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Prism HUD & Clean TF2
posted in Customization
121
#121
0 Frags +

I like the idea of cleaning up and simplifying tf2, but is there a way i can tweak your version to not include the flat textures of the map? My depth perception is so off from it. I'd like to keep the particle changes and stuff though.

I like the idea of cleaning up and simplifying tf2, but is there a way i can tweak your version to not include the flat textures of the map? My depth perception is so off from it. I'd like to keep the particle changes and stuff though.
122
#122
1 Frags +
vanillaI like the idea of cleaning up and simplifying tf2, but is there a way i can tweak your version to not include the flat textures of the map? My depth perception is so off from it. I'd like to keep the particle changes and stuff though.

Download it again, he seperated it all

[quote=vanilla]I like the idea of cleaning up and simplifying tf2, but is there a way i can tweak your version to not include the flat textures of the map? My depth perception is so off from it. I'd like to keep the particle changes and stuff though.[/quote]
Download it again, he seperated it all
123
#123
1 Frags +

With Prism hud, there appears to be no Quickplay which makes me sad. But, I really like the choice of green in this Hud, if you incorporate more of it in the next release it would look pretty sexy imo

Also, Fogs crosshairs would be very nice

Also, last damage done would be displayed on both your screen and the enemy player

With Prism hud, there appears to be no Quickplay which makes me sad. But, I really like the choice of green in this Hud, if you incorporate more of it in the next release it would look pretty sexy imo

Also, Fogs crosshairs would be very nice


Also, last damage done would be displayed on both your screen and the enemy player
124
#124
1 Frags +
kounterpartsWith Prism hud, there appears to be no Quickplay which makes me sad.

Click Play/another tab. Esc. Enter. Quickplay menu should pop up.

[quote=kounterparts]With Prism hud, there appears to be no Quickplay which makes me sad. [/quote]
Click Play/another tab. Esc. Enter. Quickplay menu should pop up.
125
#125
1 Frags +
kounterpartsWith Prism hud, there appears to be no Quickplay which makes me sad. But, I really like the choice of green in this Hud, if you incorporate more of it in the next release it would look pretty sexy imo

Also, Fogs crosshairs would be very nice

Also, last damage done would be displayed on both your screen and the enemy player

It's a bit long coming because school's been rough recently, but quickplay should be in the next update. Probably an option of more green too, once the modding system gets reworked.

Fog's crosshairs can be found within resource/ui/base_customs/crosshairs.res

The damage account can be disabled through 4plug currently.

[quote=kounterparts]With Prism hud, there appears to be no Quickplay which makes me sad. But, I really like the choice of green in this Hud, if you incorporate more of it in the next release it would look pretty sexy imo

Also, Fogs crosshairs would be very nice

Also, last damage done would be displayed on both your screen and the enemy player[/quote]
It's a bit long coming because school's been rough recently, but quickplay should be in the next update. Probably an option of more green too, once the modding system gets reworked.

Fog's crosshairs can be found within resource/ui/base_customs/crosshairs.res

The damage account can be disabled through 4plug currently.
126
#126
1 Frags +

http://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.

http://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.
127
#127
0 Frags +
Maka_Albarnhttp://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.

closecaption 1 in console, I'm not sure about the viewmodels

[quote=Maka_Albarn]http://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.[/quote]

closecaption 1 in console, I'm not sure about the viewmodels
128
#128
1 Frags +
Maka_Albarnhttp://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.

How exactly are the viewmodels not working?

If it's a fully white screen, you'd have to type -dxlevel 91 into your launch options.
If it's just not enabled, you'd have to go to tf/cfg/prismhud.txt and change pcfg_vmalpha=0 to pcfg_vmalpha=1

To enable hurt notifications / closecaptions, you'd need to type into console prh_cc_default

[quote=Maka_Albarn]http://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.[/quote]
How exactly are the viewmodels not working?

If it's a fully white screen, you'd have to type -dxlevel 91 into your launch options.
If it's just not enabled, you'd have to go to tf/cfg/prismhud.txt and change pcfg_vmalpha=0 to pcfg_vmalpha=1

To enable hurt notifications / closecaptions, you'd need to type into console prh_cc_default
129
#129
0 Frags +
JarateKingMaka_Albarnhttp://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.
How exactly are the viewmodels not working?

If it's a fully white screen, you'd have to type -dxlevel 91 into your launch options.
If it's just not enabled, you'd have to go to tf/cfg/prismhud.txt and change pcfg_vmalpha=0 to pcfg_vmalpha=1

To enable hurt notifications / closecaptions, you'd need to type into console prh_cc_default

Thanks! Works now

[quote=JarateKing][quote=Maka_Albarn]http://i.imgur.com/9pKhU7B.png

Transparent viewmodels and Notifications of player being hurt is not working for me.[/quote]
How exactly are the viewmodels not working?

