Upvote Upvoted 290 Downvote Downvoted
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 18
yttrium's competitive viewmodels
posted in Customization
271
#271
0 Frags +
yttriumoh I think I just realized what it might be
sv_allow_point_servercommand always

try putting that in your autoexec before the map load command

Thats on the 17th line. Rip guess ill have to stick with scripts that break often :(

Anyways thanks for the help :)

[quote=yttrium]oh I think I just realized what it might be

[code]sv_allow_point_servercommand always[/code]

try putting that in your autoexec before the map load command[/quote]

Thats on the 17th line. Rip guess ill have to stick with scripts that break often :(

Anyways thanks for the help :)
272
#272
0 Frags +
CarnI'm getting an error with 1.2 where "Select Team Fortress 2" Folder's grayed out, and whenever I try to install the animations, an unhandled exception occurs.
It says the number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.

And here's what's output in the details:
Show Content
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
at System.IO.Compression.ZipArchive.ReadCentralDirectory()
at System.IO.Compression.ZipArchive.get_Entries()
at System.IO.Compression.ZipFileExtensions.ExtractToDirectory(ZipArchive source, String destinationDirectoryName)
at System.IO.Compression.ZipFile.ExtractToDirectory(String sourceArchiveFileName, String destinationDirectoryName, Encoding entryNameEncoding)
at CompVMInstaller.Form2.RenderButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
CompVMInstaller
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Carn/Downloads/CompVMInstaller.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.51209.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.IO.Compression.FileSystem
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.

I'm getting the same error with v1.2. I had used v1.0 before and it worked, and I was attempting to change my settings. I tried deleting the previously saved files, deleted the registry entry, etc., but no luck. I used v1.0 again and it worked.

[quote=Carn]I'm getting an error with 1.2 where "Select Team Fortress 2" Folder's grayed out, and whenever I try to install the animations, an unhandled exception occurs.
It says the number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.

And here's what's output in the details:
[spoiler]
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.



************** Exception Text **************
System.IO.InvalidDataException: Number of entries expected in End Of Central Directory does not correspond to number of entries in Central Directory.
at System.IO.Compression.ZipArchive.ReadCentralDirectory()
at System.IO.Compression.ZipArchive.get_Entries()
at System.IO.Compression.ZipFileExtensions.ExtractToDirectory(ZipArchive source, String destinationDirectoryName)
at System.IO.Compression.ZipFile.ExtractToDirectory(String sourceArchiveFileName, String destinationDirectoryName, Encoding entryNameEncoding)
at CompVMInstaller.Form2.RenderButton_Click(Object sender, EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
CompVMInstaller
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Users/Carn/Downloads/CompVMInstaller.exe
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 10.0.0.0
Win32 Version: 12.0.51209.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/Microsoft.VisualBasic/v4.0_10.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
System
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34238 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Core
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Core/v4.0_4.0.0.0__b77a5c561934e089/System.Core.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34251 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34270 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34245 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Runtime.Remoting/v4.0_4.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------
System.Configuration
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------
System.Xml
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34234 built by: FX452RTMGDR
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.IO.Compression.FileSystem
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression.FileSystem/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.FileSystem.dll
----------------------------------------
System.IO.Compression
Assembly Version: 4.0.0.0
Win32 Version: 4.0.30319.34209
CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.IO.Compression/v4.0_4.0.0.0__b77a5c561934e089/System.IO.Compression.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
[/spoiler][/quote]
I'm getting the same error with v1.2. I had used v1.0 before and it worked, and I was attempting to change my settings. I tried deleting the previously saved files, deleted the registry entry, etc., but no luck. I used v1.0 again and it worked.
273
#273
0 Frags +

yo, i started using this cool utility to remove revolver/sapper and i ran into a problem
http://imgur.com/a/MYSMn
the top picture is with the custom animations and the bottom without, both with viewmodel_fov 100
is it my stupidity or the utility needs an update?

yo, i started using this cool utility to remove revolver/sapper and i ran into a problem
http://imgur.com/a/MYSMn
the top picture is with the custom animations and the bottom without, both with viewmodel_fov 100
is it my stupidity or the utility needs an update?
274
#274
6 Frags +

It hasn't been fully updated to support the newest viewmodel changes, so it'll still use the old ones for any unhidden animations.

