"nvm fixed"
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 |
Firehttps://www.reddit.com/r/tf2/comments/3c3jf0/anyone_got_a_link_to_download_the_old_revolver/
one of the first links i got when i googled "old revolver animation".
im quite sure they dont work in sv_pure 2 or mm tho
Valve recently allowed viewmodel animations to be modified in their sv_pure 2 whitelist and I'm fairly certain leagues have followed.
Gemmellnessif you wanna 'type' the scripting system i guess you can have expressions (consisting of a cvar or series of cvars separated by ;s), 'functions' (e.g. alias/bind) and values (which can be ints/reals/strings)
what i'm trying to say is that all values can just be strings internally for whatever parser the OP is trying to make, because when tf2 interprets them it converts them on its own.
VictorDo binds count?
yeah binds take strings as an arugment.
it's honestly best to just think of every convar as taking a number of strings - the game will convert strings to integers (or reals) whenever necessary.
DaMeiNHere is what the GUI will look like.[img ]https://imgur.com/OpIJHvl[/ img]
you gotta link to an actual image with the img tags and not a webpage.
sage78why does L4D2 at max with hundreds of zombies run much more stable than a TF2 match with 6 players on each team in viaduct?
i drop to 40 fps all the time when MM puts me there
Besides arguing "hurr tf2 buggy as shit", just inspecting the models in L4D2 using SFM unveiled some frankly amazing optimization they've done regarding animations and attachment models. I guess that's why the game's limb detachment system feels so good and performs so well. There's some really cool tech under the hood there that I haven't seen in any other Source game to date.
nerdstars are earned not memed
DamnEasy
This is not a fair picture because the tf2 picture is in 4:3 or something...
edit: ok nvm I tried it ingame and kinda looks the same but you could just use -->
tf_use_min_viewmodels 1, I dont understand people still complaining about viewmodels when its barely visible, i even use them now instead of turning them off
its 16:10 not 4:3, it was the most obvious screenshot i could find on a dime with low bandwidth (not screencapping videos).
i'm not arguing about min viewmodels i'm arguing about tf2's viewmodels actually being bad in general. but if you want an argument against min viewmodels: https://secure.twitch.tv/truktruk/v/77515372?t=02h02m52s
for the record guys zoom sensitivity ratio has since been whitelisted... it was whitelisted a day after the initial update. if it isn't working that's just a bug then.
build 2 0
destroy 1 1
voicemenu 2 7
disguise 5 -2
plus a further alias of toggle is bindtoggle
based on the patchnotes from July 9
- Updated ConVar zoom_sensitivity_ratio so its value is saved across sessions and it can be adjusted in Competitive Mode
i think it's pretty safe to assume that valve is intentionally not letting you save non-adv options convars between sessions.
HAWTHORNEThese are so well animated, did someone buy motion capture equipment just to animate the reaper in a too-too??
they probably mo-cap one dance, and then apply those caps to a rig, and then that rig is applied to all of the various models. the mocap was probably never intended to be used in this video.