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yttrium's competitive viewmodels
posted in Customization
181
#181
27 Frags +

real glad they fixed this instead of fixing the x other trivial bugs in the game

real glad they fixed this instead of fixing the x other trivial bugs in the game
182
#182
11 Frags +

[*]

[*]
183
#183
7 Frags +

RIP

RIP
184
#184
7 Frags +

it was good while it lasted

it was good while it lasted
185
#185
14 Frags +

Why remove things that the players want and have been in the game forever?

Why remove things that the players want and have been in the game forever?
186
#186
2 Frags +
panda106Why remove things that the players want and have been in the game forever?

this exactly. why not just give everyone the option to hide specific viewmodels? removing this feature is a great loss to multiple people who really enjoy the game

[quote=panda106]Why remove things that the players want and have been in the game forever?[/quote]
this exactly. why not just give everyone the option to hide specific viewmodels? removing this feature is a great loss to multiple people who really enjoy the game
187
#187
5 Frags +

Hey if your gonna do this just lemme toggle my vm's

Hey if your gonna do this just lemme toggle my vm's
188
#188
8 Frags +

Well rip bothering to play competitive.

Well rip bothering to play competitive.
189
#189
8 Frags +

Thanks for the effort you put into this Yttrium. Was great using it while it worked :)

Thanks for the effort you put into this Yttrium. Was great using it while it worked :)
190
#190
-7 Frags +
trippagood fucking shit dude hope this doesn't get fixed

RIP in peace this mod... They removed custom animations from sv_pure 1 server's in the latest patch (which they JUST released)

[quote=trippa]good fucking shit dude hope this doesn't get fixed[/quote]

RIP in peace this mod... They removed custom animations from sv_pure 1 server's in the latest patch (which they JUST released)
191
#191
21 Frags +

https://s-media-cache-ak0.pinimg.com/236x/1b/0f/7f/1b0f7fc0127ce4ae4173f51d1749f6ab.jpg

[img]https://s-media-cache-ak0.pinimg.com/236x/1b/0f/7f/1b0f7fc0127ce4ae4173f51d1749f6ab.jpg[/img]
192
#192
5 Frags +

:rip: but on the other note it is actually hilarious reading all the mad comments about the custom animations.

:rip: but on the other note it is actually hilarious reading all the mad comments about the custom animations.
193
#193
2 Frags +

[*]

[*]
194
#194
3 Frags +

[*]

Show Content
Thanks Slin.
[*]
[spoiler]Thanks Slin.[/spoiler]
195
#195
9 Frags +

Lol "Unfair advantage" "Exploited"

Lol "Unfair advantage" "Exploited"
196
#196
16 Frags +

I'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.

I'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.
197
#197
-8 Frags +
trippagood fucking shit dude hope this doesn't get fixed

http://prntscr.com/byuh8e

You called it.

Thanks to this post, we can't even use custom animations at all anymore.

I'm so fucking done.

[quote=trippa]good fucking shit dude hope this doesn't get fixed[/quote]

[img]http://prntscr.com/byuh8e[/img]

[b][i][u]You called it.[/u][/i][/b]

Thanks to this post, we can't even use custom animations at all anymore.

I'm so fucking done.
198
#198
-1 Frags +

they should´ve added this to the game instead they patch it

they should´ve added this to the game instead they patch it
199
#199
6 Frags +
yttriumI'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.

Your bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels). Anyone that mods TF2 is doing so much more than just viewmodel animations that they won't care that much because everything else they use is blocked anyways. Notice that no one on r/tf2 is even complaining about the removal because of their modded animations, just that they can't remove the viewmodels with it anymore.

I think it's more you underestimated how few people on the casual side would care or notice...casuals aren't really the people modding their TF2 in the first place - it's hardcore pub players, and the ones who do don't stop at just animations.

