Is it an engine limitation that same-type weapons share animations? I noticed the Rocket Jumper fix on the gamebanana page overrides the regular launcher
@@Aderalls It's a limitation that only Valve can fix... For example: Loch n Load and Black Box have unique reload animations... Why they forgot about the Rocket Jumper?
It isn't necessarily an engine limitation. The reason is because when you make models in Source you can use a line in the .QC (The .QC basically being the code for the model before it gets compiled) that defines what animations you want it to include. To save time some models simply include existing animations from an older model since they share the same rig. Also sometimes weapon variants are bodygroups instead of separate models which makes it even more difficult
This is literally the most clean fix anyone has seen. They are not overdoing it, just minor changes unlike other animation remakes with overly exaggerated movements.
Pretty sure they're like that cause the unmodded reload animations look like they're finished reloading when it's still a half second longer until the reload actually finishes
i actually really love this. Most animation replacement mods are just way too much and feel way too over the top, but this just feels like stock, but better. Like coming back to the home you've lived in for decades after being deep cleaned.
It's because originally Valve intended Demo to have a separate denotation device in his left hand that he'd use to blow up pipe bombs instead of stickies.
A beautiful fix that Valve would *NEVER* implement, because if it isn't hats, taunts or unusual effects, it's apparently too much work and/or might "break" the game.
@da703 They added a long-lost fix for Scout's BLU pants...but reverted it the following day. Their excuse? Because it clashed with certain Scout pants cosmetics... Bruh, just apply texture updates to those instead. There's only a handful of those AFAIR. It's genuinely not a big ask - there's literally fans who have these fixes ready to go. *THEY'RE DOING THE WORK FOR YOU, VALVE - JUST ADD THEM IN. JESUS CHRIST'S SAKE.*
These animations were at the beginning of the game, they weren't removed, they were simplified for performance reasons. They don't add them because they know that if they do, everyone will start crying about how it has 5 fps less.
This is exactly what fixes should be done for all Valve games. I wish HL2 got such, instead of people just jumping into overdone CoD-like animations for it. Soldiers shotgun still seems to be missing shells during reload.
This honestly belongs on the workshop for community fixes, & not just Mods only. I get that it's still a work in progress, but this is something that deserves to be in the game officially.
Amazing work! even you guys fixed the pyro's left hand grabbing the flamethrower when it is hard to notice. I hope we see it added to the game by valve!
If i had to be a stickler: The way the sticky launcher works makes no sense. Making the demo cycle the botl by hand bdtween shots and maybe putting actuall shells in during a reload would be really cool. Same goes for the acattergun. Where is the energy for the grenade launcher's drum to rotate coming from? In such guns it is usually wound up.perhaps after puting a grenade in, the demo could manualy move the cylinder? Could add some sounds for it too, make it more satisfying. Sniper rifles also need lots of work. In game the bolt does not even move back! There is also no way it fits 25 rounds in there, so the most realistic option would be single loading. Again, would be cool, but making it look normal in such a small time interval would be difficult
I actually thought about the practically of the Sticky Bomb launcher as well, I concluded that it should be a Johnson 1941 rifle, which is a integrated magazine with a side mounded loading gate, so the reload would be putting the Sticky bomb shells in the left. from the Meet the sniper video, the Sniper reloads the rifle with one round ready so the rifle is more of a single shot weapon with 25 rounds to shoot. If it was made to make sense, it would be like the Crusader's Crossbow, but it has 1 active shot and 24 reserve ammo sort of deal. in regards to other Team fortress 2 weapons, the Scattergun would be a two loading ports, two ejection ports sort of weapon, plus how it functions is basically two three shot semi auto shotguns welded together like the Keltech DP12, but it has a lever action, implying that it should have a semi auto and a manual mode and because it has two barrels, the lever using mode implies the two shot mode. think SPAS 12 with two barrels and a semi auto and lever action instead of semi auto with pump action sort of deal. Baby face's Blaster is a Johnson 1941 sort of deal as well. the Backscatter could be a Johnson 1941 deal, but I am more concerned with the fact that it is a 4 shot weapon when it has a dual drum mag. Give the backscatter a Airstrike like stat of "killing gives 1 extra shot for a max of 4 more shots" plus kills also reload 1 shot in the barrel, unless it does that already. anything else?
