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No explosion smoke script
posted in Customization
151
#151
0 Frags +

versus_door_sparks_floaty

versus_door_sparks_floaty
152
#152
0 Frags +

The script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?

EDIT: Fixed it, downloaded a newer version.

The script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?

EDIT: Fixed it, downloaded a newer version.
153
#153
0 Frags +
McNuggzThe script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?

which version are you using?

[quote=McNuggz]The script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?[/quote]
which version are you using?
154
#154
0 Frags +
EoNMcNuggzThe script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?which version are you using?

The vpk one, why?

EDIT: Fixed.

[quote=EoN][quote=McNuggz]The script makes my BLU Demoman first person arm models to go red. Is there a way to fix this?[/quote]
which version are you using?[/quote]
The vpk one, why?

EDIT: Fixed.
155
#155
3 Frags +

Due to a recent slight buff to the cow mangler I want to start using it but with me currently using the "original" script I cant stand the explosion of the mangler. Is it possible for you to add a file to make this script work for this weapon?

Due to a recent slight buff to the cow mangler I want to start using it but with me currently using the "original" script I cant stand the explosion of the mangler. Is it possible for you to add a file to make this script work for this weapon?
156
#156
cp_granary_pro
0 Frags +

does anyone have the .ctx file for the cow mangler?
edit: nvm, i have the .txt but apparently it just doesnt work with the cow mangler anyways

does anyone have the .ctx file for the cow mangler?
edit: nvm, i have the .txt but apparently it just doesnt work with the cow mangler anyways
157
#157
0 Frags +
BenroadsUsing the demo from this thread (http://teamfortress.tv/thread/7598/tf2-benchmarks) as a basis here are my results with Zesty/Ryans modified ctx/txt files

Zesty:
2639 frames 22.382 seconds 117.91 fps ( 8.48 ms/f) 7.272 fps variability

Ryan:
2639 frames 21.796 seconds 121.08 fps ( 8.26 ms/f) 7.593 fps variability

Granted it was only one sample but it does seem like using Ryan's modified ctx files would get you ever so slightly more fps, however I did notice large fps drops during the demo playback when the red x error appeared so that might have caused a few issues in itself. If I can find a way to prevent the red x error I imagine this could actually provide a fairly large boost in FPS for people on weaker computers.
rage1Benroadsedit: to address OP I spent around 20 minutes flipping through some of the game files to try and find where the Halloween/Full Moon effects are called but I could not find anything, it would be very nice to just have them force disabled on most servers but I'm not if it's even possible to force them off without a few SM mods installed.
I don't think some script not working with these is a good reason for disabling them. Is there any possibility to disable them clientside though?

Personally I have always disliked the full moon stuff, the outfits are pretty obnoxious even by TF2 standards and for some reason I often drop far more frames when full moon is active. As for disabling them client side I have yet to find a way to do anything like that, I think there is a no hats mod variant that will only remove the hats that are full moon locked but I doubt it would change any of the other things like the voices/explosions/paints changing spells.

As for other things in the .ctx/txt files, when I was looking through them and noticed the value "PunchAngle" and when I tried changing it on sv_pure 0 servers it seemed that I could remove the screen punch completely but on sv_pure 2 it would revert to default (3 for scattergun and 2 for shotgun, I imagine all other shotguns are the same but I only tested the soldier's). However I could increase the PunchAngle past the defaults and it would work fine on sv_pure 2, I imagine this is not exactly helpful for anybody since it would only allow you to make the kickback more visible when firing certain hitscan weapons. If anybody can come up with a way to get the removal of the punch working on sv_pure 2 I would be very interested as it's always been a small thing that has irrationally annoyed me about TF2.

How did you get the PunchAngle mod working? It works for me but only listen servers and on servers that installed the same mod (only works on my srcds server). I removed the PunchAngle line entirely. What did you do?

[quote=Benroads]Using the demo from this thread (http://teamfortress.tv/thread/7598/tf2-benchmarks) as a basis here are my results with Zesty/Ryans modified ctx/txt files

Zesty:
[code]2639 frames 22.382 seconds 117.91 fps ( 8.48 ms/f) 7.272 fps variability
[/code]

Ryan:
[code]2639 frames 21.796 seconds 121.08 fps ( 8.26 ms/f) 7.593 fps variability
[/code]

Granted it was only one sample but it does seem like using Ryan's modified ctx files would get you ever so slightly more fps, however I did notice large fps drops during the demo playback when the red x error appeared so that might have caused a few issues in itself. If I can find a way to prevent the red x error I imagine this could actually provide a fairly large boost in FPS for people on weaker computers.