[quote=yttrium]I'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.[/quote]

Your bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels). Anyone that mods TF2 is doing so much more than just viewmodel animations that they won't care that much because everything else they use is blocked anyways. Notice that no one on r/tf2 is even complaining about the removal because of their modded animations, just that they can't remove the viewmodels with it anymore.

I think it's more you underestimated how few people on the casual side would care or notice...casuals aren't really the people modding their TF2 in the first place - it's hardcore pub players, and the ones who do don't stop at just animations.
200
#200
21 Frags +
DarkNecridYour bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels).

Are you actually reading Reddit right now?

Dude I'm literally getting private messages telling me to kill myself for fucking with people's animations

[quote=DarkNecrid]Your bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels).[/quote]
Are you actually reading Reddit right now?

Dude I'm literally getting private messages telling me to kill myself for fucking with people's animations
201
#201
-7 Frags +
yttriumI'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.

they made it extremely clear that they didn't want viewmodels to be changed in this way, but you went and did it anyways

did you honestly believe valve would approach this ant of an issue with anything less than a hammer? you exploited a lane they opened for us, which gave them only one option to stop it.

this, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.

[quote=yttrium]I'm gunna be honest, my intention with this mod was to force Valve's hand into giving us viewmodel customization, on the assumption that they wouldn't want to piss off their entire casual community by removing animations altogether...

Guess I don't know Valve well enough.[/quote]

they made it extremely clear that they didn't want viewmodels to be changed in this way, but you went and did it anyways

did you honestly believe valve would approach this ant of an issue with anything less than a hammer? you exploited a lane they opened for us, which gave them only one option to stop it.

this, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.
202
#202
7 Frags +
Contrathis, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.

Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...

[quote=Contra]this, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.[/quote]
Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...
203
#203
2 Frags +
yttriumContrathis, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...

You don't deserve any hate for this, but Valve does. Your post is still the reason, but Valve went overboard once again, and fucked us all.

ugh

[quote=yttrium][quote=Contra]this, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.[/quote]
Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...[/quote]

You don't deserve any hate for this, but Valve does. Your post is still the reason, but Valve went overboard once again, and fucked us all.

ugh
204
#204
-15 Frags +
yttriumContrathis, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...

until now, when that capability was explicitly disabled.

I don't agree with Valve's decision here, I should mention, but you should've known better. regardless of your intentions, you poisoned the stream for everyone else with your actions.

[quote=yttrium][quote=Contra]this, by the way, is why graphics mods aren't allowed, because they can also be used for exploits/outright cheats. the precedent was here for you to make a better decision.[/quote]
Graphics mods are a little bit of a bigger cheat than turning off viewmodels which has been supported in the game for half a decade...[/quote]

until now, [b]when that capability was explicitly disabled. [/b]

I don't agree with Valve's decision here, I should mention, but you should've known better. regardless of your intentions, you poisoned the stream for everyone else with your actions.
205
#205
2 Frags +
yttriumDarkNecridYour bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels).Are you reading Reddit right now?

Dude I'm literally getting private messages telling me to kill myself for fucking with people's animations

I'm reading the threads, not the PMs. Every thread I'm seeing is people complaining about viewmodels not being able to be hidden with it tho. Just a casual look at the front page & /new.

@_@

But ye, Valve doesn't really get their hand forced easily. If they want to do something, they'll do something, and they'll make sure it's that way. The only thing that works to change their mind is en masse support of something and the competitive community can't even do that for hiding viewmodels without devolving into a pissing contest on Valve (and somehow failing to even just post en masse which is the easiest thing of all time) then pubs sure as hell aren't going to either. If you can't get people to unite on a cause in a mostly polite way you're not going to get what y'all want. It's not even hard to do.

e:
Also it goes without saying but sorry for the PMs you're getting D:.

[quote=yttrium][quote=DarkNecrid]Your bluff failed because you didn't realize Valve had a royal flush: no one really cares that much about custom viewmodel animations on Valve's servers, so Valve isn't really pissing anyone off (other than people who want no viewmodels).[/quote]
Are you reading Reddit right now?

