Upvote Upvoted 393 Downvote Downvoted
1 2 3 4 5 6 7 ⋅⋅ 43
rayshud
posted in Customization
91
#91
0 Frags +
frknRays, would you consider adding this modification to your hud?

http://www.gotfrag.com/tf2/forums/thread/439601/

I understand if you don't want to make it the default, but maybe add the code and make it commented out by default?

Just gets old having to find the code (have to plug in my ext. hdd lol) then copy/paste it with update. Not suggested you release an update just for this (already added it after dling v2.5) but maybe include it in the next one?

Just curious to as what this does exactly? Thanks.

[quote=frkn]Rays, would you consider adding this modification to your hud?

http://www.gotfrag.com/tf2/forums/thread/439601/

I understand if you don't want to make it the default, but maybe add the code and make it commented out by default?

Just gets old having to find the code (have to plug in my ext. hdd lol) then copy/paste it with update. Not suggested you release an update just for this (already added it after dling v2.5) but maybe include it in the next one?[/quote]

Just curious to as what this does exactly? Thanks.
92
#92
2 Frags +
MunchDamn, there's so many good HUDs out there now, been liking the one I've been using but I thought I'd try out this one for a bit to. I've probably got at least 3 others backed up on my hard drive now. One suggestion if you want to bother with it, is maybe make a custom menu? I really liked what QuartzHud did with the main menu.

pretty sure rays is working on a custom menu next. then a build/destroy menu, and a disguise menu.

[quote=Munch]Damn, there's so many good HUDs out there now, been liking the one I've been using but I thought I'd try out this one for a bit to. I've probably got at least 3 others backed up on my hard drive now. One suggestion if you want to bother with it, is maybe make a custom menu? I really liked what QuartzHud did with the main menu.[/quote]
pretty sure rays is working on a custom menu next. then a build/destroy menu, and a disguise menu.
93
#93
1 Frags +

#91

Default
http://cloud.steampowered.com/ugc/938132498027079966/A20449F01D0008DC7EBC5857A35CC0DD2A2D6D04/

The modification
http://cloud-2.steampowered.com/ugc/938132498027131693/1C0B6E397E50D2D5BB7F4C24A53E846FD5D2339E/

#91

[b]Default[/b]
http://cloud.steampowered.com/ugc/938132498027079966/A20449F01D0008DC7EBC5857A35CC0DD2A2D6D04/


[b]The modification[/b]
http://cloud-2.steampowered.com/ugc/938132498027131693/1C0B6E397E50D2D5BB7F4C24A53E846FD5D2339E/
94
#94
0 Frags +

Oh wow that is brilliant. Thanks frkn.

Oh wow that is brilliant. Thanks frkn.
95
#95
1 Frags +
finndyDo the crosshairs have hitmarkers?

What do you mean? Do they light up when you hit someone? Not by default, but as you can see in post number 80, there's a way to turn that on.

frknRays, would you consider adding this modification to your hud?

http://www.gotfrag.com/tf2/forums/thread/439601/

I understand if you don't want to make it the default, but maybe add the code and make it commented out by default?

Just gets old having to find the code (have to plug in my ext. hdd lol) then copy/paste it with update. Not suggested you release an update just for this (already added it after dling v2.5) but maybe include it in the next one?

Sure thing! I don't see why not; especially since my hud is trying to be minimalistic anyways.

Sorry I keep updating it and messing up your edits. :<

MunchDamn, there's so many good HUDs out there now, been liking the one I've been using but I thought I'd try out this one for a bit to. I've probably got at least 3 others backed up on my hard drive now. One suggestion if you want to bother with it, is maybe make a custom menu? I really liked what QuartzHud did with the main menu.

Thanks for the kind words. <3

In terms of a main menu, disengage is right: It's still in development, but that will be my next big addition, soon followed by custom build/destroy and disguise menus.

[quote=finndy]Do the crosshairs have hitmarkers?[/quote]

What do you mean? Do they light up when you hit someone? Not by default, but as you can see in post [url=http://teamfortress.tv/forum/thread/981-rayshud/3#post-16572]number 80[/url], there's a way to turn that on.



[quote=frkn]Rays, would you consider adding this modification to your hud?

http://www.gotfrag.com/tf2/forums/thread/439601/

I understand if you don't want to make it the default, but maybe add the code and make it commented out by default?

