Upvote Upvoted 222 Downvote Downvoted
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 34
yahud
posted in Customization
691
#691
2 Frags +
Chrom3w0lfAnyone have a copy of 5MD they can upload for me?

https://github.com/whayay/yahud/tree/13db35fa8800605b92ae838b6ab664f1197ae105
The beauty of git, you can always go back!

jakeowatyAny chance on updating 5MD with as few changes? I've been using yahud for a year now and I'm dead used to the old style of it. :P

I'm working on 5MD and CMYK right now.

[quote=Chrom3w0lf]Anyone have a copy of 5MD they can upload for me?[/quote]

https://github.com/whayay/yahud/tree/13db35fa8800605b92ae838b6ab664f1197ae105
The beauty of git, you can always go back!

[quote=jakeowaty]Any chance on updating 5MD with as few changes? I've been using yahud for a year now and I'm dead used to the old style of it. :P[/quote]

I'm working on 5MD and CMYK right now.
692
#692
0 Frags +
blueeAs a small note to other HUD makers that want a custom style, this was done as a one-off for TotH; the lack of updates from me has been because I'm trying to find a way to avoid adding more crap to this file.

I'm not a C++ dev but I know a fair bit of C. Looking at that, wouldn't it be simple to literally just scrap the entire damned thing for only one draw method and then just have properties of it be filled in via parameters, which could be defined by configs/commands/cvars? I mean, it would be quite a refactor, but wouldn't it be better in the end?

Also dear god is the flvhud advspec version horrendous. I mean, it looks great and I'm really glad it's there. I don't at all mean your work isn't appreciated; seriously, good going dude. For what it was meant to do, it functions fantastically. But not only is your warning about it not scaling well for other HUDs important... It doesn't scale for anything outside of the original setup. If TF2's resolution isn't 1080p, not only does it not scale with the rest of the UI correctly, but even the goddamn offset cvars are off. For example, I'm at 1600x900. When I set advspec_medic_info_offset_y 17, it actually offsets by about 25 pixels. I guess I'll just use it in the bottom left of the screen rather than try to integrate it with my player list.

[quote=bluee]As a small note to other HUD makers that want a custom style, this was done as a one-off for TotH; the lack of updates from me has been because I'm trying to find a way to avoid adding more crap to [url=https://github.com/MattMcNam/advspec/blob/master/src/medic_info_drawing.h#L452]this file[/url].[/quote]
I'm not a C++ dev but I know a fair bit of C. Looking at that, wouldn't it be simple to literally just scrap the entire damned thing for only one draw method and then just have properties of it be filled in via parameters, which could be defined by configs/commands/cvars? I mean, it would be quite a refactor, but wouldn't it be better in the end?

Also dear god is the flvhud advspec version horrendous. I mean, it looks great and I'm really glad it's there. I don't at all mean your work isn't appreciated; seriously, good going dude. For what it was meant to do, it functions fantastically. But not only is your warning about it not scaling well for other HUDs important... It doesn't scale for anything outside of the original setup. If TF2's resolution isn't 1080p, not only does it not scale with the rest of the UI correctly, but even the goddamn offset cvars are off. For example, I'm at 1600x900. When I set advspec_medic_info_offset_y 17, it actually offsets by about 25 pixels. I guess I'll just use it in the bottom left of the screen rather than try to integrate it with my player list.
693
#693
0 Frags +
yttrium...

Oh I'm well aware it's a disaster. The reason I pushed all that code yesterday is because I started work on the refactor recently, so I need a backup for any updates in between.
It'll be based on .res files, though the className parts will most likely be different.

The offsets gets scaled like regular HUD elements, so on a 640x480 screen it would be 17 pixels, but higher resolutions get bumped up. I'm considering dropping this idea and letting people say xpos 5%, for 5% in from the left, then any other numbers are treated as "always this many pixels".
Interesting that it's bugged for you, since I tested at 720p, and I think TotH was 1080p, so scaling should work. Though I haven't tested it since then, that's the exact file I sent Lange.

But anyway, don't want to go off topic too much, if you want to discuss it more you can drop me a PM

[quote=yttrium]...[/quote]
Oh I'm well aware it's a disaster. The reason I pushed all that code yesterday is because I started work on the refactor recently, so I need a backup for any updates in between.
It'll be based on .res files, though the className parts will most likely be different.

