Upvote Upvoted 319 Downvote Downvoted
1 2 3 4 ⋅⋅ 20
yttrium's competitive viewmodels
posted in Customization
1
#1
0 Frags +

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.
[img]http://i.imgur.com/HZdI7eZ.png[/img]

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:

[spoiler][img]http://i.imgur.com/k6f2HtF.png[/img][/spoiler]

Just download [url=https://github.com/Yttrium-tYcLief/CompVMInstaller/releases/download/v1.4.1/CompVMInstaller_1.4.1.exe]this installer[/url] and run it, and it'll guide you through the rest.
[size=12]Current version: [b]1.4.1[/b][/size]
[size=10][i]Requires [url=https://www.microsoft.com/en-us/download/details.aspx?id=30653].NET Framework 4.5[/url][/i][/size]
[size=10][i]Looking for a previous release? [url=https://github.com/Yttrium-tYcLief/CompVMInstaller/releases]Look here[/url].[/i][/size]

[b]FAQ[/b]

[spoiler][b]Does this work on MvM servers, Casual Mode servers, Competitive Mode servers, and sv_pure 2 servers?[/b]
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).

[b]How does it even work?[/b]
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.

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

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

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

[b]Can these be turned off ingame?[/b]
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.

[b]Can Valve possibly patch this method?[/b]
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!

[b]Sauce pls?[/b]
This will only make sense if you actually know your way around Valve's MDL internals: [url=https://github.com/Yttrium-tYcLief/CompVMInstaller]GitHub[/url]

[b]An option isn't working, or something is being disabled that shouldn't be![/b]
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.

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

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

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

[b]Can I donate to you?[/b]
I want to reiterate that I do not do any of this to make a profit, but [url=https://paypal.me/yttrium]if you really want[/url] to I won't complain.[/spoiler]

[b]Changelog[/b]
[spoiler]
[quote]
[b]1.4.1[/b]
Merged Oblique's Jungle Inferno updates.
[list]
[*]Named 1.4.1 to stem confusion about the unofficial 1.4.0 binary.
[/list]
[b]1.3.2[/b]
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.
[list]
[*]The previous registry entry has been updated to use this same framework.
[/list]
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.

[b]1.3.1[/b]
Fixed an issue where trying to install the mod a second time would end with an End Of Central Directory error.

[b]1.3[/b]
Added a new About window.
Added a visual image guide.
Included the installation of a preloader during the compilation process.
[list]
[*] This adds preload_room.bsp to the Maps folder, and adds the following line to autoexec.cfg:
[list]
[*] map_background preload_room; wait 10; disconnect
[/list]
[/list]
Updated for the most recent viewmodel changes (as of 10/16/2016).

[b]1.2[/b]
The install/uninstall progress dialog is now Always On Top.
Updated animation files to support the July 28, 2016 patch.

[b]1.1[/b]
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.
[list]
[*] This makes it easier to distribute configurations and wipe over old installs.
[/list]
The installer now saves your TF2 directory to the registry, and attempts to recall it upon future loads.
[list]
[*] The registry path is HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path
[/list]

[b]1.0[/b]
Base release.[/quote][/spoiler]
2
#2
87 Frags +

good fucking shit dude hope this doesn't get fixed

good fucking shit dude hope this doesn't get fixed
3
#3
13 Frags +

yttrium just saved everyone

yttrium just saved everyone
4
#4
6 Frags +

isnt crusader's crossbow a primary weapon

isnt crusader's crossbow a primary weapon
5
#5
11 Frags +
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

[quote=riotbz]isnt crusader's crossbow a primary weapon[/quote]
I felt it was different enough at the time to warrant its own line but I'll remove it
6
#6
7 Frags +

Yttrium you are a beast

Yttrium you are a beast
7
#7
25 Frags +

yttrium, the savior of TF2. Your move, Valve.

yttrium, the savior of TF2. Your move, Valve.
8
#8
7 Frags +

x

x
9
#9
0 Frags +

This is really cool, thank you. Can you make it so the viewmodels appear to have a higher effective FOV? For me the RL viewmodel helps me jump but I, like most people, can't stand the 54 FOV.