Just gets old having to find the code (have to plug in my ext. hdd lol) then copy/paste it with update. Not suggested you release an update just for this (already added it after dling v2.5) but maybe include it in the next one?[/quote]

Sure thing! I don't see why not; especially since my hud is trying to be minimalistic anyways.

Sorry I keep updating it and messing up your edits. :<



[quote=Munch]Damn, there's so many good HUDs out there now, been liking the one I've been using but I thought I'd try out this one for a bit to. I've probably got at least 3 others backed up on my hard drive now. One suggestion if you want to bother with it, is maybe make a custom menu? I really liked what QuartzHud did with the main menu.[/quote]

Thanks for the kind words. <3

In terms of a main menu, disengage is right: It's still in development, but that will be my next big addition, soon followed by custom build/destroy and disguise menus.
96
#96
-2 Frags +
fvlyour crosshair is a nipple.
[quote=fvl]your crosshair is a nipple.[/quote]
97
#97
1 Frags +

Version 2.6 is out.

It includes:
-A fix for ammo/health/uber percentage not scaling down on smaller resolutions.
-A fix for current team score on scoreboard not scaling down on smaller resolutions.
-An addition of an optional health cross. (Off by default)
-Repositioning of a few off-center items.
-Moved base chat location.
-Moved sentry gun status location.
-Added in optional smaller damage indicator. (Off by default. Thanks frkn!)

It can be downloaded directly, here:

https://github.com/downloads/raysfire/rayshud/rayshudv26.zip

New sentry gun/base chat locations:

http://puu.sh/1gVHi

New optional health cross/powerup canteen location:

http://puu.sh/1gRan

About the optional health cross:

In order to install it, all you have to do is delete the default "HudPlayerHealth.res" folder in your tf/resource/ui folder, and rename the file "HudPlayerHealth-cross.res" to the original name of "HudPlayerHealth.res".

[b]Version 2.6 is out. [/b]

It includes:
-A fix for ammo/health/uber percentage not scaling down on smaller resolutions.
-A fix for current team score on scoreboard not scaling down on smaller resolutions.
-An addition of an optional health cross. (Off by default)
-Repositioning of a few off-center items.
-Moved base chat location.
-Moved sentry gun status location.
-Added in optional smaller damage indicator. (Off by default. Thanks frkn!)

It can be downloaded directly, here:

https://github.com/downloads/raysfire/rayshud/rayshudv26.zip

New sentry gun/base chat locations:

[img]http://puu.sh/1gVHi[/img]

New optional health cross/powerup canteen location:

[img]http://puu.sh/1gRan[/img]

About the optional health cross:

In order to install it, all you have to do is delete the default "HudPlayerHealth.res" folder in your tf/resource/ui folder, and rename the file "HudPlayerHealth-cross.res" to the original name of "HudPlayerHealth.res".
98
#98
0 Frags +

Released a hotfix for version 2.61 fixing the freeze-panel health.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv261.zip

Released a hotfix for version 2.61 fixing the freeze-panel health.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv261.zip
99
#99
3 Frags +

RAYS HUD
http://www.youtube.com/watch?v=Ypqjq9C6Jbw

RAYS HUD
http://www.youtube.com/watch?v=Ypqjq9C6Jbw
100
#100
0 Frags +

Ok, so one thing I've noticed is that for the target IDs if someone has like, 200 HP or something that's too long you just get the first digit and then "..." like this.

http://cloud.steampowered.com/ugc/558704419742286741/936EC255D1732EA511442A82474B1DA20C88EAC9/

http://cloud.steampowered.com/ugc/558704419742285568/BC653AEFCE99A66379DA7695C898E47534C18394/

Is this just me or is the space for the health number not wide enough?

Ok, so one thing I've noticed is that for the target IDs if someone has like, 200 HP or something that's too long you just get the first digit and then "..." like this.

[img]http://cloud.steampowered.com/ugc/558704419742286741/936EC255D1732EA511442A82474B1DA20C88EAC9/[/img]

[img]http://cloud.steampowered.com/ugc/558704419742285568/BC653AEFCE99A66379DA7695C898E47534C18394/[/img]

Is this just me or is the space for the health number not wide enough?
101
#101
1 Frags +

Oh, that must be because the width value for the health on TargetID is too small that it cuts off on smaller resolutions.