[quote=rage1][quote=Benroads]edit: to address OP I spent around 20 minutes flipping through some of the game files to try and find where the Halloween/Full Moon effects are called but I could not find anything, it would be very nice to just have them force disabled on most servers but I'm not if it's even possible to force them off without a few SM mods installed.[/quote]

I don't think some script not working with these is a good reason for disabling them. Is there any possibility to disable them clientside though?[/quote]

Personally I have always disliked the full moon stuff, the outfits are pretty obnoxious even by TF2 standards and for some reason I often drop far more frames when full moon is active. As for disabling them client side I have yet to find a way to do anything like that, I think there is a no hats mod variant that will only remove the hats that are full moon locked but I doubt it would change any of the other things like the voices/explosions/paints changing spells.

As for other things in the .ctx/txt files, when I was looking through them and noticed the value "PunchAngle" and when I tried changing it on sv_pure 0 servers it seemed that I could remove the screen punch completely but on sv_pure 2 it would revert to default (3 for scattergun and 2 for shotgun, I imagine all other shotguns are the same but I only tested the soldier's). However I could increase the PunchAngle past the defaults and it would work fine on sv_pure 2, I imagine this is not exactly helpful for anybody since it would only allow you to make the kickback more visible when firing certain hitscan weapons. If anybody can come up with a way to get the removal of the punch working on sv_pure 2 I would be very interested as it's always been a small thing that has irrationally annoyed me about TF2.[/quote]

How did you get the PunchAngle mod working? It works for me but only listen servers and on servers that installed the same mod (only works on my srcds server). I removed the PunchAngle line entirely. What did you do?
158
#158
1 Frags +
stabbyBenroadsIf I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.
I guess I'll try to find the culprit file myself.

Would appreciate any help.

i replaced "env_rain_001_mist" for "impact_metal" and i dont have smoke all over me with dx91 !!! but i have to say if viewmodels are enabled i can see muzzle flash a tiny bit tbh idk about transparent viewmodels.

[quote=stabby][quote=Benroads]If I were to guess I would imagine it's a problem with dx9_ as I have been testing everything in dx81. Maybe try replacing the "env_rain_001_mist" particle to something else from here the particle list (https://developer.valvesoftware.com/wiki/Talk:List_of_TF2_Particles). It could also be a problem with transparent viewmodels but cannot really confirm that without installing them myself.

As far as the downloads go I probably shouldn't have hosted everything on puush because it's honestly a pretty sketchy website but when I checked earlier today both of my downloads worked perfectly fine. There is a chance that you just tried to download at a time when the puush servers we having issues.[/quote]
I guess I'll try to find the culprit file myself.

Would appreciate any help.[/quote]


i replaced "env_rain_001_mist" for "impact_metal" and i dont have smoke all over me with dx91 !!! but i have to say if viewmodels are enabled i can see muzzle flash a tiny bit tbh idk about transparent viewmodels.
159
#159
0 Frags +

Can you somehow disable this effect?
doublejump_puff (rocketjumptrail.pcf)
edit: lol, fuck me, sry about this stupidity

Can you somehow disable this effect?
doublejump_puff (rocketjumptrail.pcf)
edit: lol, fuck me, sry about this stupidity
160
#160
0 Frags +

where do i put the file tho :p

where do i put the file tho :p
161
#161
0 Frags +
Teddyzwhere do i put the file tho :p

scripts folder

[quote=Teddyz]where do i put the file tho :p[/quote]
scripts folder
162
#162
2 Frags +
Teddyzwhere do i put the file tho :p

If you downloaded the txt files:
tf > Custom > anyname > Scripts > txt files

If you downloaded the vpk files:
tf > Custom > vpk file

[quote=Teddyz]where do i put the file tho :p[/quote]
If you downloaded the txt files:
tf > Custom > anyname > Scripts > txt files

If you downloaded the vpk files:
tf > Custom > vpk file
163
#163
0 Frags +

How do I make this work with the detonator, cow mangler, and scorch shot explosions?

How do I make this work with the detonator, cow mangler, and scorch shot explosions?
164
#164
4 Frags +
iconaHow do I make this work with the detonator, cow mangler, and scorch shot explosions?

