Listen I installed this a while ago and just kept it, and now the uninstaller isnt getting rid of it. "Looking for previous install... None found. No need for uninstall."
I even tried reinstalling and reuninstalling but I am getting this error when trying to reinstall:
http://puu.sh/qBsz7/e249e60acc.png
edit2: he explained it better
Listen I installed this a while ago and just kept it, and now the uninstaller isnt getting rid of it. "Looking for previous install... None found. No need for uninstall."
I even tried reinstalling and reuninstalling but I am getting this error when trying to reinstall:
[img]http://puu.sh/qBsz7/e249e60acc.png[/img]
edit2: he explained it better
EXC0Listen I installed this a while ago and just kept it, and now the uninstaller isnt getting rid of it. "Looking for previous install... None found. No need for uninstall."
I even tried reinstalling and reuninstalling but I am getting this error when trying to reinstall:
http://puu.sh/qBsz7/e249e60acc.png
I honestly just want to get rid of it now : (
solved this over steam
for those having any issues:
- open regedit and delete the key at HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path
- go to Team Fortress 2\tf\custom and delete compviewmodels.vpk
- make sure your Team Fortress 2, tf, and custom folders are all not set to read-only
- relaunch the installer and try again
FreudAfter some further playing around, I found that neither 1.0 nor 1.2 hide the spies PDA, even when set to do so. Both versions will hide the engineers build and destroy PDAs.
I also feel I should clarify that I never tried the 1.1 installer, so it could have the same issues as 1.2 for all I know. I never had any issues with the 1.0 installer.
No versions hide the PDA, the functionality just isn't there yet. Spy animations are handled a bit differently than every other animation so that the spy can have both a PDA and weapon out at the same time - I'm not sure I'll ever be able to figure out how this works, but maybe I will. For now you can't disable the PDAs though.
[quote=EXC0]Listen I installed this a while ago and just kept it, and now the uninstaller isnt getting rid of it. "Looking for previous install... None found. No need for uninstall."
I even tried reinstalling and reuninstalling but I am getting this error when trying to reinstall:
[img]http://puu.sh/qBsz7/e249e60acc.png[/img]
I honestly just want to get rid of it now : ([/quote]
solved this over steam
for those having any issues:
[olist]
[*] open regedit and delete the key at HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path
[*] go to Team Fortress 2\tf\custom and delete compviewmodels.vpk
[*] make sure your Team Fortress 2, tf, and custom folders are all [b]not[/b] set to read-only
[*] relaunch the installer and try again
[/olist]
[quote=Freud]After some further playing around, I found that neither 1.0 nor 1.2 hide the spies PDA, even when set to do so. Both versions will hide the engineers build and destroy PDAs.
I also feel I should clarify that I never tried the 1.1 installer, so it could have the same issues as 1.2 for all I know. I never had any issues with the 1.0 installer.[/quote]
No versions hide the PDA, the functionality just isn't there yet. Spy animations are handled a bit differently than every other animation so that the spy can have both a PDA and weapon out at the same time - I'm not sure I'll ever be able to figure out how this works, but maybe I will. For now you can't disable the PDAs though.
Do you realise that by PDA I mean disguise kit? Rereading my comment I realise that this isn't clear, and it sounds like when you say PDA you mean invis watch.
To clarify, neither 1.0 nor 1.2 hide the spies disguise kit, even when set to do so. Neither version has the option to hide the invis watch, and I wouldn't want to hide it anyway.
Do you realise that by PDA I mean disguise kit? Rereading my comment I realise that this isn't clear, and it sounds like when you say PDA you mean invis watch.
To clarify, neither 1.0 nor 1.2 hide the spies disguise kit, even when set to do so. Neither version has the option to hide the invis watch, and I wouldn't want to hide it anyway.
Oh sorry. Disguise Kit should be hidden and I probably just messed up the filenames in the program. I'll eventually get around to fixing it, I'm away for a bit (again).
Oh sorry. Disguise Kit should be hidden and I probably just messed up the filenames in the program. I'll eventually get around to fixing it, I'm away for a bit (again).