Dude I'm literally getting private messages telling me to kill myself for fucking with people's animations[/quote]

I'm reading the threads, not the PMs. Every thread I'm seeing is people complaining about viewmodels not being able to be hidden with it tho. Just a casual look at the front page & /new.

@_@

But ye, Valve doesn't really get their hand forced easily. If they want to do something, they'll do something, and they'll make sure it's that way. The only thing that works to change their mind is en masse support of something and the competitive community can't even do that for hiding viewmodels without devolving into a pissing contest on Valve (and somehow failing to even just post en masse which is the easiest thing of all time) then pubs sure as hell aren't going to either. If you can't get people to unite on a cause in a mostly polite way you're not going to get what y'all want. It's not even hard to do.

e:
Also it goes without saying but sorry for the PMs you're getting D:.
206
#206
0 Frags +
DarkNecridI'm reading the threads, not the PMs. Every thread I'm seeing is people complaining about viewmodels not being able to be hidden with it tho. Just a casual look at the front page & /new.

People are ranting in the patch note thread about losing viewmodel animations

[quote=DarkNecrid]
I'm reading the threads, not the PMs. Every thread I'm seeing is people complaining about viewmodels not being able to be hidden with it tho. Just a casual look at the front page & /new.[/quote]
People are ranting in the patch note thread about losing viewmodel animations
207
#207
8 Frags +

Guys leave yttrium alone, all he tried to do was help us out by giving us a way to have a bit more of an advantage. He isn't doing something particularly awful, so why treat him as he just majorly fucked up. It's not his fault that your stuck with large viewmodels on your screen, it was Valve's decision.

Valve wants the game to be as close to fair as possible so you have to expect this to happen, but yttrium nor Valve deserve to be attacked like this.

It was an exploit and it got patched, its time to get over it.

(Besides Valve is listening to us a bit, they did give us viewmodel_fov 70 in MM, so it's slightly better. It's a start and we need to appreciate the effort, it's probably our best chance to getting valve to letting us having more freedom in our viewmodels for awhile).

Guys leave yttrium alone, all he tried to do was help us out by giving us a way to have a bit more of an advantage. He isn't doing something particularly awful, so why treat him as he just majorly fucked up. It's not his fault that your stuck with large viewmodels on your screen, it was Valve's decision.

Valve wants the game to be as close to fair as possible so you have to expect this to happen, but yttrium nor Valve deserve to be attacked like this.

It was an exploit and it got patched, its time to get over it.

(Besides Valve is listening to us a bit, they did give us viewmodel_fov 70 in MM, so it's slightly better. It's a start and we need to appreciate the effort, it's probably our best chance to getting valve to letting us having more freedom in our viewmodels for awhile).
208
#208
10 Frags +

Gameplay-specific glitches
Reference Pose (Civilian) - A glitch which causes the player to appear to have no weapons in on their world model, and causes their model to enter a reference pose.
Taunting On Round End - A glitch which, upon losing a round, causes all extra models for taunts such as weapons, the box For The (Box Trot), Grenade and Scotch for (Spent Well Spirits), etc. to be invisible/missing. This is similar to the viewing of certain taunts on the loadout screen.
Inconsistency bugs
Building Damaged Model - Occasionally, after repairing a building, it will still emit smoke and small electric sparks implying that it is still damaged, despite the Sentry Gun being at full health. This can be fixed by redeploying the building. (Partially fixed)
Invisible Models - This glitch occurs on the PC version if the Alt+Tab shortcut is used while in full screen mode. Upon returning to the game weapon fire can be seen but the player's or weapons' models cannot. This usually happens on a random player with the rest of the players still being visible.
On PC, these bugs can be fixed by typing record demo; stop into the console.
Taunting While Dead - If a player dies immediately before a taunt dialogue line begins, their character will still say the taunt and even lip-sync while dead. (Happens frequently when taunting with the Bat or Minigun)
Taunt Loop - If a Sniper does the Huntsman Taunt to another Sniper equipped with the Huntsman, the enemy Sniper can counter with his own Arrow Taunt, even when stunned. It is possible to chain this infinitely until a third party intervenes or one of the two decides to end it. The same thing can also happen with a pair of Engineers using the Gunslinger's taunt stun, and a pair of Medics using the Ubersaw.
The Wrenchslinger - Occasionally, while a player has the Wrench equipped, it shows the Wrench being held by the Gunslinger. The method to do this is by equipping the Gunslinger, going to the resupply locker, changing to your Wrench, and going to the resupply locker once again.
The Safety Glove Slinger - Similar to "The Wrenchslinger", sometimes the Engineer's hand will look like a regular safety glove even though he is equipped with the Gunslinger. This may occur if the player is currently having lag. For some users, using the in-game overlay and searching something or watching a video will produce him/her the lagging. Whilst taunting with the Gunslinger the player will appear to have a robotic hand equipped.