The offsets gets scaled like regular HUD elements, so on a 640x480 screen it would be 17 pixels, but higher resolutions get bumped up. I'm considering dropping this idea and letting people say xpos 5%, for 5% in from the left, then any other numbers are treated as "always this many pixels".
Interesting that it's bugged for you, since I tested at 720p, and I think TotH was 1080p, so scaling should work. Though I haven't tested it since then, that's the exact file I sent Lange.

But anyway, don't want to go off topic too much, if you want to discuss it more you can drop me a PM
694
#694
0 Frags +

As for feedback on flvhud:

  • Adore the spectator UI. The soft circles remind me of Google's Holo Card design style.
  • Why not use those same circles for the backdrop for class loadouts? As it is, the current loadout screen feels like it's going for a hackeresque minimalist approach merged with something modern. Could definitely use a touchup and I think that might do it.
  • The numbers in the spy menu are far too small. I think increasing the size of the circles and numbers would drastically help. It might even be cool to have the bottom of the circle protrude from the white background, like so: http://puu.sh/8BfmI.png (open this in an image editor or use Firefox, since it has a transparent background)
  • Speaking of which, having class icons instead of portraits on the disguise menu might help clean it up, too, especially if they were flat. I could come up with a nice set of themed icons if you'd like.
  • I feel like the round timers should still be center aligned. In order to be optimal for my current spectating layout/scoreboard/overlay, it would be best for the koth timers to be exactly as they used to be on flv, and for the standard round timer to fill the same region as the two koth timers, with a bunch of extra gray space to the left and right to make up for it. How easy would this be to implement?
As for feedback on flvhud:
[list]
[*]Adore the spectator UI. The soft circles remind me of Google's Holo Card design style.
[*]Why not use those same circles for the backdrop for class loadouts? As it is, the current loadout screen feels like it's going for a hackeresque minimalist approach merged with something modern. Could definitely use a touchup and I think that might do it.
[*]The numbers in the spy menu are far too small. I think increasing the size of the circles and numbers would drastically help. It might even be cool to have the bottom of the circle protrude from the white background, like so: http://puu.sh/8BfmI.png (open this in an image editor or use Firefox, since it has a transparent background)
[*]Speaking of which, having class icons instead of portraits on the disguise menu might help clean it up, too, especially if they were flat. I could come up with a nice set of themed icons if you'd like.
[*]I feel like the round timers should still be center aligned. In order to be optimal for my current spectating layout/scoreboard/overlay, it would be best for the koth timers to be exactly as they used to be on flv, and for the standard round timer to fill the same region as the two koth timers, with a bunch of extra gray space to the left and right to make up for it. How easy would this be to implement?
[/list]
695
#695
4 Frags +
yttrium...

* no2: Do you mean the class selection menu? Or the actual loadout menu where you swap out your presets?

* no3: I like your suggestions, but I think the spy menu is fine to be honest. I don't find the numbers to be particularly small.

* no4: I've been thinking about doing icons, especially for the class selection and I made some in FontForge (which is a pain).

http://i.imgur.com/j1SJDYf.jpg

I will definitely consider adding in icons if you make some, but they would probably have to be in font form, so that I can also use the for the class selection. I am still undecided on this whole thing.

* no5: I had to move the KOTH timers, since they were clipping with the new winpanel. I'm not sure what you mean with the standard round timer, could you clarify?

[quote=yttrium]...[/quote]
* no2: Do you mean the class selection menu? Or the actual loadout menu where you swap out your presets?

* no3: I like your suggestions, but I think the spy menu is fine to be honest. I don't find the numbers to be particularly small.

* no4: I've been thinking about doing icons, especially for the class selection and I made some in FontForge (which is a pain).
[img]http://i.imgur.com/j1SJDYf.jpg[/img]
I will definitely consider adding in icons if you make some, but they would probably have to be in font form, so that I can also use the for the class selection. I am still undecided on this whole thing.

