junior
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SteamID64 76561198869806001
SteamID3 [U:1:909540273]
SteamID32 STEAM_0:1:454770136
Country Czech Republic
Signed Up March 16, 2020
Last Posted September 22, 2024 at 3:34 AM
Posts 60 (0 per day)
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#2072 mastercomfig - fps/customization config in Customization
springrolls8.103.0 changelogAdded periodically forcing re-sync with the server (like the record d;stop fix, but doesn't interfere with any demos!)
Wait this is pretty insane, is this through like a console command or something? Seems pretty useful to do manually in game if you had to.
cmd demorestart // Force a client update
posted about 4 years ago
#1 Completely separate recording/playing setup in Videos

File paths TF2 reads from/writes to are defined in tf\gameinfo.txt . By editing that file you can redirect TF2's read/write paths (idea from here). This is handy for those who render demos with maxquality config/VDMs/extra mods, because it can keep those separate from your normal setup.

Works like this:
You make a new folder next to the tf folder (tf_movie for example) and put all your moviemaking stuff there. It will work just like the regular tf folder.

tf_movie
├ cfg
│ └ config.cfg  < this is the file TF2 saves settings to
├ custom
│ ├ mastercomfig-ultra.vpk
│ └ HUD
│    └ ...
└ demos
  └example_demo.vdm

Then you can change gameinfo.txt to load this folder when you want to record, and change it back when you're done. Stuff inside tf will be untouched.

Also nice thing: if you do this with your normal setup too, you can have a clean install just be deleting that folder.

Edited gameinfo.txt. Sets tf_movie as the top most read and the only write path, disables tf/custom .

"GameInfo"
{
	game	"Team Fortress 2"
	type multiplayer_only
	nomodels 1
	nohimodel 1
	nocrosshair 0
	hidden_maps
	{
		"test_speakers"		1
		"test_hardware"		1
	}
	nodegraph 0
	GameData	"tf.fgd"
	InstancePath "maps/instances/"
	advcrosshair 1
	supportsvr 1

	FileSystem
	{
		SteamAppId				440

		// - - - - - - - - - - - - - - -
		//      Engine search paths
		// - - - - - - - - - - - - - - -

		// Paths relative to hl2.exe 's directory.
		// You can use a full path if you need to point elsewhere.

		// |gameinfo_path| ... where gameinfo.txt (this file) is.
		// |all_source_engine_paths| ... directory containing HL2 shared content.

		// Writes go to the first suitable path.
		// Reads scan all suitable paths. Files from paths higher up the list override files from lower entries.

		// * mounts every subfolder/VPK in the currect directory

		// "_english" replaced if localization is different.
		// "game_lv" mounted as "game" if low violence on, else ignored.

		// To see the paths in game, type "path" at the console.

		// Code that handles this:
		// public\filesystem_init.cpp > FileSystem_AddLoadedSearchPath, FileSystem_LoadSearchPaths

		SearchPaths
		{

			// Custom folder, subfolders mounted only when the game is booted.
			game+mod+custom_mod	tf_movie/custom/*
			//game+mod+custom_mod	tf/custom/*

			// VPKs
			game_lv				tf/tf2_lv.vpk
			game+mod				tf/tf2_textures.vpk
			game+mod				tf/tf2_sound_vo_english.vpk
			game+mod				tf/tf2_sound_misc.vpk
			game+mod+vgui			tf/tf2_misc.vpk
			game					|all_source_engine_paths|hl2/hl2_textures.vpk
			game					|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game					|all_source_engine_paths|hl2/hl2_sound_misc.vpk
			game+vgui				|all_source_engine_paths|hl2/hl2_misc.vpk
			platform+vgui			|all_source_engine_paths|platform/platform_misc.vpk

			// Now loose files.
			mod+mod_write+default_write_path		tf_movie
			mod							tf

			// Add the TF directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write			tf_movie
			game					tf

			// Where the game's binaries are
			gamebin				tf/bin

			// Last, mount in shared HL2 loose files
			game					|all_source_engine_paths|hl2
			platform				|all_source_engine_paths|platform

			// Stuff you download when connecting to a server
			game+download			tf_movie/download
		}
	}

	ToolsEnvironment
	{
		"Engine"			"Source"
		"UseVPLATFORM"		"1"
		"PythonVersion"		"2.7"
		"PythonHomeDisable"	"1"
	}
}

NOTE 1: If you have your configs in tf\cfg (why?), they will be loaded. Move them into your custom folder.
NOTE 2: SDR plugin still needs it's config.json in tf. Something similar can probably happen with other plugins too.

posted about 4 years ago
#4 static ambassador crosshair in Customization

Got a question on how to change this to another hud crosshair.
If this is your crosshair in hudlayout.res or wherever...