@drivanradosivic1357 the Johnson 1941 connection is neat. I rewatched meet the sniper and I did not see him put a bullet in, seems to be treated as a reapeter. A funny idea would be to make alternate rifle models with gigantic mags inspired by the likes of the 1903 air variant and gewher 98 extended mag. The most feasible would be to just ignore the round count I guess. To support the single shot theory sniper does have bullets on his vest, the animation could even reference that in some way. I hope tf3 makes the rifle a 5r with shot by shot reloads, would be good for balancing as well. One additional note is the bazaar bargain. It is passed on Afghan jezail rifles, which were muzzleloaders. Firing that animation without the fire interval and making sure not to ubstruct too much of the screen would be absolutely impossible, but I wanted to forward the idea. The heatmans heat maker is based on a wa2000, which is semi automatic. Making it streighpull would be cool, maybe even semi auto when in focus (if possible). You could also reimagine the machina in a bunch of weights as it is sci-fi (technically based on a gunf rom another game, but who cares) The scattergun being semi auto does not make sense to me. There are no signs of a physical bolt, cartridges are only extracted when reloading and there is no space for it. Plus, the drum has to index somehow The db12 kind of mechanism seems almost plausible (hotdogs, horseshoes and handgranades did exactly that with it) but I don't know if you can make an animation happen every second shot in game. I like lever actions not only because of realism, but because it would be cooler, give animators a chance to make scout express himself more with the gun (Terminator style flipping for example, could also reuse existing animation or something similar for a more stock feel) and game play, as it would clearly indicate when the scattergun is ready to fire. To account for the double barrel nature you could say it shoots from both simultaneously, perhaps make scout shove 2 smaller shells for stock. Or just ignore it, idk. I also forgot to mention: the revolvers. They never extract. Redoing the whole thing while adding a quick tap at the front would fix that. You could also do the winglet the red, the blue and the ugly inspired animation that fits spy more, but it might cover up too much screen space. It would also be cool if one part of the reload was timed with the 100% accuracy interval, especially for ambassador users. Animating the hammers, even in double action would be good as well. 2 seprete notes on the revolver: the big earner has a barrel that is too big for the cartridges and which is misaligned sight eh cylinder. If one is making enhanced models anyway I would fix that if possible. The l-teange is based on the nagant revolver, which could not swing out its cylinder. I think a single loading animation would have been a much cooler way to balance it out, but what can you do. I would probably give it a seprete reload animation where you pull out the center rod and completely replace the cylinder. The shotguns could also be reanimated in a way to give the mercs more character. Soldier would use WW2 trench gun techniques (maybe make him slamfire all of them, idk), heavy could be delicate not to damage the puny thing and engineer could be based on professional hunters or shooters. Don't know about pyro though, go wild with it.
Since Valve has an unusual internal structure, I often wonder if certain parts of their games received less (or no) Q&A. It's the only explanation I can think of for some of the enormous oversights in TF2, like Blu Scout using the wrong pant texture.
Simple solutions but that make a difference. Another bug that should also be fixed is the Rocket Jumper reloading where the soldier's hand goes through the barrel of the weapon.
We got a fix for that, but it's optional... Rocket Jumper uses the Stock Rocket Launcher's Reload animations... and if you fix this issue with the Rocket Jumper: other guns will have a weird reload. it's easier to just fix the Rocket Jumper: gamebanana.com/mods/528245 gamebanana.com/mods/531635
@@Flpstrike Interesting, I don't know how I didn't realize that the bad thing was not the reloading but the design of the weapon itself. Congratulations on your work.