A BLU Engineer demonstrating the Safety Glove Slinger
Blinking Hats - Occasionally other player's hats will appear to "blink" from pure white to black in-game. The glitch stops upon re-joining or map change.
Custom Model Glitch - Custom models for weapons and players can fail to appear, or appear in a Wireframe state, if the player enters a server with SV_Pure set to 1, instead of the default model loading. This error will continue to manifest until the player restarts TF2, even if they enter a server with SV_Pure set to 0. SV_Pure 2 servers do not cause this bug.
Spy's Third Arm Glitch - When a player reloads his Revolver and quickly equips the Dead Ringer or any other form of cloaking device, a second left arm will be reloading the Revolver, while the first is holding the Dead Ringer. The glitch occurs when a player has their viewmodel_fov higher than 65. Another example is when the Spy is holding the Dead Ringer out with a weapon other than the default Sapper out, (say, the Knife) and switches to the Sapper. The Spy's left arm is holding the Dead Ringer, but a second left arm appears to turn on the Sapper. Also can happen when the player has equipped the Sharp Dresser and the Dead Ringer and the player has the viewmodel_fov higher than normal.
Wrong Team HUD - Occasionally being automatically balanced to the other team results in parts of the HUD being the wrong team color.[1]
This bug can be fixed by typing hud_reloadscheme into the console.
Floating Critical Hits/Flame Effect - Sometimes the critical hit or flame effect will appear out of nowhere and float for sometime during gameplay.
Misplaced Laser Position - When guiding a Sentry Gun with a Wrangler, there may be moments where the laser beam will be misplaced but will still point to the target.
Incorrect Disguise Weapon Glitch - This glitch is caused when a Spy who is alone in a game disguises as a Heavy and switches his disguise weapon to fists. After this, if the Spy changes his disguise to the Engineer class, the Engineer's active weapon will still be shown as fists. This may or may not work with other classes or weapons.
Taunt While Moving - If a player taunts just before running off a ledge (using the imminent slowdown as leverage to fall), they will see themselves taunt briefly before falling off the ledge, where they will return to full first-person control. To everybody else, however, they will still be doing the taunt animation even if the player is moving around. This glitch also works with the Action item taunts.
Inability to lose on Mann Vs. Machine - It is possible that when the bomb detonates the game will continue without forcing a loss. The pit will appear exploded so when players from either team walk onto it they will die. This may only happen if there are only two to five players on the server.
Infinite Reloading - If a player playing on the winning team is reloading their primary weapon when Humiliation ends, then when they respawn in the next round they will keep going through the reload animation until the player uses primary fire.
Reloading while shooting - It is possible to reload while shooting, if the current weapon's magazine is not empty.
Infinite Market Gardener Crit - If a player rocket jumps just between 0 to 1 sec of the waiting for players countdown, when the round starts the player's Market Gardener will crit until they die, rocket jump or hold the Rocket Launcher for too long.
Wrong Health Hud - This bug occurs when using a custom hud, in which when a player dies, respawns with his health indicator stating he is at critical health. This can be fixed by typing hud_reloadscheme into the console.
Cosmetics Floating - This bug occurs when there are lots of custom cosmetics and/or lag that can cause classes to appear "hatless" but still show they have cosemtics that will show if you view their items. Somewhere else their cosmetics will appear floating in a somewhat civilian pose order.
Smoke coming from an invisible Spy - Sometimes, when an Spy is holding an Spycicle there can be "smoke" seen coming off of it, even though he is invisible.
Vote-screen crash - If you open up the vote screen during the Killcam, as the camera is zooming into the person who killed you, the vote screen will remain as a static image on screen. This prevents the player from closing it and doing basically anything except moving side to side. Forcing the TF2 client to shutdown is the only fix.
Weapons not visible for other class than Spy- Sometimes if you look at another player their weapons aren't visible. Maybe the game just didn't keep up.
Glitches caused by lag compensation
Sliding characters - Some characters will assume a default position (standing still) and slide instead of playing their running animation. This also frequently occurs as a result of pausing (with server cvar sv_pausable 1).
Fire effects glitch - Sometimes due to latency issues/lag, a player will fire their weapon, release the primary fire key, and still have fire effects emitting from their weapon, although it has no effect.
Mouse sliding - Occasionally, a user who was recently experiencing a lot of lag will find their movement keys no longer control their character, and the character is instead controlled by mouse movements. This is caused by the +mousemove command and can be resolved by entering -mousemove in console or by pressing a key bound to +mousemove (the Alt key by default).
Source engine glitches
On occasion, using the Alt+Tab sho

