JarateKing
Account Details
SteamID64 76561198022106397
SteamID3 [U:1:61840669]
SteamID32 STEAM_0:1:30920334
Country Canada
Signed Up December 4, 2013
Last Posted June 24, 2021 at 10:24 AM
Posts 789 (0.2 per day)
Game Settings
In-game Sensitivity 0.4964244925
Windows Sensitivity xset m 00
Raw Input  
DPI
400
Resolution
1366x768
Refresh Rate
60Hz
Hardware Peripherals
Mouse Nixeus Revel / Modded WMO
Keyboard Minivan w/ gat browns & XMIT fullsize
Mousepad Glorious PC Gaming Race
Headphones  
Monitor Dell something
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#1688 HUD editing: short questions, quick answers in Customization
RawrsorI'm trying to do a welcome message with the player's name in it, but I can't seem to get it. I've added in and edited resource/tf_english.txt to have
"TF_Welcome"					"Welcome Back, %playername%"
but it always shows up as just "Welcome" and nothing else. Any ideas?

TF_Welcome is already declared to say welcome. Just change it to tf_rawrsor_welcome or something.

posted about 8 years ago
#4199 Show your HUD modifications! in Customization

bball spec hud concept

http://i.imgur.com/P91ZL1f.jpg

MightyNOTE: MINI RANT BELOW
I would honestly completely restyle broeselhud, if it weren't for the fact that everything you can find on the internet about TF2 huds are either very vague, or are incomplete hud tutorial series where people promise to finish it off but then barely even get past explaining how to move your ammo.

I opened the .res file where the main menu is, and I had no clue what the hell that was. I searched google.com and this was the best I found: http://doodlesstuff.com/?tutorial=tf2hud&section=mainmenu.

seriously, us hudmaking virgins need better resources.
More importantly, how the f**k do people like omni and collycat create huds despite all the extremely vague resources???

It's really just look at the files, fiddle with them, try to make something, look at other people's huds and how they did it, ask if you're still clueless, repeat. Everything omni and collycat are pretty ordinary broken down, they're just good at combining the basic elements into something crazy nice.

posted about 8 years ago
#292 i55 in TF2 General Discussion

What's most important is the game flows fine with it. Sure, things are balanced in the sense that both teams are equal, but that doesn't mean it's a good addition. You could make that argument over pretty literally everything, but here we are with weapon bans and whatnot.

Quickfix was dumb because teams weren't used to it. It's not a problem now, but it was back when it got buffed originally because people weren't aware of how to properly respond to it. I don't think anyone wants something similar to happen at i55 with a team rolling the competition solely because they've scrimmed with pickups more than any other team, even if that's a small risk.

A year from now we'll probably call ourselves dumb for disagreeing with medigun pickups. That's for i58 though, right now it's still a new mechanic that could potentially shake things up badly.

posted about 8 years ago
#49 how to deleting the hand motion ? in Q/A Help
Shounicif someone can answer op's question, he was asking how come the player's viewmodel only has a gun instead of a hand & gun.

http://tf2.gamebanana.com/skins/137055
It used to semi-work in sv_pure 2 but it doesn't anymore.

posted about 8 years ago
#4171 Show your HUD modifications! in Customization
komorebiJarateKing -snip-
Interesting, I wasn't aware that you could use tf_english to 'pad' a font. Have you tried at all to figure out a way to get different buff/low health colors depending on team? You could do that with a team-dependent/colored refract below the font (toggled on or off in hud_animations) right? If so that would be even cooler.

Regardless I'm interested in playing around with this later. Which font editor did you use, and how long did it take, out of curiosity?

Normally you can't have the labeltext be dynamic with additional text. So no "your health is: %health%" or anything like that, you're stuck with "%health%". For some reason it does work fine if you do that in tf_english though. "Padding" is really just doing something like "-%health%-" that way to cover both ends of it.

Getting buffed health to be teamcolored, that'd be simple since the green is just an imagepanel anyway. Low health because of it also acting like a healthcross wouldn't really be possible (with the way I did it, technically 100% health is "damaged" in order to get things to work, so you never get a color change you just get a healthbar). If I went with just plain numbers though, it'd definitely be possible.

