junior
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SteamID64 76561198869806001
SteamID3 [U:1:909540273]
SteamID32 STEAM_0:1:454770136
Country Czech Republic
Signed Up March 16, 2020
Last Posted August 5, 2020 at 11:33 AM
Posts 22 (0.2 per day)
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#202 No explosion smoke script in Customization
SleeGOD i just want this to work for the Cowmangler! Why is it so complicated!!!

Because Cowmagler doesn't use those properties. If you change it's projectile to a regular rocket, then it works. But sv_pure doesn't allow that.

posted 22 hours ago
#10 Is it possible to make ragdolls deterministic? in Videos

I've found a way to record world and depth at the same time (no need for multiple passes), but the effort required seems on par with #4.
https://www.teamfortress.tv/56706/how-to-record-depth

posted 3 days ago
#6 Animated Skybox in Customization

https://imgur.com/a/CoS87J3

Seems to be possible. Few notes:

  • the texture is white, I have no idea why is it green (something with HDR?)
  • VTF can't be larger than ~55 MB (you'll get missing textures)
  • I just mashed together the animated texture and skybox VMTs, you can probably figure out something better
Show Content
UnlitGeneric
{
$basetexture "skybox/skybox_up"
$hdrbasetexture "skybox/skybox_up"
$vertexcolor 1
$vertexalpha 1
$ignorez 1
$no_fullbright 1
$nofog 1
%keyword ""

Proxies
{
AnimatedTexture
{
animatedtexturevar $basetexture
animatedtextureframenumvar $frame
animatedtextureframerate 24
}
}
}
posted 3 days ago
#1 How to record depth in Videos

Made in response to Is it possible to make ragdolls deterministic?
TLDR: Need to make demo always play the same so I can record in two passes.

That doesn't seem to be possible, but I've figured out how to record both normal image and depth at the same time in a single pass.

Basically, startmovie doesn't capture ReShade effects, so by using it together with a regular screen cap (which will capture ReShade), you can get there. The actual process is a bit more complicated so I went with GitHub for better formatting.

The guide on GitHub

Updates

[5. 8. 2020]

  • fixed color loss during video processing
  • restructured the guide
  • fixed Steam messing up ReShade
posted 3 days ago
#9 Is it possible to make ragdolls deterministic? in Videos
Rockziirc hlae can record depth, but it is a fuckery in tf2

As far as I know hlae streams only work in csgo. In tf2 all you can do is reshade or some tricks with fog. Even r_depthoverlay doesn't work anymore.

posted 4 days ago
#7 Is it possible to make ragdolls deterministic? in Videos

tf_always_deathanim 1 will make death animations always play when applicable, so it kinda achieves this. But it will only affect headshots/stabs/idk what else has those animations.
Btw what method do you use to record depth? ReShade + screen cap?

posted 5 days ago
#1 -insert_search_path launch option in Customization

Google search returns zero results so I figured I'd make a thread for the one person who might find this useful.

This lets you add additional engine search paths. They are added as the topmost MOD and GAME paths (means read only). Multiple paths are separated by commas. You can add both folders and VPKs.

-insert_search_path "D:\some folder,D:\stuff.vpk"

Where some folder looks like what you'd add to your custom folder:

some folder
├ cfg
│ └ something.cfg
└ sound
  └ hitsound.wav

Found in source code: public\filesystem_init.cpp, line 552

posted 2 weeks ago
#2072 mastercomfig - fps/customization config in Customization
springrolls8.103.0 changelogAdded periodically forcing re-sync with the server (like the record d;stop fix, but doesn't interfere with any demos!)
Wait this is pretty insane, is this through like a console command or something? Seems pretty useful to do manually in game if you had to.
cmd demorestart // Force a client update
posted 1 month ago
#1 Completely separate recording/playing setup in Videos

File paths TF2 reads from/writes to are defined in tf\gameinfo.txt . By editing that file you can redirect TF2's read/write paths (idea from here). This is handy for those who render demos with maxquality config/VDMs/extra mods, because it can keep those separate from your normal setup.

Works like this:
You make a new folder next to the tf folder (tf_movie for example) and put all your moviemaking stuff there. It will work just like the regular tf folder.

tf_movie
├ cfg
│ └ config.cfg  < this is the file TF2 saves settings to
├ custom
│ ├ mastercomfig-ultra.vpk
│ └ HUD
│    └ ...
└ demos
  └example_demo.vdm

Then you can change gameinfo.txt to load this folder when you want to record, and change it back when you're done. Stuff inside tf will be untouched.

Also nice thing: if you do this with your normal setup too, you can have a clean install just be deleting that folder.

Edited gameinfo.txt. Sets tf_movie as the top most read and the only write path, disables tf/custom .

"GameInfo"
{
	game	"Team Fortress 2"
	type multiplayer_only
	nomodels 1
	nohimodel 1
	nocrosshair 0
	hidden_maps
	{
		"test_speakers"		1
		"test_hardware"		1
	}
	nodegraph 0
	GameData	"tf.fgd"
	InstancePath "maps/instances/"
	advcrosshair 1
	supportsvr 1

	FileSystem
	{
		SteamAppId				440

		// - - - - - - - - - - - - - - -
		//      Engine search paths
		// - - - - - - - - - - - - - - -

		// Paths relative to hl2.exe 's directory.
		// You can use a full path if you need to point elsewhere.

