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yahud
posted in Customization
361
#361
1 Frags +

Wow that main menu looks nice, but what does the play and coop button do exactly? Is play "Start Playing" and coop "Play Co-op" from your other menu? Because if this is targeted at comp players, then you may want to get rid of both of them and replace them with "Servers" since most people I know just use the server list.

Wow that main menu looks nice, but what does the play and coop button do exactly? Is play "Start Playing" and coop "Play Co-op" from your other menu? Because if this is targeted at comp players, then you may want to get rid of both of them and replace them with "Servers" since most people I know just use the server list.
362
#362
0 Frags +
fosterWow that main menu looks nice, but what does the play and coop button do exactly? Is play "Start Playing" and coop "Play Co-op" from your other menu? Because if this is targeted at comp players, then you may want to get rid of both of them and replace them with "Servers" since most people I know just use the server list.

"Play" is the server browser and "Coop" is MvM, I cut the quick-play function for this menu.

[quote=foster]Wow that main menu looks nice, but what does the play and coop button do exactly? Is play "Start Playing" and coop "Play Co-op" from your other menu? Because if this is targeted at comp players, then you may want to get rid of both of them and replace them with "Servers" since most people I know just use the server list.[/quote]
"Play" is the server browser and "Coop" is MvM, I cut the quick-play function for this menu.
363
#363
0 Frags +

Ah ok that's cool.

Ah ok that's cool.
364
#364
2 Frags +

I added a "Favorite Server" button to the new optional main menu; it can connect you to a specific server (your scrim server for example)

http://i.imgur.com/Uq4vzIH.jpg

You'll need to add

alias Home "connect <insert server IP>;password <insert password>" 

to your autoexec.cfg

(The button has a really big hit region, you just have to hit the general bottom right area)

I added a "Favorite Server" button to the new optional main menu; it can connect you to a specific server (your scrim server for example)

[img]http://i.imgur.com/Uq4vzIH.jpg[/img]

You'll need to add
[code]alias Home "connect <insert server IP>;password <insert password>" [/code]
to your autoexec.cfg

(The button has a really big hit region, you just have to hit the general bottom right area)
365
#365
4 Frags +

Added another main menu background (yay, Paint.net)

http://i.imgur.com/UFYlkI8.jpg

Please note that this doesn't really look great if you have low res textures.

Added another main menu background (yay, Paint.net)

[img]http://i.imgur.com/UFYlkI8.jpg[/img]

Please note that this doesn't really look great if you have low res textures.
366
#366
-1 Frags +

When I played hoovy I couldn't see the death mark of GRU. Is that a bug?

When I played hoovy I couldn't see the death mark of GRU. Is that a bug?
367
#367
0 Frags +
bl4zeWhen I played hoovy I couldn't see the death mark of GRU. Is that a bug?

It's only implemented for certain versions. Its location is buggy and linked to the HealthImage. Most versions have it now though.

[quote=bl4ze]When I played hoovy I couldn't see the death mark of GRU. Is that a bug?[/quote]
It's only implemented for certain versions. Its location is buggy and linked to the HealthImage. Most versions have it now though.
368
#368
1 Frags +

Added optional files for custom game menus, a white version might follow soon.

I want to point out doodle's tutorial/file overview again, it was very helpful in finding the right files: http://doodlesstuff.com/?tutorial=tf2hud
I can't stress enough how awesome that thing is.

http://i.imgur.com/a25C8PI.jpg

http://i.imgur.com/Ug0c8kO.jpg

http://i.imgur.com/uz5qv83.jpg

BACK button is consistently implemented with a "Q" shortcut.

http://i.imgur.com/3XmoRrh.jpg

A & D shortcuts are still available for the backpack.

They can be found in the /Custom Options/ folder, as usual :)

Sidenote
This is how the new optional main menu looks with the default background:

Show Content
Added optional files for custom game menus, a white version might follow soon.

I want to point out doodle's tutorial/file overview again, it was very helpful in finding the right files: http://doodlesstuff.com/?tutorial=tf2hud
I can't stress enough how awesome that thing is.

[img]http://i.imgur.com/a25C8PI.jpg[/img]

[img]http://i.imgur.com/Ug0c8kO.jpg[/img]

[img]http://i.imgur.com/uz5qv83.jpg[/img]
[i]BACK button is consistently implemented with a "Q" shortcut.[/i]

[img]http://i.imgur.com/3XmoRrh.jpg[/img]
[i]A & D shortcuts are still available for the backpack.[/i]

They can be found in the /Custom Options/ folder, as usual :)

[b]Sidenote[/b]
This is how the new optional main menu looks with the default background:
[spoiler][img]http://i.imgur.com/o2iEpnO.jpg[/img][/spoiler]
369
#369
1 Frags +

I updated some more visuals (mainly backpack) and included some more menu files with shortcuts.