I used type light (I'm poor), though this was pretty simple and any font editor would've been fine. The whole thing was a few days just to sort things out and tweak and whatnot, but just getting the font working took minutes.

posted about 8 years ago
#4169 Show your HUD modifications! in Customization
komorebiJarateKingworking on trying some experimental stuff
http://i.imgur.com/K5p3Nf0.png
more screenies

TEAM COLORED TEXT??? if you're doing what I think and having a text file be the inverse of the desired text so it covers the entirety of a team-colored image panel then you're amazing: I had that idea forever ago but was too lazy to try it and I wasn't confident I could make a fixed-width font that would look good. how did you get around that problem? it doesn't look like your font is fixed-width, does the team-colored background resize somehow as well?

That's pretty much exactly it actually. I just edited OpenSans and covered everything with a rectangle in the font (inverting it) so that it'd cover the surrounding area, threw it on top of a teamcolored imagepanel, and then edited tf_english to pad it for more/less digits or whatever making sure that the covered area extends past the healthpanel's edges. The background doesn't resize any, but at the same time it doesn't need to be a fixed-length font either.

It's easier to explain with a working example so here's the dl: https://www.dropbox.com/s/7567upgq58dfhgw/_HuevosHUD.zip?dl=1
To install you need to also take _HuevosHUD/localization/health.txt and copy what's in there to the end of tf/resource/tf_english.txt so that the labels work properly. I'm still trying to get something better working for this but I can't quite get something to do that automatically.
Keep in mind it's made for scout with the ammobar (full at 6, so a rocketlauncher would always be partially down since its max clip is 4) and it's far from done but it should work fine in any case. Disabling the ammobar wouldn't be difficult too and then it'd work equally across all classes.

posted about 8 years ago
#4167 Show your HUD modifications! in Customization

working on trying some experimental stuff

http://i.imgur.com/K5p3Nf0.png

more screenies

posted about 8 years ago
#4 Need help with HUD callouts-like project. in Customization

With developer 1 you could just filter everything you don't want out of the console with con_filter_enable 1;con_filter_text "some text that only appears in your echoes".

You can also make your own captions that only appear with the console command cc_emit "whatever the caption's named" but captions are a fair bit trickier to set up than echoes, though they do look a lot nicer. Clovervidia's guide is pretty good for getting started with captions.

nopeThe 'soldier hurt' is just closed captions, that isn't what you want. The only thing i can think of that might help a little is the console parser that was made public recently, can someone link please. But you can't really use tf2 cvars to code anything very useful, there's no way to do 'if then' statements and the like. The console parser might help a little but I doubt you'll be able to do what you want in its entirety.

There's some really roundabout ways to do if-then statements with aliases (null canceling movement script is the biggest and most basic example of this). I'm not really seeing where that'd be used in this so far though :B

posted about 8 years ago
#4130 Show your HUD modifications! in Customization
EricJarateKingI think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.I think "weight" just increases stroke width, which would also not work in making a complete outline around a glyph (I could be mistaken).

The font maker decides the difference between higher/lower weights, it's not some unified thing. And I mean if you're the one making the font, you may as well make it work for outlines. I know from experience that fontforge can do it the way that would make outlines work, like in http://fontforge.github.io/Styles.html#Embolden

MightydanaThe problem is the way TF2 does outlines. That is to say, poorly. If you want good looking outlined characters you have to do it gmang style. Start with the white foreground character, then put the same character in black behind it but one pixel to the left. Then repeat with three more black characters, one each to the right, up, and down. And you get what basically looks like an outline but is really four separate drop shadows.
Could this potentially be used to create better Crosshair Outlines?

Some crosshairs are too thin to work/look good that way, but it'll still work with some and other methods like creating a second heavier font as the outline still work fine for all.

posted about 8 years ago
#4127 Show your HUD modifications! in Customization
EricWholegrainIsn't it simpler to do a font in the same place but a couple sizes bigger, black, and with a smaller zpos? I've seen that implemented in some hudsthat is garbage. the tracking (spacing between characters) also increases as the font size increases, so the outline might not match across the characters in a given string.