To sum up current situation, we can use it both in casual and competitive but for the last option we need to preload the changes by testing them (choosing the classes and weapons) beforehand?
To sum up current situation, we can use it both in casual and competitive but for the last option we need to preload the changes by testing them (choosing the classes and weapons) beforehand?
for both options you need to preload.
for both options you need to preload.
yttriumfor both options you need to preload.
Ok, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?
[quote=yttrium]for both options you need to preload.[/quote]
Ok, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?
ayyOk, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?
The default config files you have in your cfg folder should work fine. You just need to join the map, and the mod is preloaded. You don't need to join any specific class or have any specific loadout.
If you want, I actually made a quick map in hammer that helps with preloading: preload_room (older version). It's a very small file size, and it should load much faster than itemtest. On top of that, as soon as you join it, it kicks you (that way you don't have to disconnect yourself).
On top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.
[quote=ayy]
Ok, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?[/quote]
The default config files you have in your cfg folder should work fine. You just need to join the map, and the mod is preloaded. You don't need to join any specific class or have any specific loadout.
If you want, I actually made a quick map in hammer that helps with preloading: [url=https://www.dropbox.com/s/8kh8nmjah1ix45y/preload_room_old.bsp?dl=0]preload_room[/url] (older version). It's a very small file size, and it should load much faster than itemtest. On top of that, as soon as you join it, it kicks you (that way you don't have to disconnect yourself).
On top of that, if you want to load any map on game startup, all you have to do is put "[b]+map [filename][/b]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "[b]+map preload_room[/b]" in, and it'll start your game on that map.
CarnayyOk, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?
The default config files you have in your cfg folder should work fine. You just need to join the map, and the mod is preloaded. You don't need to join any specific class or have any specific loadout.
If you want, I actually made a quick map in hammer that helps with preloading: preload_room It's a very small file size, and it should load much faster than itemtest. On top of that, as soon as you join it, it kicks you (that way you don't have to disconnect yourself).
On top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.
Awesome, thanks for the work. Should be added to the main topic :)
[quote=Carn][quote=ayy]
Ok, what's the needed config the "map itemtest" localhost server should have (simple server console commands) so that this process is as efficient (fast) as possible?[/quote]
The default config files you have in your cfg folder should work fine. You just need to join the map, and the mod is preloaded. You don't need to join any specific class or have any specific loadout.
If you want, I actually made a quick map in hammer that helps with preloading: [url=https://www.dropbox.com/s/swgl0x110jatxi2/preload_room.bsp?dl=0]preload_room[/url] It's a very small file size, and it should load much faster than itemtest. On top of that, as soon as you join it, it kicks you (that way you don't have to disconnect yourself).
On top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.[/quote]
Awesome, thanks for the work. Should be added to the main topic :)
CarnOn top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.
Does +map preload_room in launch options do the same thing as map preload_room in autoexec.cfg?
[quote=Carn]On top of that, if you want to load any map on game startup, all you have to do is put "+map [filename]" into your launch options for tf2. So to load that map and get these animations on startup, just go to your tf2 properties > launch options, and put "+map preload_room" in, and it'll start your game on that map.[/quote]
Does [b]+map preload_room[/b] in launch options do the same thing as [b]map preload_room[/b] in autoexec.cfg?
I get an error box then the installer gets stuck on 'extracting files'. what do? Would post the error msg but its quite long
I get an error box then the installer gets stuck on 'extracting files'. what do? Would post the error msg but its quite long
BilbertDoes +map preload_room in launch options do the same thing as map preload_room in autoexec.cfg?
As far as I know, yeah. Putting it in launch options just means that if you try to run any alternate versions of the game, then the map won't load on those versions (unlike autoexec).
[quote=Bilbert]
Does [b]+map preload_room[/b] in launch options do the same thing as [b]map preload_room[/b] in autoexec.cfg?[/quote]
As far as I know, yeah. Putting it in launch options just means that if you try to run any alternate versions of the game, then the map won't load on those versions (unlike autoexec).