Also, as the first request would you possibly make a version with secondary weapons shown (pistol/shotgun/pipe launcher/all medic weapons) that still hides the weapon you are going to use most of the time (scattergun/sticky launcher)?

This is really cool, thank you. Can you make it so the viewmodels appear to have a higher effective FOV? For me the RL viewmodel helps me jump but I, like most people, can't stand the 54 FOV.

Also, as the first request would you possibly make a version with secondary weapons shown (pistol/shotgun/pipe launcher/all medic weapons) that still hides the weapon you are going to use most of the time (scattergun/sticky launcher)?
10
#10
3 Frags +

Good 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?

Good 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?
11
#11
19 Frags +

Valve was prepared to upset a large proportion of the community with viewmodels - but are they prepared to upset TWO large proportions of the community by removing custom animations as well.

Valve was prepared to upset a large proportion of the community with viewmodels - but are they prepared to upset TWO large proportions of the community by removing custom animations as well.
12
#12
5 Frags +

you're a god

you're a god
13
#13
6 Frags +

My simple ideas never turn out to be anything but simple ideas because i'm a lazy fuck. Really well done, thanks for not being like me.

My simple ideas never turn out to be anything but simple ideas because i'm a lazy fuck. Really well done, thanks for not being like me.
14
#14
37 Frags +
the301stspartanI wish the competitive community didn't have to fight a guerilla cyber war against valve
[quote=the301stspartan]I wish the competitive community didn't have to fight a guerilla cyber war against valve[/quote]
15
#15
6 Frags +
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.

[quote=Pvt_Parrot][quote=the301stspartan]I wish the competitive community didn't have to fight a guerilla cyber war against valve[/quote][/quote]
amen

[quote=the301stspartan]Good 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?[/quote]
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.
16
#16
-13 Frags +

x

x
17
#17
17 Frags +
Firefrom my testing the only hidden wep was the scattergun tho, primaries on all other classes were shown.

http://puu.sh/q2usd/ea22581829.png

[quote=Fire]from my testing the only hidden wep was the scattergun tho, primaries on all other classes were shown.[/quote]

http://puu.sh/q2usd/ea22581829.png
18
#18
4 Frags +

Question: 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

Question: 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
19
#19
23 Frags +

Its nice to have so many talented people like jarateking and ytterium in this community really pushing game customization to the limits and improving all our experiences

Its nice to have so many talented people like jarateking and ytterium in this community really pushing game customization to the limits and improving all our experiences
20
#20
-60 Frags +

So 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?
So many upvotes for what is clearly cheating. :((((

Think about the following quote while you minus-frag this post into oblivion.

[quote=yttrium]What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? [/quote]
21
#21
7 Frags +

yttrium the god

yttrium the god
22
#22
13 Frags +
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.

[quote=smakers]So many upvotes for what is clearly cheating. :((((

Think about the following quote while you minus-frag this post into oblivion.

[quote=yttrium]What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? [/quote][/quote]
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%?

[quote=boots]Question: 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[/quote]
Theoretically yes and it's definitely something I'm going to be looking into.

That tutorial is shit.
23
#23
1 Frags +
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?

If it was cheating it wouldn't be allowed.

[quote=smakers]So many upvotes for what is clearly cheating. :((((

Think about the following quote while you minus-frag this post into oblivion.

[quote=yttrium]What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? [/quote][/quote]

If it was cheating it wouldn't be allowed.
24
#24
-20 Frags +
yttriumI mean it's not like it can evade sv_pure.

So, competitive MM doesn't use sv_pure?

the301stspartanIf it was cheating it wouldn't be allowed.

You're obviously free to believe what you want, but, really? I suppose aimbots aren't cheating because the game doesn't somehow internally prevent you from using them? I suppose material hacks that make walls and/or doors invisible aren't cheating because the game doesn't prevent you from doing it? Sound modifications that make spy decloaking and/or footstep sounds much louder are legit too, I suppose.

Obviously a lot of people are happy to have some way to circumvent Valve's explicit decision to not allow viewmodel disabling or changing in competitive, and if they want to use it, so be it, but calling it anything other than cheating is silly.

[quote=yttrium]
I mean it's not like it can evade sv_pure.
[/quote]
So, competitive MM doesn't use sv_pure?