This does not work for the detonator and scorch shot since those do not have a seperate weapon text file and are just considered regular Flareguns. You can do it for the cow mangler though

step 1:
download for all the default weapon text files
You'll see these are the same text files you also have in the Scripts folder of the config

step 2:
the cow mangler's weapon txt file is tf_weapon_particle_cannon.txt
extract somewhere and open it in notepad (I recommend downloading notepad++ for some quality of life)
find //buckets at line 30

step 3:
go to Scripts where your already working txt files are. Open one with the explosions you want the cow mangler to have and also find //buckets

step 4:
Inside the buckets paragraph you'll find something like this

"ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"

That's what you'll see in tf_weapon_particle_cannon.txt. But those aren't the explosions you want.
So go into the other file that has the right explosions and just copy paste those over in the cow mangler's file.
For example I use

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"

Then just make sure you save the cow mangler file and put it in the Scripts folder where the other txt files are

[quote=icona]How do I make this work with the detonator, cow mangler, and scorch shot explosions?[/quote]
This does not work for the detonator and scorch shot since those do not have a seperate weapon text file and are just considered regular Flareguns. You can do it for the cow mangler though

step 1:
[url=https://www.dropbox.com/s/svobacukgz0ksos/weaponscripts.zip?dl=0]download for all the default weapon text files[/url]
You'll see these are the same text files you also have in the Scripts folder of the config

step 2:
the cow mangler's weapon txt file is tf_weapon_particle_cannon.txt
extract somewhere and open it in notepad (I recommend downloading notepad++ for some quality of life)
find //buckets at line 30

step 3:
go to Scripts where your already working txt files are. Open one with the explosions you want the cow mangler to have and also find //buckets

step 4:
Inside the buckets paragraph you'll find something like this
[quote] "ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"[/quote]
That's what you'll see in tf_weapon_particle_cannon.txt. But those aren't the explosions you want.
So go into the other file that has the right explosions and just copy paste those over in the cow mangler's file.
For example I use
[quote] "ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"[/quote]
Then just make sure you save the cow mangler file and put it in the Scripts folder where the other txt files are
165
#165
-1 Frags +

How would I go about keeping the default xhair for scout while at the same time keeping the bullet spread invisible? I'm using the script, but it's kinda forcing me to use custom crosshairs. Any ideas?

Edit: Using sprites/crosshairs worked.

How would I go about keeping the default xhair for scout while at the same time keeping the bullet spread invisible? I'm using the script, but it's kinda forcing me to use custom crosshairs. Any ideas?

Edit: Using sprites/crosshairs worked.
166
#166
0 Frags +
TobiconaHow do I make this work with the detonator, cow mangler, and scorch shot explosions?stuff

Your method doesn't work even though it should. I tried changing it to many different particles but none of them did anything, except when I changed the type of projectile to the normal rocket (instead of the lazer thing), but it only worked in singleplayer.

I don't know if it's me, or if the cow mangler is just fucked

[quote=Tob][quote=icona]How do I make this work with the detonator, cow mangler, and scorch shot explosions?[/quote]
stuff[/quote]

Your method doesn't work even though it should. I tried changing it to many different particles but none of them did anything, except when I changed the type of projectile to the normal rocket (instead of the lazer thing), but it only worked in singleplayer.

I don't know if it's me, or if the cow mangler is just fucked
167
#167
0 Frags +
tr1pTobiconaHow do I make this work with the detonator, cow mangler, and scorch shot explosions?stuff
Your method doesn't work even though it should. I tried changing it to many different particles but none of them did anything, except when I changed the type of projectile to the normal rocket (instead of the lazer thing), but it only worked in singleplayer.

I don't know if it's me, or if the cow mangler is just fucked

I tried the same thing as well with no success. Seems like the cow mangler just doesn't work with this.

[quote=tr1p][quote=Tob][quote=icona]How do I make this work with the detonator, cow mangler, and scorch shot explosions?[/quote]
stuff[/quote]

Your method doesn't work even though it should. I tried changing it to many different particles but none of them did anything, except when I changed the type of projectile to the normal rocket (instead of the lazer thing), but it only worked in singleplayer.

