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broeselhud_blue
posted in Customization
91
#91
0 Frags +

I know i'm going to sound retarded but how would I use numerical health for this edit? I looked into hudplayerclass.res but it only had a team colored hea-lth cross. sorry again for being an idiot :(

I know i'm going to sound retarded but how would I use numerical health for this edit? I looked into hudplayerclass.res but it only had a team colored hea-lth cross. sorry again for being an idiot :(
92
#92
1 Frags +

from the first post:

* If you want to switch to numerical HP: go into resource/ui/, rename or delete hudplayerhealth and huddamageaccount, then remove _numeric from hudplayerhealth_numeric and huddamageaccount_numeric.

from the first post:

* If you want to switch to numerical HP: go into resource/ui/, rename or delete hudplayerhealth and huddamageaccount, then remove _numeric from hudplayerhealth_numeric and huddamageaccount_numeric.
93
#93
0 Frags +
erkstonfrom the first post:

* If you want to switch to numerical HP: go into resource/ui/, rename or delete hudplayerhealth and huddamageaccount, then remove _numeric from hudplayerhealth_numeric and huddamageaccount_numeric.

thanks man, im mildly retarded

[quote=erkston]from the first post:

* If you want to switch to numerical HP: go into resource/ui/, rename or delete hudplayerhealth and huddamageaccount, then remove _numeric from hudplayerhealth_numeric and huddamageaccount_numeric.[/quote]
thanks man, im mildly retarded
94
#94
0 Frags +

"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)

"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)
95
#95
0 Frags +

Any plans on an installer that allows you to customize stuff?

Any plans on an installer that allows you to customize stuff?
96
#96
1 Frags +
cenourax"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)

See #80 and #82, don't want to go into further deail to be honest.

emoAny plans on an installer that allows you to customize stuff?

The installer is broken and won't be fixed. broesel and iMp4ct are inactive.

[quote=cenourax]"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)[/quote]
See #80 and #82, don't want to go into further deail to be honest.

[quote=emo]Any plans on an installer that allows you to customize stuff?[/quote]
The installer is broken and won't be fixed. broesel and iMp4ct are inactive.
97
#97
0 Frags +
f_bluecenourax"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)
See #80 and #82, don't want to go into further deail to be honest.
emoAny plans on an installer that allows you to customize stuff?The installer is broken and won't be fixed. broesel and iMp4ct are inactive.

I understand that, but are you looking to create a installer for your version of broesel?

[quote=f_blue][quote=cenourax]"how did you get rid of the [unknown] in the inspect panel?"

Also like to know how to remove, which file to edit. =/
(Using Broselhud 2.7, i don't like blu edition.)[/quote]
See #80 and #82, don't want to go into further deail to be honest.

[quote=emo]Any plans on an installer that allows you to customize stuff?[/quote]
The installer is broken and won't be fixed. broesel and iMp4ct are inactive.[/quote]

I understand that, but are you looking to create a installer for your version of broesel?
98
#98
-1 Frags +

I updated the "[unknown]" error in inspec itens box. :D

Broeselhud 2.7 updated!

https://www.dropbox.com/s/dmk1icr11zoo7ch/broeselhud.rar

I updated the "[unknown]" error in inspec itens box. :D

Broeselhud 2.7 updated!

https://www.dropbox.com/s/dmk1icr11zoo7ch/broeselhud.rar
99
#99
3 Frags +

Version 3.11
* Made collector's items red.

Modified files: clientscheme.res

[b]Version 3.11[/b]
* Made collector's items red.

Modified files: clientscheme.res
100
#100
3 Frags +

So happy to see this. Been using broselhud for awhile, glad to see it updated and fixed. Switched to this today.

Does anyone know what happened to brosel, anyway?

So happy to see this. Been using broselhud for awhile, glad to see it updated and fixed. Switched to this today.

Does anyone know what happened to brosel, anyway?
101
#101
3 Frags +

Version 3.2
* Increased size of the inspect panels.
* Removed A&D backpack page switching (it became obsolete with today's update).
* Reworked start post's readme into FAQ for clarity's sake.

