The Nose Candy Horrific style causes an invisible pyro head in both Headsfeet and Stock Headsfeet btw.
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SteamID64 | 76561198046222392 |
SteamID3 | [U:1:85956664] |
SteamID32 | STEAM_0:0:42978332 |
Country | United States |
Signed Up | January 31, 2015 |
Last Posted | September 19, 2020 at 11:40 PM |
Posts | 84 (0 per day) |
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Thanks you for updating this, considering how long this has been around its cool to still see it supported. Looking forward to trying out the experimental headhandsfeet.
springrollsThis new version of HeadsFeet (which I've called Stock HeadsFeet because I'm creative) instead replaces the cosmetic's model with the stock class model, making the cosmetic not appear at all while avoiding the problem of the invisible bodygroup. Here's a screenshot to illustrate what I mean.
https://steamuserimages-a.akamaihd.net/ugc/1485579442571638632/357ACBAD10E71F4C06BD73A9B5622BA1E947D253/
This method comes with the downside of much larger file sizes, this vpk is approximately now the size of a very large map (150k KB). This downside unfortunately makes it much less likely that a mod to create full stock models will be feasible; I've played around with it a bit and have already reached in excess of 3GB before deciding that it probably wasn't worth it.
I'm not sure if youre aware but nohats bgum aims to do the same thing in replacing non-default cosmetics with defaults. Given their vpk is about half the size for all hats I'd guess theyre using a different method, maybe theres something useful there. I will say I've noticed that sometimes bgum seems to show hats randomly that appear to be removed when testing later, at least it did last I remember using it. Bgum says it works via recompiling with the default hat
dongSleeGOD i just want this to work for the Cowmangler! Why is it so complicated!!!The cow mangler doesnt have a file
I'm pretty sure it does have a file, called tf_weapon_particle_cannon, but I'm also pretty sure making changes to that doesnt work for whatever reason.
You can find a download for it and the other stock weapon scripts in post #178 but I'm not sure what if any of the weapon scripts have been updated in the base game since that dump. I also dont actually remember how to convert them from the extracted .ctx files to the actually useful(editable) .txt files.
Store page buttons seem to be invisible. When you first open it you can kinda see one button hidden under an item. https://i.imgur.com/SSwvexJ.png
Also noticed valve servers moving the chat box which can be prevented by adding this to hudanimations_7hud.txt (i added it to the bottom and it works, not sure if that matters)
event CompetitiveGame_LowerChatWindow
{
}
event CompetitiveGame_RestoreChatWindow
{
}
event HudTournament_MoveChatWindow
{
}
ratawardoikuhttps://www.dropbox.com/s/3j8n81vl6my45h3/particlesfinal.zip (the flamethrower one)
credits to mu
not exactly sure where do I put these
The folder structure to install these should look like tf/custom/AnyFolderName/particles/particlefile.pcf
The flame ones do work(on sv_pure 0 servers), and its a more convenient than repackaging your core vpks and shouldnt cause you to crash if you join other servers(the mod just wont work). Some of the other particles though... the sticky particles are a bit much to say the least...
ratawarfollow this guide
https://steamcommunity.com/sharedfiles/filedetails/?id=918708716
It explains how to compile large vpk files into several pieces. The original series go from 0 to 20 but with my modified VPK the series compile themselves into 0-12 somehow, I do not have an explanation, I just know it works as I intended.
Thanks, this worked perfectly for me. Good to know for packaging larger mods.
ratawarI don't know how it would work with unusual effects, I can inform you that my method makes my game instantly crash everytime I play casual bugging several models before closing itself, but since I almost never play it I don't mind too much, not sure how sv_pure levels work, I tried to change those offline to test but never got to understand if they were actually changed, or what the difference between 0 / 1 / 2 was. Probably I did something wrong when picking what files to delete before recompiling, or maybe a file validation error.
I had the same experience. They worked when I loaded an sv_pure 0 local server and crashed joining casual. I was curious if this method worked like nohats where you couldnt really mod them so much as outright delete them, looks like it doesnt though.
