Major Update Speculation Thread v12: Layoffs Edition
5,806 replies, posted
[QUOTE=HyperTails;39652040]So we'll be able to use proper skins and models in pure TF2 now?
That sounds pretty neato.[/QUOTE]
Yes, well, you might want to ask around the L4D topic. To say the least, the VPK system hasn't been the most perfect one, and many prefer the system we're using right at this moment.
There's a bunch of Portal 2 modders that would also give you more critical feedback.
From my experience with modding for L4D2, vpk is a much easier system than what we currently have.
Alright, so here's what I'm getting.
.vpk makes modding things differently.
Does .vpk have any impact on performance (higher FPS and such)?
[QUOTE=AbeX300;39652308]
Does .vpk have any impact on performance (higher FPS and such)?[/QUOTE]
I sure hope so. I coulld really use the performance right now.
[QUOTE=AbeX300;39652308]Alright, so here's what I'm getting.
.vpk makes modding things differently.
Does .vpk have any impact on performance (higher FPS and such)?[/QUOTE]
I only notice that when I have a buttload of l4d mods on it takes longer to load each chapter.
VPK is a curse, all current mods will NOT work, so if your me and have 100+ mods on Tf2 good fucking luck
[QUOTE=HyperTails;39652040]So we'll be able to use proper skins and models in pure TF2 now?
That sounds pretty neato.[/QUOTE]
Team colored flames on every server? That would be sweet.
So could someone explain exactly how this stuff works and what it'll change, preferably if you were explaining it to a retard, child, or possibly a retarded child?
Bulleted lists and WordArt would be helpful.
[QUOTE=Killer monkey;39652381]VPK is a curse, all current mods will NOT work, so if your me and have 100+ mods on Tf2 good fucking luck[/QUOTE]
i'm pretty sure you can just take your materials, models, and whatever other folders, and dump them all into a directory called tf/addons/allmyoldmods to make them work exactly the same as they do now
[QUOTE=https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491][B]Q. I have a big collections of custom weapon skins and other client plugins. Do I have to reinstall everything?[/B]
No. If you have a large number of customized files and don’t want to bother weeding through them, you can move them into the new installation folder.
Create a subdirectory in the addons folder. For example, tf/addons/lots_of_custom_stuff
Copy the directory structure under tf into the new directory you created. For example, the files that were in the tf/materials/ folder should end up in tf/addons/lots_of_custom_stuff/materials/. [/QUOTE]
correct me if the faq's wrong
[QUOTE=The Calzone;39652421]So could someone explain exactly how this stuff works and what it'll change, preferably if you were explaining it to a retard, child, or possibly a retarded child?
Bulleted lists and WordArt would be helpful.[/QUOTE]
You can just put mods in a separate mod folder rather than merge it with the existing folder, like Left 4 Dead 2.
It's a lot more direct and easier to use.
(Pageking)
Well that's good.
[QUOTE=PimpinDemopan;39651263]Wait, will this break any/all mods we currently have installed?[/QUOTE]
Every single one of them.
I hope they dont release this thing this week, because downloading tf2 on linux is taking a fuckton of time and i dont want more time downloading
[QUOTE=Lord Exor;39653251]Every single one of them.[/QUOTE]
If you're smart (like me) then you have all the ZIP and RAR files for the important mods backed up, which can be extracted to the new system in a couple minutes.
From what I understand things will work similarly to Garry's Mod's legacy addon system. "tf/addons/..." Just extract to the addons directory and boom.
I remember that lots of people were complaining about vpk on diffrent sections. But, since they implemented that garrysmod-esqe addons thing... Most of their complayments are most likely out of date.
[I]who am i going to lie, they will most likely break everything just like with hatles update
rip custom hats[/I]
So wait, if I re-extract all of my mods to the new /addons folder, shit will work as normal?
[t]http://i.imgur.com/Bes0FSQ.jpg[/t]
Perfect.
Hey Valve,
Valve!
Item Compiler
kthxbai.
I wonder if this will make it easier to accept custom animations?
[QUOTE=ned_ballad;39654986]I wonder if this will make it easier to accept custom animations?[/QUOTE]
Can't see how it would, the mdl format is unchanged
for some reason I thought the VPK format would allow animations to be more like plug ins, guess not, which is a shame.
[QUOTE=ned_ballad;39655078]for some reason I thought the VPK format would allow animations to be more like plug ins, guess not, which is a shame.[/QUOTE]
It actually MIGHT, but Valve would have to code a special thing which is probably never gonna happen
the class models look for a mdl e.g. scout_animations_user.mdl now (if i recall correctly) which means an addon could easily add new animations. but you couldn't have more than one addon doing that at a time unless valve did some hacky shit— and even though they do that all the time, they probably won't bother
[QUOTE=ned_ballad;39651312]hmmm I wonder if this will effect the ever valuable TF2 wiki diffs.[/QUOTE]
It will require a rewrite but I'm already on it. Don't count on a diff when the switch from gcf -> vpk happens though. I expect it will be monstrous.
I updated tf2beta just to check if it makes any difference
It doesn't for me
But it was funny experience.
[QUOTE=Pw0nageXD;39651473][img]http://puu.sh/25p5f[/img]
k valve[/QUOTE]
That cracked me up!
Gabe has been mentioning taunts in all of his recent 'lectures', and Valve have been improving their item importer tools for TF2 recently.
I could ask them if we can start working on custom taunts soon, in relation to the Boogaloo content? Then we might be able to get a direct answer on the whole subject. They might even find a way to export taunt animations from SFM into a TF2 compiler.
might be a nice backdoor way of asking them
[QUOTE=little.sparrow;39654037]So wait, if I re-extract all of my mods to the new /addons folder, shit will work as normal?[/QUOTE]
well, re-extract them to a [I]subfolder[/I] of /addons, like /addons/allmymods, but yeah, basically
[QUOTE=https://support.steampowered.com/kb_article.php?ref=7388-QPFN-2491][B]Q. I have a big collections of custom weapon skins and other client plugins. Do I have to reinstall everything?[/B]
No. If you have a large number of customized files and don’t want to bother weeding through them, you can move them into the new installation folder.
Create a subdirectory in the addons folder. For example, tf/addons/lots_of_custom_stuff
Copy the directory structure under tf into the new directory you created. For example, the files that were in the tf/materials/ folder should end up in tf/addons/lots_of_custom_stuff/materials/. [/QUOTE]
again, correct me if the faq is wrong
All-class "Do the Robot" taunt
First community made action slot item.
[QUOTE=psyke;39656037]All-class "Do the Robot" taunt
First community made action slot item.[/QUOTE]
Are you speculating or stating?
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