The thumbnail caught my attention because I have searched EVERY corner of the internet to find a mod that Re-adjusts Pyro’s hand with the Phlog (And in turn the dragon’s fury) Equipped and i didn’t find a single one.
this is great! surprised soldier's shotgun fingers got fixed. hoping this really turns out all-encompassing, for once. like medic's arm twisting during healing, multiple guns obviously in-frame slapping the same clip back into the reload, some things flying through or too close to the camera... if demo holding the stickybomb two-handed is included, wonder what else. slightly lowering the scattergun pose maybe? seems like it's too far though
I hope for TF2's 20th anniversary, Valve does a cleanup pass for a lot of weapons like this as a sort of send-off. I used to download these model and animation tweaks from GB all the time (my favourite was the 4-barrel grenade launcher fix), because I'm a stickler for this sort of thing, but when they stopped working on official servers years ago, I stopped bothering. It would be nice for everything to just be fixed up to today's standards. I don't think that's asking for much, especially when the community has already submitted a ton of these as workshop submissions. People WANT these animations updated.
I hope some day someone makes a reanimation where the guns actually point at the target and not to the left and all the bullets fly immediately right when they leave the pipe.
I get there's like, 2 people working on this game, but why can't QoL stuff like this be added to the game? All the hard work has been done for them and something so simple as this DRASTICALLY makes the game look better
i'd be glad to watch this video at double the length if i didnt have to try to go chameleon mode and watch both halves of the screen simultaneously to search for the small adjustments without shifting back manually every time something happens.
Wow it turned out great, you should make a mod for the viewmodel so that if you have the viewmodel more than 100, it still has arms and not have them invisible and ugly
Im really okay with valve not doing the heavy update or whatever i just honestly wish they would give this game one big update to fix issues like this and give it the quality of life improvements it needs, kinda like the half life anniversary updates. I just want this game to age as gracefully as it can :)
the sticky launcher's inspect animation hides the left arm momentarily, and the shotgun still ejects shells from the right instead of the left. still some good tweaks overall, though 👍
Hey bit of an odd question but the golden frying pan doesn’t have any crit swing animations on some of the classes, also on spy in particular you don’t even get a backstab indicator animation. I was wondering if a fix is possible for that?
pretty nice, but IDK what the point is of animating the shotgun's bolt if the shells are still going to eject out the wrong side... Most of these fixes are a lot more minor than that.
Please don't just upload this to Workshop, but email Eric directly, get into contact with anyone you can relevant that they'll ACTUALLY see this and put it in. I edit tf2 wiki and am friends with a top mod there and can ask him for help. Thank you for doing all this, I've seen some fixes before this however is cohesive and elegant! 🙏
I don't really see what's the fix for the shotgun. It still ejects empty shells on the wrong side. Other than that - great job! Those fixes look amazing.
Its such a small thing, but scouts default scattergun reload animation is SLIGHTLY faster than the bullets actually loading into the gun. Is that something that could actually be fixed? (The scout pulls the lever on his scattergun to load a new shell, but the reload actually going through is slightly out of sync from the animation, so the shell actually loads close to when hes about to pull the lever again)
@@Robesp1erre Yeah, use QuickPrecache to play on Casual with Casual Compatible mods. You need to modify some files if you want to mix these animations with other animation mods.
We got a fix for that, but it's optional... Rocket Jumper uses the Stock Rocket Launcher's Reload animations... and if you fix this issue with the Rocket Jumper: other guns will have a weird reload. it's easier to just fix the Rocket Jumper: gamebanana.com/mods/528245 gamebanana.com/mods/531635
Is it an engine limitation that same-type weapons share animations? I noticed the Rocket Jumper fix on the gamebanana page overrides the regular launcher
@@Aderalls It's a limitation that only Valve can fix... For example: Loch n Load and Black Box have unique reload animations... Why they forgot about the Rocket Jumper?
