map with a rows of models.

[quote=JarateKing][quote=Zafus]Ran into a few issues which I'm now working on; basically loading the entire libary of TF2's textures into one map isn't an option [hits the limit of 1024 textures] - currently I have it split into 2 maps which isn't really ideal, especially considering that the maps don't have models or particles added yet.

A workaround I thought of would be to break the maps into the order of the ETF2L rotation.
For example, a map to pre-load for week 1 matches or scrims would contain Badlands and Granary textures + models.

This would be made really easy by adding +map "tf_etf2l_week_1" into your launch options so it automatically loads the map when your game is launched - so then you can get on with scrimming, mixing, or whatever on the week 1 rotation with everything preloaded in one load.

Not necessarily making this for everyone, but if there is a demand then that's good too.
Any feedback would be appreciated but ultimately I'm doing this as a personal project.[/quote]
I should probably point it out then that materials applied to brushes do not actually need any preloading. For some reason, map brushes end up preloading themselves already or something like that, and if all you wanted was things to be applied to world geometry you could jump straight into an sv_pure 2 server and it'd be the same. It's only things like models and materials that do not appear applied to brushes (particles, things like the bleed overlay) that need preloading. Sorry you had to go through all that work :/

There should be a bit more working room with props since the limit is 2048, so that's solid, and the harder stuff to preload (things like the bleed overlay and particles as the main two) are still materials so (I haven't tested but) applying them to brushes might preload them (which shouldn't take more than 1024), so a preloading map that gets everything should still be possible. Wish I could help you with it but I know nothing of map making.[/quote]

That really doesn't bother me, I've wanted to make a "display" of the textures for a while now.
I'll mainly be using it for picking color schemes on designs and such.

As for the models I've made a start on it - one shoebox of a map with a rows of models.
104
#104
0 Frags +

What is preventing overhead effects e.g Critical hit! from appearing? Also what is making rockets dark?

What is preventing overhead effects e.g Critical hit! from appearing? Also what is making rockets dark?
105
#105
0 Frags +
Kond3PWhat is preventing overhead effects e.g Critical hit! from appearing?

This should be an option in "advanced options", iirc, So search it there.
Because i remember that i still had it after installing clean tf2

[quote=Kond3P]What is preventing overhead effects e.g Critical hit! from appearing?[/quote]
This should be an option in "advanced options", iirc, So search it there.
Because i remember that i still had it after installing clean tf2
106
#106
0 Frags +
AmirBonkKond3PWhat is preventing overhead effects e.g Critical hit! from appearing?This should be an option in "advanced options", iirc, So search it there.
Because i remember that i still had it after installing clean tf2

It may have something to do with Comanglia's cfg because i installed it at the same time. I have the option "Damage text doesn't prevent overhead effects (e.g "CRIT!")" ticked in the options.

[quote=AmirBonk][quote=Kond3P]What is preventing overhead effects e.g Critical hit! from appearing?[/quote]
This should be an option in "advanced options", iirc, So search it there.
Because i remember that i still had it after installing clean tf2[/quote]
It may have something to do with Comanglia's cfg because i installed it at the same time. I have the option "Damage text doesn't prevent overhead effects (e.g "CRIT!")" ticked in the options.
107
#107
-8 Frags +

valve were very well aware of the materials/vgui/replays/thumbnail exploit as people have used it in years old huds (raysuhd, hudas iscariote for example) to make custom health icons, menu backgrounds, headers and just generally mess around with fancy stuff to change the layout of your game

since this can now be easily rewritten into a working mathack on sv_pure 2 servers, enjoy your ugly looking huds in a few weeks as valve is gonna patch this

valve were very well aware of the materials/vgui/replays/thumbnail exploit as people have used it in years old huds (raysuhd, hudas iscariote for example) to make custom health icons, menu backgrounds, headers and just generally mess around with fancy stuff to change the layout of your game

since this can now be easily rewritten into a working mathack on sv_pure 2 servers, enjoy your ugly looking huds in a few weeks as valve is gonna patch this
108
#108
3 Frags +

Like they read these forums. lol!

Like they read these forums. lol!
109
#109
2 Frags +
Kond3PWhat is preventing overhead effects e.g Critical hit! from appearing? Also what is making rockets dark?

_particle_removal.vpk would be doing both.

quintoshvalve were very well aware of the materials/vgui/replays/thumbnail exploit as people have used it in years old huds (raysuhd, hudas iscariote for example) to make custom health icons, menu backgrounds, headers and just generally mess around with fancy stuff to change the layout of your game

since this can now be easily rewritten into a working mathack on sv_pure 2 servers, enjoy your ugly looking huds in a few weeks as valve is gonna patch this

I don't get it. The only thing I've put in replay\thumbnails that could possibly be considered an "exploit" is refracts to do stuff like the transparent viewmodels or change the healthcross' shape, which has absolutely nothing to do with mathacks.

