riotbzisnt crusader's crossbow a primary weapon
I felt it was different enough at the time to warrant its own line but I'll remove it
| Account Details | |
|---|---|
| SteamID64 | 76561197994749697 |
| SteamID3 | [U:1:34483969] |
| SteamID32 | STEAM_0:1:17241984 |
| Country | United States |
| Signed Up | April 1, 2014 |
| Last Posted | September 13, 2026 at 7:59 AM |
| Posts | 2143 (0.5 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 6.0 |
| Windows Sensitivity | 6/11 |
| Raw Input | 1 |
DPI |
1600 |
Resolution |
1920x1080 |
Refresh Rate |
144Hz |
| Hardware Peripherals | |
|---|---|
| Mouse | Logitech MX Master |
| Keyboard | Ducky 9008G2 Pro Limited Edition (PBT, MX Greens) |
| Mousepad | Razer Sphex |
| Headphones | Philips SHP9500 |
| Monitor | HP L1925 (vert), BenQ XL2420Z, Apple Monitor II |
riotbzisnt crusader's crossbow a primary weapon
I felt it was different enough at the time to warrant its own line but I'll remove it
the301stspartanEh, feat of god? Compare this with a game such as battlefront 2 and the amount of animations it had.
It's not the amount of animations, it's the number of attachments with their own sub-animations that really stress an animation system.
Animations are (mostly) easy to blend together. It's when they start multiplying exponentially that shit hits the fan. Plus TF2 has to calculate up to 32 players in the worst case scenario (MvM) - L4D2 only has to account for 4 and then NPCs, which Source is pretty good at handling.
http://i.imgur.com/HZdI7eZ.png
What's that? r_drawviewmodel is locked to 1 in competitive? Can't even control viewmodel_fov, and it's stuck at an abysmal 54?
I have a question - what do you actually ever use viewmodels for, in a perfect world? Do you use a clunky crosshair switcher to have them enabled for melee weapons so you can time your swings? Do you wish you could have them for throwable items like Jarate, Mad Milk, Sandviches, and more, but not have them for things like the Pistol? Do you wish you could enable viewmodels for your inspect animations so you can show off ur l33t 5k1n5 but have them turn back off as soon as you need them to? But mainly, do you want them to just get the hell out of the way when you're playing the official Competitive Mode?
What if I told you I've got the solution? A tiny little tool that can evade cvar restrictions? That can hide viewmodels for every single class, weapon, and ANIMATION individually? That doesn't have the clunky issue with crosshair switchers where they don't work if a weapon runs out of ammo, or if you use a scrollwheel? Does all of this sound like heaven?
Well, it's not. yttrium's competitive viewmodels are here.
It started with a simple idea:
Just download this installer and run it, and it'll guide you through the rest.
Current version: 1.4.1
Requires .NET Framework 4.5
Looking for a previous release? Look here.
FAQ
mod_load_anims_async 0
mod_load_mesh_async 0
mod_load_vcollide_async 0
mod_touchalldata 1
mod_forcedata 1
mod_support=on
dynamic_background=preload
Changelog
1.4.1
Merged Oblique's Jungle Inferno updates.1.3.2
- Named 1.4.1 to stem confusion about the unofficial 1.4.0 binary.
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.Fixed some small grammatical mistakes.
- The previous registry entry has been updated to use this same framework.
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.
1.3.1
Fixed an issue where trying to install the mod a second time would end with an End Of Central Directory error.
1.3
Added a new About window.
Added a visual image guide.
Included the installation of a preloader during the compilation process.Updated for the most recent viewmodel changes (as of 10/16/2016).
- This adds preload_room.bsp to the Maps folder, and adds the following line to autoexec.cfg:
- map_background preload_room; wait 10; disconnect
1.2
The install/uninstall progress dialog is now Always On Top.
Updated animation files to support the July 28, 2016 patch.
1.1
Added dedicated "uninstall" button.
Moved buttons to a lower panel for better consistency.
Mod now fully installs even if nothing is checked.
Mod now installs as a single VPK archive rather than a set of loose folders and files.The installer now saves your TF2 directory to the registry, and attempts to recall it upon future loads.
- This makes it easier to distribute configurations and wipe over old installs.
- The registry path is HKEY_CURRENT_USER\Software\CompVMInstaller\TF2Path
1.0
Base release.
just queued for casual and got put into a competitive match
on the up side i found a way to get rid of viewmodels.
dude I fucking linked it in my first post in this thread.
Firehttps://www.reddit.com/r/tf2/comments/3c3jf0/anyone_got_a_link_to_download_the_old_revolver/
one of the first links i got when i googled "old revolver animation".
im quite sure they dont work in sv_pure 2 or mm tho
Valve recently allowed viewmodel animations to be modified in their sv_pure 2 whitelist and I'm fairly certain leagues have followed.
Gemmellnessif you wanna 'type' the scripting system i guess you can have expressions (consisting of a cvar or series of cvars separated by ;s), 'functions' (e.g. alias/bind) and values (which can be ints/reals/strings)
what i'm trying to say is that all values can just be strings internally for whatever parser the OP is trying to make, because when tf2 interprets them it converts them on its own.
VictorDo binds count?
yeah binds take strings as an arugment.
it's honestly best to just think of every convar as taking a number of strings - the game will convert strings to integers (or reals) whenever necessary.
DaMeiNHere is what the GUI will look like.[img ]https://imgur.com/OpIJHvl[/ img]
you gotta link to an actual image with the img tags and not a webpage.
sage78why does L4D2 at max with hundreds of zombies run much more stable than a TF2 match with 6 players on each team in viaduct?
i drop to 40 fps all the time when MM puts me there
Besides arguing "hurr tf2 buggy as shit", just inspecting the models in L4D2 using SFM unveiled some frankly amazing optimization they've done regarding animations and attachment models. I guess that's why the game's limb detachment system feels so good and performs so well. There's some really cool tech under the hood there that I haven't seen in any other Source game to date.
nerdstars are earned not memed