what does that even mean
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 | 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 |
CardfightGamerAre you planning on updating this so then it could also include minimal viewmodel or has someone already done that?
you can already use it in combination with min viewmodels as an override for regular viewmodels, but you can't do partial. it's theoretically possible for me to implement it but it's not something i'm well-versed in
Earthworkercan you assist me, im trying to make it so when i reload it turns the viewmodels on, and have them disabled for everything else gun wise, and I am having a lot of trouble
look at the source for the installer and look at what anims it enables and disables (lines 398 to 924 in form2.vb)
you'll want to make it so *_reload, *_reload_start, *_reload_end, and *_reload_loop animations are shown
calling EditFile("reload_start", "Heavy") signals that you want to hide that animation
so to do what you want, remove or comment all of the lines that contain "reload" in them, and then mark everything as hidden in your newly compiled installer
morwannegSometimes your medigun just randomly detaches from players and there's also a slight delay when latching onto players.
after coming back from OW and maining mercy I legitimately thought this was how it had always been and that TF2 was just user unfriendly like in every other instance
volvo pls fix
https://i.imgur.com/tUkkgjD.png
god bless
Saltysally1I think we need another wave of big if true posts.
more inflated than b4nny's ego if confirmed
poyGloves viewmodel and all inspec animations for heavy's melee are broken like that
holy shit what is reading comprehension
yttriumI plan on updating this for the new update because it should be relatively easy but it'll be a little bit, sorry guys.
Edit: it does mostly work without modification, but animations for some inspects are wonky and all of the new weapons will have bugged animations.
Is there a reason you're selling them?
The_Other_QuachI managed to update the vpk here, but you might want to rehost as the link will probably change soon. Turns out I forgot to define my bones. The viewmodels that are hidden with this vpk are:
scout: primaries, pistols
sniper: primaries, smgs
soldier: primaries, shotguns
demo: primaries, secondaries
medic: primaries
heavy: primaries, shotguns
pyro: primaries, shotguns, flareguns
spy: primaries, sappers
engie: shotguns, pistols, wrangler, pda, tool carry anim
I probably won't be updating this myself again for other settings because this took forever, but you can do it yourself with instructions here. Just make sure that you update heavy's bones and that you include the changes to the inspect animations (from the default animations in tf2_misc_dir.vpk).
Also, would anyone happen to know why preloading doesn't work for me? On windows 10 using mastercomfig compquality, trying to get it to work on valve servers.
The issue is that you can't just take the current source files. My provided decompiled models actually have relatively modified .qc files so that it can properly account for some weapons being hidden and others not (aka snaps everywhere).
But hey, you tried. Look at everyone else.
Another hint: Use Crowbar 0.27 instead of the latest. Not sure what they did, but at some point around version 30 they broke decompiling TF2 viewmodels.
aierahttps://youtu.be/NHpXIXo3QDk
look at these ms paint graphics
also a reminder that all the teams paid millions to get into the league
tort pls I want to rewatch your portapotty story
springrollsedit: https://i.imgur.com/t1ziMFA.png wtf
i saw the hlds_announce email from Eric and started writing my post in advance...
Updated cp_badlands
- Disabled collision on a bunch of props (mainly lights/lamps)
- Reduced attackers' spawn advantage by 1 second when working on final control point
- Upgraded the small ammo pack to medium in the yard (on the porch)