It isn't necessarily an engine limitation. The reason is because when you make models in Source you can use a line in the .QC (The .QC basically being the code for the model before it gets compiled) that defines what animations you want it to include. To save time some models simply include existing animations from an older model since they share the same rig. Also sometimes weapon variants are bodygroups instead of separate models which makes it even more difficult
Demoman holding the sticky launcher with both hands looks so nice. Good work!
This is literally the most clean fix anyone has seen.
They are not overdoing it, just minor changes unlike other animation remakes with overly exaggerated movements.
@@UnhappyLiving4707 They probably are if you think about it
@@UnhappyLiving4707 these mods look way better than the stiff movements in vanilla
@@UnhappyLiving4707 spy definitely snorts lines
Pretty sure they're like that cause the unmodded reload animations look like they're finished reloading when it's still a half second longer until the reload actually finishes
@@UnhappyLiving4707 if you don't wanna talk just don't reply at all
i actually really love this. Most animation replacement mods are just way too much and feel way too over the top, but this just feels like stock, but better. Like coming back to the home you've lived in for decades after being deep cleaned.
I NEVER NOTICED THE STICKY LAUNCHER IS HELD WITH ONE HAND WHAT
he holds it with 2 hands to inspect and then lets go?? wtf valve
NECO ARC
@@jeremypanjaitan4039 When a man jorks it he only uses 1 hand but when he's about to hit the woogle he inspect it with 2
Then back to 1
It's because originally Valve intended Demo to have a separate denotation device in his left hand that he'd use to blow up pipe bombs instead of stickies.
@@pocket1.593wise words
3:07 So that is where Scout holding his reload bullets all the time
yummy
The HypeR method
2:52 i have always hated that after throwing the cleaver you still have it for a sec, that really shouldn't be in the game.
Me too!, I was really surprise when I discovered... how easy it is to fix that damn issue... Valve just never did anything about this
2:21 The power jack inspect had always annoyed me for years upon years
so seeing it fixed is the most beautiful thing I had ever seen, god bless
there was nothing wrong with it from my pov
Are you ok?
@@RSA-S The handle clips the hand, the original when it's spinning
A beautiful fix that Valve would *NEVER* implement, because if it isn't hats, taunts or unusual effects, it's apparently too much work and/or might "break" the game.
They’ve added quite a few fixes in the last year (compared to previous years), but they definitely need to add more
@da703 They added a long-lost fix for Scout's BLU pants...but reverted it the following day.
Their excuse? Because it clashed with certain Scout pants cosmetics...
Bruh, just apply texture updates to those instead. There's only a handful of those AFAIR. It's genuinely not a big ask - there's literally fans who have these fixes ready to go. *THEY'RE DOING THE WORK FOR YOU, VALVE - JUST ADD THEM IN. JESUS CHRIST'S SAKE.*
These animations were at the beginning of the game, they weren't removed, they were simplified for performance reasons. They don't add them because they know that if they do, everyone will start crying about how it has 5 fps less.
I miss Blu pants
4:27 finally!! They fixed using the pain train with the buff banner!! It was way too op,
You need to add it to the workshop, ppl will sure vote for it
Finally, a proper animation fix without a bunch of ridiculous, overly elaborate animation changes!
Thank you!
This is exactly what fixes should be done for all Valve games. I wish HL2 got such, instead of people just jumping into overdone CoD-like animations for it. Soldiers shotgun still seems to be missing shells during reload.
I really don't like HL2's viewmodel animations... even HL1's viewmodels looked better
this looks really good and i think is the best we've ever seen for fixes. thank you and i hope development is successful as you hope.
Now if only we could get the 2007 stock weapon models back, with their much nicer lighting...
