yttrium
Account Details
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
In-game Sensitivity 6.0
Windows Sensitivity 6/11
Raw Input 1
DPI
1600
Resolution
1920x1080
Refresh Rate
144Hz
Hardware Peripherals
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
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#12 Valve give us viewmodel options&community support in TF2 General Discussion
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.

posted about 8 years ago
#3 GXL in LAN Discussion

its ok we still love you

posted about 8 years ago
#4 Valve give us viewmodel options&community support in TF2 General Discussion
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...

posted about 8 years ago
#40 yttrium's competitive viewmodels in Customization
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.

posted about 8 years ago
#36 yttrium's competitive viewmodels in Customization
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%?
posted about 8 years ago
#34 yttrium's competitive viewmodels in Customization
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.

posted about 8 years ago
#32 yttrium's competitive viewmodels in Customization

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.

posted about 8 years ago
#22 yttrium's competitive viewmodels in Customization
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.

posted about 8 years ago
#15 yttrium's competitive viewmodels in Customization
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.

posted about 8 years ago
#5 yttrium's competitive viewmodels in Customization
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

posted about 8 years ago
#69 TF2 needs optimization in TF2 General Discussion
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.

posted about 8 years ago
#1 yttrium's competitive viewmodels in Customization

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:

Show Content

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

Show Content
Does this work on MvM servers, Casual Mode servers, Competitive Mode servers, and sv_pure 2 servers?
Now that a preloader comes bundled with the installer, this works on every single TF2 server. The only downside is a slightly longer cold startup time (initial game load).

How does it even work?
Put simply, I've modified the viewmodel animations for every single class. When one of the weapons marked hidden is pulled out, the animations for that weapon tell the viewmodel to move off-screen rather than to animate normally. Other weapons are not affected because the viewmodel moves back on-screen for them.

Can I use other viewmodel animation replacements with this?
Not yet, possibly in the future.

Does my screen get blurry like with the transparent viewmodels?
Nope. No weird motion blur shader tricks here. It even works in DX8.

Does this work with min viewmodels?
Yes, and I feel like my competitive viewmodels + tf_use_min_viewmodels 1 gives the best experience. It's not required though.

Can these be turned off ingame?
You can hide any shown viewmodels with r_drawviewmodel 0 while still ingame (assuming you aren't in competitive MM), but you can't show any pre-hidden viewmodels without uninstalling the mod first.

Can Valve possibly patch this method?
The only way they can fix it now is by fixing preloading, which has been in the game forever and is a staple of Source. Good luck Valve!

Sauce pls?
This will only make sense if you actually know your way around Valve's MDL internals: GitHub

An option isn't working, or something is being disabled that shouldn't be!
Leave a message here telling me every option you have checked, and what behavior is happening that shouldn't be, and I'll take a look. I probably just messed something up in the database that links weapons with their animation files.

Why are the tracers from my weapon coming from really weird angles?
Disable them, for now, with r_drawtracers_firstperson 0.

Help! It doesn't seem to work, or it's working sometimes but then stops working after I join multiple servers.
If you aren't using mastercomfig, add these lines to the end of your autoexec.cfg:mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1

If you are using mastercomfig, set these values in tf/cfg/user/modules.cfg:mod_support=on
dynamic_background=preload

Can I donate to you?
I want to reiterate that I do not do any of this to make a profit, but if you really want to I won't complain.

Changelog

Show Content
1.4.1
Merged Oblique's Jungle Inferno updates.
  • Named 1.4.1 to stem confusion about the unofficial 1.4.0 binary.
1.3.2
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.
  • The previous registry entry has been updated to use this same framework.
Fixed some small grammatical mistakes.
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.
  • This adds preload_room.bsp to the Maps folder, and adds the following line to autoexec.cfg:
    • map_background preload_room; wait 10; disconnect
Updated for the most recent viewmodel changes (as of 10/16/2016).

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.
  • This makes it easier to distribute configurations and wipe over old installs.
The installer now saves your TF2 directory to the registry, and attempts to recall it upon future loads.
  • The registry path is HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path

1.0
Base release.
posted about 8 years ago
#19 UPDATE FIX in TF2 General Discussion

just queued for casual and got put into a competitive match

on the up side i found a way to get rid of viewmodels.

posted about 8 years ago
#17 Revolver Animations in Customization

dude I fucking linked it in my first post in this thread.

posted about 8 years ago
#11 Revolver Animations in Customization

Exciting times are ahead.

posted about 8 years ago
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