Team Fortress 2
The single most essential mod in the history of Mann vs Machine
You'll wonder how you ever managed to play MvM without it.
https://www.youtube.com/watch?v=gMJVjwAWx1I
Now available for download![www.dropbox.com]

Not compatible with sv_pure servers, because Valve hates fun.

Featuring:
  • +100% rump shake on detonation
  • Sound level tweaks to make the all-important squeak-squeak sounds audible over the horrendously over-loud sentry buster sound effects
  • Won't ruin the rest of the demo bot animations (this was a problem previously)

May be compatible with my robot model fixes mod, or maybe not. Depends on which order the game loads the VPKs. The worst that can happen is that the Sentry Buster might not shake his rump during detonation. (Though admittedly, that would be pretty tragic.)

I got a lot of requests for this, so it was way higher priority than "bug fixes" and crap like that.
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Showing 1-15 of 15 comments
Botspan Dec 21, 2015 @ 7:01pm 
Is this compatible with Human Sentry Buster mod?
Deathrowboat Dec 21, 2015 @ 7:13pm 
...

Yes.
kafkaesquePariah Dec 21, 2015 @ 7:14pm 
This is a great mod. 10/10.
I never liked any mods but you won me.
Last edited by kafkaesquePariah; Dec 21, 2015 @ 7:14pm
Jakapoa Dec 21, 2015 @ 7:20pm 
Originally posted by Botspan:
Is this compatible with Human Sentry Buster mod?
That is literally the first thing that my mind went to.

Also, the surprise was ruined because he uploaded the video a week ago. :p
Jet Dec 21, 2015 @ 7:26pm 
I've played MvM the wrong way for years.

You have free access to my wallet, sig.
Hell-met Dec 21, 2015 @ 8:01pm 
lol
Alexander Dec 21, 2015 @ 8:26pm 
I'll give you money if you figure out what is the problem of minimal HUD not showing the #of waves left in a mission.
Botspan Dec 21, 2015 @ 9:27pm 
Human Sentry Buster model will need to be recompiled with your animation for it to work so meh.

And sv_pure ruins the fun too.
Last edited by Botspan; Dec 21, 2015 @ 9:27pm
Originally posted by Alexander:
I'll give you money if you figure out what is the problem of minimal HUD not showing the #of waves left in a mission.
It's possible to mess with the HUD scripts to stop it from hiding the wave count. Unfortunately, a few things are still hard-coded by the game itself (such as most of the vertical offsets), so it wasn't possible to maintain the exact same layout in minmode.

But I figured out that I could squish the progress bar a bit and put the wave count on the same line with it. Looks pretty good to me.
https://www.dropbox.com/s/d057hkdvhcknb0w/minmode_wavecount.vpk?dl=0
https://steamcommunity.com/sharedfiles/filedetails/?id=581033232
https://steamcommunity.com/sharedfiles/filedetails/?id=581033251

And if you're actually serious about giving me money, just do a donation to the server fund. (Via the website that I never update.[sigpipe.info])
Last edited by sigsegv [the real one]; Dec 21, 2015 @ 10:14pm
Originally posted by ATG Jakapoa:
Also, the surprise was ruined because he uploaded the video a week ago. :p
It took me a while to figure out how to mess with the animations directly without screwing everything else up. Turns out that Crowbar, an excellent tool that does a very good job of decompiling models, tends to do a terrible job of munging the animations. So I had to find another, significantly less excellent, tool which could actually decompile the animations properly.
[PPP] CCRemix Dec 21, 2015 @ 10:39pm 
Valve, get rid of your sv_pure crap. I must have this damn mod for my Mann Up sessions ;n; I mustttttttttt
Daisuke Ishiwatari Dec 21, 2015 @ 10:56pm 
Now its impossible to play mvm without an engineer
Alexander Dec 22, 2015 @ 8:57am 
Donated.
Tesla Coil Dec 22, 2015 @ 11:27am 
sigsegv no sigsegv why
Itchy urethra Dec 23, 2015 @ 7:57am 
roses are red
violets are blue
i killed a n00b
omg it was you!

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Date Posted: Dec 21, 2015 @ 6:55pm
Posts: 15