Now that TF2Center has gotten a new owner, what do you hope to see change in the site? What were the downsides?
Account Details | |
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SteamID64 | 76561198293690438 |
SteamID3 | [U:1:333424710] |
SteamID32 | STEAM_0:0:166712355 |
Country | Estonia |
Signed Up | July 18, 2020 |
Last Posted | December 26, 2022 at 8:35 PM |
Posts | 15 (0 per day) |
Game Settings | |
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In-game Sensitivity | 0.5 |
Windows Sensitivity | 1 |
Raw Input | 1 |
DPI |
12000 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 hz |
Hardware Peripherals | |
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Mouse | Steelseries Rival 300 |
Keyboard | Steelseries Apex Pro |
Mousepad | - |
Headphones | Beyerdynamic DT-990 PRO |
Monitor | Asus VG248QE |
Looking for a seasoned Pocket Soldier who’s willing to offer their time and expertise as a mentor. Let me know if you are interested. I am committed to putting in the work to become a top-level player and advance in the ranks!
EDOWill this work on match servers aswell, or is it sv_pure locked
It should work on them with preloading at least, I haven't noticed them appearing since.
I figured it out myself, here's the mod.
EnzoDBI don't think there is a way to get rid of these otherwise there'd be a mod already out there for it, also I never notice these so idk what led you to wanting to get these removed in the first place, very weird
Just trying to make the game clearer. I also think people would like this.
Brimstone1. you can turn off blood
2. you can use the no explosion script available in easy to use tools like cfg.tf or mastercomfig
You have the wrong idea. Here's a video of what I'm talking about:
Whenever players take damage in the game, they spawn damage particles on the player model, or in the case of explosives, at the origin of the explosive. Is it possible to disable them?
Edit:
Yes you can, and here's the mod I made for it:
https://drive.google.com/file/d/1-6mxeVkvmA2uBBi0YluFGfJ8lI2Vv7VH/view?usp=sharing
Oh, it's that simple really. Thank you!
I'm trying to solve a problem with my medic.cfg.
I want to disable rendering the medi gun via r_drawviewmodel, but not the other weapons.
That would be simple enough:
bind 1 "slot1;viewmodel_fov 110; r_drawviewmodel 1"
bind 2 "slot2;viewmodel_fov 0; r_drawviewmodel 0"
Note: I change the viewmodel FOV to 0 to hide the medi gun beam.
However, If I decide to disable rendering all of the medic weapons using the same command, the binding above would overwrite it as soon as I switch from the medi gun.
Is it possible to make it work by somehow creating conditions or variables?
tommycritical flaws thing is open source, I would look into adding to the existing program maybe? but he would know if that would make sense..
I think his app is vastly different from what I envision. It would require too much work to make it different.
RoLi kind of like manually editing huds because im a crazy person but this sounds like a great idea
if this happens, way later down the road see if you can implement some really obscure functionality that only a good hud editor would know how to do otherwise
I had the idea of making it into a full-on mod studio for all sorts of customizations if we finish developing the main program.
ZetosMight want to get in touch with Revan, who has developed tools such as this and has directly helped with CriticalFlaw's editor.
Doesn't browse this website much but should be easily accessable through Huds.TF's Discord.
He already responded to a similar request that I made in the huds.tf discord showing interest.
I'm interested in developing a program for editing and creating TF2 HUDs!
In TF2's HUD development process, there are a few problems, such as edit testing taking a long time, managing code and files, and memorizing the entire hierarchy of TF2 VGUI.
I want to fix those issues to simplify the process of editing or creating huds by creating a user friendly application for that.
What I have in mind:
- Interactive UI for moving and resizing elements, with changes immediately reflected as seen in-game.
- Overview of the element hierarchy for an easy understanding of which elements are parents and which are children.
- A properties panel that allows quick changes to an element with explanations.
- Organization of files and HUDS.
Work will be done through GitHub using Visual Studio 2022 WPF. The project will be open source, and have a permissive license, if people want to, they should be able to contribute to making hud development easier. I see no issue in anyone using our work as long as they attribute us.
Ownership will be collective and code will be collaboratively worked on.
No plans for monetary gain.
If you're interested, don't hesitate to contact me on Discord at **xCape#6714** or Reddit!
Note: I'm aware of TF2 Hud Editor by CriticalFlaw, I think it's missing a lot of functionality.
Looks amazing, i like the much better lighting as well as the cleanliness of it!
When i was practicing rollouts offline, I noticed how having overheal made the game a tiny bit choppier compared to no choppiness at all without it. Is this something that could be fixed with a command, what's causing it?