My bad; I'll fix that tomorrow afternoon. Thanks for helping me find all of these errors. :3

Also, expect a custom main menu soon. Build/destroy and spy disguise menus to follow.

Oh, that must be because the width value for the health on TargetID is too small that it cuts off on smaller resolutions.

My bad; I'll fix that tomorrow afternoon. Thanks for helping me find all of these errors. :3

Also, expect a custom main menu soon. Build/destroy and spy disguise menus to follow.
102
#102
0 Frags +

Version 2.62 is out.

It includes:
-Fixes to health being cut off at smaller resolutions.
-Added in a minimal damage notifier (that somehow slipped past me in the v2.6 update :<)
-Fixed a few errors in the CTF hud.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv262.zip

This should fix your issue, Munch. Sorry it took so long!

[b]Version 2.62 is out.
[/b]
It includes:
-Fixes to health being cut off at smaller resolutions.
-Added in a minimal damage notifier (that somehow slipped past me in the v2.6 update :<)
-Fixed a few errors in the CTF hud.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv262.zip

This should fix your issue, Munch. Sorry it took so long!
103
#103
1 Frags +

Been using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.

Been using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.
104
#104
1 Frags +
DustwulfBeen using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.

Thanks for the kind words.

If you'd like to make the scoreboards more/less transparent then it is now, then all you'll have to do is open up "ScoreBoard.res" and find the fields "Red6sBackground", "Blue6sBackground", "StatsBackground" and "ScoreboardBackground"; then edit the fourth value of the RGB color code under "fillcolor" for each one. Numbers closer to zero are more transparent; numbers closer to 255 are more solid.

[quote=Dustwulf]Been using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.[/quote]

Thanks for the kind words.

If you'd like to make the scoreboards more/less transparent then it is now, then all you'll have to do is open up "ScoreBoard.res" and find the fields "Red6sBackground", "Blue6sBackground", "StatsBackground" and "ScoreboardBackground"; then edit the fourth value of the RGB color code under "fillcolor" for each one. Numbers closer to zero are more transparent; numbers closer to 255 are more solid.
105
#105
0 Frags +

Is there anyway I could port the Demoman sticky charge into Broeselhud?

Is there anyway I could port the Demoman sticky charge into Broeselhud?
106
#106
1 Frags +

Yes, take "HudDemomanPipes.res" from resource/ui.

Just be aware that, although the positioning and size will be the same; the font will default to whatever brosel set as the default (unless you install my font), so the "Charge" in the middle might not work properly without a bit of tweaking.

Yes, take "HudDemomanPipes.res" from resource/ui.

Just be aware that, although the positioning and size will be the same; the font will default to whatever brosel set as the default (unless you install my font), so the "Charge" in the middle might not work properly without a bit of tweaking.
107
#107
0 Frags +
raysDustwulfBeen using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.
Thanks for the kind words.

If you'd like to make the scoreboards more/less transparent then it is now, then all you'll have to do is open up "ScoreBoard.res" and find the fields "Red6sBackground", "Blue6sBackground", "StatsBackground" and "ScoreboardBackground"; then edit the fourth value of the RGB color code under "fillcolor" for each one. Numbers closer to zero are more transparent; numbers closer to 255 are more solid.

Awesome, thanks for the help

[quote=rays][quote=Dustwulf]Been using it for a few hours now, love it so far. I like things nice and simple. Only gripe is the bigger scoreboard, It would be nice if it was less opaque so it was easier to see in front of you. Also, not a big fan of the text in general. That's just a personal issue though.[/quote]

Thanks for the kind words.

If you'd like to make the scoreboards more/less transparent then it is now, then all you'll have to do is open up "ScoreBoard.res" and find the fields "Red6sBackground", "Blue6sBackground", "StatsBackground" and "ScoreboardBackground"; then edit the fourth value of the RGB color code under "fillcolor" for each one. Numbers closer to zero are more transparent; numbers closer to 255 are more solid.[/quote]

Awesome, thanks for the help
108
#108
0 Frags +
raysYes, take "HudDemomanPipes.res" from resource/ui.