It hasn't been fully updated to support the newest viewmodel changes, so it'll still use the old ones for any unhidden animations.
275
#275
-2 Frags +

i have a few questions

  • with min viewmodels, my knives (all of them) have this weird arm hanging on the left side of my screen
  • the medic's arm does this weird flip while bringing out and putting away my melee
  • the scout's arm does the same weird flip, but only when bringing out the melee

is there a fix for any of these?
i have the medic's primary and secondary off and melee on. i have the scout's scattergun and pistol off and everything else is on in case that helps
thanks

[h]i have a few questions[/h]
[list]
[*] with min viewmodels, my knives (all of them) have this weird arm hanging on the left side of my screen
[*] the medic's arm does this weird flip while bringing out and putting away my melee
[*] the scout's arm does the same weird flip, but only when bringing out the melee
[/list]
is there a fix for any of these?
i have the medic's primary and secondary off and melee on. i have the scout's scattergun and pistol off and everything else is on in case that helps
[b]thanks[/b]
276
#276
3 Frags +

@aefra look at the post above you

yttriumIt hasn't been fully updated to support the newest viewmodel changes, so it'll still use the old ones for any unhidden animations.
@aefra look at the post above you

[quote=yttrium]It hasn't been fully updated to support the newest viewmodel changes, so it'll still use the old ones for any unhidden animations.[/quote]
277
#277
0 Frags +

Could someone link me a download to the 1.0 or 1.1 version? I used this mod a while back then temporarily uninstalled it, and now the install won't work. I think it might have something to do with the 1.2 update.

Could someone link me a download to the 1.0 or 1.1 version? I used this mod a while back then temporarily uninstalled it, and now the install won't work. I think it might have something to do with the 1.2 update.
278
#278
0 Frags +

I didn't have time to scroll through all of the pages, but is there a way you could bind turning on these viewmodels to a specific key, or simulate such a thing?

I didn't have time to scroll through all of the pages, but is there a way you could bind turning on these viewmodels to a specific key, or simulate such a thing?
279
#279
0 Frags +
XS-TerrainI didn't have time to scroll through all of the pages, but is there a way you could bind turning on these view models to a specific key?

No. It is a vpk and would require you to reboot the game.

EDIT: It was a vpk but now it works differently then how it used to. Regardless, you can't bind it to a button.

[quote=XS-Terrain]I didn't have time to scroll through all of the pages, but is there a way you could bind turning on these view models to a specific key?[/quote]

No. It [s]is a vpk and[/s] would require you to reboot the game.

EDIT: It was a vpk but now it works differently then how it used to. Regardless, you can't bind it to a button.
280
#280
-1 Frags +

When im installing it, it says invalid path, what folder do i put it in? I put it in Program File 86/Steam/steamapps/common/Team Fortress 2. Is that right? Or do i put it in tf, cus that says invalid too

When im installing it, it says invalid path, what folder do i put it in? I put it in Program File 86/Steam/steamapps/common/Team Fortress 2. Is that right? Or do i put it in tf, cus that says invalid too
281
#281
0 Frags +

So two questions:
1. Can you create a custom version for me which contains the no-crit poke backstab? Thanks in advance!
2. Although it is quite obvious that you can't simply bind this is a button using console, is it possible to simulate an effect, whether through console, a separate program, or the viewmodel files themselves, where pressing a certain button would remove these viewmodels?

So two questions:
1. Can you create a custom version for me which contains the no-crit poke backstab? Thanks in advance!
2. Although it is quite obvious that you can't simply bind this is a button using console, is it possible to simulate an effect, whether through console, a separate program, or the viewmodel files themselves, where pressing a certain button would remove these viewmodels?
282
#282
0 Frags +
TsarbucksXS-TerrainI didn't have time to scroll through all of the pages, but is there a way you could bind turning on these view models to a specific key?
No. It is a vpk and would require you to reboot the game.

EDIT: It was a vpk but now it works differently then how it used to. Regardless, you can't bind it to a button.

No, it is a VPK. Only the very first non-customizable release was not a VPK.

[quote=Tsarbucks][quote=XS-Terrain]I didn't have time to scroll through all of the pages, but is there a way you could bind turning on these view models to a specific key?[/quote]

No. It [s]is a vpk and[/s] would require you to reboot the game.

EDIT: It was a vpk but now it works differently then how it used to. Regardless, you can't bind it to a button.[/quote]

No, it is a VPK. Only the very first non-customizable release was not a VPK.
283
#283
0 Frags +

Any news on an update? Inspecting spy's knives makes everything go very wonky.