Would using this: http://gamebanana.com/maps/188565 plus "map_background preloader" let the mod work on most servers? I picked it over the one you posted because i dont know how map_background works with disconnects
Would using this: http://gamebanana.com/maps/188565 plus "map_background preloader" let the mod work on most servers? I picked it over the one you posted because i dont know how map_background works with disconnects
WoolenSleeveletWould using this: http://gamebanana.com/maps/188565 plus "map_background preloader" let the mod work on most servers? I picked it over the one you posted because i dont know how map_background works with disconnects
Yeah, that should work fine, and is actually probably a better solution.
I also made an updated version of preload_room that doesn't kick you. This takes up even less space and should load, at the very least, a tiny bit faster than preloader.
So you can either put "map_background preload_room" into your autoexec, or have "+map_background preload_room" in the launch options.
[quote=WoolenSleevelet]Would using this: http://gamebanana.com/maps/188565 plus "map_background preloader" let the mod work on most servers? I picked it over the one you posted because i dont know how map_background works with disconnects[/quote]
Yeah, that should work fine, and is actually probably a better solution.
I also made an updated version of [url=https://www.dropbox.com/s/swgl0x110jatxi2/preload_room.bsp?dl=0]preload_room[/url] that doesn't kick you. This takes up even less space and should load, at the very least, a tiny bit faster than preloader.
So you can either put "[b]map_background preload_room[/b]" into your autoexec, or have "[b]+map_background preload_room[/b]" in the launch options.
i'm going to go test this on a bunch of different servers then and come back with the results
EDIT:
itemtest - works perfectly
sv_pure 1 casual pub - works perfectly
sv_pure 2 MGE server - works perfectly
sv_pure 2 lobby serveme.tf server - works perfectly (presumably using etf2l config, didn't check)
sv_pure 2 6s scrim - works perfectly
sv_pure 2 hl scrim - works perfectly
sv_pure 2 hl mix - works perfectly
looks like there's no real downside beyond the initial load time to using map_background preload_room, have yet to have any problems at all with the mod
i'm going to go test this on a bunch of different servers then and come back with the results
EDIT:
itemtest - works perfectly
sv_pure 1 casual pub - works perfectly
sv_pure 2 MGE server - works perfectly
sv_pure 2 lobby serveme.tf server - works perfectly (presumably using etf2l config, didn't check)
sv_pure 2 6s scrim - works perfectly
sv_pure 2 hl scrim - works perfectly
sv_pure 2 hl mix - works perfectly
looks like there's no real downside beyond the initial load time to using map_background preload_room, have yet to have any problems at all with the mod
Having done some more testing with version 1.2, I found that demoknight swords are not hidden correctly.
The draw and swing animations are hidden, but the rest of the time, the viewmodel is shown.
To clarify, when switching to the sword, the viewmodel is hidden. Once the draw animation is complete, the viewmodel is shown. When the sword is swung, the viewmodel is hidden, and once the swing animation is complete, the viewmodel is shown again.
This doesn't apply to the Persian Persuader, but does apply to all other swords (I do not own a Horseless Headless Horsemann's Headtaker, so could not test it, but I tested all the others).
Having done some more testing with version 1.2, I found that demoknight swords are not hidden correctly.
The draw and swing animations are hidden, but the rest of the time, the viewmodel is shown.
To clarify, when switching to the sword, the viewmodel is hidden. Once the draw animation is complete, the viewmodel is shown. When the sword is swung, the viewmodel is hidden, and once the swing animation is complete, the viewmodel is shown again.
This doesn't apply to the Persian Persuader, but does apply to all other swords (I do not own a Horseless Headless Horsemann's Headtaker, so could not test it, but I tested all the others).
Make it so you can choose to hide or show rescue ranger.
Make it so you can choose to hide or show rescue ranger.