If it's a fully white screen, you'd have to type -dxlevel 91 into your launch options.
If it's just not enabled, you'd have to go to tf/cfg/prismhud.txt and change pcfg_vmalpha=0 to pcfg_vmalpha=1

To enable hurt notifications / closecaptions, you'd need to type into console prh_cc_default[/quote]

Thanks! Works now
130
#130
5 Frags +

Hey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?

http://i.imgur.com/vmjRZ7B.jpg]

http://i.imgur.com/rUShY6R.jpg

edit: also, looks like every game from my library is fucked

http://i.imgur.com/gHARKc5.jpg

Hey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?
[img]http://i.imgur.com/vmjRZ7B.jpg][/img]
[img]http://i.imgur.com/rUShY6R.jpg[/img]

edit: also, looks like every game from my library is fucked
[img]http://i.imgur.com/gHARKc5.jpg[/img]
131
#131
3 Frags +
fooqpHey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?
edit: also, looks like every game from my library is fucked

GPU tweak?

Clean tf2 wouldn't even be doing something similar if it applied to completely different games like borderlands.

[quote=fooqp]Hey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?
edit: also, looks like every game from my library is fucked[/quote]
GPU tweak?

Clean tf2 wouldn't even be doing something similar if it applied to completely different games like borderlands.
132
#132
0 Frags +
JarateKingfooqpHey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?
edit: also, looks like every game from my library is fucked
GPU tweak?

yes! thanks alot. just noticed these textures caused by RadeonPro

[quote=JarateKing][quote=fooqp]Hey. I have a trouble. Looks like these textures now in Dota and CS:GO. How i can fix that?
edit: also, looks like every game from my library is fucked[/quote]
GPU tweak?
[/quote]

yes! thanks alot. just noticed these textures caused by RadeonPro
133
#133
0 Frags +

Im having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.

Im having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.
134
#134
2 Frags +
kounterpartsIm having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.

I was able to get it oriented, but the crosshair is a bit smaller (was 24px big, now 20px). It works for the dot crosshair so I assume it'll work for any other of fog's crosshairs (and you could probably do the exact same with the konr wings).

FogNew
	{
		"controlName" "CExLabel"
		"fieldName" "FogNew"
		"visible" "1"
		"enabled" "1"
		"zpos" "0"

		"xpos" "c-103"
		"ypos" "c-100"
		"wide" "202"
		"tall" "200"

		"font" "Crosshairs20"
		"labelText" "3"
		"textAlignment" "center"

		"fgcolor" "phGreen"
	}

Tell me if you still run into any problems.

[quote=kounterparts]Im having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.[/quote]
I was able to get it oriented, but the crosshair is a bit smaller (was 24px big, now 20px). It works for the dot crosshair so I assume it'll work for any other of fog's crosshairs (and you could probably do the exact same with the konr wings).
[code]FogNew
{
"controlName" "CExLabel"
"fieldName" "FogNew"
"visible" "1"
"enabled" "1"
"zpos" "0"

"xpos" "c-103"
"ypos" "c-100"
"wide" "202"
"tall" "200"

"font" "Crosshairs20"
"labelText" "3"
"textAlignment" "center"

"fgcolor" "phGreen"
}[/code]Tell me if you still run into any problems.
135
#135
0 Frags +
JarateKingkounterpartsIm having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.I was able to get it oriented, but the crosshair is a bit smaller (was 24px big, now 20px). It works for the dot crosshair so I assume it'll work for any other of fog's crosshairs (and you could probably do the exact same with the konr wings).
FogNew
	{
		"controlName" "CExLabel"
		"fieldName" "FogNew"
		"visible" "1"
		"enabled" "1"
		"zpos" "0"

		"xpos" "c-103"
		"ypos" "c-100"
		"wide" "202"
		"tall" "200"

		"font" "Crosshairs20"
		"labelText" "3"
		"textAlignment" "center"

		"fgcolor" "phGreen"
	}
Tell me if you still run into any problems.

Thanks so much, I just had to move some Wide and Talls around after I copy pasted that code, for anyone in the same problem as I, this should fix it.