The weapon selection & crafting screen w/shortcuts:

Show Content

The quickswitch is also smaller now:

http://i.imgur.com/oU0990l.jpg

I updated some more visuals (mainly backpack) and included some more menu files with shortcuts.

The weapon selection & crafting screen w/shortcuts:
[spoiler][img]http://i.imgur.com/15XVH3Z.jpg[/img][/spoiler]

The quickswitch is also smaller now:
[img]http://i.imgur.com/oU0990l.jpg[/img]
370
#370
0 Frags +

I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.

Show Content

The backpack menus are white instead of gray which I would prefer.

Show Content

I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.

Show Content
I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.
[spoiler][IMG]http://i.imgur.com/y4gxhjl.jpg[/IMG][/spoiler]
The backpack menus are white instead of gray which I would prefer.
[spoiler][IMG]http://i.imgur.com/aeO9tT1.jpg[/IMG][/spoiler]
I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.
[spoiler][IMG]http://i.imgur.com/Mx2QunR.jpg[/IMG][/spoiler]
371
#371
0 Frags +
rockr500I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.
The backpack menus are white instead of gray which I would prefer.
I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.

These colors and fonts are newly defined in the clientscheme. You'll have to re-apply your custom colors before you can use the new stuff. This site might make that easier though: http://www.diffchecker.com/

[quote=rockr500]I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.
The backpack menus are white instead of gray which I would prefer.
I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.
[/quote]
These colors and fonts are newly defined in the clientscheme. You'll have to re-apply your custom colors before you can use the new stuff. This site might make that easier though: http://www.diffchecker.com/
372
#372
1 Frags +
whayayAdded another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.

[quote=whayay]Added another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.[/quote]

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.
373
#373
0 Frags +
joseCuervowhayayAdded another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.

Thank you so much :)

[quote=joseCuervo][quote=whayay]Added another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.[/quote]

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.[/quote]

Thank you so much :)
374
#374
0 Frags +
rockr500I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.
Show Content
The backpack menus are white instead of gray which I would prefer.
Show Content
I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.
Show Content

for the buttons, make sure you install the font and put the proper font lines for it in your clientscheme.

[quote=rockr500]I'm using the new menus and am having issues with them. On the new main menu most of the buttons on the bottom don't show up.
[spoiler][IMG]http://i.imgur.com/y4gxhjl.jpg[/IMG][/spoiler]
The backpack menus are white instead of gray which I would prefer.
[spoiler][IMG]http://i.imgur.com/aeO9tT1.jpg[/IMG][/spoiler]
I'm using a customized center version and I would like to be able to use both these menus without having to set up the colors and positions of everything again if possible.
[spoiler][IMG]http://i.imgur.com/Mx2QunR.jpg[/IMG][/spoiler][/quote]
for the buttons, make sure you install the font and put the proper font lines for it in your clientscheme.
375
#375
0 Frags +
whayayjoseCuervowhayayAdded another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.

Thank you so much :)

My pleasure, also apparently you've defined fonts in sourcescheme.res which aren't in the fonts folder, specifically HelveticaNeue Light.ttf and HelveticaNeue Medium.ttf. I see they aren't referenced anywhere else so I just went ahead and removed them.

EDIT: Are the console and other menus supposed to have the black bar over them? I understand that it's there to dictate which window is in the foreground but it seems a bit unseemly when compared to the rest of the hud.

[quote=whayay][quote=joseCuervo][quote=whayay]Added another main menu background (yay, Paint.net)

Please note that this doesn't really look great if you have low res textures.[/quote]

That's because the flags "No Mipmap" and "No Level of Detail" aren't enabled on the .vtf files in question, I've done that as well as disabling reflectivity computations and thumbnail generation to reduce their file sizes. Here you go:

https://mega.co.nz/#!49sGgAbA!Ynd0OB6tUe28_5nd1T7b3msEx8d-WJR2zf64Drh_QLY

edit: also forgot to say not to fret about any loss in quality, after re-exporting the respective .vtf files as .bmp files they have the same hash value.[/quote]

Thank you so much :)[/quote]

My pleasure, also apparently you've defined fonts in sourcescheme.res which aren't in the fonts folder, specifically HelveticaNeue Light.ttf and HelveticaNeue Medium.ttf. I see they aren't referenced anywhere else so I just went ahead and removed them.

