This is the product of Valve's unnecessary and, quite frankly, ridiculous forced settings (FOVs that aren't even set to at least 60 ?_?). Adding that up to their apparent lack of consideration towards the community who is trying their hardest to get the game to thrive (and their staff that only shows up to make a single "funny" post in a thread that shows how to get around those exact same ridiculous forced settings, instead of addressing bugs and issues with the game's memory leaks, for example) it "forces" people to find ways to get around those same restrictions so the user experience isn't as bad as it is right now.
This wouldn't be necessary if they weren't so secretive and reclusive about their reasons behind locking these settings instead of letting them be tweaked to a reasonable extent by anyone.
This is the product of Valve's unnecessary and, quite frankly, ridiculous forced settings (FOVs that aren't even set to at least 60 ?_?). Adding that up to their apparent lack of consideration towards the community who is trying their hardest to get the game to thrive (and their staff that only shows up to make a single "funny" post in a thread that shows how to get around those exact same ridiculous forced settings, instead of addressing bugs and issues with the game's memory leaks, for example) it "forces" people to find ways to get around those same restrictions so the user experience isn't as bad as it is right now.
This wouldn't be necessary if they weren't so secretive and reclusive about their reasons behind locking these settings instead of letting them be tweaked [i]to a reasonable extent[/i] by anyone.
Are you guys fucking serious.
Turning off viewmodels used to be a fucking option in the advanced options menu. It was SUPPORTED by Valve.
This is cheating in the same way that FPS configs are cheating. Just because it isn't directly allowed by Valve doesn't mean it's necessarily cheating. This isn't an exploit, it's a design flaw in Valve's system. If they make it so that their sv_pure 2 whitelist doesn't allow viewmodel animations anymore this method is dead in the water, although actual mods will be caught in the crossfire and the casual community will be very upset too.
If you still at your heart think using a feature we were able to use a week ago, for half a decade, is cheating, cool. Don't use this. Be my guest.
Are you guys fucking serious.
Turning off viewmodels used to be a fucking option in the advanced options menu. It was SUPPORTED by Valve.
This is cheating in the same way that FPS configs are cheating. Just because it isn't directly allowed by Valve doesn't mean it's necessarily cheating. This isn't an exploit, it's a design flaw in Valve's system. If they make it so that their sv_pure 2 whitelist doesn't allow viewmodel animations anymore this method is dead in the water, although actual mods will be caught in the crossfire and the casual community will be very upset too.
If you still at your heart think using a feature we were able to use a week ago, for half a decade, is cheating, cool. Don't use this. Be my guest.
Just to be 100% safe, you can't get VAC or ESEA banned if you use this... right?
Just to be 100% safe, you can't get VAC or ESEA banned if you use this... right?
StevieJust to be 100% safe, you can't get VAC or ESEA banned if you use this... right?
It's just a model replacement. You won't get VAC banned. Whether or not ESEA bans this is up to them but it would be a league rule and not an anticheat violation. Keep in mind that they don't ban r_drawviewmodel in the first place.
I definitely found some questionable shit while developing this though that could get me VAC banned. I'll probably email Eric with the exploits in a bit.
[quote=Stevie]Just to be 100% safe, you can't get VAC or ESEA banned if you use this... right?[/quote]
It's just a model replacement. You won't get VAC banned. Whether or not ESEA bans this is up to them but it would be a league rule and not an anticheat violation. Keep in mind that they don't ban r_drawviewmodel in the first place.
I definitely found some questionable shit while developing this though that could get me VAC banned. I'll probably email Eric with the exploits in a bit.
yttriumStevieJust to be 100% safe, you can't get VAC or ESEA banned if you use this... right?
It's just a model replacement. You won't get VAC banned. Whether or not ESEA bans this is up to them but it would be a league rule and not an anticheat violation. Keep in mind that they don't ban r_drawviewmodel in the first place.