The sv_pure setting, and I'm not an expert here, are basically a list of certain important game assets. On sv_pure 2 only the base files originally supposed to be there can be used, mods would be ignored(and changes crash your game I guess) On sv_pure 1 those files can be selectively whitelisted by whoever set up the server. I think valve changed the default configuration of the sv_pure 1 whitelist for their servers to be as restrictive as sv_pure 2 which is what broke a shitload of mods for people in the past. On sv_pure 0 its anything goes and custom files can be used freely.
You have to reload the map for the changes to take effect.Say youre in itemtest, pop open the console and type sv_pure 2 then map itemtest. I think some other cvars also needs reloads to take effect but I'm not sure which.
ratawar3. Recompiled the volders in several 000-012 vpks just like the original series
How do you do this step? Also for reference I have tf2_misc_dir.vpk then parts 0 through 20, not 12.
I'd like to test it but dropping the folder on vpk.exe doesnt work for me. Just runs for a while then the cmd window suddenly closes and I cant find any output?
ratawarUpdate: i managed to make it work, here's how:
- Downloaded GCFScape and extracted tf2_misc_dir.vpk from tf folder
- Inside the extracted folder I deleted all pyro-related particles inside particles folder
- Recompiled the volders in several 000-012 vpks just like the original series
- Replaced the original tf2_misc_000/dir.vpk with the ones with particles removed.
And voila, fire disappeared! Can someone confirm if this is legal? i dont wanna get vac'd LOL
Can this method work for unusual effects on sv_pure 1/2?
VolansCan nobody get the resized textures to work? They always turn out black for me.
These vpk here and here (you need both)are what I generated (they only contain the resized flat texture mod). You can download those to confirm if the issue is config or vpk related for you. If you try them make sure to cut and paste your current cleantf2 vpks somewhere else while testing. They work on valve servers for me but are black on sv_pure 0 servers. I'm using Mastercomfig Medium High preset atm.
Edit: If anyone uses resized textures without them turning black in sv_pure 0 I'd appreciate it if they could upload their vpks. (resized flat textures alone are really small in terms of file-size). For me it only happens on a pure 0 local or community server.
Edit, so this is in one place. These cosmetics cause invisible bodygroups in Headsfeet
Sole Saviors removed+invisible feet on Scout and Demo
Robin Walkers removed+invisible feet on Demo, non-removed+visible feet on Scout(i.e. works correctly for Scout)
Nose Candy Horrific Style removed+invisible head on pyro, Happy style is removed and doesnt cause invis head
Thanks for this. Out of curiosity I was getting mostly pitch black surfaces with resized textures in sv_pure 0 local servers and was wondering if there was a command that could fix it. I tried toggling mat_fullbright but no dice.
Not a big deal because personally because I'm fine with plopping sv_pure 1 in my autoexec for local servers 95% of the time, just wondering.
Just get an offset crosshair and let the pills aim themselves. =)
When I see unsubstantiated drek used to criticize a game in one breath followed a litany of alternatives in the other that "players owe it to themselves to spend time with [because of their] higher production quality" that comes off as lashing out at the product to me personally. As a someone writing a review I'd consider their fundamental lack of understanding regarding the item system and other facets of the game to be pretty relevant to their ability to give a review worth the time spent reading it, rather than just a case study of a new player exposed to TF2's obtuse bullshit. Its not as if the game doesnt have plenty flaws to support legitimate criticism.
I didnt say OW is more complex, I just dont feel adding movement acceleration or deceleration would suddenly make OW impenetrable or something. I think theyre pretty intuitive concepts as far as movement goes beyond just fps. I agree TF2 mechanics are complex but not that its completely impossible to grasp and have fun at a basic new player 2fort/dustbowl level. Stuff like engi, medic, and spamming enemies/sentries helped me feel good about my minor impact while getting into the game as a noob. I think TF2, despite making near zero effort to inform new players, manages to have depth without as sharp of a barrier to entry as games like quake, CS, tekken etc. The ability to be annihilated as a new player is there but thats pretty much all competitive games. Movement shooters or other genres having so much depth that they lead to a huge potential skill-gap that makes it more insular the longer it exists isnt inherently a bad to me. Its a tradeoff that is ideally mitigated as much as possible by showing/teaching players which TF2 obviously fails by virtue of not even making an effort.