Modified files:
hudlayout.res, freezepanel_basic.res, hudinspectpanel.res, spectator.res, spectatorcoach.res, spectatortournament.res, spectatortournament_4x3.res, spectatortournament_5x4.res, spectatortournament_16x9.res

Deleted files:
ui/econ/backpackpanel.res

[b]Version 3.2[/b]
* Increased size of the inspect panels.
* Removed A&D backpack page switching (it became obsolete with today's update).
* Reworked start post's readme into FAQ for clarity's sake.

Modified files:
hudlayout.res, freezepanel_basic.res, hudinspectpanel.res, spectator.res, spectatorcoach.res, spectatortournament.res, spectatortournament_4x3.res, spectatortournament_5x4.res, spectatortournament_16x9.res

Deleted files:
ui/econ/backpackpanel.res
102
#102
1 Frags +

damn that was a fast update

you are the anti-broesel

damn that was a fast update

you are the anti-broesel
103
#103
0 Frags +

You think you could update the installer as well?

You think you could update the installer as well?
104
#104
1 Frags +

It was pure coincidence. While I was working on the inspect panels the TF2 update happened...

I can't update the installer, sorry.

It was pure coincidence. While I was working on the inspect panels the TF2 update happened...

I can't update the installer, sorry.
105
#105
0 Frags +

got this today and loving it!

could you elaborate on how to make your cross change from white to red on damage, i went to the place mentioned in the topic of the thread but it didn't seem to work.

any help?

got this today and loving it!

could you elaborate on how to make your cross change from white to red on damage, i went to the place mentioned in the topic of the thread but it didn't seem to work.

any help?
106
#106
1 Frags +

Thanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001

Thanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001
107
#107
0 Frags +

If I download the newest version because of this newest update, will I have to remake the custom crosshair I modified from fog's pack?

Thank you for the AMAZING work you do, I love how crisp everything is with the black outlines and clear fonts!

If I download the newest version because of this newest update, will I have to remake the custom crosshair I modified from fog's pack?

Thank you for the AMAZING work you do, I love how crisp everything is with the black outlines and clear fonts!
108
#108
0 Frags +
f_blueThanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001

yeah, I'm currently using the default yellow cross, ill change it to white/red soon.

thanks!

[quote=f_blue]Thanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001[/quote]

yeah, I'm currently using the default yellow cross, ill change it to white/red soon.

thanks!
109
#109
1 Frags +
HarbingerIf I download the newest version because of this newest update, will I have to remake the custom crosshair I modified from fog's pack?

Thank you for the AMAZING work you do, I love how crisp everything is with the black outlines and clear fonts!

As soon as you overwrite clientscheme.res and hudlayout.res you'll have to redo fog's crosshair. It only takes a minute though if you backup your 2 files and copy/paste the relevant stuff into the new files.

Also thanks but don't forget, this is still broeselhud!

[quote=Harbinger]If I download the newest version because of this newest update, will I have to remake the custom crosshair I modified from fog's pack?

Thank you for the AMAZING work you do, I love how crisp everything is with the black outlines and clear fonts![/quote]
As soon as you overwrite clientscheme.res and hudlayout.res you'll have to redo fog's crosshair. It only takes a minute though if you backup your 2 files and copy/paste the relevant stuff into the new files.

Also thanks but don't forget, this is still broeselhud!
110
#110
0 Frags +

holy balls, which one is the real download button

holy balls, which one is the real download button
111
#111
2 Frags +

I just looked at the page without adblock for the first time, you're right man. With adblock there's only one download button (the smallest one is the real one), so I never noticed. Anyway, I recommend using adblock and I will consider using another filehoster.

I just looked at the page without adblock for the first time, you're right man. With adblock there's only one download button (the smallest one is the real one), so I never noticed. Anyway, I recommend using adblock and I will consider using another filehoster.
112
#112
1 Frags +
f_blueI just looked at the page without adblock for the first time, you're right man. With adblock there's only one download button (the smallest one is the real one), so I never noticed. Anyway, I recommend using adblock and I will consider using another filehoster.

Github!

[quote=f_blue]I just looked at the page without adblock for the first time, you're right man. With adblock there's only one download button (the smallest one is the real one), so I never noticed. Anyway, I recommend using adblock and I will consider using another filehoster.[/quote]

Github!
113
#113
0 Frags +
f_blueThanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001

actually having trouble with this, here is what mine looks like. base crosshair is white, won't change to red

http://imgur.com/v3vw3AX

yes : i've tried both ways around(4 values in diff lines), the one you suggested, and the one in the picture.