I definitely found some questionable shit while developing this though that could get me VAC banned. I'll probably email Eric with the exploits in a bit.
you mean something involving malformed animations files?
[quote=yttrium][quote=Stevie]Just to be 100% safe, you can't get VAC or ESEA banned if you use this... right?[/quote]
It's just a model replacement. You won't get VAC banned. Whether or not ESEA bans this is up to them but it would be a league rule and not an anticheat violation. Keep in mind that they don't ban r_drawviewmodel in the first place.
I definitely found some questionable shit while developing this though that could get me VAC banned. I'll probably email Eric with the exploits in a bit.[/quote]
you mean something involving malformed animations files?
Gemmellnessyou mean something involving malformed animations files?
Yeah... On the first page:
yttriumI saw some funny shit while making this though. Did you know that in listen servers if you set a scattergun to have 5 frames of animation instead of 37 frames, its actual ingame reload speed goes up 700%?
[quote=Gemmellness]you mean something involving malformed animations files?[/quote]
Yeah... On the first page:
[quote=yttrium]I saw some funny shit while making this though. Did you know that in listen servers if you set a scattergun to have 5 frames of animation instead of 37 frames, its actual ingame reload speed goes up 700%?[/quote]
TBH smaka is not wrong. Now with that said I think there is some wiggle room when it comes to the viewmodels just because they have been unlocked for the past 9 years. But we are still exploiting the system.
TBH smaka is not wrong. Now with that said I think there is some wiggle room when it comes to the viewmodels just because they have been unlocked for the past 9 years. But we are still exploiting the system.
Yeah as much as I like viewmodels off, just the whole sentence of "it's not an exploit, it's a design flaw" is just weird. All exploits are design flaws, the very definition of it is a bug or glitch (which are design flaws) used to gain an advantage the developer didn't intend.
Yeah as much as I like viewmodels off, just the whole sentence of "it's not an exploit, it's a design flaw" is just weird. All exploits are design flaws, the very definition of it is a bug or glitch (which are design flaws) used to gain an advantage the developer didn't intend.
Could we have some screenshots if its possible?
Could we have some screenshots if its possible?
biskuitCould we have some screenshots if its possible?
I don't see how screenshots will really help. It just hides your viewmodel like r_drawviewmodel does, but it works in competitive servers. I'll probably throw a video together though, in a few days when I'm back home (on vacation atm), to demonstrate how it works per-weapon and not per-class or per-slot.
[quote=biskuit]Could we have some screenshots if its possible?[/quote]
I don't see how screenshots will really help. It just hides your viewmodel like r_drawviewmodel does, but it works in competitive servers. I'll probably throw a video together though, in a few days when I'm back home (on vacation atm), to demonstrate how it works per-weapon and not per-class or per-slot.
Just added support for the Soldier. Let me know what you think.
I want to get Demo and Medic done tonight, the rest of the classes can wait until I'm home from vacation.
Just added support for the Soldier. Let me know what you think.
I want to get Demo and Medic done tonight, the rest of the classes can wait until I'm home from vacation.
til that there are people who don't like the mini viewmodels
til that there are people who don't like the mini viewmodels
Mukhtar1til that there are people who don't like the mini viewmodels
https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s
[quote=Mukhtar1]til that there are people who don't like the mini viewmodels[/quote]
https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s
yttriumMukhtar1til that there are people who don't like the mini viewmodels
https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s
I'm glad I'm not the only one who gets his aim thrown off by the minmode viewmodels (and the original viewmodels too). The day I turned off viewmodels is the day I started aiming with the crosshair rather than the weapon and got better.
[quote=yttrium][quote=Mukhtar1]til that there are people who don't like the mini viewmodels[/quote]
https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s[/quote]
I'm glad I'm not the only one who gets his aim thrown off by the minmode viewmodels (and the original viewmodels too). The day I turned off viewmodels is the day I started aiming with the crosshair rather than the weapon and got better.
do demoman next my man the minmode viewmodels frustrate me on that class
do demoman next my man the minmode viewmodels frustrate me on that class
I've got the demo working but I'm running into weird bugs with both the demo and soldier where the melee animations are seriously messed up. Not sure what's going on. It's weird because the Scout doesn't have any issues, everything works absolutely flawlessly.