Just be aware that, although the positioning and size will be the same; the font will default to whatever brosel set as the default (unless you install my font), so the "Charge" in the middle might not work properly without a bit of tweaking.

I got that to work now sorry for being so useless when it comes to hud editing but how do I install your font? I just have a white bar

[quote=rays]Yes, take "HudDemomanPipes.res" from resource/ui.

Just be aware that, although the positioning and size will be the same; the font will default to whatever brosel set as the default (unless you install my font), so the "Charge" in the middle might not work properly without a bit of tweaking.[/quote]


I got that to work now sorry for being so useless when it comes to hud editing but how do I install your font? I just have a white bar
109
#109
1 Frags +

You'll have to copy over the font "Cerbetica.ttf" in my resources folder, as well as copying over all of the font definitions for it in ClientScheme.res.

This means you'll have to first open up ClientScheme.res and find where I "defined" it as a custom font. Here's a screenshot:

http://puu.sh/1i2ez

You'll just copy over all of font 7, starting with the first brace and ending with the closing bracket, to your ClientScheme.res under the "///CUSTOM FONT FILES///" section of your own ClientScheme.res. (It should be at the very bottom of the file - note the slider on the right of my picture to see about how far down.)

Next, you'll have to define a font size for the font. Since you just want the charge meter, then you'll only have to define one font, "Cerbetica12".

So next, search for "ECON FONTS" in your ClientScheme.res. You should find something like this:

http://puu.sh/1i2jp

This is where you'll be defining that font size. So, scroll down until you're at the bottom of the list of econ fonts (It'll be different depending on what's in brosel's hud). Anyways, once you're at the bottom, all you have to do is copy in the following section of code and paste it in:

		"Cerbetica12"
		{
			"1"
			  {
				    "name"		 "Cerbetica"
				    "tall" 		 "12"
				    "additive"	 "0"
				    "antialias"	 "1"
			  }
		}

Note, if you do this while ingame, you'll have to restart. Unlike most things, a modification to ClientScheme.res requires a game reboot.

You'll have to copy over the font "Cerbetica.ttf" in my resources folder, as well as copying over all of the font definitions for it in ClientScheme.res.

This means you'll have to first open up ClientScheme.res and find where I "defined" it as a custom font. Here's a screenshot:

http://puu.sh/1i2ez

You'll just copy over all of font 7, starting with the first brace and ending with the closing bracket, to your ClientScheme.res under the "///CUSTOM FONT FILES///" section of your own ClientScheme.res. (It should be at the very bottom of the file - note the slider on the right of my picture to see about how far down.)

Next, you'll have to define a font size for the font. Since you just want the charge meter, then you'll only have to define one font, "Cerbetica12".

So next, search for "ECON FONTS" in your ClientScheme.res. You should find something like this:

http://puu.sh/1i2jp

This is where you'll be defining that font size. So, scroll down until you're at the bottom of the list of econ fonts (It'll be different depending on what's in brosel's hud). Anyways, once you're at the bottom, all you have to do is copy in the following section of code and paste it in:

[code] "Cerbetica12"
{
"1"
{
"name" "Cerbetica"
"tall" "12"
"additive" "0"
"antialias" "1"
}
}[/code]

Note, if you do this while ingame, you'll have to restart. Unlike most things, a modification to ClientScheme.res requires a game reboot.
110
#110
0 Frags +

Thanks, I successfully did it that's for having a long write-up even though you didn't have to

Thanks, I successfully did it that's for having a long write-up even though you didn't have to
111
#111
1 Frags +

Version 2.7 is out.

It includes:
-A new, custom main menu.
-A few positioning/width fixes for spectator health being cut off.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv27.zip

Here are a few screenshots of the main menu:

http://puu.sh/1iOJB

http://puu.sh/1iOKF

[b]Version 2.7 is out.[/b]

It includes:
-A new, custom main menu.
-A few positioning/width fixes for spectator health being cut off.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv27.zip

Here are a few screenshots of the main menu:

[img]http://puu.sh/1iOJB[/img]

[img]http://puu.sh/1iOKF[/img]
112
#112
0 Frags +

This is a very nice and clean hud. Nice Job :)

This is a very nice and clean hud. Nice Job :)
113
#113
1 Frags +

Love your work on this and how often it gets updated.