Gameplay-specific glitches
Reference Pose (Civilian) - A glitch which causes the player to appear to have no weapons in on their world model, and causes their model to enter a reference pose.
Taunting On Round End - A glitch which, upon losing a round, causes all extra models for taunts such as weapons, the box For The (Box Trot), Grenade and Scotch for (Spent Well Spirits), etc. to be invisible/missing. This is similar to the viewing of certain taunts on the loadout screen.
Inconsistency bugs
Building Damaged Model - Occasionally, after repairing a building, it will still emit smoke and small electric sparks implying that it is still damaged, despite the Sentry Gun being at full health. This can be fixed by redeploying the building. (Partially fixed)
Invisible Models - This glitch occurs on the PC version if the Alt+Tab shortcut is used while in full screen mode. Upon returning to the game weapon fire can be seen but the player's or weapons' models cannot. This usually happens on a random player with the rest of the players still being visible.
On PC, these bugs can be fixed by typing record demo; stop into the console.
Taunting While Dead - If a player dies immediately before a taunt dialogue line begins, their character will still say the taunt and even lip-sync while dead. (Happens frequently when taunting with the Bat or Minigun)
Taunt Loop - If a Sniper does the Huntsman Taunt to another Sniper equipped with the Huntsman, the enemy Sniper can counter with his own Arrow Taunt, even when stunned. It is possible to chain this infinitely until a third party intervenes or one of the two decides to end it. The same thing can also happen with a pair of Engineers using the Gunslinger's taunt stun, and a pair of Medics using the Ubersaw.
The Wrenchslinger - Occasionally, while a player has the Wrench equipped, it shows the Wrench being held by the Gunslinger. The method to do this is by equipping the Gunslinger, going to the resupply locker, changing to your Wrench, and going to the resupply locker once again.
The Safety Glove Slinger - Similar to "The Wrenchslinger", sometimes the Engineer's hand will look like a regular safety glove even though he is equipped with the Gunslinger. This may occur if the player is currently having lag. For some users, using the in-game overlay and searching something or watching a video will produce him/her the lagging. Whilst taunting with the Gunslinger the player will appear to have a robotic hand equipped.