EDIT: Are the console and other menus supposed to have the black bar over them? I understand that it's there to dictate which window is in the foreground but it seems a bit unseemly when compared to the rest of the hud.
376
#376
2 Frags +
joseCuervoMy pleasure, also apparently you've defined fonts in sourcescheme.res which aren't in the fonts folder, specifically HelveticaNeue Light.ttf and HelveticaNeue Medium.ttf. I see they aren't referenced anywhere else so I just went ahead and removed them.

EDIT: Are the console and other menus supposed to have the black bar over them? I understand that it's there to dictate which window is in the foreground but it seems a bit unseemly when compared to the rest of the hud.

I added slightly more transparent bars for non-selected windows now. I like the effect since it shows the region where you can drag the windows around. I also added a replacement file to remove the black bar. The helv entry is gone now :)

[quote=joseCuervo]
My pleasure, also apparently you've defined fonts in sourcescheme.res which aren't in the fonts folder, specifically HelveticaNeue Light.ttf and HelveticaNeue Medium.ttf. I see they aren't referenced anywhere else so I just went ahead and removed them.

EDIT: Are the console and other menus supposed to have the black bar over them? I understand that it's there to dictate which window is in the foreground but it seems a bit unseemly when compared to the rest of the hud.[/quote]

I added slightly more transparent bars for non-selected windows now. I like the effect since it shows the region where you can drag the windows around. I also added a replacement file to remove the black bar. The helv entry is gone now :)
377
#377
0 Frags +

I'm pretty sure I scoured the entire thread and didn't see an answer to this, but do you think you could add an optional replacement for the engineer's on screen building display in which the building elements are located in the top left of the screen rather than the middle? These being the building elements which tell you your buildings health, whether it's sapped, and stuff like that (hud_obj_sentrygun, hud_obj_dispenser, etc.).

I'm pretty sure I scoured the entire thread and didn't see an answer to this, but do you think you could add an optional replacement for the engineer's on screen building display in which the building elements are located in the top left of the screen rather than the middle? These being the building elements which tell you your buildings health, whether it's sapped, and stuff like that (hud_obj_sentrygun, hud_obj_dispenser, etc.).
378
#378
0 Frags +
PeteTehHitmanI'm pretty sure I scoured the entire thread and didn't see an answer to this, but do you think you could add an optional replacement for the engineer's on screen building display in which the building elements are located in the top left of the screen rather than the middle? These being the building elements which tell you your buildings health, whether it's sapped, and stuff like that (hud_obj_sentrygun, hud_obj_dispenser, etc.).

I'll add instructions for it. You have to go to hudlayout.res in your scripts folder. Search for "BuildingStatus_Engineer" and change its "ypos" entry.

[quote=PeteTehHitman]I'm pretty sure I scoured the entire thread and didn't see an answer to this, but do you think you could add an optional replacement for the engineer's on screen building display in which the building elements are located in the top left of the screen rather than the middle? These being the building elements which tell you your buildings health, whether it's sapped, and stuff like that (hud_obj_sentrygun, hud_obj_dispenser, etc.).[/quote]

I'll add instructions for it. You have to go to hudlayout.res in your scripts folder. Search for "BuildingStatus_Engineer" and change its "ypos" entry.
379
#379
3 Frags +

Added some new crosshairs

konr wings & konr wings with outline

Show Content

Pilot crosshair

Show Content

Custom "Bar" crosshair

Show Content
Added some new crosshairs

konr wings & konr wings with outline
[spoiler][img]http://i.imgur.com/W7Fkqxj.jpg[/img][/spoiler]

Pilot crosshair
[spoiler][img]http://i.imgur.com/OpqNp03.jpg[/img][/spoiler]

Custom "Bar" crosshair
[spoiler][img]http://i.imgur.com/hEONtVT.jpg[/img][/spoiler]
380
#380
4 Frags +

Found a way to cut out the "Server map time left" label without editing the english text files (which break with most tf2 updates) and I implemented that for the 6v6 scoreboard.

Show Content

Foster has allowed me to add a basic verion of his scoreboard. It looks like this:

Show Content

It supports up to 9 players:

Show Content

I added a version that is closer to the overall style of the HUD. Here it is:

http://i.imgur.com/3v4gube.jpg

Found a way to cut out the "Server map time left" label without editing the english text files (which break with most tf2 updates) and I implemented that for the 6v6 scoreboard.

