lod_transitiondist i believe
Account Details | |
---|---|
SteamID64 | 76561198055313095 |
SteamID3 | [U:1:95047367] |
SteamID32 | STEAM_0:1:47523683 |
Country | Pirate |
Signed Up | August 29, 2015 |
Last Posted | August 15, 2022 at 1:39 PM |
Posts | 36 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
you have some loose & undocumented files; i mean, in servercontrols.cfg:
// 2. Add "exec servercontrols" to your "custom\YOURSTUFF\cfg\autoexec.cfg" file, then restart Team Fortress 2.
you straight up ignored this, and nothing points to recommended.cfg either
your regenerate.wav sound replacement (not essential since the sound is actually useful in some circumstances) isn't preloaded so it won't even work on valve servers
you don't include any instructions regarding the included crosshair materials or config.cfg - will a newer player intrinsically know how to set these up?
also, is an overheal particle replacement essential?
those are just some side-criticisms, the main bulk of the issue comes in the autoexec.cfg, which i've commented on here
pyroland voices are filtered in real-time, and afaik there's no commands to toggle this
could do with some audio normalisation, some clips were markedly louder than the ones before them (0:42)
in autoexec.cfg
r_shadows 1 // enable shadows
r_shadowrendertotexture 1 // enable two-mat shadows (playershadows instead of circular shadows)
r_shadowmaxrendered 32 // max number of hq shadows
for your toggle key, just modify r_shadows, enabling r_shadowrendertotexture causes a matsys reload
bindtoggle <key> r_shadows
tested working on dxlevel 81
try replacing the whole file with this, should be in your hud's style
in your hud folder, open resource\ui\freezepanel_basic.res and replace the "itempanel" section with
"itempanel"
{
"ControlName" "CItemModelPanel"
"fieldName" "itempanel"
"xpos" "r200"
"ypos" "0"
"zpos" "10"
"wide" "190"
"tall" "100"
"visible" "0"
"bgcolor_override" "255 255 255 0"
"PaintBackgroundType" "0"
"model_ypos" "10"
"model_center_x" "1"
"model_wide" "90"
"model_tall" "60"
"text_xpos" "10"
"text_ypos" "10"
"text_wide" "170"
"text_center" "1"
"max_text_height" "100"
"padding_height" "10"
"resize_to_text" "1"
"text_forcesize" "2"
"itemmodelpanel"
{
"fieldName" "itemmodelpanel"
"use_item_rendertarget" "0"
"useparentbg" "1"
}
"ItemLabel"
{
"ControlName" "Label"
"fieldName" "ItemLabel"
"font" "DefaultSmall"
"xpos" "10"
"ypos" "3"
"zpos" "1"
"wide" "270"
"tall" "9"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "#FreezePanel_Item"
"textAlignment" "Left"
"dulltext" "0"
"brighttext" "0"
}
}
if the itempanel section is not present you can go ahead and just append that to the file
might look a little fucked since this is just ripped straight from stock hud so you might have to play around with the values a little after that
did you follow
solly6EDIT 2: Fixed it by setting the shader to UnlitGeneric
if yes you may need to preload the materials into mainmenuoverride.res to bypass sv_pure if you're using it, though this shouldn't cause them to appear black
crosshairs are a crutch, keep my screen clean thanks