Tino_Somehow I dont think increasing the fov, enabling quickswitch, and and decreasing the interp is what mikemat was getting at. TF2 has more than those 3 systems and every single one of them doesn't work properly in the first place, or is so outdated it might as well be useless. This guy isn't lashing out at anything, rather he is bringing up valid problems with the game in its current state. The stock UI is garbage, the movement and aim does feel floaty and loose compared to any of the current gen games. The gfx and models look like garbage when compared to anything less than 5 or 6 years old. The micro transactions are an absolute fucking joke, especially when you are not told that you can trade for everything for like 0.30c and instead need to look at single weapons in the store for up to $7.50. There are so many fucking issues with TF2 the fact that he game it a passing grade is actually a surprise.
TF2 doesnt explain fucking anything, and it should at least have a functional 9 class tutorial, I dont disagree at all. However a reviewer being payed to inform readers about a game making broad conclusions about things like movement and microtransactions from thier own lack of knowledge about the systems seems a whole lot like ignorantly lashing out.
The Mann Co Store is archaic at best and actively predatory at worst but the first thing anyone who knows shit about TF2 will say is dont buy anything except a key to go premium. Trading for weapons is a hurdle especially with the excessive steam trade restrictions now but ultimately financially trivial. Reasonable to expect the average player to ask in chat or google any kind of information about spending money on the game before doing so? Probably not. This is however someone writing an article at a reasonably respectable pc gaming outlet. Moreover they are clearly comfortable googling TF2 based on their ability to sum up its esports scene by its total earning rankings. Part of the reason players arent just given every weapon off the get-go is because valve is afraid of overwhelming them. Yes contracts created the perfect system to introduce players to weapons at their desired pace that they have failed to capitalize on completely.
I dont think having acceleration makes TF2's movement unapproachably slippery and I have no idea what makes its aim feel floaty. I think accel is more player friendly than this, just look at the crouch jitter complaints for sniper. To characterize TF2's movement as bad because you suck at it is as absurd as installing Quake Champions and saying strafe jumping and cpma movement are trash because its hard as fuck if you havent been doing it for the last 20 years. Everyone sucks without putting serious effort into it. That game does a pretty shit of explaining its complexities too. That doesnt mean it shouldnt try but explaining how simple looking actions, reliant on minute variable changes in player input interacting with the arcane physics of some game engine, can be used in a complex fashion is a lot harder than press key, poof, have 100% consistently performing ability. The flexibility and depth is what makes the games interesting.
I dont get the ui/graphics complaint, they seem fine from a basic usability standpoint. TF2s cartoony aesthetic still looks nice to me albeit with gaudy cosmetics shitting it up everywhere now. The game is old as fuck, what do you really expect from that department. The matchmaking/play menu itself blows but the default hud seems clear enough and the game is better about not filling your screen with unnecessary crap than a lot of modern titles. TF2 generally doesnt communicate anything to the player beyond the most absolute basic information but I consider that a bigger issue than just ui, I dont see the problem with what is there. Thankfully so much of the lackluster design can be changed or tweaked to taste by the end user, if this was a more modern game you wouldnt be able to customize shit.
TF2 is fucking filled with issues, which arent adressed in any meaningful manner in the article. TF2 needing a working tutorial, better default settings, and way to explicitly convey obscure mechanics like strafing and ramp up arent breaking news to anyone on any tf2 related forum. The only thing of value you can glean from reading the article is how befuddled a close minded new player is left after trying to play it based on their wildly stupid impressions/attempts to push other shooters mid-review.
MikeMatThis game is borderline unplayable on a clean install and yall are surprised someones first impressions of it arent positive?
Somehow I dont think increasing the fov, enabling quickswitch, and and decreasing the interp are going to have a noticeable impact for this guy. I am genuinely unsure if the article is lashing out from total ignorance or the more cynical purposefully inflammatory clickbait route. Either way this is some highly concentrated games journalism.
AoshiIron Bomber (Unbanned)
The projectile is also slightly faster with how the source engine works.
I don't think the projectile speed increase is true. This video(see the panel at 30 seconds) was made after the other sigsegv videos about the Iron Bomber's projectiles. Sigsegv even commented 'nice work' on the first video.
I understand the iron bombers physics model would change its flight characteristics, but the idea is that it isnt actually using its own physics model server-side. If I'm misunderstanding something here I'd be happy to read a clarification.