A BLU Engineer demonstrating the Safety Glove Slinger
Blinking Hats - Occasionally other player's hats will appear to "blink" from pure white to black in-game. The glitch stops upon re-joining or map change.
Custom Model Glitch - Custom models for weapons and players can fail to appear, or appear in a Wireframe state, if the player enters a server with SV_Pure set to 1, instead of the default model loading. This error will continue to manifest until the player restarts TF2, even if they enter a server with SV_Pure set to 0. SV_Pure 2 servers do not cause this bug.
Spy's Third Arm Glitch - When a player reloads his Revolver and quickly equips the Dead Ringer or any other form of cloaking device, a second left arm will be reloading the Revolver, while the first is holding the Dead Ringer. The glitch occurs when a player has their viewmodel_fov higher than 65. Another example is when the Spy is holding the Dead Ringer out with a weapon other than the default Sapper out, (say, the Knife) and switches to the Sapper. The Spy's left arm is holding the Dead Ringer, but a second left arm appears to turn on the Sapper. Also can happen when the player has equipped the Sharp Dresser and the Dead Ringer and the player has the viewmodel_fov higher than normal.
Wrong Team HUD - Occasionally being automatically balanced to the other team results in parts of the HUD being the wrong team color.[1]
This bug can be fixed by typing hud_reloadscheme into the console.
Floating Critical Hits/Flame Effect - Sometimes the critical hit or flame effect will appear out of nowhere and float for sometime during gameplay.
Misplaced Laser Position - When guiding a Sentry Gun with a Wrangler, there may be moments where the laser beam will be misplaced but will still point to the target.
Incorrect Disguise Weapon Glitch - This glitch is caused when a Spy who is alone in a game disguises as a Heavy and switches his disguise weapon to fists. After this, if the Spy changes his disguise to the Engineer class, the Engineer's active weapon will still be shown as fists. This may or may not work with other classes or weapons.
Taunt While Moving - If a player taunts just before running off a ledge (using the imminent slowdown as leverage to fall), they will see themselves taunt briefly before falling off the ledge, where they will return to full first-person control. To everybody else, however, they will still be doing the taunt animation even if the player is moving around. This glitch also works with the Action item taunts.
Inability to lose on Mann Vs. Machine - It is possible that when the bomb detonates the game will continue without forcing a loss. The pit will appear exploded so when players from either team walk onto it they will die. This may only happen if there are only two to five players on the server.
Infinite Reloading - If a player playing on the winning team is reloading their primary weapon when Humiliation ends, then when they respawn in the next round they will keep going through the reload animation until the player uses primary fire.
Reloading while shooting - It is possible to reload while shooting, if the current weapon's magazine is not empty.
Infinite Market Gardener Crit - If a player rocket jumps just between 0 to 1 sec of the waiting for players countdown, when the round starts the player's Market Gardener will crit until they die, rocket jump or hold the Rocket Launcher for too long.
Wrong Health Hud - This bug occurs when using a custom hud, in which when a player dies, respawns with his health indicator stating he is at critical health. This can be fixed by typing hud_reloadscheme into the console.
Cosmetics Floating - This bug occurs when there are lots of custom cosmetics and/or lag that can cause classes to appear "hatless" but still show they have cosemtics that will show if you view their items. Somewhere else their cosmetics will appear floating in a somewhat civilian pose order.
Smoke coming from an invisible Spy - Sometimes, when an Spy is holding an Spycicle there can be "smoke" seen coming off of it, even though he is invisible.
Vote-screen crash - If you open up the vote screen during the Killcam, as the camera is zooming into the person who killed you, the vote screen will remain as a static image on screen. This prevents the player from closing it and doing basically anything except moving side to side. Forcing the TF2 client to shutdown is the only fix.
Weapons not visible for other class than Spy- Sometimes if you look at another player their weapons aren't visible. Maybe the game just didn't keep up.
Glitches caused by lag compensation
Sliding characters - Some characters will assume a default position (standing still) and slide instead of playing their running animation. This also frequently occurs as a result of pausing (with server cvar sv_pausable 1).
Fire effects glitch - Sometimes due to latency issues/lag, a player will fire their weapon, release the primary fire key, and still have fire effects emitting from their weapon, although it has no effect.
Mouse sliding - Occasionally, a user who was recently experiencing a lot of lag will find their movement keys no longer control their character, and the character is instead controlled by mouse movements. This is caused by the +mousemove command and can be resolved by entering -mousemove in console or by pressing a key bound to +mousemove (the Alt key by default).
Source engine glitches
On occasion, using the Alt+Tab sho
209
#209
-9 Frags +
DishSoapGuys leave yttrium alone, all he tried to do was help us out by giving us a way to have a bit more of an advantage. He isn't doing something particularly awful, so why treat him as he just majorly fucked up. It's not his fault that your stuck with large viewmodels on your screen, it was Valve's decision.