You could maybe do the same stuff as in the removal vpk's with world textures (idk I never tried) and basically play without ever seeing any walls or floors, but really it'd be harder to play like that rather than give an advantage. And patching that in a way that makes everyone happy and doesn't break good mods (just make that not apply to world geometry) is easy too.

[quote=Kond3P]What is preventing overhead effects e.g Critical hit! from appearing? Also what is making rockets dark?[/quote]
_particle_removal.vpk would be doing both.

[quote=quintosh]valve were very well aware of the materials/vgui/replays/thumbnail exploit as people have used it in years old huds (raysuhd, hudas iscariote for example) to make custom health icons, menu backgrounds, headers and just generally mess around with fancy stuff to change the layout of your game

since this can now be easily rewritten into a working mathack on sv_pure 2 servers, enjoy your ugly looking huds in a few weeks as valve is gonna patch this[/quote]
I don't get it. The only thing I've put in replay\thumbnails that could possibly be considered an "exploit" is refracts to do stuff like the transparent viewmodels or change the healthcross' shape, which has absolutely nothing to do with mathacks.

You could maybe do the same stuff as in the removal vpk's with world textures (idk I never tried) and basically play without ever seeing any walls or floors, but really it'd be harder to play like that rather than give an advantage. And patching that in a way that makes everyone happy and doesn't break good mods (just make that not apply to world geometry) is easy too.
110
#110
-10 Frags +

nice bug abusing.

nice bug abusing.
111
#111
0 Frags +

I installed the clean tf2 mod yesterday (not the hud, just the mod) and for some reason my sniper game has improved dramatically...

http://cloud-4.steamusercontent.com/ugc/28478872613195048/564AE31FDD88664095D70D5AE61E5220A711F22E/1024x575.resizedimage

This picture was taken when I was scoped... Is it meant to do this?

Edit: I just noticed that it was said above that there are sniper scope materials in the misc vpk... jarateking, could you please explain a bit how this works and why you've included it? Increasing sniper fov while scoped seems like a bit of an exploit to me, it certainly makes close range headshots much easier.

I installed the clean tf2 mod yesterday (not the hud, just the mod) and for some reason my sniper game has improved dramatically...
[img]http://cloud-4.steamusercontent.com/ugc/28478872613195048/564AE31FDD88664095D70D5AE61E5220A711F22E/1024x575.resizedimage[/img]

This picture was taken when I was scoped... Is it meant to do this?

Edit: I just noticed that it was said above that there are sniper scope materials in the misc vpk... jarateking, could you please explain a bit how this works and why you've included it? Increasing sniper fov while scoped seems like a bit of an exploit to me, it certainly makes close range headshots much easier.
112
#112
2 Frags +

For those that don't like the removed scope or play ETF2L where it's just been declared banned, I whipped up a quick vpk to disable it. Though there is still the issue of refracts getting through it, so you can't use any prism hud healthcross options that change the healthcross' shape.

Sorry for not being integrated at all, I'm working on the hud and it's too much of a mess to release right now.

Also CLEAN TF2 UPDATED
-removed the scope removal from _misc_removal.vpk, it's pointless considering the better alternatives
-added a readme for etf2l players warning against using _prop_removal.vpk

For those that don't like the removed scope or play ETF2L where it's just been declared banned, I whipped up [url=https://www.dropbox.com/s/ma4p9lrg84az7r3/keep_the_scope.zip?dl=1]a quick vpk to disable it[/url]. Though there is still the issue of refracts getting through it, so you can't use any prism hud healthcross options that change the healthcross' shape.

Sorry for not being integrated at all, I'm working on the hud and it's too much of a mess to release right now.

Also [b]CLEAN TF2 UPDATED[/b]
-removed the scope removal from _misc_removal.vpk, it's pointless considering the [url=http://teamfortress.tv/thread/22021/remove-sniper-scope]better alternatives[/url]
-added a readme for etf2l players warning against using _prop_removal.vpk
113
#113
0 Frags +
Bonafideedit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?

Getting crazy amount of inputlag with SGSSAA 8x while having stable +200fps

[quote=Bonafide]
edit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?[/quote]

Getting crazy amount of inputlag with SGSSAA 8x while having stable +200fps
114
#114
0 Frags +
RRPBonafideedit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?