[quote=the301stspartan]
If it was cheating it wouldn't be allowed.[/quote]
You're obviously free to believe what you want, but, really? I suppose aimbots aren't cheating because the game doesn't somehow internally prevent you from using them? I suppose material hacks that make walls and/or doors invisible aren't cheating because the game doesn't prevent you from doing it? Sound modifications that make spy decloaking and/or footstep sounds much louder are legit too, I suppose.

Obviously a lot of people are happy to have some way to circumvent Valve's explicit decision to not allow viewmodel disabling or changing in competitive, and if they want to use it, so be it, but calling it anything other than cheating is silly.
25
#25
7 Frags +
the301stspartansmakersSo 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?

If it was cheating it wouldn't be allowed.

Also, if this is cheating, custom view models are cheating, because that's all this is: custom view models.

[quote=the301stspartan][quote=smakers]So many upvotes for what is clearly cheating. :((((

Think about the following quote while you minus-frag this post into oblivion.

[quote=yttrium]What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? [/quote][/quote]

If it was cheating it wouldn't be allowed.[/quote]

Also, if this is cheating, custom view models are cheating, because that's all this is: custom view models.
26
#26
9 Frags +

The game does internally prevent you from using aimbots. All of the examples you mention are explicitly prevented by sv_pure or vac. Edited viewmodel animations are explicitly allowed in sv_pure. That's why it doesn't have to bypass sv_pure.
=allowed

The game does internally prevent you from using aimbots. All of the examples you mention are explicitly prevented by sv_pure or vac. Edited viewmodel animations are explicitly allowed in sv_pure. That's why it doesn't have to bypass sv_pure.
=allowed
27
#27
13 Frags +
smakersthe301stspartanIf it was cheating it wouldn't be allowed.You're obviously free to believe what you want, but, really? I suppose aimbots aren't cheating because the game doesn't somehow internally prevent you from using them? I suppose material hacks that make walls and/or doors invisible aren't cheating because the game doesn't prevent you from doing it? Sound modifications that make spy decloaking and/or footstep sounds much louder are legit too, I suppose.

Obviously a lot of people are happy to have some way to circumvent Valve's explicit decision to not allow viewmodel disabling or changing in competitive, and if they want to use it, so be it, but calling it anything other than cheating is silly.

Yeah compare actual hacks that do give you an unfair advantage against everyone else with removing a weapon from your screen and call them both cheating
don't be dumb

[quote=smakers]
[quote=the301stspartan]
If it was cheating it wouldn't be allowed.[/quote]
You're obviously free to believe what you want, but, really? I suppose aimbots aren't cheating because the game doesn't somehow internally prevent you from using them? I suppose material hacks that make walls and/or doors invisible aren't cheating because the game doesn't prevent you from doing it? Sound modifications that make spy decloaking and/or footstep sounds much louder are legit too, I suppose.

Obviously a lot of people are happy to have some way to circumvent Valve's explicit decision to not allow viewmodel disabling or changing in competitive, and if they want to use it, so be it, but calling it anything other than cheating is silly.[/quote]

Yeah compare actual hacks that do give you an unfair advantage against everyone else with removing a weapon from your screen and call them both cheating
don't be dumb
28
#28
-20 Frags +

I mean, we can continue to argue semantics to your heart's content, but are you really fooling yourself?

TF2's competitive matchmaking enforces an "sv_pure 2" setting, which has an intended effect of: "In this mode, all game content is forced to be default. This is identical to running in mode 1 and with everything in the whitelist file set to from_steam." (per the valve developer community wiki page, HERE).

Additionally, Valve clamped the viewmodel settings with the release of matchmaking and has left the settings unclamped for other game modes, further making it obvious that they want the viewmodels to be left alone when playing competitive matchmaking.

It's clear that there is some sort of oversight or bug with how the sv_pure settings are handling these modified files, but you're seriously going to argue that it's not cheating when you're blatantly circumventing the configuration restrictions they added specifically for competitive matchmaking?

I mean, my opinion is in the minority here and you guys really want to get around Valve's limitations, and that's your prerogative, but:

Material hacks circumvent sv_pure and/or vac. Aimbots circumvent sv_pure and/or vac. Wallhacks do the same. Your files circumvent sv_pure and/or valve-imposed limitations in competitive matchmaking. It's cheating at worst and exploitation at best.