Where exactly would I change the color of the uber fully charged from shitty magenta to something else? And where can I change the color/opacity of dead players' names? And the damage floaters?

Also here's my rendition of the chat and uber bar if anybody likes these (should work with any hud right?) along with some suggestions, but I really need to know how to make the health numbers of the person I'm healing bigger/thicker.

http://www.mediafire.com/?ya1sghrrgr4c2yy

http://niggaupload.com/images/OfMCl.png

http://niggaupload.com/images/OfMCl.png

Also also the blu header for the scoreboard is more saturated than the player's names, but the red header is less saturated than the player's names. Bugging me and looks bad lol. Make the red header more saturated :)

Also also might you also re-sort the play list on the main menu to servers > quick play > co-op > training?

Nevermined, fixed on my own
Also x3 I think it would look much better if you changed this from an overlay of white to an overlay of black, or not even have it.
http://niggaupload.com/images/uK3GB.png

I also tailored the stats for medics.

http://www.mediafire.com/?p8ctk90pwrf11hq

http://i.imgur.com/v0VVb.png

Love your work on this and how often it gets updated.

Where exactly would I change the color of the uber fully charged from shitty magenta to something else? And where can I change the color/opacity of dead players' names? And the damage floaters?

Also here's my rendition of the chat and uber bar if anybody likes these (should work with any hud right?) along with some suggestions, but I really need to know how to make the health numbers of the person I'm healing bigger/thicker.

http://www.mediafire.com/?ya1sghrrgr4c2yy

http://niggaupload.com/images/OfMCl.png
[img]http://niggaupload.com/images/OfMCl.png[/img]

Also also the blu header for the scoreboard is more saturated than the player's names, but the red header is less saturated than the player's names. Bugging me and looks bad lol. Make the red header more saturated :)

Also also might you also re-sort the play list on the main menu to servers > quick play > co-op > training?

[i]Nevermined, fixed on my own[/i]
[s]Also x3 I think it would look much better if you changed this from an overlay of white to an overlay of black, or not even have it.[/s]
http://niggaupload.com/images/uK3GB.png

I also tailored the stats for medics.

http://www.mediafire.com/?p8ctk90pwrf11hq
[img]http://i.imgur.com/v0VVb.png[/img]
114
#114
0 Frags +

For the crosshair, you have to set both "visible" AND "enable" to "1"

For the crosshair, you have to set both "visible" [b]AND[/b] "enable" to "1"
115
#115
0 Frags +

Yeah shit I was editing the .res file that was on my desktop lol

Yeah shit I was editing the .res file that was on my desktop lol
116
#116
0 Frags +

#113

1: Ubercharge: You'll have to open up "HudAnimations_tf.txt", find the section on "HudMedicCharge", then edit the numerical values there under "Purple Charge". There will be two different sections you'll have to do this in though, as one controls the charge meter number, and the other controls the charge bar itself. I'll consider changing the color of this/animating it in the future, as you're right that the pink isn't very attractive. I didn't spend long with this, and was just something I threw in to replace the rainbow effect.

If you want to make the numerical health values on the TargetID bigger, you'll have to open up "SpectatorGUIHealth.res", and edit the font used on both "PlayerStatusHealthValue" and "PlayerStatusHealthValueShadow". While I was experimenting, I think I may have defined a "CerbeticaBold17" that you could try out with it. If that's not big enough, the next step up would be to try "CerbeticaBold20". If that's too big though, then you'll need to define your own font in "ClientScheme.res". If you don't know how to do this, just search for "CerbeticaBold16" in "ClientScheme.res", copy it, and paste it after it, changing the appropriate values from 16 to whatever font size you'd like. Changing the font will likely cause you to have to reposition the health value's x/ypos, though. This can also be done in "SpectatorGUIHealth.res".

If you mean dead player names in the scoreboard, there's not much I can do. I'm sorry, but with the way Valve coded the game, I don't think I can do much. I may be wrong though; if you have a source showing edited names/opacities on dead players, I'll look into it further.

Damage floaters can be edited in "HudDamageAccount.res".

2: Thanks for pointing this out. I've made a slight modification, does this look better?

http://puu.sh/1j4nh

In terms of main menu organization, I might change this in the future. It just bothers me to have the create server button be next to the browse server button. I suppose I could move it down, but I don't think it'd look as nice if it weren't at the top. :p

3: Good call on removing the white overlay in the team selection menu. I only originally added it because I wanted it to be close to the same darkness as the class selection menu, (I couldn't tell you why they aren't by default..), but didn't realize it took away so much color.