Getting crazy amount of inputlag with SGSSAA 8x while having stable +200fps

Getting exactly the same, although my inputlag isn't what you would call "crazy" but It's defenitly annoying and I'd rather have normal textures than input lag.

[quote=RRP][quote=Bonafide]
edit;
Discussed this with Kaptain, Because of the supersampling it seems like there is some input lag, but we're not sure if it's placebo because we're really paying attention or there really is input lag, could some more people try it our and post back results?[/quote]

Getting crazy amount of inputlag with SGSSAA 8x while having stable +200fps[/quote]
Getting exactly the same, although my inputlag isn't what you would call "crazy" but It's defenitly annoying and I'd rather have normal textures than input lag.
115
#115
2 Frags +
Forsak3nnice bug abusing.

If nobody would abuse bugs, or actually look for more than tf2 2007, we still wouldn't have damage numbers and so much other shit, and we would still play with the bugs from early tf2 (for example the scout and demoman rapid fire scipts)

[quote=Forsak3n]nice bug abusing.[/quote]
If nobody would abuse bugs, or actually look for more than tf2 2007, we still wouldn't have damage numbers and so much other shit, and we would still play with the bugs from early tf2 (for example the scout and demoman rapid fire scipts)
116
#116
2 Frags +

CLEAN TF2 UPDATED
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.

[b]CLEAN TF2 UPDATED[/b]
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.
117
#117
0 Frags +

phlog & quick fix particle tweaking? they still lag me to shit :S
so do the lower res fire particles as well though
ty for everything dude

phlog & quick fix particle tweaking? they still lag me to shit :S
so do the lower res fire particles as well though
ty for everything dude
118
#118
0 Frags +
JarateKingCLEAN TF2 UPDATED
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.

What do the new VPKs do exactly? Do they help performance?

[quote=JarateKing][b]CLEAN TF2 UPDATED[/b]
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.[/quote]

What do the new VPKs do exactly? Do they help performance?
119
#119
0 Frags +

PRISM HUD UPDATED
-removed the scope again. Valve didn't patch it well. The disabler vpk will still disable this.

uyScutiJarateKingCLEAN TF2 UPDATED
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.

What do the new VPKs do exactly? Do they help performance?

Stylistic choices. You may get an extremely minimal performance increase from the unadditives, though I'm pretty sure you wouldn't get any fps bonus even if it was thousands of materials getting changed instead of 2.

The more specific details are in the readme.

nopephlog & quick fix particle tweaking? they still lag me to shit :S
so do the lower res fire particles as well though
ty for everything dude

Afaik the main lag issue with those expensive particles is how the particle systems are handled, instead of just the drawing of each individual material. Clean tf2 currently only disables the second.

And unless I didn't port it right, the no unusual effects mod's method to stop dealing with particle effects doesn't work on the quick-fix for sv_pure, unfortunately. Someone else might know something I don't, but it's not possible for me, unfortunately.

[b]PRISM HUD UPDATED[/b]
-removed the scope again. Valve didn't patch it well. The disabler vpk will still disable this.

[quote=uyScuti][quote=JarateKing][b]CLEAN TF2 UPDATED[/b]
-added a short readme that describes all the files
-added _killfeed_scoreboard_icon_removal.vpk
-added _unadditive_damage_indicator.vpk
-added _unadditive_sniper_dot.vpk

Those three new vpk's are nitpicks and are not for everyone but if you want it, you have it.
If anyone's got any suggestions I'd love to try them out.[/quote]

What do the new VPKs do exactly? Do they help performance?[/quote]
Stylistic choices. You may get an extremely minimal performance increase from the unadditives, though I'm pretty sure you wouldn't get any fps bonus even if it was thousands of materials getting changed instead of 2.

The more specific details are in the readme.

[quote=nope]phlog & quick fix particle tweaking? they still lag me to shit :S
so do the lower res fire particles as well though
ty for everything dude[/quote]
Afaik the main lag issue with those expensive particles is how the particle systems are handled, instead of just the drawing of each individual material. Clean tf2 currently only disables the second.

And unless I didn't port it right, the no unusual effects mod's method to stop dealing with particle effects doesn't work on the quick-fix for sv_pure, unfortunately. Someone else might know something I don't, but it's not possible for me, unfortunately.
120
#120
0 Frags +

Fair enough, makes sense. Thank you for trying, and for all the other stuff you've fixed, it really does noticeably improve my framerate (until a pyro walks into the room... not that it's any worse than before then lol)

Fair enough, makes sense. Thank you for trying, and for all the other stuff you've fixed, it really does noticeably improve my framerate (until a pyro walks into the room... not that it's any worse than before then lol)
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