		// |gameinfo_path| ... where gameinfo.txt (this file) is.
		// |all_source_engine_paths| ... directory containing HL2 shared content.

		// Writes go to the first suitable path.
		// Reads scan all suitable paths. Files from paths higher up the list override files from lower entries.

		// * mounts every subfolder/VPK in the currect directory

		// "_english" replaced if localization is different.
		// "game_lv" mounted as "game" if low violence on, else ignored.

		// To see the paths in game, type "path" at the console.

		// Code that handles this:
		// public\filesystem_init.cpp > FileSystem_AddLoadedSearchPath, FileSystem_LoadSearchPaths

		SearchPaths
		{

			// Custom folder, subfolders mounted only when the game is booted.
			game+mod+custom_mod	tf_movie/custom/*
			//game+mod+custom_mod	tf/custom/*

			// VPKs
			game_lv				tf/tf2_lv.vpk
			game+mod				tf/tf2_textures.vpk
			game+mod				tf/tf2_sound_vo_english.vpk
			game+mod				tf/tf2_sound_misc.vpk
			game+mod+vgui			tf/tf2_misc.vpk
			game					|all_source_engine_paths|hl2/hl2_textures.vpk
			game					|all_source_engine_paths|hl2/hl2_sound_vo_english.vpk
			game					|all_source_engine_paths|hl2/hl2_sound_misc.vpk
			game+vgui				|all_source_engine_paths|hl2/hl2_misc.vpk
			platform+vgui			|all_source_engine_paths|platform/platform_misc.vpk

			// Now loose files.
			mod+mod_write+default_write_path		tf_movie
			mod							tf

			// Add the TF directory as a game search path.  This is also where where writes
			// to the "game" path go.
			game+game_write			tf_movie
			game					tf

			// Where the game's binaries are
			gamebin				tf/bin

			// Last, mount in shared HL2 loose files
			game					|all_source_engine_paths|hl2
			platform				|all_source_engine_paths|platform

			// Stuff you download when connecting to a server
			game+download			tf_movie/download
		}
	}

	ToolsEnvironment
	{
		"Engine"			"Source"
		"UseVPLATFORM"		"1"
		"PythonVersion"		"2.7"
		"PythonHomeDisable"	"1"
	}
}

NOTE 1: If you have your configs in tf\cfg (why?), they will be loaded. Move them into your custom folder.
NOTE 2: SDR plugin still needs it's config.json in tf. Something similar can probably happen with other plugins too.

posted 1 month ago
#4 static ambassador crosshair in Customization

Got a question on how to change this to another hud crosshair.
If this is your crosshair in hudlayout.res or wherever...

CrossHairKonrWings
{
	"controlName" "CExLabel"
	"fieldName" "CrossHairKonrWings"
	"visible" "1"
	"enabled" "1"
	"zpos" "2"

	"xpos" "c-29"
	"ypos" "c-24"
	"wide" "49"
	"tall" "49"

	"font" "CrossHairKonrWings"
	"labelText" "Z"
	"textAlignment" "center"
	"fgcolor" "248 248 255 255"
}

You grab the font and labelText and add them to the text version in crosshair.txt

// KnucklesCrosses version (could have named it differently when I think about it now)
"Text"
{
	visible			1		// show this version of the crosshair
	xPos			c-240
	yPos			c-240
	wide			480
	tall			480

	font			"CrossHairKonrWings"	// your crosshair font
	labelText		"Z"			// your crosshair glyph
	fgColor_override	"248 248 255 255"	// color
}

And you probably want to set visible 0 to the VTF image version.

posted 1 month ago
#2047 mastercomfig - fps/customization config in Customization
micwoj92adds and spyware

bruh

posted 1 month ago
#1 static ambassador crosshair in Customization

Something that always bugged me. So I fixed it.
Built into the contract progress hud overlay.

https://raw.githubusercontent.com/juniorsgithub/tf2-static-ambassador-crosshair/master/example.gif

  • Hud crosshair that can be toggled on/off freely and with no delay
  • Support for VTF and font crosshairs
  • You can also have this and the normal resizing crosshair on at the same time

download from github

posted 1 month ago
#2040 mastercomfig - fps/customization config in Customization

Also I've noticed that you're using map.cfgs (ctf_foundry.cfg, ctf_gorge.cfg, ctf_hellfire.cfg, ctf_thundermountain.cfg) to exec comfig/mannpower.cfg. However these get exec'd only when you're the one hosting the game (listenserver tested, dedicated I assume), not when you join it.

posted 2 months ago
#2038 mastercomfig - fps/customization config in Customization

save_replay CTD
Tested with clean install. Attempting to save a replay (on a server that supports them) crashes the game. Remove the mastercomfig .vpk and it works fine. Friend tried it with the same result. Should be replicable.

posted 2 months ago
#14 Extract voice chat audio from demo recording? in Q/A Help

You can replace all game sounds with a blank file, so that all that's left will be the voice chat.
#13 is way cleaner tho try that first

posted 2 months ago
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