WoolenSleeveleti'm going to go test this on a bunch of different servers then and come back with the results
EDIT:
itemtest - works perfectly
sv_pure 1 casual pub - works perfectly
sv_pure 2 MGE server - works perfectly
sv_pure 2 lobby serveme.tf server - works perfectly (presumably using etf2l config, didn't check)
sv_pure 2 6s scrim - works perfectly
sv_pure 2 hl scrim - works perfectly
sv_pure 2 hl mix - works perfectly
looks like there's no real downside beyond the initial load time to using map_background preload_room, have yet to have any problems at all with the mod
The one issue is that you have to preload the mod on a sv_pure 0 server like a local server
[quote=WoolenSleevelet]i'm going to go test this on a bunch of different servers then and come back with the results
EDIT:
itemtest - works perfectly
sv_pure 1 casual pub - works perfectly
sv_pure 2 MGE server - works perfectly
sv_pure 2 lobby serveme.tf server - works perfectly (presumably using etf2l config, didn't check)
sv_pure 2 6s scrim - works perfectly
sv_pure 2 hl scrim - works perfectly
sv_pure 2 hl mix - works perfectly
looks like there's no real downside beyond the initial load time to using map_background preload_room, have yet to have any problems at all with the mod[/quote]
The one issue is that you have to preload the mod on a sv_pure 0 server like a local server
I was so excited that you made this, but then it doesn't work on macs so I cried. Please, if you could adapt ti to work on macs, I would be forever grateful.
I was so excited that you made this, but then it doesn't work on macs so I cried. Please, if you could adapt ti to work on macs, I would be forever grateful.
The mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?
The mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?
FreudThe mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?
Hey Freud, yttrium already offered to make a mod file that will work with macs. thanks for the help though!
[quote=Freud]The mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?[/quote]
Hey Freud, yttrium already offered to make a mod file that will work with macs. thanks for the help though!
MaribuFreudThe mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?
Hey Freud, yttrium already offered to make a mod file that will work with macs. thanks for the help though!
anyone can make it for you
just list what options you want. what shown/hidden for each class
[quote=Maribu][quote=Freud]The mod works on all platforms, it is only the installer that is Windows specific. Which weapons do you want hidden?[/quote]
Hey Freud, yttrium already offered to make a mod file that will work with macs. thanks for the help though![/quote]
anyone can make it for you
just list what options you want. what shown/hidden for each class
I'm experiencing random crashes while running this mod. When I hop onto a casual server, the mod works perfectly and I could run the game for around 10 to 15 minutes before suddenly crashing to desktop with no error messages. I do not have any mods and am using Comanglia's FPS config. I am also using Carn's preload_room map to allow me to use the mod on valve servers. Anyone can help me out with this?
I'm experiencing random crashes while running this mod. When I hop onto a casual server, the mod works perfectly and I could run the game for around 10 to 15 minutes before suddenly crashing to desktop with no error messages. I do not have any mods and am using Comanglia's FPS config. I am also using Carn's preload_room map to allow me to use the mod on valve servers. Anyone can help me out with this?
RuyutoI'm experiencing random crashes while running this mod. When I hop onto a casual server, the mod works perfectly and I could run the game for around 10 to 15 minutes before suddenly crashing to desktop with no error messages. I do not have any mods and am using Comanglia's FPS config. I am also using Carn's preload_room map to allow me to use the mod on valve servers. Anyone can help me out with this?
does it happen without comanglia's? (be sure to refer to comanglia's thread on how to uninstall, removing the cfg does NOT uninstall)
[quote=Ruyuto]I'm experiencing random crashes while running this mod. When I hop onto a casual server, the mod works perfectly and I could run the game for around 10 to 15 minutes before suddenly crashing to desktop with no error messages. I do not have any mods and am using Comanglia's FPS config. I am also using Carn's preload_room map to allow me to use the mod on valve servers. Anyone can help me out with this?[/quote]
does it happen without comanglia's? (be sure to refer to comanglia's thread on how to uninstall, removing the cfg does NOT uninstall)
Can someone just explain to me quick how to get this working again.
I've tried to follow carn's method.
Do these screenshots look right?
http://imgur.com/a/xOYNn
Can someone just explain to me quick how to get this working again.
I've tried to follow carn's method.
Do these screenshots look right?
http://imgur.com/a/xOYNn
If that doesn't work just try +map_background as a launch option
If that doesn't work just try +map_background as a launch option
oh I think I just realized what it might be
sv_allow_point_servercommand always
try putting that in your autoexec before the map load command
oh I think I just realized what it might be
[code]sv_allow_point_servercommand always[/code]
try putting that in your autoexec before the map load command