Huck says "I just downloaded this thread and its very clean looking. big fan of your work" - You can silence the individual but you cannot silence the ideal for which he stands for
EDIT: cl_hud_minmode 1 is the culprit; hud_minmode causes the vpk's to incorrectly load (or not load at all) on anything higher than sv_pure 0. if you load your hud normally and then apply hud_minmode, the vpk's will still work until you restart the game. this seems to be the easiest statement i can make, but i'm interested as to why keeping dxlevel in my launch options while hud_minmode is enabled allows the vpks to work.
just confirmed that it clearly is a config issue. backing up my config folder, creating a new one by launching the game fresh again, specifying the dxlevel, and then removing the dxlevel from the launch options still allows the vpks (mainly, particle_removal) to work in sv_pure 1 (haven't tried higher yet). i just need to figure out what convar (or combination of convars) is causing the vpks to improperly load past sv_pure 0.
just confirmed that it clearly is a config issue. backing up my config folder, creating a new one by launching the game fresh again, specifying the dxlevel, and then removing the dxlevel from the launch options still allows the vpks (mainly, particle_removal) to work in sv_pure 1 (haven't tried higher yet). i just need to figure out what convar (or combination of convars) is causing the vpks to improperly load past sv_pure 0.
JarateKing-added _tracer_removal.vpk as a little hotfix to remove tracers while viewmodel_fov -360 is broken
The patch from the 11th fixes it, and this hotfix is no longer needed as far as I can tell:
Valve- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.
The patch from the 11th fixes it, and this hotfix is no longer needed as far as I can tell:
[quote=Valve]- Added convar r_drawtracers_firstperson to disable the drawing of first person bullet tracer particles
- Fixed a client crash related to extreme viewmodel_fov settings
- The viewmodel_fov convar is now clamped to valid values. Users who were using this to hide the viewmodel and tracers should use r_drawtracers_firstperson 0 and r_drawviewmodel 0 to achieve the same effect.[/quote]
Dose anyone else wish that sv_pure was removed from every source game?
Is anyone else getting problems with any of the vpks not working on sv_pure 2? Specifically unlit_players doesn't seem to be loading for me. It's not a huge thing but I really enjoyed using it.
_KermitIs anyone else getting problems with any of the vpks not working on sv_pure 2?.
sv_pure 2?
ZalohDose anyone else wish that sv_pure was removed from every source game?
You must like green players and transparent walls.
You must like green players and transparent walls.
nobelharvards_KermitIs anyone else getting problems with any of the vpks not working on sv_pure 2? Specifically unlit_players doesn't seem to be loading for me. It's not a huge thing but I really enjoyed using it.
JarateKing specifically states in the opening post that the world texture mods do not require preloading, but props and player model texture mods will require preloading, unfortunately.
Only solution, until they make a map specifically for preloading, is to join a pub with sv_pure 0, then join your scrim or match server.
Or just load the map up yourself offline.
JarateKing specifically states in the opening post that the world texture mods do not require preloading, but props and player model texture mods will require preloading, unfortunately.
Only solution, until they make a map specifically for preloading, is to join a pub with sv_pure 0, then join your scrim or match server.[/quote]
Or just load the map up yourself offline.
nobelharvardsnopeOr just load the map up yourself offline.
That would not work unless you added bots, since you would need to preload the character models.
Although now that you say that, you have planted a seed of doubt in my mind...
Idk, maybe it preloads on yourself. I don't know for sure, I load up an offline map (without bots) first 80% of the time but I never notice anything wrong with playermodel lighting anyway. Maybe I'm blind. It's just something to try.
That would not work unless you added bots, since you would need to preload the character models.
Although now that you say that, you have planted a seed of doubt in my mind...[/quote]
Idk, maybe it preloads on yourself. I don't know for sure, I load up an offline map (without bots) first 80% of the time but I never notice anything wrong with playermodel lighting anyway. Maybe I'm blind. It's just something to try.
To preload player models, all you need to do is join. You don't need to switch classes or add bots or anything, all the player models get loaded at once instead of when they exist like on props.
As for _Kermit's issue specifically, if you're not preloading, it will not work, as was said. As well, if you got rid of your _unlit vpk's and now fully use _unlit_nofog (how's that working by the way, better fps?) playermodels will not become unlit, because I'm dumb I forgot to make an _unlit_nofog_playermodels.
