Too bad I've already clicked OK, but as soon as i did, it deleted all my local account counter strike source folder, and created another one in the common folder.
Any thoughts on it affecting hacks being used? (such as external or material hacks)
Even if it does, I guess most likely not for the material hacks though.
but if somone finds that it might affect some of the hacks, please let us know xD
Game Content Conversion.png
I just got this, going to test some hacks see if anything is different.
Haven't had a chance to test yet, but I'm pretty darn sure this means most hacks are now detected. Der.
the material wallhacks dont work anymore ....
I know the newest Osh Fusion crashes now, since that conversion. :c
R.I.P. all source sdk map makers and all gui's.
Originally Posted by nab423
R.I.P. all source sdk map makers and all gui's.
May they rest in piece. 1 Minute of silence please.
Steam: "Users who make custom versions of game files (custom models, custom HUDs, etc) will need to make some simple changes in order to continue using those customizations."
So we still have hope, its maybe possible to material hacks and huds work again )
Valve is really trying to make things harder to be undetected..
Q. How can I create a VPK?
The VPK tool ships with the client, in the bin folder. It's a command line tool, but there is one easy way to use it without any typing. If you drag a folder onto the executable, it will create a VPK with the same name as the folder, with the contents of the folder.
Q. I have a mod distributed as a .zip. The instructions say to unzip it directly into my game folder. Should I?
Probably not. First, check if the mod you are installing is available in VPK format. If so, then download the VPK and put it into your tf/custom folder.
If the mod you want to use is only available in a .zip format, then unzip it into a subdirectory under the game's custom folder. For example, if the .zip contains custom player models that look like (heaven forbid) ponies, and one of the files is materials/models/player/scout/scout_head.vtf, then you might make a dirctory such as tf/custom/i_love_ponies. You should unzip the mod such that the custom scout head texture ends up at tf/custom/i_love_ponies/materials/models/player/scout/scout_head.vtf.
Don't unzip the .zip directly into the custom folder! Make a subdirectory!
Create a subdirectory in the tf/custom folder. For example, tf/custom/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/custom/lots_of_custom_stuff/materials/.
Should be able to do it with your current files..or any files for that matter..its the same as CS:Go and L4D2, i'll try to do it with mine and post results shortly..not sure if it will work with wall textures tho..player models should work.
Worked with models..
just move it to steamapps/common/css/custom/Random Name Here/materials/models
I dont wallhack but I assume its the same
Copy your materials folder with your wallhack/models, go into SteamApps/Common/CSS/CUSTOM, make new folder name it something..lets just say Wallhack, SteamApps/Common/CSS/Custom/Wallhack/Materials, like that
Only tested with Colored Models.
the describtion of dirtyzerg works. just tested with material wallhack.
+1 to dirtyzerg.. glad someone read into the patch :P
I couldn't get it to work...
new css update now lets test the materials
Just do as the guy above said.
That file structure works.