Any news on an update? Inspecting spy's knives makes everything go very wonky.
284
#284
0 Frags +

i had the soldier section of the viewmodel installer set to hide only shotguns, banners, and bison, but for some reason the original gets hidden, but not rocket launchers

i want the original viewmodel fully visible, and wouldn't know how to go about it, so help would be appreciated

i had the soldier section of the viewmodel installer set to hide only shotguns, banners, and bison, but for some reason the original gets hidden, but not rocket launchers

i want the original viewmodel fully visible, and wouldn't know how to go about it, so help would be appreciated
285
#285
0 Frags +

hey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?

hey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?
286
#286
1 Frags +
headfacehey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?

if you previously had viewmodel_fov 0 or r_drawviewmodel 0, set them to 1

[quote=headface]hey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?[/quote]
if you previously had viewmodel_fov 0 or r_drawviewmodel 0, set them to 1
287
#287
1 Frags +
Viperheadfacehey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?if you previously had viewmodel_fov 0 or r_drawviewmodel 0, set them to 1

thanks alot m8

[quote=Viper][quote=headface]hey man, i downloaded the mod, installed it and everything... i also downloaded the preload room map and put the launch option in tf2 to run it in the background. but if i disconnect from that private server then and join a community server or casual, all viewmodels are disabled... not only for the selected, for everything. how can i fix that?[/quote]
if you previously had viewmodel_fov 0 or r_drawviewmodel 0, set them to 1[/quote]

thanks alot m8
288
#288
4 Frags +

Huge update inbound. Working changelog:

  • New about window
  • Brand new wizard for step-by-step guidance and troubleshooting steps
  • Previous "Wizard" tab renamed to "Advanced"
  • Built-in preloader
  • Updated for the most recent viewmodel changes

Not sure when it'll be done honestly. Hopefully tonight but who knows.

Huge update inbound. Working changelog:

[list]
[*] New about window
[*] Brand new wizard for step-by-step guidance and troubleshooting steps
[*] Previous "Wizard" tab renamed to "Advanced"
[*] Built-in preloader
[*] [b]Updated for the most recent viewmodel changes[/b]
[/list]

Not sure when it'll be done honestly. Hopefully tonight but who knows.
289
#289
6 Frags +

Just updated to version 1.3.

Changelog1.3
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).

Now that Carn's preloader is included, this method works absolutely everywhere. Good luck Valve.

EDIT: Just encountered that bug where it crashes when it starts trying to install with an End Of Central Directory error. I think I know how to fix it, give me a little bit.

Just updated to version 1.3.

[quote=Changelog][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).[/quote]

Now that Carn's preloader is included, this method works absolutely everywhere. Good luck Valve.

EDIT: Just encountered that bug where it crashes when it starts trying to install with an End Of Central Directory error. I think I know how to fix it, give me a little bit.
290
#290
0 Frags +

Is there a chance you could include the pre-law update animations as an option? (Rocket launcher, medigun)

Is there a chance you could include the pre-law update animations as an option? (Rocket launcher, medigun)
291
#291
3 Frags +

Just updated to version 1.3.1.

Changelog1.3.1
Fixed an issue where trying to install the mod a second time would end with an End Of Central Directory error.
Just updated to version 1.3.1.
[quote=Changelog]
[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.
[/quote]
292
#292
2 Frags +

soldier animations are a bit broken for me, tried reinstalling that didnt help either:

Show Content
soldier animations are a bit broken for me, tried reinstalling that didnt help either:

[spoiler]
RL draw animation
[img]http://puu.sh/rKVlI/9a25c8c53c.jpg[/img]
RL reload animation
[img]http://puu.sh/rKVmG/86de794473.jpg[/img]
melee draw
[img]http://puu.sh/rKVp7/62b514e68d.jpg[/img]
melee crit swing
[img]http://puu.sh/rKVqe/b7d807aa21.jpg[/img]
installer settings
[img]http://puu.sh/rKVx3/5094760b8a.jpg[/img]

[/spoiler]
293
#293
2 Frags +
adyskysoldier animations are a bit broken for me, tried reinstalling that didnt help either

same here, just sent yttrium a message about it

he'll probably be on later to drop a hotfix

[quote=adysky]soldier animations are a bit broken for me, tried reinstalling that didnt help either[/quote]
same here, just sent yttrium a message about it

he'll probably be on later to drop a hotfix
294
#294
3 Frags +

I think I know what's causing it but you'll have to wait a little for a fix. Only Soldier?