As for _Kermit's issue specifically, if you're not preloading, it will not work, as was said. As well, if you got rid of your _unlit vpk's and now fully use _unlit_nofog (how's that working by the way, better fps?) playermodels will not become unlit, because I'm dumb I forgot to make an _unlit_nofog_playermodels.
for some reason the _unlit_playermodels is changing my hats color in game, what i mean is that i have the All-Father for soldier painted as black and in game it shows it as white, and it shows my Silver Botkiller Rocket Launcher as Gold botkiller, is it only for me ? and how do i fix that ?
s0rexfor some reason the _unlit_playermodels is changing my hats color in game, what i mean is that i have the All-Father for soldier painted as black and in game it shows it as white, and it shows my Silver Botkiller Rocket Launcher as Gold botkiller, is it only for me ? and how do i fix that ?
I've gotten that too, it's pretty weird, especially as nohats removes the head from botkillers, it just reappears and as the wrong colour.
Cheers for the heads up JarateKing, I guess I wasn't preloading the models properly. I must have been joining an sv_pure 1/2 server first and not realising.
I've gotten that too, it's pretty weird, especially as nohats removes the head from botkillers, it just reappears and as the wrong colour.
Cheers for the heads up JarateKing, I guess I wasn't preloading the models properly. I must have been joining an sv_pure 1/2 server first and not realising.
i get a decent amount of fps drops using this hud, is this normal, it is quite a big hud
Quick question about editing surfaceproperties. I want the dust removal, but I don't want to always sound like I'm walking on metal, so how do I edit that out? Also, it seems that it removes bullet holes as well. How do I take all that out and keep the dust removal?
s0rexfor some reason the _unlit_playermodels is changing my hats color in game, what i mean is that i have the All-Father for soldier painted as black and in game it shows it as white, and it shows my Silver Botkiller Rocket Launcher as Gold botkiller, is it only for me ? and how do i fix that ?
^
so no one knows how to fix that ?
^
so no one knows how to fix that ?
to answer my own question in case anyone else needs the answer
Mr_Harvardi get a decent amount of fps drops using this hud, is this normal, it is quite a big hud
the fps drops are from the heavy amount of refracting and masking vtfs used, paired with my shitty computer, altho, if u pair it with the cleantf2 the drops are basically fixed so, jarkin thought of everything :D
[quote=Mr_Harvard]i get a decent amount of fps drops using this hud, is this normal, it is quite a big hud[/quote]
the fps drops are from the heavy amount of refracting and masking vtfs used, paired with my shitty computer, altho, if u pair it with the cleantf2 the drops are basically fixed so, jarkin thought of everything :D
s0rexs0rexfor some reason the _unlit_playermodels is changing my hats color in game, what i mean is that i have the All-Father for soldier painted as black and in game it shows it as white, and it shows my Silver Botkiller Rocket Launcher as Gold botkiller, is it only for me ? and how do i fix that ?^
so no one knows how to fix that ?
As a side-effect for changing the shader to a cheaper one than normal, some effects like vmt-based colors (paints and I guess botkiller silverness) get pretty messed up.
There's no real fix for it except for not using _unlit_playermodels unfortunately, since the mod works entirely by changing to that cheaper shader.
HuggesQuick question about editing surfaceproperties. I want the dust removal, but I don't want to always sound like I'm walking on metal, so how do I edit that out? Also, it seems that it removes bullet holes as well. How do I take all that out and keep the dust removal?
Removing the //'s before each of the steps & related sound things should remove the all-metal footsteps, and changing the "gamematerial" in default from "-" to "I" should get rid of the dust while keeping bullet holes. Pretty sure http://etf2l.org/forum/customise/topic-27554/page-1/ will do what you want.
^
so no one knows how to fix that ?[/quote]
As a side-effect for changing the shader to a cheaper one than normal, some effects like vmt-based colors (paints and I guess botkiller silverness) get pretty messed up.
There's no real fix for it except for not using _unlit_playermodels unfortunately, since the mod works entirely by changing to that cheaper shader.
[quote=Hugges]Quick question about editing surfaceproperties. I want the dust removal, but I don't want to always sound like I'm walking on metal, so how do I edit that out? Also, it seems that it removes bullet holes as well. How do I take all that out and keep the dust removal?[/quote]
Removing the //'s before each of the steps & related sound things should remove the all-metal footsteps, and changing the "gamematerial" in default from "-" to "I" should get rid of the dust while keeping bullet holes. Pretty sure http://etf2l.org/forum/customise/topic-27554/page-1/ will do what you want.