I've got the demo working but I'm running into weird bugs with both the demo and soldier where the melee animations are seriously messed up. Not sure what's going on. It's weird because the Scout doesn't have any issues, everything works absolutely flawlessly.
yttriumbiskuitCould we have some screenshots if its possible?
I don't see how screenshots will really help. It just hides your viewmodel like r_drawviewmodel does, but it works in competitive servers. I'll probably throw a video together though, in a few days when I'm back home (on vacation atm), to demonstrate how it works per-weapon and not per-class or per-slot.
Oh I see, I thought it was just different viewmodels.
[quote=yttrium][quote=biskuit]Could we have some screenshots if its possible?[/quote]
I don't see how screenshots will really help. It just hides your viewmodel like r_drawviewmodel does, but it works in competitive servers. I'll probably throw a video together though, in a few days when I'm back home (on vacation atm), to demonstrate how it works per-weapon and not per-class or per-slot.[/quote]
Oh I see, I thought it was just different viewmodels.
biskuitOh I see, I thought it was just different viewmodels.
They're technically different view "models", but they look the same when you actually have a viewmodel.
[quote=biskuit]
Oh I see, I thought it was just different viewmodels.[/quote]
They're technically different view "models", but they look the same when you actually have a viewmodel.
Alright, so a status update. I've been working on the Demo and Soldier animations. The Demo animations are done, and the Soldier animations are already released, but with both of them I've run into a really weird bug where the melee animations are rotated to face a different direction for around 80% of their playtime, and I've been having a lot of trouble figuring it out because it doesn't occur with the Scout viewmodels. Well, I tried decompiling and recompiling the Demo viewmodel without any of my modifications, and it's occurring there, too, which means the following:
- On the up side, it's not an issue with any of my modifications and they should be working perfectly. This also means that all of the things I thought I was having trouble with regarding this entire scripting language in the first place actually weren't issues and my grasp on this language is actually good.
- The bad news is that my entire workflow is now not going to work because the compiler I'm using isn't doing something right. This either means that I have to find the flag in the compiler that will fix the issues I'm having, or I'm going to need to set up an entirely different workflow for this mod.
I'll be driving home from vacation all day tomorrow and won't be able to work at all, so if I can't figure something out in the next hour or two I probably won't be able to get back to all of this until sometime Sunday. Sorry for the bad news all.
EDIT: I figured it out and will be publishing Demo and Soldier stuff tonight. I might get around to Medic as well. For those curious, it's a bug with recent versions of Crowbar at the time of decompile that sometimes rotates decompiled models by 90 degrees to the left. I reverted from 0.34 to 0.27 and the issue went away, so now I just have to re-decompile all of my files, apply my changes, and re-compile them. Not a problem and won't take much time - the real time involved is figuring out which animation files do what.
EDIT2: Turns out the Scout animations were affected by this bug too, but to a much lesser extent. While his melee animations worked fine, the inspect animations were being rotated which caused them to take a minute to render, and it's also why the shortstop push animation wasn't working even though I wanted it to. This will all be fixed with my release tonight.
Alright, so a status update. I've been working on the Demo and Soldier animations. The Demo animations are done, and the Soldier animations are already released, but with both of them I've run into a really weird bug where the melee animations are rotated to face a different direction for around 80% of their playtime, and I've been having a lot of trouble figuring it out because it doesn't occur with the Scout viewmodels. Well, I tried decompiling and recompiling the Demo viewmodel without any of my modifications, and it's occurring there, too, which means the following:
[list]
[*] On the up side, it's not an issue with any of my modifications and they should be working perfectly. This also means that all of the things I thought I was having trouble with regarding this entire scripting language in the first place actually weren't issues and my grasp on this language is actually good.