These look amazing, I especially enjoy the demoman fixes
also PLOK MUSIC LETS GOOOOO
I have to respect that lol
In my mind the two-handed sticky launcher is correct but in my heart it feels so strange after all these years
My only complaint about this is that the Shells should be ejected on the left side of the shotguns
They are left handed shotgun.
Hey wait
The model is left handed shotgun.
This is such a therapeutic video; Plok! Beach is a great track for this!
This honestly belongs on the workshop for community fixes, & not just Mods only.
I get that it's still a work in progress, but this is something that deserves to be in the game officially.
Finally one that just improves what we have instead of full on replacing it. Thanks lads!
Amazing work! even you guys fixed the pyro's left hand grabbing the flamethrower when it is hard to notice.
I hope we see it added to the game by valve!
your doing great work, i can see you care alot about the game, keep it up king
I love the detail in the mod page's Pictures with pyro's ambiguous gender. 10/10 would recommend
If i had to be a stickler:
The way the sticky launcher works makes no sense. Making the demo cycle the botl by hand bdtween shots and maybe putting actuall shells in during a reload would be really cool. Same goes for the acattergun.
Where is the energy for the grenade launcher's drum to rotate coming from? In such guns it is usually wound up.perhaps after puting a grenade in, the demo could manualy move the cylinder? Could add some sounds for it too, make it more satisfying.
Sniper rifles also need lots of work. In game the bolt does not even move back! There is also no way it fits 25 rounds in there, so the most realistic option would be single loading. Again, would be cool, but making it look normal in such a small time interval would be difficult
I actually thought about the practically of the Sticky Bomb launcher as well, I concluded that it should be a Johnson 1941 rifle, which is a integrated magazine with a side mounded loading gate, so the reload would be putting the Sticky bomb shells in the left.
from the Meet the sniper video, the Sniper reloads the rifle with one round ready so the rifle is more of a single shot weapon with 25 rounds to shoot. If it was made to make sense, it would be like the Crusader's Crossbow, but it has 1 active shot and 24 reserve ammo sort of deal.
in regards to other Team fortress 2 weapons, the Scattergun would be a two loading ports, two ejection ports sort of weapon, plus how it functions is basically two three shot semi auto shotguns welded together like the Keltech DP12, but it has a lever action, implying that it should have a semi auto and a manual mode and because it has two barrels, the lever using mode implies the two shot mode. think SPAS 12 with two barrels and a semi auto and lever action instead of semi auto with pump action sort of deal.
Baby face's Blaster is a Johnson 1941 sort of deal as well. the Backscatter could be a Johnson 1941 deal, but I am more concerned with the fact that it is a 4 shot weapon when it has a dual drum mag. Give the backscatter a Airstrike like stat of "killing gives 1 extra shot for a max of 4 more shots" plus kills also reload 1 shot in the barrel, unless it does that already.
anything else?
@drivanradosivic1357 the Johnson 1941 connection is neat.
I rewatched meet the sniper and I did not see him put a bullet in, seems to be treated as a reapeter. A funny idea would be to make alternate rifle models with gigantic mags inspired by the likes of the 1903 air variant and gewher 98 extended mag. The most feasible would be to just ignore the round count I guess. To support the single shot theory sniper does have bullets on his vest, the animation could even reference that in some way. I hope tf3 makes the rifle a 5r with shot by shot reloads, would be good for balancing as well.
One additional note is the bazaar bargain. It is passed on Afghan jezail rifles, which were muzzleloaders. Firing that animation without the fire interval and making sure not to ubstruct too much of the screen would be absolutely impossible, but I wanted to forward the idea.
The heatmans heat maker is based on a wa2000, which is semi automatic. Making it streighpull would be cool, maybe even semi auto when in focus (if possible). You could also reimagine the machina in a bunch of weights as it is sci-fi (technically based on a gunf rom another game, but who cares)
The scattergun being semi auto does not make sense to me. There are no signs of a physical bolt, cartridges are only extracted when reloading and there is no space for it. Plus, the drum has to index somehow
The db12 kind of mechanism seems almost plausible (hotdogs, horseshoes and handgranades did exactly that with it) but I don't know if you can make an animation happen every second shot in game.