[quote=f_blue]Thanks! To your question: It only works when using a HUD crosshair. You can activate a HUD crosshair of your choice in scripts/hudlayout.res by setting visible to 1. The rest is explained in the part of the file that FAQ #7 sends you to.

In your case (assuming you use the regular HUD cross) it would have to look like this:
Animate Crosshair01 FgColor "255 0 0 255" Linear 0.0 0.00001
Animate Crosshair01 FgColor "255 255 255 255" Linear 0.15 0.15001[/quote]


actually having trouble with this, here is what mine looks like. base crosshair is white, won't change to red

http://imgur.com/v3vw3AX

yes : i've tried both ways around(4 values in diff lines), the one you suggested, and the one in the picture.
114
#114
1 Frags +

It has to look like this in your case: http://abload.de/image.php?img=clipboard02x4ki9.jpg
If it doesn't work you're doing something else wrong.

It has to look like this in your case: http://abload.de/image.php?img=clipboard02x4ki9.jpg
If it doesn't work you're doing something else wrong.
115
#115
0 Frags +
f_blueIt has to look like this in your case: http://abload.de/image.php?img=clipboard02x4ki9.jpg
If it doesn't work you're doing something else wrong.

This works!

thank you so much

[quote=f_blue]It has to look like this in your case: http://abload.de/image.php?img=clipboard02x4ki9.jpg
If it doesn't work you're doing something else wrong.[/quote]


This works!

thank you so much
116
#116
3 Frags +

Version 3.3
* Added Eureka effect teleport menu.
* Fixed "[unknown]" in the scoreboard.
* Moved last damage done above the ammunition.
* Moved Übercharge percentage and number of individual charges (Vaccinator) to the ammunition's place.

Modified files: clientscheme.res, hudlayout.res, hudammoweapons.res, huddamageaccount.res, huditemeffectmeter_powerupbottle.res, hudmediccharge.res, scoreboard.res
Added files in resource/ui/build_menu and resource/ui/build_menu/pipboy: base_active_teleport_target.res, base_unavailable_teleport_target.res, hudmenueurekaeffect.res

[b]Version 3.3[/b]
* Added Eureka effect teleport menu.
* Fixed "[unknown]" in the scoreboard.
* Moved last damage done above the ammunition.
* Moved Übercharge percentage and number of individual charges (Vaccinator) to the ammunition's place.

Modified files: clientscheme.res, hudlayout.res, hudammoweapons.res, huddamageaccount.res, huditemeffectmeter_powerupbottle.res, hudmediccharge.res, scoreboard.res
Added files in resource/ui/build_menu and resource/ui/build_menu/pipboy: base_active_teleport_target.res, base_unavailable_teleport_target.res, hudmenueurekaeffect.res
117
#117
0 Frags +

how did you fix the [unknown] in the scoreboard?

how did you fix the [unknown] in the scoreboard?
118
#118
2 Frags +

Moved MapName out of LocalPlayerStatsPanel and repositioned it accordingly. Removed GameType because it doesn't seem to work anymore. Credit to rays who actually discovered the fix!
http://www.diffchecker.com/4gvwge2u

Moved MapName out of LocalPlayerStatsPanel and repositioned it accordingly. Removed GameType because it doesn't seem to work anymore. Credit to rays who actually discovered the fix!
http://www.diffchecker.com/4gvwge2u
119
#119
0 Frags +

thx f_blue :)

thx f_blue :)
120
#120
0 Frags +
f_blueMoved MapName out of LocalPlayerStatsPanel and repositioned it accordingly. Removed GameType because it doesn't seem to work anymore. Credit to rays who actually discovered the fix!
http://www.diffchecker.com/4gvwge2u

thanks!

[quote=f_blue]Moved MapName out of LocalPlayerStatsPanel and repositioned it accordingly. Removed GameType because it doesn't seem to work anymore. Credit to rays who actually discovered the fix!
http://www.diffchecker.com/4gvwge2u[/quote]
thanks!
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