[*] The bad news is that my entire workflow is now not going to work because the compiler I'm using isn't doing something right. This either means that I have to find the flag in the compiler that will fix the issues I'm having, or I'm going to need to set up an entirely different workflow for this mod.
[/list]
I'll be driving home from vacation all day tomorrow and won't be able to work at all, so if I can't figure something out in the next hour or two I probably won't be able to get back to all of this until sometime Sunday. Sorry for the bad news all.
EDIT: I figured it out and will be publishing Demo and Soldier stuff tonight. I might get around to Medic as well. For those curious, it's a bug with recent versions of Crowbar at the time of decompile that sometimes rotates decompiled models by 90 degrees to the left. I reverted from 0.34 to 0.27 and the issue went away, so now I just have to re-decompile all of my files, apply my changes, and re-compile them. Not a problem and won't take much time - the real time involved is figuring out which animation files do what.
EDIT2: Turns out the Scout animations were affected by this bug too, but to a much lesser extent. While his melee animations worked fine, the inspect animations were being rotated which caused them to take a minute to render, and it's also why the shortstop push animation wasn't working even though I wanted it to. This will all be fixed with my release tonight.
I wish Valve would get the fucking memo.
We want viewmodel control.
I wish Valve would get the fucking memo.
We want viewmodel control.
Just pushed the update that adds Demo and Medic support and fixes all of the existing issues with Scout and Soldier.
Enjoy guys!
Just pushed the update that adds Demo and Medic support and fixes [b]all[/b] of the existing issues with Scout and Soldier.
Enjoy guys!
Is it possible to just have every single viewmodel disabled? No idea if that's difficult or easy but if that was doable I'll kiss you.
Also, you are a god.
Hallelujah the messiah has been fucking reborn.
Is it possible to just have every single viewmodel disabled? No idea if that's difficult or easy but if that was doable I'll kiss you.
Also, you are a god.
Hallelujah the messiah has been fucking reborn.
So is this the path to the fix that I've been waiting on forever which lets you have viewmodels 0 on spy, but still see if your watch is out, but without having to layer up transparent viewmodel textures making a big blur and cutting off MotD?
Amazing man :0
Are you doing this in the same way that you'd make custom animations or is there a different level of something going on
So is this the path to the fix that I've been waiting on forever which lets you have viewmodels 0 on spy, but still see if your watch is out, but without having to layer up transparent viewmodel textures making a big blur and cutting off MotD?
Amazing man :0
Are you doing this in the same way that you'd make custom animations or is there a different level of something going on
actually woolen, yes. this is your fix in theory.- haven't looked at spy yet but that's the plan.
I'm literally editing the animation files with notepad instead of animation software like Blender. Other than that it's the same.
actually woolen, yes. this is your fix in theory.- haven't looked at spy yet but that's the plan.
I'm literally editing the animation files with notepad instead of animation software like Blender. Other than that it's the same.
Yeah for real this is better than having to script all my freaking things to turn view models off for certain weapons
Yeah for real this is better than having to script all my freaking things to turn view models off for certain weapons
can you make a file with only Soldier and Scout viewmodels hidden? I prefer having vm on the other classes as they switch weapons all the time
can you make a file with only Soldier and Scout viewmodels hidden? I prefer having vm on the other classes as they switch weapons all the time
I was actually wondering why the files need to be in one vpk.
Is it possible to have one for each class? In the end you'd only need like four vpk's per class, assuming that everyone wants to see melee, and then people can have any combination of viewmodels they want without you needing to fulfill request :)
Great job btw yttrium!
I was actually wondering why the files need to be in one vpk.
Is it possible to have one for each class? In the end you'd only need like four vpk's per class, assuming that everyone wants to see melee, and then people can have any combination of viewmodels they want without you needing to fulfill request :)
Great job btw yttrium!