I like lever actions not only because of realism, but because it would be cooler, give animators a chance to make scout express himself more with the gun (Terminator style flipping for example, could also reuse existing animation or something similar for a more stock feel) and game play, as it would clearly indicate when the scattergun is ready to fire. To account for the double barrel nature you could say it shoots from both simultaneously, perhaps make scout shove 2 smaller shells for stock. Or just ignore it, idk.
I also forgot to mention: the revolvers. They never extract. Redoing the whole thing while adding a quick tap at the front would fix that. You could also do the winglet the red, the blue and the ugly inspired animation that fits spy more, but it might cover up too much screen space. It would also be cool if one part of the reload was timed with the 100% accuracy interval, especially for ambassador users. Animating the hammers, even in double action would be good as well.
2 seprete notes on the revolver: the big earner has a barrel that is too big for the cartridges and which is misaligned sight eh cylinder. If one is making enhanced models anyway I would fix that if possible.
The l-teange is based on the nagant revolver, which could not swing out its cylinder. I think a single loading animation would have been a much cooler way to balance it out, but what can you do. I would probably give it a seprete reload animation where you pull out the center rod and completely replace the cylinder.
The shotguns could also be reanimated in a way to give the mercs more character. Soldier would use WW2 trench gun techniques (maybe make him slamfire all of them, idk), heavy could be delicate not to damage the puny thing and engineer could be based on professional hunters or shooters. Don't know about pyro though, go wild with it.
3:24 as someone who uses the lugermorph religiously, the model + bullet eject is SO fucking good. i need this right now
yo this is sick! also great music choice, plok is peak
No…. He fixed it? My Brain has deactivated
Since Valve has an unusual internal structure, I often wonder if certain parts of their games received less (or no) Q&A.
It's the only explanation I can think of for some of the enormous oversights in TF2, like Blu Scout using the wrong pant texture.
I'm still pissed they didn't just recolor all of the cosmetics that interfered. I seriously prefer the blue pants
these are so clean i cant wait to see what the rest look like!
im having some serious mandela effect about finding out demoman was one-handing the sticky launcher this whole time
all of these are really nice and all but i really hoped to see a fixed sniper rifle reload.
Simple solutions but that make a difference.
Another bug that should also be fixed is the Rocket Jumper reloading where the soldier's hand goes through the barrel of the weapon.
We got a fix for that, but it's optional... Rocket Jumper uses the Stock Rocket Launcher's Reload animations... and if you fix this issue with the Rocket Jumper: other guns will have a weird reload.
it's easier to just fix the Rocket Jumper:
gamebanana.com/mods/528245
gamebanana.com/mods/531635
@@Flpstrike Interesting, I don't know how I didn't realize that the bad thing was not the reloading but the design of the weapon itself.
Congratulations on your work.
The thumbnail caught my attention because I have searched EVERY corner of the internet to find a mod that Re-adjusts Pyro’s hand with the Phlog (And in turn the dragon’s fury) Equipped and i didn’t find a single one.
Oh man I cant wait to use this with my australium weapons, this looks amazing
this is great! surprised soldier's shotgun fingers got fixed. hoping this really turns out all-encompassing, for once. like medic's arm twisting during healing, multiple guns obviously in-frame slapping the same clip back into the reload, some things flying through or too close to the camera...
if demo holding the stickybomb two-handed is included, wonder what else. slightly lowering the scattergun pose maybe? seems like it's too far though
I hope for TF2's 20th anniversary, Valve does a cleanup pass for a lot of weapons like this as a sort of send-off. I used to download these model and animation tweaks from GB all the time (my favourite was the 4-barrel grenade launcher fix), because I'm a stickler for this sort of thing, but when they stopped working on official servers years ago, I stopped bothering. It would be nice for everything to just be fixed up to today's standards. I don't think that's asking for much, especially when the community has already submitted a ton of these as workshop submissions. People WANT these animations updated.