* no5: I had to move the KOTH timers, since they were clipping with the new winpanel. I'm not sure what you mean with the standard round timer, could you clarify?
696
#696
1 Frags +

I added Mac OS font files now, let me know if they work :)

I added Mac OS font files now, let me know if they work :)
697
#697
0 Frags +
whayay* no2: Do you mean the class selection menu? Or the actual loadout menu where you swap out your presets?

Loadout. I mean circles behind items rather than the current rectangle, at least on the main loadout page and not the backpack selection.

whayay* no3: I like your suggestions, but I think the spy menu is fine to be honest. I don't find the numbers to be particularly small.

It's up to you in the end. Maybe I just need to play more with it.

whayay* no4: I've been thinking about doing icons, especially for the class selection and I made some in FontForge (which is a pain).
I will definitely consider adding in icons if you make some, but they would probably have to be in font form, so that I can also use the for the class selection. I am still undecided on this whole thing.

Not quite sure how to translate my vectors into physical icons, so I'm not sure how reliable I'd be for that. I could make bitmaps though.

whayay* no5: I had to move the KOTH timers, since they were clipping with the new winpanel. I'm not sure what you mean with the standard round timer, could you clarify?

By standard round timer I mean the single timer that appears in modes like 5CP. How does the KOTH timer clip with the new win panel? The _only_ thing that should be at the top of the screen there is the timer.

Also I found a bug. Hello pretty sapper. :3
http://puu.sh/8Bk5t.png

[quote=whayay]* no2: Do you mean the class selection menu? Or the actual loadout menu where you swap out your presets? [/quote]
Loadout. I mean circles behind items rather than the current rectangle, at least on the main loadout page and not the backpack selection.

[quote=whayay]* no3: I like your suggestions, but I think the spy menu is fine to be honest. I don't find the numbers to be particularly small. [/quote]
It's up to you in the end. Maybe I just need to play more with it.

[quote=whayay]* no4: I've been thinking about doing icons, especially for the class selection and I made some in FontForge (which is a pain).
I will definitely consider adding in icons if you make some, but they would probably have to be in font form, so that I can also use the for the class selection. I am still undecided on this whole thing.[/quote]
Not quite sure how to translate my vectors into physical icons, so I'm not sure how reliable I'd be for that. I could make bitmaps though.

[quote=whayay]* no5: I had to move the KOTH timers, since they were clipping with the new winpanel. I'm not sure what you mean with the standard round timer, could you clarify?[/quote]
By standard round timer I mean the single timer that appears in modes like 5CP. How does the KOTH timer clip with the new win panel? The _only_ thing that should be at the top of the screen there is the timer.

Also I found a bug. Hello pretty sapper. :3
http://puu.sh/8Bk5t.png
698
#698
0 Frags +
yttrium...

All noted :) I changed the KOTH timers now, they clipped with the circles at the top, now they will go behind the circles.
Could you explain the bug? I can't find any issues when I equip my sapper.

And another small update:

- Changed KOTH timer
- Tweaked all other timers and score counters
- Updated CTF pointer materials
- Changed vaccinator HUD (removes the option for shadows but looks clean now)
- New respawn timer with custom font

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

[quote=yttrium]...[/quote]
All noted :) I changed the KOTH timers now, they clipped with the circles at the top, now they will go behind the circles.
Could you explain the bug? I can't find any issues when I equip my sapper.

And another small update:

- Changed KOTH timer
- Tweaked all other timers and score counters
- Updated CTF pointer materials
- Changed vaccinator HUD (removes the option for shadows but looks clean now)
- New respawn timer with custom font
[img]http://i.imgur.com/XZfTtTB.jpg[/img]
699
#699
3 Frags +

Nice update. Only thing is, I don't like the font sadly :(

Any option to bring back the old font in the new update for us?

Nice update. Only thing is, I don't like the font sadly :(

Any option to bring back the old font in the new update for us?
700
#700
1 Frags +

You never disappoint whayay. Love love love the new update. Makes me want to ditch making my HUD lol.

You never disappoint whayay. Love love love the new update. Makes me want to ditch making my HUD lol.
701
#701
1 Frags +
whayayI added Mac OS font files now, let me know if they work :)

YES! thank you whayay! the fonts work perfectly. at least for me anyway :) thank you again

[quote=whayay]I added Mac OS font files now, let me know if they work :)[/quote]
YES! thank you whayay! the fonts work perfectly. at least for me anyway :) thank you again
702
#702
0 Frags +

Really happy to see the HUD updated! It looks fantastic. And with Futura as the new font, no less... I went from OmpHUD to yours, so it's kinda like the best of both worlds for me.