FogNew
    {
"controlName" "CExLabel"
"fieldName" "FogNew"
"visible" "1"
"enabled" "1"
"zpos" "0"

"xpos" "c-103"
"ypos" "c-100"
"wide" "207"
"tall" "203"

"font" "Crosshairs20"
"labelText" "c"
"textAlignment" "center"

"fgcolor" "phGreen"

	}
[quote=JarateKing][quote=kounterparts]Im having issues centering, Im using the 1920x1080 mode, but I run TF2 Natively at 1842x1028 at a 16:9 Ratio, and no matter the vaules the crosshair just never seems to be center. Would changing the X and Y Pos, rather than getting them as close to the center try moving them away and adjusting height and width that way? Sorry if it seems like Im clueless because I am lol.[/quote]
I was able to get it oriented, but the crosshair is a bit smaller (was 24px big, now 20px). It works for the dot crosshair so I assume it'll work for any other of fog's crosshairs (and you could probably do the exact same with the konr wings).
[code]FogNew
{
"controlName" "CExLabel"
"fieldName" "FogNew"
"visible" "1"
"enabled" "1"
"zpos" "0"

"xpos" "c-103"
"ypos" "c-100"
"wide" "202"
"tall" "200"

"font" "Crosshairs20"
"labelText" "3"
"textAlignment" "center"

"fgcolor" "phGreen"
}[/code]Tell me if you still run into any problems.[/quote]
Thanks so much, I just had to move some Wide and Talls around after I copy pasted that code, for anyone in the same problem as I, this should fix it.[code]FogNew
{
"controlName" "CExLabel"
"fieldName" "FogNew"
"visible" "1"
"enabled" "1"
"zpos" "0"

"xpos" "c-103"
"ypos" "c-100"
"wide" "207"
"tall" "203"

"font" "Crosshairs20"
"labelText" "c"
"textAlignment" "center"

"fgcolor" "phGreen"

}[/code]
136
#136
0 Frags +

hello is it possible to make a vpk to downscale the textures to look like mat_picmip 4? like this: https://www.dropbox.com/s/s90qa31jff2ryd4/Sk%C3%A6rmbillede%202015-01-30%2014.41.53.png?dl=0
yes i know you can do this with nvidea inspektor but it would most likely look alot better

hello is it possible to make a vpk to downscale the textures to look like mat_picmip 4? like this: https://www.dropbox.com/s/s90qa31jff2ryd4/Sk%C3%A6rmbillede%202015-01-30%2014.41.53.png?dl=0
yes i know you can do this with nvidea inspektor but it would most likely look alot better
137
#137
0 Frags +
tobshello is it possible to make a vpk to downscale the textures to look like mat_picmip 4? like this: https://www.dropbox.com/s/s90qa31jff2ryd4/Sk%C3%A6rmbillede%202015-01-30%2014.41.53.png?dl=0
yes i know you can do this with nvidea inspektor but it would most likely look alot better

Without doing an exploit to completely replace the texture (which if I went with that, could just make flat textures always work), I don't believe it's possible.

How the flat textures mod works and looks all grainey on sv_pure 2 is by making the regular textures (which are usually either 512x512 or 1024x1024 pixels) take up as much space as a 4x4 texture. To get them blurred like mat_picmip, you'd need the opposite to happen, with smaller textures taking up the same amount of space as default, which afaik is not possible without fully replacing the materials and blurring the large texture itself to fake it.

[quote=tobs]hello is it possible to make a vpk to downscale the textures to look like mat_picmip 4? like this: https://www.dropbox.com/s/s90qa31jff2ryd4/Sk%C3%A6rmbillede%202015-01-30%2014.41.53.png?dl=0
yes i know you can do this with nvidea inspektor but it would most likely look alot better[/quote]
Without doing an exploit to completely replace the texture (which if I went with that, could just make flat textures always work), I don't believe it's possible.

How the flat textures mod works and looks all grainey on sv_pure 2 is by making the regular textures (which are usually either 512x512 or 1024x1024 pixels) take up as much space as a 4x4 texture. To get them blurred like mat_picmip, you'd need the opposite to happen, with smaller textures taking up the same amount of space as default, which afaik is not possible without fully replacing the materials and blurring the large texture itself to fake it.
138
#138
3 Frags +

UPDATED CLEAN TF2
-added _flat_skybox_blue.vpk and _flat_skybox_white.vpk
-added _unlit_nofog vpk's, I don't know if they affect fps positively, negatively, or at all, so they're options for now. Should remove fog and make fire particles look a lot nicer, as the two main things.

Exams have just ended though so I should be able to work on more things more often. I've got some new things I want to try out, and should finally be able to finish up moving prism hud options to ingame settings, so expect more soon.

[b]UPDATED CLEAN TF2[/b]
-added _flat_skybox_blue.vpk and _flat_skybox_white.vpk
-added _unlit_nofog vpk's, I don't know if they affect fps positively, negatively, or at all, so they're options for now. Should remove fog and make fire particles look a lot nicer, as the two main things.