@@skrufff Just use QuickPrecache to use mods online like I do
Adoro ver outros brasileiros ativos nessa comunidade.
I hope some day someone makes a reanimation where the guns actually point at the target and not to the left and all the bullets fly immediately right when they leave the pipe.
I think they should add a visual effect to the mannmelter when it's reloaded, just to know when you can shoot
they did, it is the sparking on the front of the barrel. if there was a gaige or meter for the shots that would have been nice.
Now Valve just needs to let us have these in Casual servers.
Fuck Valve, use Quick Precache.
@@Flpstrike I've never heard of that; what's it do?
@@RokonGaming It's what I use to play on Casual with mods that change models / textures... search for it on Gamebanana
@@Flpstrike Oh damn, thanks for the heads up, I'll grab it now.
Instantly sold once I heard the Plok! OST.
I get there's like, 2 people working on this game, but why can't QoL stuff like this be added to the game? All the hard work has been done for them and something so simple as this DRASTICALLY makes the game look better
Pyro shotgun needs another black mesh in the chamber - you can see his hand clip through the bottom!
The title is "animation fixes" and not "model fixes".
amazing job lad
i'd be glad to watch this video at double the length if i didnt have to try to go chameleon mode and watch both halves of the screen simultaneously to search for the small adjustments without shifting back manually every time something happens.
Man, great work, also, what's your config? Looks great
I was hoping for a more substantial change to the man melter since I always found it strange how untelegraphed its reload animation is.
Wow it turned out great, you should make a mod for the viewmodel so that if you have the viewmodel more than 100, it still has arms and not have them invisible and ugly
Very nice work
I honestly couldn’t see what changed in most of these, but I suppose they are probably very small fixes in most cases
You really made better job that valve
Incredible work! Could one hope to see an animation fix for spy's watches and the issue relating to his third arm?
It's not possible to fix that, unless you stop Spy from cloaking while reloading.
Im really okay with valve not doing the heavy update or whatever i just honestly wish they would give this game one big update to fix issues like this and give it the quality of life improvements it needs, kinda like the half life anniversary updates. I just want this game to age as gracefully as it can :)
TIM FOLLIN MUSIC WRAAAA 🗣️🗣️🗣️
I thought demo just chose to hold the sticky launcher like that
the sticky launcher's inspect animation hides the left arm momentarily, and the shotgun still ejects shells from the right instead of the left. still some good tweaks overall, though 👍
@@imitatsiya Model modifications are required to fix the mess that Valve made with the Shotguns.
@@Flpstrike forgive my ignorance
@@imitatsiya ruclips.net/video/d6Us98WeO14/видео.htmlfeature=shared
@@Flpstrike king
Nice work
Good Choice of Music
Vídeo Bom, Cada Bacamarte que Tem Aí é Impressionante ❤️
Ojala esto algun dia fuera oficial para el juego base 🫠
Good music choice
It’s the little things
Hey bit of an odd question but the golden frying pan doesn’t have any crit swing animations on some of the classes, also on spy in particular you don’t even get a backstab indicator animation. I was wondering if a fix is possible for that?
@@overlord-6644 It's possible to add more swing animations + crit swing animations... But the backstab indicator only Valve can do it
@ ah I see, thanks for letting me know
Great work
pretty nice, but IDK what the point is of animating the shotgun's bolt if the shells are still going to eject out the wrong side... Most of these fixes are a lot more minor than that.
@@Majima_Nowhere the title is "animation fixes" and not "model fixes".