I don't know if it's me, or if the cow mangler is just fucked[/quote]
I tried the same thing as well with no success. Seems like the cow mangler just doesn't work with this.
168
#168
-1 Frags +
TobiconaHow do I make this work with the detonator, cow mangler, and scorch shot explosions?This does not work for the detonator and scorch shot since those do not have a seperate weapon text file and are just considered regular Flareguns. You can do it for the cow mangler though

step 1:
download for all the default weapon text files
You'll see these are the same text files you also have in the Scripts folder of the config

step 2:
the cow mangler's weapon txt file is tf_weapon_particle_cannon.txt
extract somewhere and open it in notepad (I recommend downloading notepad++ for some quality of life)
find //buckets at line 30

step 3:
go to Scripts where your already working txt files are. Open one with the explosions you want the cow mangler to have and also find //buckets

step 4:
Inside the buckets paragraph you'll find something like this "ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"
That's what you'll see in tf_weapon_particle_cannon.txt. But those aren't the explosions you want.
So go into the other file that has the right explosions and just copy paste those over in the cow mangler's file.
For example I use "ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"
Then just make sure you save the cow mangler file and put it in the Scripts folder where the other txt files are

I was gonna ask a question about this, but what you said here is already what I have done. It doesn't work for me. I just see the normal cowmangler explosion... Here's my tf_weapon_particle_cannon.txt file:

Show Content
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_FocusedWaveProjector"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"

// Primary Attributes.
"Damage" "90"
"Range" "0"
"BulletsPerShot" "1"
"Spread" "0.0"
"PunchAngle" "0.0"
"TimeFireDelay" "0.8"
"TimeIdle" "0.8"
"TimeIdleEmpty" "0.8"
"TimeReloadStart" "0.1"
"TimeReload" "0.83"
"primary_ammo" "TF_AMMO_PRIMARY"
clip_size 4
default_clip 4
"ProjectileType" "projectile_energy_ball"
"HasTeamSkins_Viewmodel" "1"

// Secondary Attributes.
"secondary_ammo" "None"

// Buckets.
"bucket" "0"
"bucket_position" "0"

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"
"ExplosionSound" "BaseExplosionEffect.Sound"

// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "gl"

// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_RPG.Single"
// "reload" "Weapon_RPG.WorldReload"
"burst" "Weapon_RPG.SingleCrit"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "32"
"y" "32"
"width" "32"
"height" "32"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}
[quote=Tob][quote=icona]How do I make this work with the detonator, cow mangler, and scorch shot explosions?[/quote]
This does not work for the detonator and scorch shot since those do not have a seperate weapon text file and are just considered regular Flareguns. You can do it for the cow mangler though

step 1:
[url=https://www.dropbox.com/s/svobacukgz0ksos/weaponscripts.zip?dl=0]download for all the default weapon text files[/url]
You'll see these are the same text files you also have in the Scripts folder of the config

step 2:
the cow mangler's weapon txt file is tf_weapon_particle_cannon.txt
extract somewhere and open it in notepad (I recommend downloading notepad++ for some quality of life)
find //buckets at line 30

step 3:
go to Scripts where your already working txt files are. Open one with the explosions you want the cow mangler to have and also find //buckets

step 4:
Inside the buckets paragraph you'll find something like this
[quote] "ExplosionEffect" "ExplosionCore_wall"
"ExplosionPlayerEffect" "ExplosionCore_MidAir"
"ExplosionWaterEffect" "ExplosionCore_MidAir_underwater"[/quote]
That's what you'll see in tf_weapon_particle_cannon.txt. But those aren't the explosions you want.
So go into the other file that has the right explosions and just copy paste those over in the cow mangler's file.
For example I use
[quote] "ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"[/quote]
Then just make sure you save the cow mangler file and put it in the Scripts folder where the other txt files are[/quote]

I was gonna ask a question about this, but what you said here is already what I have done. It doesn't work for me. I just see the normal cowmangler explosion... Here's my tf_weapon_particle_cannon.txt file:[spoiler]
WeaponData
{
// Attributes Base.
"printname" "#TF_Weapon_FocusedWaveProjector"
"BuiltRightHanded" "0"
"weight" "3"
"WeaponType" "primary"
"ITEM_FLAG_NOITEMPICKUP" "1"

// Primary Attributes.
"Damage" "90"
"Range" "0"
"BulletsPerShot" "1"
"Spread" "0.0"
"PunchAngle" "0.0"
"TimeFireDelay" "0.8"
"TimeIdle" "0.8"
"TimeIdleEmpty" "0.8"
"TimeReloadStart" "0.1"
"TimeReload" "0.83"
"primary_ammo" "TF_AMMO_PRIMARY"
clip_size 4
default_clip 4
"ProjectileType" "projectile_energy_ball"
"HasTeamSkins_Viewmodel" "1"

// Secondary Attributes.
"secondary_ammo" "None"

