the highest viewmodel_fov before the arms start showing seams is 75.
Account Details | |
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SteamID64 | 76561197994749697 |
SteamID3 | [U:1:34483969] |
SteamID32 | STEAM_0:1:17241984 |
Country | United States |
Signed Up | April 1, 2014 |
Last Posted | July 5, 2024 at 6:46 PM |
Posts | 2137 (0.6 per day) |
Game Settings | |
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In-game Sensitivity | 6.0 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
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Mouse | Logitech MX Master |
Keyboard | Ducky 9008G2 Pro Limited Edition (PBT, MX Greens) |
Mousepad | Razer Sphex |
Headphones | Philips SHP9500 |
Monitor | HP L1925 (vert), BenQ XL2420Z, Apple Monitor II |
uberchainOnly if he exclusively talks in the Scout voice.
(Which we won't ever have the money for unless he ends up liking competitive crap.)
can we hire Kurt to only talk in the Scout voice as a caster?
Just pushed the update that adds Demo and Medic support and fixes all of the existing issues with Scout and Soldier.
Enjoy guys!
sage78considering TF2 came out when the intel core duo was "high end", this shouldn't be an issue.
it boggles my mind that hardware times better than the best that was available at TF2 release isn't able to run it decently nowadays
gee i wonder if the game received updates that made it more demanding???
Alright, so a status update. I've been working on the Demo and Soldier animations. The Demo animations are done, and the Soldier animations are already released, but with both of them I've run into a really weird bug where the melee animations are rotated to face a different direction for around 80% of their playtime, and I've been having a lot of trouble figuring it out because it doesn't occur with the Scout viewmodels. Well, I tried decompiling and recompiling the Demo viewmodel without any of my modifications, and it's occurring there, too, which means the following:
- On the up side, it's not an issue with any of my modifications and they should be working perfectly. This also means that all of the things I thought I was having trouble with regarding this entire scripting language in the first place actually weren't issues and my grasp on this language is actually good.
- The bad news is that my entire workflow is now not going to work because the compiler I'm using isn't doing something right. This either means that I have to find the flag in the compiler that will fix the issues I'm having, or I'm going to need to set up an entirely different workflow for this mod.
I'll be driving home from vacation all day tomorrow and won't be able to work at all, so if I can't figure something out in the next hour or two I probably won't be able to get back to all of this until sometime Sunday. Sorry for the bad news all.
EDIT: I figured it out and will be publishing Demo and Soldier stuff tonight. I might get around to Medic as well. For those curious, it's a bug with recent versions of Crowbar at the time of decompile that sometimes rotates decompiled models by 90 degrees to the left. I reverted from 0.34 to 0.27 and the issue went away, so now I just have to re-decompile all of my files, apply my changes, and re-compile them. Not a problem and won't take much time - the real time involved is figuring out which animation files do what.
EDIT2: Turns out the Scout animations were affected by this bug too, but to a much lesser extent. While his melee animations worked fine, the inspect animations were being rotated which caused them to take a minute to render, and it's also why the shortstop push animation wasn't working even though I wanted it to. This will all be fixed with my release tonight.
Gemmellnessamds have shitty single-core performance atm and since tf2 is a shitty single core game everything becomes shitty
TF2 is NOT a "single core" game but it is heavily reliant on single-threaded performance, yes.
Heyyy you actually followed through, awesome stuff.
ScorpioUprisingI'll make sure to mention it when I email Valve. They did HDR support for Process, and they may have forgotten with the new batch.
I can't confirm or deny whether or not it works, I haven't fired it up in SFM since the update (and can't for a few days). I just know that Metalworks sure did NOT have support for it when it wasn't official and a lot of leagues used it. It's entirely possible Valve's compiled and official version does support it.
SetletI just wanted to say that thank you for not using alpine theme for this map. I've always loved the plr_pipeline theme and I'm glad it's been put to a competitive map.
This. My only gripe with Metalworks this whole time was the HDR issues - the map design, both gameplay-wise and aesthetically, has always been pleasant.
biskuitOh I see, I thought it was just different viewmodels.
They're technically different view "models", but they look the same when you actually have a viewmodel.
has it been compiled with HDR support yet so that it loads correctly in SFM?
I've got the demo working but I'm running into weird bugs with both the demo and soldier where the melee animations are seriously messed up. Not sure what's going on. It's weird because the Scout doesn't have any issues, everything works absolutely flawlessly.
I have a cheap Linux VPS that could be used for this, worked really well for my TF2 servers in the past. It's Chicago based though.
Mukhtar1til that there are people who don't like the mini viewmodels
Just added support for the Soldier. Let me know what you think.
I want to get Demo and Medic done tonight, the rest of the classes can wait until I'm home from vacation.