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.
Account Details | |
---|---|
SteamID64 | 76561197994749697 |
SteamID3 | [U:1:34483969] |
SteamID32 | STEAM_0:1:17241984 |
Country | United States |
Signed Up | April 1, 2014 |
Last Posted | May 9, 2025 at 12:29 AM |
Posts | 2138 (0.5 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 |
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.
smalltimeAnd hey, if Valve really does want skins to be seen during streams and matches, they could always force skins and viewmodel FOV during spectator mode. Just a suggestion.
I mean this kind of already happens. Player settings aren't translated over to spectators. The only time a player setting is shown to spectators is when you're actually on the server and viewing a player, you can see their FOV. If you're using SourceTV then there's actually a cvar that overrides player FOV so it's consistent.
DarkNecridI think viewmodel cvars should be unlocked in matchmaking because they are a preference that doesn't provide a real advantage to players. There are many players in both popular competitive formats that have them on and off on each class, and each person has different preferences on what they like and find comfortable.
[*]
I still like my viewmodels though...
biskuitCould we have some screenshots if its possible?
I don't see how screenshots will really help. It just hides your viewmodel like r_drawviewmodel does, but it works in competitive servers. I'll probably throw a video together though, in a few days when I'm back home (on vacation atm), to demonstrate how it works per-weapon and not per-class or per-slot.
Gemmellnessyou mean something involving malformed animations files?
Yeah... On the first page:
yttriumI saw some funny shit while making this though. Did you know that in listen servers if you set a scattergun to have 5 frames of animation instead of 37 frames, its actual ingame reload speed goes up 700%?
StevieJust to be 100% safe, you can't get VAC or ESEA banned if you use this... right?
It's just a model replacement. You won't get VAC banned. Whether or not ESEA bans this is up to them but it would be a league rule and not an anticheat violation. Keep in mind that they don't ban r_drawviewmodel in the first place.
I definitely found some questionable shit while developing this though that could get me VAC banned. I'll probably email Eric with the exploits in a bit.
Are you guys fucking serious.
Turning off viewmodels used to be a fucking option in the advanced options menu. It was SUPPORTED by Valve.
This is cheating in the same way that FPS configs are cheating. Just because it isn't directly allowed by Valve doesn't mean it's necessarily cheating. This isn't an exploit, it's a design flaw in Valve's system. If they make it so that their sv_pure 2 whitelist doesn't allow viewmodel animations anymore this method is dead in the water, although actual mods will be caught in the crossfire and the casual community will be very upset too.
If you still at your heart think using a feature we were able to use a week ago, for half a decade, is cheating, cool. Don't use this. Be my guest.
smakersSo many upvotes for what is clearly cheating. :((((
Think about the following quote while you minus-frag this post into oblivion.
yttriumWhat if I told you I've got the solution? A tiny little tool that can evade cvar restrictions?
I mean it's not like it can evade sv_pure.
I saw some funny shit while making this though. Did you know that in listen servers if you set a scattergun to have 5 frames of animation instead of 37 frames, its actual ingame reload speed goes up 700%?
bootsQuestion: Would it be possible to make any viewmodel centered like the original? (rockets and stuff would still come out from your right i guess but whatever)
Also, how hard is it to learn this viewmodel animation stuff? Is this a good guide?
http://gamebanana.com/tuts/11356
Theoretically yes and it's definitely something I'm going to be looking into.
That tutorial is shit.
Pvt_Parrotthe301stspartanI wish the competitive community didn't have to fight a guerilla cyber war against valve
amen
the301stspartanGood shit mate. Too bad I cant try it on holidays. Hope it still works when I'm back. Even though it's not an exploit, valve has a problem because we see more than everyone else in mm now. Hopefully they will react by opening the wall and allowing invisible viewmodels for everyone.
Also everyone hold ur horses with the request, modifying animations isn't a one click thing.
Btw not that I care but do they remain invisible/float around the players head in taunts?
lol I did this on vacation too. still away until Sat night. But no, no artifacts since the viewmodel gets hidden as normal when leaving first person view. And yeah doing this is NOT a one click thing, if only it was.
riotbzisnt crusader's crossbow a primary weapon
I felt it was different enough at the time to warrant its own line but I'll remove it
the301stspartanEh, feat of god? Compare this with a game such as battlefront 2 and the amount of animations it had.
It's not the amount of animations, it's the number of attachments with their own sub-animations that really stress an animation system.
Animations are (mostly) easy to blend together. It's when they start multiplying exponentially that shit hits the fan. Plus TF2 has to calculate up to 32 players in the worst case scenario (MvM) - L4D2 only has to account for 4 and then NPCs, which Source is pretty good at handling.
http://i.imgur.com/HZdI7eZ.png
What's that? r_drawviewmodel is locked to 1 in competitive? Can't even control viewmodel_fov, and it's stuck at an abysmal 54?
I have a question - what do you actually ever use viewmodels for, in a perfect world? Do you use a clunky crosshair switcher to have them enabled for melee weapons so you can time your swings? Do you wish you could have them for throwable items like Jarate, Mad Milk, Sandviches, and more, but not have them for things like the Pistol? Do you wish you could enable viewmodels for your inspect animations so you can show off ur l33t 5k1n5 but have them turn back off as soon as you need them to? But mainly, do you want them to just get the hell out of the way when you're playing the official Competitive Mode?
What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? That can hide viewmodels for every single class, weapon, and ANIMATION individually? That doesn't have the clunky issue with crosshair switchers where they don't work if a weapon runs out of ammo, or if you use a scrollwheel? Does all of this sound like heaven?
Well, it's not. yttrium's competitive viewmodels are here.
It started with a simple idea:
Just download this installer and run it, and it'll guide you through the rest.
Current version: 1.4.1
Requires .NET Framework 4.5
Looking for a previous release? Look here.
FAQ
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1
mod_support=on
dynamic_background=preload
Changelog
1.4.1
Merged Oblique's Jungle Inferno updates.1.3.2
- Named 1.4.1 to stem confusion about the unofficial 1.4.0 binary.
Fixed a critical issue where models would be rotated by 90 degrees at the start of an animation.
Settings are now saved between launches using .NET's internal Settings framework.Fixed some small grammatical mistakes.
- The previous registry entry has been updated to use this same framework.
Fixed an issue where returning from an unhidden inspect animation to a hidden idle animation would bug out.
Polished how the image guide behaves.
Added an application icon, which also shows in the About window.
Added icons to the class tabs.
Updated the localization files.
1.3.1
Fixed an issue where trying to install the mod a second time would end with an End Of Central Directory error.
1.3
Added a new About window.
Added a visual image guide.
Included the installation of a preloader during the compilation process.Updated for the most recent viewmodel changes (as of 10/16/2016).
- This adds preload_room.bsp to the Maps folder, and adds the following line to autoexec.cfg:
- map_background preload_room; wait 10; disconnect
1.2
The install/uninstall progress dialog is now Always On Top.
Updated animation files to support the July 28, 2016 patch.
1.1
Added dedicated "uninstall" button.
Moved buttons to a lower panel for better consistency.
Mod now fully installs even if nothing is checked.
Mod now installs as a single VPK archive rather than a set of loose folders and files.The installer now saves your TF2 directory to the registry, and attempts to recall it upon future loads.
- This makes it easier to distribute configurations and wipe over old installs.
- The registry path is HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path
1.0
Base release.
just queued for casual and got put into a competitive match
on the up side i found a way to get rid of viewmodels.
dude I fucking linked it in my first post in this thread.