I hope you do Sniper's animations too, it's kinda weird when he doesn't pull full the bolt
Godz I love this so much
Please don't just upload this to Workshop, but email Eric directly, get into contact with anyone you can relevant that they'll ACTUALLY see this and put it in. I edit tf2 wiki and am friends with a top mod there and can ask him for help. Thank you for doing all this, I've seen some fixes before this however is cohesive and elegant! 🙏
@@seronymus Hactica will upload this Project on the Workshop only when it's done, for now... Only Scout, Soldier, Pyro and Demo are done.
@@Flpstrike Sounds good, please keep it up, we're gonna Make TF2 Great Again for 2025
I think you should try emailing Eric Smith about this :)
I don't really see what's the fix for the shotgun. It still ejects empty shells on the wrong side.
Other than that - great job! Those fixes look amazing.
now the rocket jumper
images.gamebanana.com/img/ss/wips/66cf5e97382d6.jpg
Hey, I know you’ve done A LOT already. But do you think you could add one more thing?
How about some trigger pulls?
Its such a small thing, but scouts default scattergun reload animation is SLIGHTLY faster than the bullets actually loading into the gun. Is that something that could actually be fixed? (The scout pulls the lever on his scattergun to load a new shell, but the reload actually going through is slightly out of sync from the animation, so the shell actually loads close to when hes about to pull the lever again)
PLOK SOUNDTRACK BASED
0:52 WHAT HAPPENED WITH THE OG HAND OF DEMO?
Ask Gaben
I wonder if there's still a hidden shotgun shell inside the arms, cus I use invisible hands mod and all shotguns get a floating shell next to them
Good work mate! Is there any way for dragon fury's projectile to image correctly on left-sided viewmodels?
@@krineq7058 Thanks, but only Valve can fix that issue with the Dragon's Fury
Can you also make it so the dragons breath doesn’t flash bang you every time you fire it?
0:48 Fix this, he stops holding the sticky launcher
How did you get the lugermorph to be animated like that? What mod did you use?
ruclips.net/video/CoQO77O87GA/видео.html
probably the most obvious question but does this work in casual
@@yoursonhaspassedaway3330 Yeah, only if you use Quick Precache.
You should fix the eureka effect being red knee blu team
@@thehandyfamily806 That was fixed on my other mod: Updated Weapon Materials - Mega Casual Pack
@Flpstrike oh nice I'll go make sure to download that
0:46
Wait WHAT?!
plok soundtrack 🔥
Bro, are you kidding, you left out the main one, the shotgun shells shoot our right not left :(((
ruclips.net/video/d6Us98WeO14/видео.htmlfeature=shared
am i the only one that cant see any differences.
What about the Original annoying extra hand?
That annoying problem has been murdered
is this gonna be compatible with other grenade launcher fixes? like the grenades showing in the slots
Mods that makes Grenades appear in the slots are "model mods", this is a "animation mod".
did you fix the weird hands on spy and soldiers original too?
Part I includes fixes for: Scout, Soldier, Pyro and Demoman.
I have two questions: does this work in casual and is it compatible with animation overhauls?
@@Robesp1erre Yeah, use QuickPrecache to play on Casual with Casual Compatible mods.
You need to modify some files if you want to mix these animations with other animation mods.
brother, do you have a 3 barrel loch n load?
whoa what's the name of this testing map
Where is the rocket launcher trainer correction? Is the most bugged one
Blame the Rocket Jumper's model, not the animations.
And looks like you did not even read the mod's page on Gamebanana, what a shame.
What's the point of fixing the animation is you're using a broken fov ?
Sanduiche-iche
works in casual?
Does this work with minimzed viewmodel?
Yeah
No rocket jumper?:(
We got a fix for that, but it's optional... Rocket Jumper uses the Stock Rocket Launcher's Reload animations... and if you fix this issue with the Rocket Jumper: other guns will have a weird reload.
it's easier to just fix the Rocket Jumper:
gamebanana.com/mods/528245
gamebanana.com/mods/531635
Que massa!