CrossHairKonrWings
{
	"controlName" "CExLabel"
	"fieldName" "CrossHairKonrWings"
	"visible" "1"
	"enabled" "1"
	"zpos" "2"

	"xpos" "c-29"
	"ypos" "c-24"
	"wide" "49"
	"tall" "49"

	"font" "CrossHairKonrWings"
	"labelText" "Z"
	"textAlignment" "center"
	"fgcolor" "248 248 255 255"
}

You grab the font and labelText and add them to the text version in crosshair.txt

// KnucklesCrosses version (could have named it differently when I think about it now)
"Text"
{
	visible			1		// show this version of the crosshair
	xPos			c-240
	yPos			c-240
	wide			480
	tall			480

	font			"CrossHairKonrWings"	// your crosshair font
	labelText		"Z"			// your crosshair glyph
	fgColor_override	"248 248 255 255"	// color
}

And you probably want to set visible 0 to the VTF image version.

posted about 4 years ago
#2047 mastercomfig - fps/customization config in Customization
micwoj92adds and spyware

bruh

posted about 4 years ago
#1 static ambassador crosshair in Customization

Something that always bugged me. So I fixed it.
Built into the contract progress hud overlay.

https://raw.githubusercontent.com/jooonior/tf2-static-ambassador-crosshair/master/example.gif

  • Hud crosshair that can be toggled on/off freely and with no delay
  • Support for VTF and font crosshairs
  • You can also have this and the normal resizing crosshair on at the same time

download from github

posted about 4 years ago
#2040 mastercomfig - fps/customization config in Customization

Also I've noticed that you're using map.cfgs (ctf_foundry.cfg, ctf_gorge.cfg, ctf_hellfire.cfg, ctf_thundermountain.cfg) to exec comfig/mannpower.cfg. However these get exec'd only when you're the one hosting the game (listenserver tested, dedicated I assume), not when you join it.

posted about 4 years ago
#2038 mastercomfig - fps/customization config in Customization

save_replay CTD
Tested with clean install. Attempting to save a replay (on a server that supports them) crashes the game. Remove the mastercomfig .vpk and it works fine. Friend tried it with the same result. Should be replicable.

posted about 4 years ago
#14 Extract voice chat audio from demo recording? in Q/A Help

You can replace all game sounds with a blank file, so that all that's left will be the voice chat.
#13 is way cleaner tho try that first

posted about 4 years ago
#37 blessed videos in Off Topic

https://youtu.be/JPV0VwJGqKg
https://youtu.be/Kg96oheeI3g
https://youtu.be/AKo9HmmOxa8
https://youtu.be/PToqVW4n86U

posted about 4 years ago
#8 Improved resup bind and loadout specific settings in Customization
reakoSince this switches loadouts, doesn't this mean that it relies on the item server updating in time, or am i missing something?

Switching loadouts is not instant, there's a 0. something seconds delay between pressing it and respawning. You get around that by pressing it a bit sooner, as with regular b4nny bind. I've also heard it doesn't work with item servers down but haven't tested that myself.

posted about 4 years ago
#4 Improved resup bind and loadout specific settings in Customization
Collaidehow do you set it up as to execute loadout & class-specific commands and save them in the active loadout?

You alias your commands to loadouX_cfg (X being A, B, C, or D) as explained in step 6. The script automatically calls an alias of the loadout you're on.
If you want these class specific you have to set them in each class config. If you want these only on some classes you set them to blank on the other ones.

// no loadout specific settings scout
alias loadoutA_cfg "" // will do nothing
alias loadoutB_cfg // works same as ^
alias loadoutC_cfg
alias loadoutD_cfg
exec loadouts/scout // always has to be AFTER those four!

If you want the same loadout settings for all classes you can do this in autoexec, but after the exec loadouts/load.

Collaide removing my hud & configs?

loadoutX_cfg gets first called with exec loadout/class, so if you put commands after the exec line, they will override your loadout settings (until you change loadout and it gets called again). That's about the only thing that could cause issues.

A conflict with another script might occur if it uses a same alias name. That's not very likely to happen but here's a list of aliases I used:
loadoutX, loadout=X, loadoutX_class, loadoutX_cfg, loadout_class, old_loadout_class, and l1X to l9X (1, 2, 3, 4, 5, 6, 7, 8, 9).
Underline means theres one for each loadout/class.

posted about 4 years ago
#21 Forward spawn script with item presets in Customization
if you know any way of saving it between game launches let me know

made just that, thread here :)

posted about 4 years ago
#1 Improved resup bind and loadout specific settings in Customization

A script that remembers which loadout you have active on which class, even between game lauches.
Also it lets you execute different commands for each loadout, useful with maybe mediguns idk.

+ single resup key that always works
- you have to use binds to switch between loadouts

github (download and setup instructions there)

posted about 4 years ago
#6300 HUD editing: short questions, quick answers in Customization
ScoutmanjuniorUnable to change text color of charge meter's label?
HudItemEffectMeter.res > ItemEffectMeterLabel
I remember huds doing this but it doesn't seem to be possible anymore.
Looking around and it looks like it's broken where it once worked.
2017
2020

EDIT
the meter itself also seems to have fgColor locked

you have to set enabled to 0 and visible to 1 for ItemEffectMeterLabel and it will be black

that works ty
also you can then change it's color with DisabledFgColor2_override and Label.DisabledFgColor1 (_override doesn't work with this one you have to change it in ClientScheme)
still no luck with the bar's fgColor tho

posted about 4 years ago
#6298 HUD editing: short questions, quick answers in Customization

Unable to change text color of charge meter's label?
HudItemEffectMeter.res > ItemEffectMeterLabel
I remember huds doing this but it doesn't seem to be possible anymore.
Looking around and it looks like it's broken where it once worked.
2017
2020

EDIT
the meter itself also seems to have fgColor locked

posted about 4 years ago
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