Exams have just ended though so I should be able to work on more things more often. I've got some new things I want to try out, and should finally be able to finish up moving prism hud options to ingame settings, so expect more soon.
139
#139
0 Frags +

How possible would it be to put the sniper scope stuff into a different HUD?

How possible would it be to put the sniper scope stuff into a different HUD?
140
#140
1 Frags +
brooky12How possible would it be to put the sniper scope stuff into a different HUD?

http://teamfortress.tv/thread/22021/remove-sniper-scope

Just follow the direction is the original post, and the below post is an update for it, just follow the directions for both.

http://teamfortress.tv/thread/22021/remove-sniper-scope/?page=3#81

[quote=brooky12]How possible would it be to put the sniper scope stuff into a different HUD?[/quote]

http://teamfortress.tv/thread/22021/remove-sniper-scope

Just follow the direction is the original post, and the below post is an update for it, just follow the directions for both.

http://teamfortress.tv/thread/22021/remove-sniper-scope/?page=3#81
141
#141
3 Frags +

Also, am I the only one that doesn't like flat textures? I find it difficult to distinguish the terrain elevation sometimes. I prefer to use low picmip through nvidia inspector.

Also, am I the only one that doesn't like flat textures? I find it difficult to distinguish the terrain elevation sometimes. I prefer to use low picmip through nvidia inspector.
142
#142
0 Frags +

I don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.

I don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.
143
#143
2 Frags +
SuperfuzzI don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.

At least from my testing, because of _unlit_playermodels.vpk, spies will appear completely uncloaked whenever they would normally be in some form visible, but still be cloaked whenever they're completely invisible.

So when a spy is cloaking or uncloaking, or you bump into one, or you're on the same team, it'll look like they're not even cloaked. But when the spy is fully invisible, which is where the whole issue would be, the spy would still be fully invisible and Clean TF2 doesn't change that.

[quote=Superfuzz]I don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.[/quote]
At least from my testing, because of _unlit_playermodels.vpk, spies will appear completely uncloaked whenever they would normally be in some form visible, but still be cloaked whenever they're completely invisible.

So when a spy is cloaking or uncloaking, or you bump into one, or you're on the same team, it'll look like they're not even cloaked. But when the spy is fully invisible, which is where the whole issue would be, the spy would still be fully invisible and Clean TF2 doesn't change that.
144
#144
0 Frags +
JarateKingSuperfuzzI don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.At least from my testing, because of _unlit_playermodels.vpk, spies will appear completely uncloaked whenever they would normally be in some form visible, but still be cloaked whenever they're completely invisible.

So when a spy is cloaking or uncloaking, or you bump into one, or you're on the same team, it'll look like they're not even cloaked. But when the spy is fully invisible, which is where the whole issue would be, the spy would still be fully invisible and Clean TF2 doesn't change that.

That makes sense. Still feels a little cheap, but at least it's not as broken as I originally thought.

[quote=JarateKing][quote=Superfuzz]I don't know if it was a bug/glitch, or if it was because of clean tf2... but i think i can see cloaked spies. I'm gonna try to do some more testing and see if that's really the case, but I was pubbing and I *think* there were some spies that were cloaked, but I saw them as completely normal.[/quote]
At least from my testing, because of _unlit_playermodels.vpk, spies will appear completely uncloaked whenever they would normally be in some form visible, but still be cloaked whenever they're completely invisible.

So when a spy is cloaking or uncloaking, or you bump into one, or you're on the same team, it'll look like they're not even cloaked. But when the spy is fully invisible, which is where the whole issue would be, the spy would still be fully invisible and Clean TF2 doesn't change that.[/quote]

That makes sense. Still feels a little cheap, but at least it's not as broken as I originally thought.
145
#145
6 Frags +

UPDATED CLEAN TF2
-_particle_removal.vpk got that constant error spew in console fixed, may or may not increase/decrease fps
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken

Also I'm starting work on a preload map, to get the more obscure things (bleed overlay mostly) removed without having to take the effort of getting it to show up normally on sv_pure 0 before it works on sv_pure 2. Expect it eventually :P

[b]UPDATED CLEAN TF2[/b]
-_particle_removal.vpk got that constant error spew in console fixed, may or may not increase/decrease fps
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken

Also I'm starting work on a preload map, to get the more obscure things (bleed overlay mostly) removed without having to take the effort of getting it to show up normally on sv_pure 0 before it works on sv_pure 2. Expect it eventually :P
146
#146
3 Frags +
JarateKingUPDATED CLEAN TF2
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken

Can I personally thank you for this?
Meaning that we no longer need to use viewmodel fov 0.05 or 0.01 with the sparks?
And this is only on the user yes? so our tracers aren't seen but opposing players are visible unlike the sniper dot replacement I hope.