I'll be implementing these updates in a newer release, probably at the same time I finish up the disguise and build/destroy menus.

#113

1: Ubercharge: You'll have to open up "HudAnimations_tf.txt", find the section on "HudMedicCharge", then edit the numerical values there under "Purple Charge". There will be two different sections you'll have to do this in though, as one controls the charge meter number, and the other controls the charge bar itself. I'll consider changing the color of this/animating it in the future, as you're right that the pink isn't very attractive. I didn't spend long with this, and was just something I threw in to replace the rainbow effect.

If you want to make the numerical health values on the TargetID bigger, you'll have to open up "SpectatorGUIHealth.res", and edit the font used on both "PlayerStatusHealthValue" and "PlayerStatusHealthValueShadow". While I was experimenting, I think I may have defined a "CerbeticaBold17" that you could try out with it. If that's not big enough, the next step up would be to try "CerbeticaBold20". If that's too big though, then you'll need to define your own font in "ClientScheme.res". If you don't know how to do this, just search for "CerbeticaBold16" in "ClientScheme.res", copy it, and paste it after it, changing the appropriate values from 16 to whatever font size you'd like. Changing the font will likely cause you to have to reposition the health value's x/ypos, though. This can also be done in "SpectatorGUIHealth.res".

If you mean dead player names in the scoreboard, there's not much I can do. I'm sorry, but with the way Valve coded the game, I don't think I can do much. I may be wrong though; if you have a source showing edited names/opacities on dead players, I'll look into it further.

Damage floaters can be edited in "HudDamageAccount.res".

2: Thanks for pointing this out. I've made a slight modification, does this look better?

[img]http://puu.sh/1j4nh[/img]

In terms of main menu organization, I might change this in the future. It just bothers me to have the create server button be next to the browse server button. I suppose I could move it down, but I don't think it'd look as nice if it weren't at the top. :p

3: Good call on removing the white overlay in the team selection menu. I only originally added it because I wanted it to be close to the same darkness as the class selection menu, (I couldn't tell you why they aren't by default..), but didn't realize it took away so much color.

I'll be implementing these updates in a newer release, probably at the same time I finish up the disguise and build/destroy menus.
117
#117
1 Frags +

Some stuff on the main menu gets cut off for me.

http://cloud-2.steampowered.com/ugc/558704944541978709/7289B07A251AAB17BB51A8B43837A04F821B16A6/

It's not a big deal and not really detrimental, but maybe fix it up a bit when you release the next big version or whatever? Since I've had cut off issues with other things before, my res is 1600x900

Love the menu otherwise, very nice and clean.

Some stuff on the main menu gets cut off for me.

[img]http://cloud-2.steampowered.com/ugc/558704944541978709/7289B07A251AAB17BB51A8B43837A04F821B16A6/[/img]

It's not a big deal and not really detrimental, but maybe fix it up a bit when you release the next big version or whatever? Since I've had cut off issues with other things before, my res is 1600x900

Love the menu otherwise, very nice and clean.
118
#118
0 Frags +

Yeah, I noticed this today when watching Mangachu's stream. I'll go ahead and put out a hotfix for it in a minute.

Everything else should be working just fine, though. If anyone has any issues with my hud and this Halloween update, just drop a post in the thread.

Yeah, I noticed this today when watching Mangachu's stream. I'll go ahead and put out a hotfix for it in a minute.

Everything else should be working just fine, though. If anyone has any issues with my hud and this Halloween update, just drop a post in the thread.
119
#119
0 Frags +

Version 2.71 is out.

It includes:
-A few coloring issues.
-Fixes for Halloween update.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv271.zip

[b]Version 2.71 is out.[/b]

It includes:
-A few coloring issues.
-Fixes for Halloween update.

You can download it here:

https://github.com/downloads/raysfire/rayshud/rayshudv271.zip
120
#120
1 Frags +

Good job rays, I'm diggin it.

Good job rays, I'm diggin it.
1 2 3 4 5 6 7 ⋅⋅ 43
Please sign in through STEAM to post a comment.