When I extract the misc_removal vpk to see what files it changed, it includes something to do with the minigun muzzleflash, but in-game unless I'm missing something, nothing seems to have changed. Is it meant to completely remove the muzzleflash?
ripWhen I extract the misc_removal vpk to see what files it changed, it includes something to do with the minigun muzzleflash, but in-game unless I'm missing something, nothing seems to have changed. Is it meant to completely remove the muzzleflash?
When I removed that, I was working by a "remove first, see what happens later" philosophy. I'm almost sure that it removes the old beta muzzleflash, even if that is no longer used by the game. Not the most elegant but no harm in it either.
When I removed that, I was working by a "remove first, see what happens later" philosophy. I'm almost sure that it removes the old beta muzzleflash, even if that is no longer used by the game. Not the most elegant but no harm in it either.
pretty sure tf2 doesnt support higher than dx 98
could be set on dx8 by default?
could be set on dx8 by default?
JarateKingripWhen I extract the misc_removal vpk to see what files it changed, it includes something to do with the minigun muzzleflash, but in-game unless I'm missing something, nothing seems to have changed. Is it meant to completely remove the muzzleflash?When I removed that, I was working by a "remove first, see what happens later" philosophy. I'm almost sure that it removes the old beta muzzleflash, even if that is no longer used by the game. Not the most elegant but no harm in it either.
I see, thanks.
When I removed that, I was working by a "remove first, see what happens later" philosophy. I'm almost sure that it removes the old beta muzzleflash, even if that is no longer used by the game. Not the most elegant but no harm in it either.[/quote]
I see, thanks.
Mr_Harvardpretty sure tf2 doesnt support higher than dx 98
could be set on dx8 by default?
Fixed it. I didn't realize my launch options had dxlevel 81.
could be set on dx8 by default?[/quote]
Fixed it. I didn't realize my launch options had dxlevel 81.
Is there a way to tell which vpks I've already installed? What would happen if I installed more than once?
_Ghost_Is there a way to tell which vpks I've already installed? What would happen if I installed more than once?
Look in your custom folder, if you tried to copy the vpks in again windows would warn you about overwriting the files.
Look in your custom folder, if you tried to copy the vpks in again windows would warn you about overwriting the files.
What are the unlit_nofog vpks for? Is it ok to use those with the regular unlits?
_Ghost_What are the unlit_nofog vpks for? Is it ok to use those with the regular unlits?
They're alternative vpk's that should improve fps with some added parameters, but I don't know if they're actually helping any and it's possible that those added parameters are already done by changing the shader and would just become slightly bigger files. I can't see any difference on my laptop, but I'm hoping either for someone with a different gpu to confirm it increases fps over regular _unlit or enough time will pass to just assume that there's no difference for anyone.
They change all the same files, so your game won't break or anything when using regular _unlits, but only one of them would be used so having both is pointless.
They're alternative vpk's that should improve fps with some added parameters, but I don't know if they're actually helping any and it's possible that those added parameters are already done by changing the shader and would just become slightly bigger files. I can't see any difference on my laptop, but I'm hoping either for someone with a different gpu to confirm it increases fps over regular _unlit or enough time will pass to just assume that there's no difference for anyone.
They change all the same files, so your game won't break or anything when using regular _unlits, but only one of them would be used so having both is pointless.
JarateKing_Ghost_What are the unlit_nofog vpks for? Is it ok to use those with the regular unlits?They're alternative vpk's that should improve fps with some added parameters, but I don't know if they're actually helping any and it's possible that those added parameters are already done by changing the shader and would just become slightly bigger files. I can't see any difference on my laptop, but I'm hoping either for someone with a different gpu to confirm it increases fps over regular _unlit or enough time will pass to just assume that there's no difference for anyone.
They change all the same files, so your game won't break or anything when using regular _unlits, but only one of them would be used so having both is pointless.
Do you know which vpk is making certain textures black, such as the cart in payload?
They're alternative vpk's that should improve fps with some added parameters, but I don't know if they're actually helping any and it's possible that those added parameters are already done by changing the shader and would just become slightly bigger files. I can't see any difference on my laptop, but I'm hoping either for someone with a different gpu to confirm it increases fps over regular _unlit or enough time will pass to just assume that there's no difference for anyone.
They change all the same files, so your game won't break or anything when using regular _unlits, but only one of them would be used so having both is pointless.[/quote]
Do you know which vpk is making certain textures black, such as the cart in payload?