Valve wants the game to be as close to fair as possible so you have to expect this to happen, but yttrium nor Valve deserve to be attacked like this.

It was an exploit and it got patched, its time to get over it.

(Besides Valve is listening to us a bit, they did give us viewmodel_fov 70 in MM, so it's slightly better. It's a start and we need to appreciate the effort, it's probably our best chance to getting valve to letting us having more freedom in our viewmodels for awhile).

Honestly, try minmode if you haven't. It's way better for visibility than any old viewmodel fov solution was, and it literally never gets in the way of shots you're trying to make. It's the perfect middle-ground between gameplay and immersion, and if we HAVE to have viewmodels on, it works well.

[quote=DishSoap]Guys leave yttrium alone, all he tried to do was help us out by giving us a way to have a bit more of an advantage. He isn't doing something particularly awful, so why treat him as he just majorly fucked up. It's not his fault that your stuck with large viewmodels on your screen, it was Valve's decision.

Valve wants the game to be as close to fair as possible so you have to expect this to happen, but yttrium nor Valve deserve to be attacked like this.

It was an exploit and it got patched, its time to get over it.

(Besides Valve is listening to us a bit, they did give us viewmodel_fov 70 in MM, so it's slightly better. It's a start and we need to appreciate the effort, it's probably our best chance to getting valve to letting us having more freedom in our viewmodels for awhile).[/quote]

Honestly, try minmode if you haven't. It's way better for visibility than any old viewmodel fov solution was, and it literally never gets in the way of shots you're trying to make. It's the perfect middle-ground between gameplay and immersion, and if we HAVE to have viewmodels on, it works well.
210
#210
7 Frags +

rtcut then returning to TF2 may cause a glitch which causes several problems such as; the prevention of the developer's console from opening (if it's not already open), no longer being able to use the "backspace" key to delete text, and the copy and paste shortcuts not working (right clicking to copy and paste manually works).
The work around to this glitch is to press Alt again after returning, as after Alt+Tabbing, the game thinks you're still holding the key.
Another way to work around to this glitch is to use the Alt+Esc shortcut to minimize TF2 instead of the Alt+Tab shortcut.

Fixed bugs
Removed custom animations from the sv_pure whitelist because it was being exploited

Sorry, there are so many known bugs the internet won't let me fit it into a single post.

rtcut then returning to TF2 may cause a glitch which causes several problems such as; the prevention of the developer's console from opening (if it's not already open), no longer being able to use the "backspace" key to delete text, and the copy and paste shortcuts not working (right clicking to copy and paste manually works).
The work around to this glitch is to press Alt again after returning, as after Alt+Tabbing, the game thinks you're still holding the key.
Another way to work around to this glitch is to use the Alt+Esc shortcut to minimize TF2 instead of the Alt+Tab shortcut.

Fixed bugs
[B]Removed custom animations from the sv_pure whitelist because it was being exploited[/B]

Sorry, there are so many known bugs the internet won't let me fit it into a single post.
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