// Buckets.
"bucket" "0"
"bucket_position" "0"

"ExplosionEffect" "electrocuted_red_flash"
"ExplosionPlayerEffect" "electrocuted_blue_flash"
"ExplosionWaterEffect" "electrocuted_red_flash"
"ExplosionSound" "BaseExplosionEffect.Sound"

// Animation.
//"viewmodel" -viewmodel is now defined in _items_main.txt
//"playermodel" -playermodel is now defined in _items_main.txt
"anim_prefix" "gl"

// Sounds.
// Max of 16 per category (ie. max 16 "single_shot" sounds).
SoundData
{
"single_shot" "Weapon_RPG.Single"
// "reload" "Weapon_RPG.WorldReload"
"burst" "Weapon_RPG.SingleCrit"
}

// Weapon Sprite data is loaded by the Client DLL.
TextureData
{
"weapon"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"weapon_s"
{
"file" "sprites/bucket_rl"
"x" "0"
"y" "0"
"width" "200"
"height" "128"
}
"ammo"
{
"file" "sprites/a_icons1"
"x" "55"
"y" "60"
"width" "73"
"height" "15"
}
"crosshair"
{
"file" "sprites/crosshairs"
"x" "32"
"y" "32"
"width" "32"
"height" "32"
}
"autoaim"
{
"file" "sprites/crosshairs"
"x" "0"
"y" "48"
"width" "24"
"height" "24"
}
}
}[/spoiler]
169
#169
0 Frags +

I recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back

I recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back
170
#170
-1 Frags +
DouganI recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back

How did you remove the rocket trails? Does it work on valve servers?

[quote=Dougan]I recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back[/quote]

How did you remove the rocket trails? Does it work on valve servers?
171
#171
1 Frags +
DouganI recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back

DX8 is not supported anymore on the latest amd drivers, use dx9 or roll back to 16.12.2
edit: just saw it's an old post, I'll leave it for reference

[quote=Dougan]I recently reinstalled the script after a period of not using it, and I somehow managed to remove a lot of particles from my game. While the absence of some of these particles actually makes playing more enjoyable (no rocket trails), some of the particles are imperative to proper play (sticky trails, med beams). I guess I'm wondering if a) anyone has experienced anything similar and b) if anyone knows how i could perhaps get sticky trails and med beams back without getting rocket trails back[/quote]
DX8 is not supported anymore on the latest amd drivers, use dx9 or roll back to 16.12.2
edit: just saw it's an old post, I'll leave it for reference
172
#172
0 Frags +
zenDX8 is not supported anymore on the latest amd drivers, use dx9 or roll back to 16.12.2
edit: just saw it's an old post, I'll leave it for reference

Thanks. This helped a lot.

[quote=zen]
DX8 is not supported anymore on the latest amd drivers, use dx9 or roll back to 16.12.2
edit: just saw it's an old post, I'll leave it for reference[/quote]
Thanks. This helped a lot.
173
#173
-4 Frags +
yuiceKonataI think this is cheating in competitive. I don't have the nosmoke script and i still do very good in tf2.r u ok?

no i was fucking retarded at the time i use nosmoke script now

please forgive me tf.tv

[quote=yuice][quote=Konata]I think this is cheating in competitive. I don't have the nosmoke script and i still do very good in tf2.[/quote]
r u ok?[/quote]

no i was fucking retarded at the time i use nosmoke script now

please forgive me tf.tv
174
#174
cp_granary_pro
4 Frags +
KonatayuiceKonataI think this is cheating in competitive. I don't have the nosmoke script and i still do very good in tf2.r u ok?
no i was fucking retarded at the time i use nosmoke script now

please forgive me tf.tv

bumping old threads with no new information is unforgivable

[quote=Konata][quote=yuice][quote=Konata]I think this is cheating in competitive. I don't have the nosmoke script and i still do very good in tf2.[/quote]
r u ok?[/quote]

no i was fucking retarded at the time i use nosmoke script now

please forgive me tf.tv[/quote]
bumping old threads with no new information is unforgivable
175
#175
-2 Frags +

it dont work i made the file but ingame it dont work.Where do i put the file next?

it dont work i made the file but ingame it dont work.Where do i put the file next?
176
#176
0 Frags +
anasmalanosit dont work i made the file but ingame it dont work.Where do i put the file next?

