tf_always_deathanim 1 will make death animations always play when applicable, so it kinda achieves this. But it will only affect headshots/stabs/idk what else has those animations.
Btw what method do you use to record depth? ReShade + screen cap?
Account Details | |
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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 | May 31, 2025 at 3:14 AM |
Posts | 62 (0 per day) |
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Google search returns zero results so I figured I'd make a thread for the one person who might find this useful.
This lets you add additional engine search paths. They are added as the topmost MOD and GAME paths (means read only). Multiple paths are separated by commas. You can add both folders and VPKs.
-insert_search_path "D:\some folder,D:\stuff.vpk"
Where some folder looks like what you'd add to your custom folder:
some folder
├ cfg
│ └ something.cfg
└ sound
└ hitsound.wav
Found in source code: public\filesystem_init.cpp, line 552
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
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.
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.
micwoj92adds and spyware
bruh
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
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.
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.
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
https://youtu.be/JPV0VwJGqKg
https://youtu.be/Kg96oheeI3g
https://youtu.be/AKo9HmmOxa8
https://youtu.be/PToqVW4n86U
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.
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.
if you know any way of saving it between game launches let me know
made just that, thread here :)
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)