A minor thing, but the respawn timer and "___ team wins!" overlap.

http://i6.minus.com/iPI7GmF0xAp2Y.jpg

Really happy to see the HUD updated! It looks fantastic. And with Futura as the new font, no less... I went from OmpHUD to yours, so it's kinda like the best of both worlds for me.

A minor thing, but the respawn timer and "___ team wins!" overlap.

[img]http://i6.minus.com/iPI7GmF0xAp2Y.jpg[/img]
703
#703
0 Frags +
whayayyttrium...Could you explain the bug? I can't find any issues when I equip my sapper.

In the loadout menu, while you can left click and drag the player model to rotate, you can also right click and drag to zoom in/out and middle click and drag to reposition. Something tells me that isn't intended.

[quote=whayay][quote=yttrium]...[/quote]
Could you explain the bug? I can't find any issues when I equip my sapper.[/quote]
In the loadout menu, while you can left click and drag the player model to rotate, you can also right click and drag to zoom in/out and middle click and drag to reposition. Something tells me that isn't intended.
704
#704
0 Frags +
ExMachinaA minor thing, but the respawn timer and "___ team wins!" overlap.

Thanks, I lowered it for now :)

yttriumIn the loadout menu, while you can left click and drag the player model to rotate, you can also right click and drag to zoom in/out and middle click and drag to reposition. Something tells me that isn't intended.

It's mostly for the free view, not sure if there's a way to restrict the zooming and dragging, but I don't really see a point in limiting it, might as well give the full freedom to the user :) The free view itself was requested a couple of times.

Namelesss YES! thank you whayay! the fonts work perfectly. at least for me anyway :) thank you again

Glad to hear!

I did some more work on the core of the HUD:

- Moved damage number and added outline to floating damage numbers
- Adjusted font sizes of main numbers
- Tweaked killfeed (tentative)

[quote=ExMachina]A minor thing, but the respawn timer and "___ team wins!" overlap.
[/quote]
Thanks, I lowered it for now :)

[quote=yttrium]In the loadout menu, while you can left click and drag the player model to rotate, you can also right click and drag to zoom in/out and middle click and drag to reposition. Something tells me that isn't intended.[/quote]
It's mostly for the free view, not sure if there's a way to restrict the zooming and dragging, but I don't really see a point in limiting it, might as well give the full freedom to the user :) The free view itself was requested a couple of times.

[quote=Namelesss] YES! thank you whayay! the fonts work perfectly. at least for me anyway :) thank you again[/quote]
Glad to hear!

I did some more work on the core of the HUD:

- Moved damage number and added outline to floating damage numbers
- Adjusted font sizes of main numbers
- Tweaked killfeed (tentative)
705
#705
1 Frags +

.

.
706
#706
0 Frags +

The placement of the KOTH timers is much better now, but maybe this is just me being upset that I have to remake my leaderboard for this new version, but I'd kinda like there to be some possible way for me to regain the old KOTH timers from the old FLV version. Which file has them in it, and would it be possible to make some kind of hybrid? Or maybe I could completely use the old spec HUD, since other things like advspec don't look right with the new one.

The placement of the KOTH timers is much better now, but maybe this is just me being upset that I have to remake my leaderboard for this new version, but I'd kinda like there to be some possible way for me to regain the old KOTH timers from the old FLV version. Which file has them in it, and would it be possible to make some kind of hybrid? Or maybe I could completely use the old spec HUD, since other things like advspec don't look right with the new one.
707
#707
0 Frags +

.

.
708
#708
1 Frags +
mixtape- Shadow on last damage done is still in old position when enabled. Easily fixed.

Already fixed, was just a WIP file for the mx version.

[quote=mixtape-] Shadow on last damage done is still in old position when enabled. Easily fixed.[/quote]
Already fixed, was just a WIP file for the mx version.
709
#709
3 Frags +

New backpack screen:

http://i.imgur.com/CE28c2u.jpg

The icons will probably only work with TF2 in English.

