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No Unusual Effects Mod
posted in Customization
1
#1
0 Frags +

I want to make an updated version of the noeffects mod but my modification does not seem to work online.

First I removed the file item_fx.pcf from tf2_misc_dir.vpk with GCFScape, next opened TF2 with the -tools launch option, opened TF2, changed tool to particle editor, opened item_fx.pcf, then finally went line to line highlighting everything from renderers to constraints deleting the variables with the delete key. This appears to be what the original mod did (no mirrors I can find for some reason, here is a link to it), and after I compiled the file to .vpk format (maintaining directory structure ./root/particles/item_fx.pcf) I tested several effects in itemtest and cannot see the effects at all. As of right now I have also did this same process to the isotope unusual and plan to do the others if I can get this to work correctly. Here is a link to the current file, note this is probably only useful for debugging as again doesn't really work

However when I join a game in casual I see several unusual effects, and my friend says the effects are also visible in community servers with sv_pure 2 (i dont know if the mod works in any other circumstance either so this is the limit of my knowledge thus far). So this new modification isn't blocking anything at all outside of lan servers for some reason (i thought casual and lan by default use sv_pure 1? I have no idea what it could be). The old noeffects mod works just fine in every server I have tried it on (as far as I know?) but is very outdated and doesn't try to block things such as isotope weapon effect along with the newer effects and so on which I would want to remove. What could be going wrong? Ideally when it works I would edit this post and make it the main thread for this

I want to make an updated version of the noeffects mod but my modification does not seem to work online.

First I removed the file [b]item_fx.pcf[/b] from [b]tf2_misc_dir.vpk[/b] with GCFScape, next opened TF2 with the [b]-tools[/b] launch option, opened TF2, changed [b]tool[/b] to [b]particle editor[/b], opened [b]item_fx.pcf[/b], then finally went line to line highlighting everything from [b]renderers[/b] to [b]constraints[/b] deleting the variables with the delete key. This appears to be what the original mod did (no mirrors I can find for some reason, [url=https://www.dropbox.com/s/6f0c2cmtjmb6euw/Nohat-effects.vpk?dl=0]here is a link to it[/url]), and after I compiled the file to .vpk format (maintaining directory structure [b]./root/particles/item_fx.pcf[/b]) I tested several effects in [b]itemtest[/b] and cannot see the effects at all. As of right now I have also did this same process to the isotope unusual and plan to do the others if I can get this to work correctly. [url=https://www.dropbox.com/s/g5lekq6woicqoh5/noeffects11272017.vpk?dl=0]Here is a link to the current file[/url], note this is probably only useful for debugging as again doesn't really work

However when I join a game in casual I see several unusual effects, and my friend says the effects are also visible in community servers with sv_pure 2 (i dont know if the mod works in any other circumstance either so this is the limit of my knowledge thus far). So this new modification isn't blocking anything at all outside of lan servers for some reason (i thought casual and lan by default use sv_pure 1? I have no idea what it could be). The old noeffects mod works just fine in every server I have tried it on (as far as I know?) but is very outdated and doesn't try to block things such as isotope weapon effect along with the newer effects and so on which I would want to remove. What could be going wrong? Ideally when it works I would edit this post and make it the main thread for this
2
#2
1 Frags +
i thought casual and lan by default use sv_pure 1

Casual servers use sv_pure 1. Listen servers use whatever your client is set to. For instance I have sv_pure 0 in my autoexec so if start the game and type map itemtest in the console its going to be sv_pure 0. If I d/c then type sv_pure 1 into the console and reload itemtest it will be on sv_pure 2. I guessing this is because I dont have a custom sv_pure 1 whitelist configured so its functionally the same as sv_pure 2.

The old noeffects mod works just fine in every server I have tried it on

Does it though? I have never seen this mod work outside of sv_pure 0 and I have at least 2 different .vpks for it. Literally today I used the nohat-effects.vpk linked in the OP and I saw a Burning Federal Casemaker in Casual. Likewise trying it locally using itemtest the burning effect was only invisible on sv_pure 0 and visible on sv_pure 1.

A lot of people say it removes the old effects but I dont think it does that anymore, at least nothing I've tried has gotten it to work even once. I attempted to remove a specific 'new' unusual effect I posses in this post and ran into the same sv_pure issue. I couldnt get a response of anyone confirming it works at all. Nohats alone removes some unusual effects so that could be mistakenly attributed to the unusual removers.

[quote]i thought casual and lan by default use sv_pure 1[/quote]

Casual servers use sv_pure 1. Listen servers use whatever your client is set to. For instance I have sv_pure 0 in my autoexec so if start the game and type map itemtest in the console its going to be sv_pure 0. If I d/c then type sv_pure 1 into the console and reload itemtest it will be on sv_pure 2. I guessing this is because I dont have a custom sv_pure 1 whitelist configured so its functionally the same as sv_pure 2.

[quote]The old noeffects mod works just fine in every server I have tried it on[/quote]

Does it though? I have never seen this mod work outside of sv_pure 0 and I have at least 2 different .vpks for it. Literally today I used the nohat-effects.vpk linked in the OP and I saw a Burning Federal Casemaker in Casual. Likewise trying it locally using itemtest the burning effect was only invisible on sv_pure 0 and visible on sv_pure 1.

A lot of people say it removes the old effects but I dont think it does that anymore, at least nothing I've tried has gotten it to work even once. I attempted to remove a specific 'new' unusual effect I posses in [url=http://www.teamfortress.tv/43329/old-unusual-effect-remover-ever-work-on-sv-pure-2]this post[/url] and ran into the same sv_pure issue. I couldnt get a response of anyone confirming it works at all. Nohats alone [url=http://www.teamfortress.tv/35222/no-hats-mod/?page=2#41]removes some unusual effects[/url] so that could be mistakenly attributed to the unusual removers.
3
#3
0 Frags +

I appreciate the response, I never considered that nohats mod might remove unusual effects. I suppose that is it then? I don't know of any sv_pure 0 servers and I have tried preloading the mod which didn't work either (so must not work on sv_pure 1 either). I don't see a reason to continue this mod if it wont work in most cases, it really is a pain to remove weapon unusuals which wouldn't be worth it (unless there is some sort of demand in which case I wouldn't mind finishing it), but the OP is rather comprehensive itself so worth keeping in the mod folder just in case you happen to end on an sv_pure 0 server.

I appreciate the response, I never considered that nohats mod might remove unusual effects. I suppose that is it then? I don't know of any sv_pure 0 servers and I have tried preloading the mod which didn't work either (so must not work on sv_pure 1 either). I don't see a reason to continue this mod if it wont work in most cases, it really is a pain to remove weapon unusuals which wouldn't be worth it (unless there is some sort of demand in which case I wouldn't mind finishing it), but the OP is rather comprehensive itself so worth keeping in the mod folder just in case you happen to end on an sv_pure 0 server.
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