[quote=JarateKing][b]UPDATED CLEAN TF2[/b]
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken
[/quote]

Can I personally thank you for this?
Meaning that we no longer need to use viewmodel fov 0.05 or 0.01 with the sparks?
And this is only on the user yes? so our tracers aren't seen but opposing players are visible unlike the sniper dot replacement I hope.
147
#147
3 Frags +
SakiIsaJarateKingUPDATED CLEAN TF2
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken

Can I personally thank you for this?
Meaning that we no longer need to use viewmodel fov 0.05 or 0.01 with the sparks?
And this is only on the user yes? so our tracers aren't seen but opposing players are visible unlike the sniper dot replacement I hope.

Unfortunately it removes all tracers, including other players', because it's just a simple material edit. It's the best I could do. And from the bit of testing I did with it, some spark particles will still hang around, but I plan on fixing that tomorrow.

[quote=SakiIsa][quote=JarateKing][b]UPDATED CLEAN TF2[/b]
-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken
[/quote]

Can I personally thank you for this?
Meaning that we no longer need to use viewmodel fov 0.05 or 0.01 with the sparks?
And this is only on the user yes? so our tracers aren't seen but opposing players are visible unlike the sniper dot replacement I hope.[/quote]
Unfortunately it removes all tracers, including other players', because it's just a simple material edit. It's the best I could do. And from the bit of testing I did with it, some spark particles will still hang around, but I plan on fixing that tomorrow.
148
#148
1 Frags +
Unfortunately it removes all tracers, including other players', because it's just a simple material edit. It's the best I could do. And from the bit of testing I did with it, some spark particles will still hang around, but I plan on fixing that tomorrow.

Fiddlesticks.
Well keep up the good work man

[quote]Unfortunately it removes all tracers, including other players', because it's just a simple material edit. It's the best I could do. And from the bit of testing I did with it, some spark particles will still hang around, but I plan on fixing that tomorrow.[/quote]

Fiddlesticks.
Well keep up the good work man
149
#149
1 Frags +

Hyped for the next Prism HUD update :D

EDIT: Also, Im having issues gettting transparent viewmodels to work. I just doesnt work, no white screen, and I cant seem to find where the Hud Player Status is in the Hudlayout.res files. help pls

Hyped for the next Prism HUD update :D

EDIT: Also, Im having issues gettting transparent viewmodels to work. I just doesnt work, no white screen, and I cant seem to find where the Hud Player Status is in the Hudlayout.res files. help pls
150
#150
1 Frags +

for the clean tf2 vpks to work in sv_pure 1 or higher, i need to keep my -dxlevel specified in my launch options. this doesn't really make a lot of sense, but i can clearly see one of the effects of specifying your dxlevel is that alt-tabbing back INTO tf2 is extremely delayed, with the screen appearing black for a bit before anything happens. i don't mean to imply that correlation proves causation, but there clearly is a connection with the launch option and my config settings.

my custom folder only has your vpk's in it right now. if necessary, i'd be glad to post my autoconfig and config files.
i've tried setting the read/write permissions for the folder & its files on and off in different combinations, but none of them seem to help. to reiterate, the only thing that seems to allow my clean tf2 vpks to stick in sv_pure 1 or higher is by keeping the dxlevel specified in the launch options.

in essence, i'm sure specifying dx_level also causes similar postconditions as to specifying autoconfig, but i'm not sure where the fault with my config lies.

what could be going on?

for the clean tf2 vpks to work in sv_pure 1 or higher, i need to keep my -dxlevel specified in my launch options. this doesn't really make a lot of sense, but i can clearly see one of the effects of specifying your dxlevel is that alt-tabbing back INTO tf2 is extremely delayed, with the screen appearing black for a bit before anything happens. i don't mean to imply that correlation proves causation, but there clearly is a connection with the launch option and my config settings.

my custom folder only has your vpk's in it right now. if necessary, i'd be glad to post my autoconfig and config files.
i've tried setting the read/write permissions for the folder & its files on and off in different combinations, but none of them seem to help. to reiterate, the only thing that seems to allow my clean tf2 vpks to stick in sv_pure 1 or higher is by keeping the dxlevel specified in the launch options.

in essence, i'm sure specifying dx_level also causes similar postconditions as to specifying autoconfig, but i'm not sure where the fault with my config lies.

what could be going on?
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