New backpack screen:
[img]http://i.imgur.com/CE28c2u.jpg[/img]
The icons will probably only work with TF2 in English.
710
#710
6 Frags +

Added the WIP version of mx, which replaces the previous 5MD version.

Screenshots

Other changes:
- New Killstreak counter above the killfeed
- New powerup display
- Fixed bugs in game menus that were caused by spectator HUD transparency

Added the WIP version of mx, which replaces the previous 5MD version.

[url=http://imgur.com/a/9mJdY]Screenshots[/url]

Other changes:
- New Killstreak counter above the killfeed
- New powerup display
- Fixed bugs in game menus that were caused by spectator HUD transparency
711
#711
3 Frags +

oh my god

oh my god
712
#712
0 Frags +
whayayNew backpack screen:
image
The icons will probably only work with TF2 in English.

What if someone has more than 20 backpack pages?

[quote=whayay]New backpack screen:
image
The icons will probably only work with TF2 in English.[/quote]

What if someone has more than 20 backpack pages?
713
#713
1 Frags +
sfanWhat if someone has more than 20 backpack pages?

Will go on top, I tested it by stretching the buttons :)

[quote=sfan]What if someone has more than 20 backpack pages?[/quote]

Will go on top, I tested it by stretching the buttons :)
714
#714
1 Frags +

now time to wait until the CMYK version gets updated! my favorite version :)

now time to wait until the CMYK version gets updated! my favorite version :)
715
#715
0 Frags +

.

.
716
#716
0 Frags +
reddshiznoi just want the original version of yaHUDif you're talking about this:
http://i.imgur.com/y8JLWjF.jpg
http://i.imgur.com/c2JYMcP.jpg
im working on a completely updated version, with leaky's b&w colorscheme as an option

yea thats exactly what i want actually

[quote=redd][quote=shizno]i just want the original version of yaHUD[/quote]
if you're talking about this:
[img]http://i.imgur.com/y8JLWjF.jpg[/img]
[img]http://i.imgur.com/c2JYMcP.jpg[/img]
im working on a completely updated version, with [url=http://i.imgur.com/aAFBsgc.jpg]leaky's[/url] b&w colorscheme as an option[/quote]
yea thats exactly what i want actually
717
#717
0 Frags +

So the hud is perfect but the target ids are messed up for me and I also get a lot of console errors.

http://i.imgur.com/czFmOy2.jpg
http://i.imgur.com/PRpEFwg.jpg

So the hud is perfect but the target ids are messed up for me and I also get a lot of console errors.

http://i.imgur.com/czFmOy2.jpg
http://i.imgur.com/PRpEFwg.jpg
718
#718
1 Frags +
rave-So the hud is perfect but the target ids are messed up for me and I also get a lot of console errors.

Oops, made a typo in the hudlayout. It's fixed now.

[quote=rave-]So the hud is perfect but the target ids are messed up for me and I also get a lot of console errors. [/quote]
Oops, made a typo in the hudlayout. It's fixed now.
719
#719
0 Frags +

I think somehow you have messed up the custom crosshair color flash-upon damage thing in the latest version as it used to work fine but now for some reason after you do your first damage it turns to purple instead of back to the original crosshair colour.

I think somehow you have messed up the custom crosshair color flash-upon damage thing in the latest version as it used to work fine but now for some reason after you do your first damage it turns to purple instead of back to the original crosshair colour.
720
#720
0 Frags +
AzraxI think somehow you have messed up the custom crosshair color flash-upon damage thing in the latest version as it used to work fine but now for some reason after you do your first damage it turns to purple instead of back to the original crosshair colour.

Yup, fixed it now. I re-organized all the colors and some stuff got stuck on the old names apparently :X Thanks for pointing it out!

[quote=Azrax]I think somehow you have messed up the custom crosshair color flash-upon damage thing in the latest version as it used to work fine but now for some reason after you do your first damage it turns to purple instead of back to the original crosshair colour.[/quote]
Yup, fixed it now. I re-organized all the colors and some stuff got stuck on the old names apparently :X Thanks for pointing it out!
1 ⋅⋅ 21 22 23 24 25 26 27 ⋅⋅ 34
Please sign in through STEAM to post a comment.