I didn't mean to derail his thread this much so I'll try to leave it alone now.

I mean, we can continue to argue semantics to your heart's content, but are you really fooling yourself?

TF2's competitive matchmaking enforces an "sv_pure 2" setting, which has an intended effect of: "In this mode, all game content is forced to be default. This is identical to running in mode 1 and with everything in the whitelist file set to from_steam." (per the valve developer community wiki page, [url=https://developer.valvesoftware.com/wiki/Pure_Servers]HERE[/url]).

Additionally, Valve clamped the viewmodel settings with the release of matchmaking and has left the settings unclamped for other game modes, further making it obvious that they want the viewmodels to be left alone when playing competitive matchmaking.

It's clear that there is some sort of oversight or bug with how the sv_pure settings are handling these modified files, but you're seriously going to argue that it's not cheating when you're blatantly circumventing the configuration restrictions they added [i]specifically for[/i] competitive matchmaking?

I mean, my opinion is in the minority here and you guys really want to get around Valve's limitations, and that's your prerogative, but:

Material hacks circumvent sv_pure and/or vac. Aimbots circumvent sv_pure and/or vac. Wallhacks do the same. Your files circumvent sv_pure and/or valve-imposed limitations in competitive matchmaking. It's cheating at worst and exploitation at best.

I didn't mean to derail his thread this much so I'll try to leave it alone now.
29
#29
-1 Frags +
the301stspartanThe game does internally prevent you from using aimbots. All of the examples you mention are explicitly prevented by sv_pure or vac. Edited viewmodel animations are explicitly allowed in sv_pure. That's why it doesn't have to bypass sv_pure.
=allowed

not that im arguing that this pack is cheating and unfair, but it's essentially an exploit that abuses the fact that custom anims are allowed on sv_pure 2. im fairly sure valve wouldn't have considered this when allowing that (or forgotten that it could be used in mm). you should judge cheating based on what it grants the user ingame as opposed to what the developer intended, not simply on whether it's possible to use ingame

[quote=the301stspartan]The game does internally prevent you from using aimbots. All of the examples you mention are explicitly prevented by sv_pure or vac. Edited viewmodel animations are explicitly allowed in sv_pure. That's why it doesn't have to bypass sv_pure.
=allowed[/quote]

not that im arguing that this pack is cheating and unfair, but it's essentially an exploit that abuses the fact that custom anims are allowed on sv_pure 2. im fairly sure valve wouldn't have considered this when allowing that (or forgotten that it could be used in mm). you should judge cheating based on what it grants the user ingame as opposed to what the developer intended, not simply on whether it's possible to use ingame
30
#30
2 Frags +

Cheating means getting an advantage by breaking the rules of the competition. The competitive community has, from the start of competitive TF2, defined its own rules. Valve have come in, copied our gamemode (6v6) and thrown a wrench at some of our own rules (that no viewmodels and fps configs are fine and that class limits are in place), then asked us to play their version of our competition. We are annoyed that valve have done this, and we've found a way to remove part of the wrench and put some of our old rules back in place.

Your argument, that these viewmodels are bad because it's cheating, is a very pedantic and almost snide one, and tries to put what's happening in this thread alongside aimbots, wallhacks and bunnyhop scripts, and tries to make us feel guilty for taking back what we used to have from a company that is trying to change our community's rules.

Cheating means getting an advantage by breaking the rules of the competition. The competitive community has, from the start of competitive TF2, defined its own rules. Valve have come in, copied our gamemode (6v6) and thrown a wrench at some of our own rules (that no viewmodels and fps configs are fine and that class limits are in place), then asked us to play their version of our competition. We are annoyed that valve have done this, and we've found a way to remove part of the wrench and put some of our old rules back in place.

Your argument, that these viewmodels are bad because it's cheating, is a very pedantic and almost snide one, and tries to put what's happening in this thread alongside aimbots, wallhacks and bunnyhop scripts, and tries to make us feel guilty for taking back what we used to have from a company that is trying to change our community's rules.
1 2 3 4 ⋅⋅ 20
Please sign in through STEAM to post a comment.