[spoiler][img]http://i.imgur.com/I1Q4wCc.jpg[/img][/spoiler]

Foster has allowed me to add a basic verion of his scoreboard. It looks like this:

[spoiler][img]http://i.imgur.com/LnioCaW.jpg[/img][/spoiler]

It supports up to 9 players:

[spoiler][img]http://i.imgur.com/XZgWtQN.jpg[/img][/spoiler]

I added a version that is closer to the overall style of the HUD. Here it is:

[img]http://i.imgur.com/3v4gube.jpg[/img]
381
#381
4 Frags +

:)

:)
382
#382
3 Frags +

Added another one :)

http://i.imgur.com/32b7Wo7.jpg

Added another one :)

[img]http://i.imgur.com/32b7Wo7.jpg[/img]
383
#383
1 Frags +

Hi whayay, how can I make the font of the killfeed thinner as it was before. (1366*768)

http://i.imgur.com/aqw2QZf.jpg

Hi whayay, how can I make the font of the killfeed thinner as it was before. (1366*768)
[URL=http://imgur.com/aqw2QZf][IMG]http://i.imgur.com/aqw2QZf.jpg[/IMG][/URL]
384
#384
0 Frags +
bl4zeHi whayay, how can I make the font of the killfeed thinner as it was before. (1366*768)

Replace "Bold9" with "Medium9". I assume you know where, since you've changed the corners of the killfeed.

[quote=bl4ze]Hi whayay, how can I make the font of the killfeed thinner as it was before. (1366*768)[/quote]

Replace "Bold9" with "Medium9". I assume you know where, since you've changed the corners of the killfeed.
385
#385
0 Frags +

I tried Light9 but that only messed it up and I wasnt enough witty to try the Medium9 as well. Tyvm.

I tried Light9 but that only messed it up and I wasnt enough witty to try the Medium9 as well. Tyvm.
386
#386
0 Frags +
bl4zeI tried Light9 but that only messed it up and I wasnt enough witty to try the Medium9 as well. Tyvm.

I'm fixing it properly with the next update, don't worry.

[quote=bl4ze]I tried Light9 but that only messed it up and I wasnt enough witty to try the Medium9 as well. Tyvm.[/quote]
I'm fixing it properly with the next update, don't worry.
387
#387
1 Frags +

After battling with the silly "yres" value for font definitions I'm finally done with this next update.

I reworked some fonts and colors and re-worked all the scoreboards.

http://i.imgur.com/xQIuNrV.jpg

hudminmode toggles the white stat panel at the bottom.

Show Content
Show Content

The default green color is a bit more subtle, the small scoreboard labels (ping, name etc) are invisible now and tweaked so that the scoreboards are more consistent throughout different resolutions (less clipping on lower resolutions).

The font for the killfeed is now a lower weight for lower resolutions to make it easier to read.

I changed the quality colors for "Unique" and for "Strange" to be a warm white and a dark red.

http://i.imgur.com/hziPmpX.jpg

Custom menus are a bit brighter and friendlier as well.

After battling with the silly "yres" value for font definitions I'm finally done with this next update.

I reworked some fonts and colors and re-worked all the scoreboards.

[img]http://i.imgur.com/xQIuNrV.jpg[/img]

hudminmode toggles the white stat panel at the bottom.

[spoiler][img]http://i.imgur.com/1fNALii.jpg[/img][/spoiler]

[spoiler][img]http://i.imgur.com/cjRdFFv.jpg[/img][/spoiler]

The default green color is a bit more subtle, the small scoreboard labels (ping, name etc) are invisible now and tweaked so that the scoreboards are more consistent throughout different resolutions (less clipping on lower resolutions).

The font for the killfeed is now a lower weight for lower resolutions to make it easier to read.

I changed the quality colors for "Unique" and for "Strange" to be a warm white and a dark red.
[img]http://i.imgur.com/hziPmpX.jpg[/img]

Custom menus are a bit brighter and friendlier as well.
388
#388
2 Frags +

Great job.

Great job.
389
#389
0 Frags +

Is there a way to make the ubercharge percentage flash green at 100% while using the underline version?

Is there a way to make the ubercharge percentage flash green at 100% while using the underline version?
390
#390
0 Frags +
PyrotechnicallyinsaneIs there a way to make the ubercharge percentage flash green at 100% while using the underline version?

You can use this website to compare the normal animations file and the line one: http://www.diffchecker.com/. Paste the section for Uber from the standard one into the line one.

[quote=Pyrotechnicallyinsane]Is there a way to make the ubercharge percentage flash green at 100% while using the underline version?[/quote]
You can use this website to compare the normal animations file and the line one: http://www.diffchecker.com/. Paste the section for Uber from the standard one into the line one.
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