I think I know what's causing it but you'll have to wait a little for a fix. Only Soldier?
295
#295
4 Frags +
yttriumI think I know what's causing it but you'll have to wait a little for a fix. Only Soldier?

let me boot up the installer again and check the other classes, but afaik it's just soldier anims that are fucked

edit: shortstop push anim is broken, pyro melee swing anim is broken (after the first swing, the viewmodel stays off to the far left until you switch to a different weapon slot and then back), demo melee swing anim warps to the far left after a swing but returns to normal position afterwards, heavy melee swing anim draws normally but then shifts far left until you swing and then retreats back to the left, a weird "double-reload" sound occurs on pyro and heavy shotgun reload, sniper melee is shifted to the left and doesn't return to the normal position, sniper throws jarate like it's a frisbee

edit 2: screenshots

[quote=yttrium]I think I know what's causing it but you'll have to wait a little for a fix. Only Soldier?[/quote]
let me boot up the installer again and check the other classes, but afaik it's just soldier anims that are fucked

edit: shortstop push anim is broken, pyro melee swing anim is broken (after the first swing, the viewmodel stays off to the far left until you switch to a different weapon slot and then back), demo melee swing anim warps to the far left after a swing but returns to normal position afterwards, heavy melee swing anim draws normally but then shifts far left until you swing and then retreats back to the left, a weird "double-reload" sound occurs on pyro and heavy shotgun reload, sniper melee is shifted to the left and doesn't return to the normal position, sniper throws jarate like it's a frisbee

edit 2: [url=http://imgur.com/a/lHTW4]screenshots[/url]
296
#296
4 Frags +

alright basically I fucked up the model decompile, my b. some source viewmodels have a 90° offset during compilation and some don't, and I probably used the wrong setting so it's rotating everything. Will fix in a little bit.

Edit: turns out I'm a fucking idiot and forgot about EDIT1 from this post.

alright basically I fucked up the model decompile, my b. some source viewmodels have a 90° offset during compilation and some don't, and I probably used the wrong setting so it's rotating everything. Will fix in a little bit.

Edit: turns out I'm a fucking idiot and forgot about EDIT1 from [url=http://www.teamfortress.tv/post/614531/yttriums-competitive-viewmodels]this post[/url].
297
#297
6 Frags +

Just updated to version 1.3.2.

Changelog1.3.2
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.
Just updated to [url=https://github.com/Yttrium-tYcLief/CompVMInstaller/releases/download/v1.3.2/CompVMInstaller_1.3.2.exe]version 1.3.2[/url].

[quote=Changelog]
[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.[/quote]
298
#298
2 Frags +

hey ytt, can you make medi-gun beams visible? i can't play without them

hey ytt, can you make medi-gun beams visible? i can't play without them
299
#299
1 Frags +

Hey, I use a mac and well i can't find my tf2 folder because its simple not letting me
Is there a way to fix this or do i have to download something or throw it out the window?
Thank you in advance

Hey, I use a mac and well i can't find my tf2 folder because its simple not letting me
Is there a way to fix this or do i have to download something or throw it out the window?
Thank you in advance
300
#300
2 Frags +
Rotten_Mindhey ytt, can you make medi-gun beams visible? i can't play without them

Probably not. I'll look into it but I don't think so, at least not for now. In a future revision it might be possible. Honestly I would suggest just using shown min viewmodels for mediguns though.

stewieHey, I use a mac and well i can't find my tf2 folder because its simple not letting me
Is there a way to fix this or do i have to download something or throw it out the window?
Thank you in advance

I've been getting reports that even when manually installed, the latest update has broken preloading on Macs. So unfortunately while I could help you get past that stumbling block, it wouldn't work in the end. Sorry.

[quote=Rotten_Mind]hey ytt, can you make medi-gun beams visible? i can't play without them[/quote]
Probably not. I'll look into it but I don't think so, at least not for now. In a future revision it might be possible. Honestly I would suggest just using shown min viewmodels for mediguns though.

[quote=stewie]Hey, I use a mac and well i can't find my tf2 folder because its simple not letting me
Is there a way to fix this or do i have to download something or throw it out the window?
Thank you in advance[/quote]
I've been getting reports that even when manually installed, the latest update has broken preloading on Macs. So unfortunately while I could help you get past that stumbling block, it wouldn't work in the end. Sorry.
1 ⋅⋅ 7 8 9 10 11 12 13 ⋅⋅ 18
Please sign in through STEAM to post a comment.