you place it in

/Team Fortress 2/tf/custom/nosmoke/scripts/

all the text files in the downloads go there.
ie:

http://puu.sh/yBn01/f4ad78108b.png

[quote=anasmalanos]it dont work i made the file but ingame it dont work.Where do i put the file next?[/quote]
you place it in [code]/Team Fortress 2/tf/custom/nosmoke/scripts/[/code] all the text files in the downloads go there.
ie:
[img]http://puu.sh/yBn01/f4ad78108b.png[/img]
177
#177
0 Frags +

recent finding that might be worthwhile to someone who understands this better than me:
changing "ProjectileType" in tf_weapon_particle_cannon.txt from "projectile_energy_ball" to "projectile_rocket" seems to fix the nosmoke mod (ie no massive blast particle) but breaks the weapon. moreover it does not work in casual mode (even though it seemed to work on an sv_pure 2 listen server).

the weapon behaved exactly like a rocket launcher with this change, except it did not need ammo, and still had the alt attack, except this attack just fired a regular rocket after charging.

"ProjectileType"  	"projectile_rocket" // ORIGINALLY projectile_energy_ball
recent finding that might be worthwhile to someone who understands this better than me:
changing "ProjectileType" in tf_weapon_particle_cannon.txt from "projectile_energy_ball" to "projectile_rocket" seems to fix the nosmoke mod (ie no massive blast particle) but breaks the weapon. moreover it does not work in casual mode (even though it seemed to work on an sv_pure 2 listen server).

the weapon behaved exactly like a rocket launcher with this change, except it did not need ammo, and still had the alt attack, except this attack just fired a regular rocket after charging.

[code]"ProjectileType" "projectile_rocket" // ORIGINALLY projectile_energy_ball[/code]
178
#178
0 Frags +
unsmellchanging "ProjectileType"

I tried to make the Dragon's Fury look less obnoxious using this method but had no luck. If anyone else wants to give it a shot here is a copy of the stock weapon scripts since the old downloads didnt include it. The name is tf_weapon_rocketlauncher_fireball.txt.

[quote=unsmell]changing "ProjectileType"[/quote]

I tried to make the Dragon's Fury look less obnoxious using this method but had no luck. If anyone else wants to give it a shot here is a copy of [url=https://www.dropbox.com/s/rbz56p6bjpatsqa/default%20tf_weapon%20scripts%204-1-2018.zip?dl=0]the stock weapon scripts[/url] since the old downloads didnt include it. The name is tf_weapon_rocketlauncher_fireball.txt.
179
#179
3 Frags +
BenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

anyone got a working version for dx9

[quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]

anyone got a working version for dx9
180
#180
1 Frags +
BlungoBenroadsStarted messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

https://www.youtube.com/watch?v=AB_-3rP64n8

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar

anyone got a working version for dx9

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.

[quote=Blungo][quote=Benroads]Started messing around with this stuff again and found that you could remove the muzzle flash that is shown when using viewmodels.

[youtube]https://www.youtube.com/watch?v=AB_-3rP64n8[/youtube]

I did this by replacing whatever was set to "MuzzleFlashParticleEffect" with "env_rain_001_mist", I chose this because I am fairly sure that it gets tagged as a weather particle so it will not render if you have disabled weather effects (I would assume most people do). It seemed to work with most weapons, the only major exceptions really being the miniguns and a few scout primaries. This all should work on sv_pure 2 and includes my updated explosion stuff.

Download: http://puu.sh/kYAcw/ec207f99a8.rar[/quote]

anyone got a working version for dx9[/quote]

Short answer: "nutsnbolts_repair" and keep an eye out to make sure it doesnt cause anything fucky like env_rain_001_mist. Also that download in the quoted post has objects.txt which increases teleporter costs so if youre going to use that download edit or delete objects.txt.

I tried nutsnbolts_repair on a local server and saw no visual particles and didnt notice my frames dropping or anything so hopefully it works. Also personally I wouldnt remove sniper's muzzleflashes since his hitscan leaves no tracer.

Long answer: To more easily test particles I extracted the particles folder from tf2_misc_dir.vpk and launched TF2 using the -tools launch option. Once its launched go to Tools>Particle editor then use Open to navigate to any of the .pcf files you extracted. This should let you see the multiple particle effects in each pcf. I just looked for some that appeared to have no visible effect, FYI for some reason some look like they have no effect in the editor but actually have an effect in game such as bullet_tracer01. Restarting TF2 to test is slow as fuck so this helps minimize that as much as possible when looking for a suitable particle effect.
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