silentes s42
https://www.youtube.com/watch?v=jT-19UAH_3A
Account Details | |
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SteamID64 | 76561198108250545 |
SteamID3 | [U:1:147984817] |
SteamID32 | STEAM_0:1:73992408 |
Country | Belgium |
Signed Up | May 3, 2015 |
Last Posted | April 20, 2025 at 1:19 PM |
Posts | 1681 (0.5 per day) |
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In-game Sensitivity | 30cm/360? changes |
Windows Sensitivity | |
Raw Input | 1 |
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Been messing around a bit more.
- Seems there's no invis watch/dead ringer options?
- Been getting the "texture quality too high" crash a couple times playing online. I'm currently testing a fix by dismantling the vpk and removing everything that isn't the animations (preload_room, preload cfg, etc)
I won't be looking to center everything, but I've been trying to find a setup that works for scout and soldier. neither are perfect and it depends on your viewmodel_fov (mine is currently 80) and whether or not you use minimal viewmodels. I've been going back and forth between having minimal viewmodels on and off. The advantage of using high Y and Z pos (see below) is that this doesn't change a lot so it hopefully didn't result in inconsistencies
starting point for centring scatterguns and scout pistolposition: -12 15 15
rotation -2 1 -6
I copied the scattergun values to pistol and called it a day. Pistol needs most work still.
starting point for centring soldier stuffstock RL position: -8 15 15 seems to center the stock rocket launcher. needs rotation values still
original position: 0 15 15 obv doesn't need centring, but including this for the Y and Z pos consistency
shotgun position: -8 15 15 centers stock shotguns (also for engi, pyro, heavy)
X_position is most important. Y_ and Z_position I recommend keeping the same number. higher values move it down and make it smaller. Once your position is the way you want it for your settings, figure out rotation using the references provided by a_horse. For me it helped holding the palm of my hand horizontally and following the motion shown in the reference pictures to figure out the purpose of each value
scout settings (viewmodel_fov 80, tf_use_min_viewmodels 1) example clip
short video
Mostly to demonstrate centered viewmodels for some of the easy to center weapons (x pos -8 for stock shotguns, flamethrower, smg, flareguns, etc. Other weapons I haven't figured out yet because I'd need to mess around with the rotations)
Also the instant backstab animation is nice (not a game changer but quite helpful)
https://www.youtube.com/watch?v=mweRvNSGdgs
some feedback
Class settings are currently stored and edited like this, with the variables stored on the far right
https://i.imgur.com/PbRfELy.png
This means you can't copy paste xyz values from other weapons (I got some corrupt VPKs at first until I figured that out)
Maybe having one &::original followed by the xyz values etc until you encounter &::shotguns would be more practical? but idk the limitations of the language and the current implementation so you'd be the better judge of that
edit: also for anyone messing around with tf_viewmodels_offset_override x y z to find some configuration, that axis is oriented differently. I believe it translates to
X_position = offset y
Y_position = offset x
Z_position = offset -z
https://logs.tf/3236027
OZF S34 grand finals map 2
alias "weaponthree" "slot3;r_drawviewmodel 1"
to
alias "weaponthree" "slot3;r_drawviewmodel 1;MW2"
add MW2. right now there is no rebind when you press e for melee.
So whether it switches to slot1 or slot2 depends on the weapon you had equipped before.
by adding MW2 you add the slot1 rebind everytime
Seems like that spy/engi config in post #1 will have the same issue.
Except there it'll happen for slot 2 (which is on e there)
jnkidemo bugs on update
It's unavoidable afaik but im no mapper
a workaround is knowing the date of the demo
find the map version of snakewater from that date
in tf\maps replace the updated snakewater_final1 with the older version
then play the demo and the map will be using the "correct" version
https://www.youtube.com/watch?v=L3nA9Yymevw
bit of feedback concerning the changes to one of the spawndoors on last
also a suggestion I forgot:
if you add an obstacle like a small wooden crate on the container you block part of the sniper sightline from dropdown which should make it better to hold that side as medic
https://i.imgur.com/s3VVUvf.png
https://www.youtube.com/c/officerreekz/videos
officerreekz uploads random VODs. mostly NA invite players, but also some EU players if you scroll down a bit
https://www.twitch.tv/videos/1514731274
recent NA LAN. Idk how long that VOD will remain up unless it's already highlighted. Should give you an idea of what the current names in NA are to look out for
Insomnia, an EU LAN, is happening at the end of August
And there's always VODs on https://www.twitch.tv/rglgg https://www.twitch.tv/teamfortresstv etc
https://clips.twitch.tv/SpeedyRespectfulAnteaterDxCat-SR4-LMneVGyaQQ2W
https://clips.twitch.tv/AggressiveCarefulTroutHoneyBadger-k6OntDVB7NzsdDrg
https://clips.twitch.tv/GoldenSassyBaconHoneyBadger-gcYYUHHjn7QTE6t0