I think what he meant was having two font files, one with more weight but still with the same glyph size, not just changing the clientscheme size.

posted about 8 years ago
#1566 HUD editing: short questions, quick answers in Customization
cinderHey, guys. I wanted to ask if there are any commands/external programmes to trigger certain events in the game so that I can check what I've just edited. E.g. winpanel, confirm dialogs, notifications, etc.

You can record a demo of them. Notifications can be triggered by spawning halloween bosses (such as with ent_create headless_hatman ) too.

posted about 8 years ago
#251 Prism HUD & Clean TF2 in Customization
rewolfIs there a way you can make the water more transparent? I mean it's almost impossible to see a player inside water with clean tf2 installed (although that's a problem only in 2fort I think but I would still like it to be more transparent :p). I use the flat, door_fix and misc_removal only.

http://tf2.gamebanana.com/skins/137388
I've always just used this. I've got an idea for something to try in the mod though.

posted about 8 years ago
#11 broken textures in Q/A Help
CasualSame problem here w/ clean tf2. Could the pack be updates to fix this or is this irreversible, I don't know much about what was changed that caused this?

All that could really be done to update clean tf2 for this would be to straight up remove stuff. Which I don't really want to do considering it still works fine on sv_pure 0 and it's the only thing keeping me from lagging. Basically, tf2 started using the shader that custom vmts use in sv_pure 2, while still trying to use the stock vmt's shader or something, which resulted in everything from working well for some materials to not displaying at all for others. Your guess is as good as mine for why this started happening but that's what I'm pretty sure's going on.

I doubt valve would leave it going on long if they see it though. A mod that's already spread around breaking and giving people half-functional wallhacks on sv_pure 2 sounds like the sort of thing they'd want to fix.

posted about 8 years ago
#248 Prism HUD & Clean TF2 in Customization

Just a heads up, if anyone's experiencing textures like in these screenshots (thanks fooqp), valve really messed up how world textures handle mods that change the shader probably accidentally, and now _unlit_world looks like this in sv_pure 2 with or without preloading.

It still works fine in sv_pure 0, but in the meantime I'd remove _unlit_world and/or _unlit_nofog_world if you plan on playing competitive or valve servers for the next little while. Nothing I can do other than advise for it.

Also sorry for the late replies but

ArrythmiaSo, what's the difference (or purpose) of the "nofog" versions of the .vpk's? Wondering which one does what, and if one has a better impact on performance.

Nofog removes the fog on textures at a distance. When textures that're far away are normally whiter and more pale from fog, they keep the full color with nofog. I'll be honest, I don't know which has a better impact on performance, since any difference I've gotten from it was within my margin of error (it doesn't help that my computer sucks).

VictorBit of a long shot asking this, but is it possible to get a version of the particle_removal.vpk without the changes to rockets? I'm not able to edit .vpk files at the moment. It works beautifully but I can't stand how rockets look now.

A modded one got posted earlier,

Ninjaxi edited the particle removal vpk to make rockets look brighter, here it is in case anyone wants to try it http://puu.sh/fb941/317e069d3b.vpkVanaIs it possible to get _misc_removal.vpk working again on dx8? only thing i used because fuck having your screen go completely red when building uber.

I'm always thinking of more ways to do things, but right now I've got nothing.

posted about 8 years ago
#9 broken textures in Q/A Help

Looks like valve fucked something up with shader-based mods. Admittedly, clean tf2 is the only shader-based mod I know of, but world textures are still sorta modded in sv_pure 2 even without preloading.

Textures that blend between materials disappear entirely, but past that I've got no clue what's going on. Some materials seem to be unlit like back before valve got rid of vmt preloading, some look like they're as shaded as they can be.

Kond3PiFY_should i remove all the vpks clean tf2 has or is there one in particular causing this?I went through all of them. Try removing unlit_props and unlit_world.

Is there any issues with the props? At least in my game, any prop in sv_pure 2 is normal, and sv_pure 0 clean tf2 works fully. I haven't seen anything bug out with them so far.

But yeah, removing _unlit_world or _unlit_nofog_world should fix this issue until valve patches/addresses it. In the meantime, I'd just send some emails to valve saying that mods of world textures that change the shader in the vmt is all fucked up. That's what I'm doing.

posted about 8 years ago
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