Upvote Upvoted 327 Downvote Downvoted
1 ⋅⋅ 19 20 21 22 23 24 25 ⋅⋅ 232
HUD editing: short questions, quick answers
posted in Customization
631
#631
-1 Frags +

Does anyone know where I can edit this spectator thing in MvM

EDIT: Nevermind found it

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

Does anyone know where I can edit this spectator thing in MvM

EDIT: Nevermind found it

[img]http://i.imgur.com/KLcXmQs.jpg[/img]
632
#632
1 Frags +

Guys, tell me please how to add Mannpower support to a hud.

Guys, tell me please how to add Mannpower support to a hud.
633
#633
-1 Frags +
NoFapGuys, tell me please how to add Mannpower support to a hud.

I can't figure it out either
Looking at the latest commit to the base HUD (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp

[quote=NoFap]Guys, tell me please how to add Mannpower support to a hud.[/quote]

I can't figure it out either
Looking at [url=https://github.com/MFSTATE/tf2basehud/commit/39a57e4d517cb4af2bf86d04b83b4818250d7f04]the latest commit to the base HUD[/url] (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp
634
#634
0 Frags +
DrJeremyNoFapGuys, tell me please how to add Mannpower support to a hud.
I can't figure it out either
Looking at the latest commit to the base HUD (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp

I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.

[quote=DrJeremy][quote=NoFap]Guys, tell me please how to add Mannpower support to a hud.[/quote]

I can't figure it out either
Looking at [url=https://github.com/MFSTATE/tf2basehud/commit/39a57e4d517cb4af2bf86d04b83b4818250d7f04]the latest commit to the base HUD[/url] (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp[/quote]
I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.
635
#635
-1 Frags +
DrJeremyyou need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp

The "../" at the start of the directory means 'go back a folder'. So the actual directory for the materials would be "materials/effects/" instead of "materials/vgui/effects/".

[quote=DrJeremy]you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp[/quote]
The "../" at the start of the directory means 'go back a folder'. So the actual directory for the materials would be "materials/effects/" instead of "materials/vgui/effects/".
636
#636
-1 Frags +
manaDrJeremyNoFapGuys, tell me please how to add Mannpower support to a hud.
I can't figure it out either
Looking at the latest commit to the base HUD (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp
I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.

False alarm, my bad - I should've known they were in a vpk (still in an odd place)

To look into a vpk, you need GCFScape, and if you look in tf\tf2_misc_dir.vpk, you can extract the rune icons from materials\effects like JarateKing said.

I think if you put them into a custom HUD's resource\Effects folder you'll be good - but you might need the vtfs as well.

[quote=mana][quote=DrJeremy][quote=NoFap]Guys, tell me please how to add Mannpower support to a hud.[/quote]

I can't figure it out either
Looking at [url=https://github.com/MFSTATE/tf2basehud/commit/39a57e4d517cb4af2bf86d04b83b4818250d7f04]the latest commit to the base HUD[/url] (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp[/quote]
I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.[/quote]

False alarm, my bad - I should've known they were in a vpk (still in an odd place)

To look into a vpk, you need GCFScape, and if you look in tf\tf2_misc_dir.vpk, you can extract the rune icons from materials\effects like JarateKing said.

I think if you put them into a custom HUD's resource\Effects folder you'll be good - but you might need the vtfs as well.
637
#637
-1 Frags +
DrJeremymanaDrJeremyNoFapGuys, tell me please how to add Mannpower support to a hud.
I can't figure it out either
Looking at the latest commit to the base HUD (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp
I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.

False alarm, my bad - I should've known they were in a vpk (still in an odd place)

To look into a vpk, you need GCFScape, and if you look in tf\tf2_misc_dir.vpk, you can extract the rune icons from materials\effects like JarateKing said.

I think if you put them into a custom HUD's resource\Effects folder you'll be good - but you might need the vtfs as well.

I don't understand what you guys are trying to do anymore, adding Mannpower support to a hud or what?

[quote=DrJeremy][quote=mana][quote=DrJeremy][quote=NoFap]Guys, tell me please how to add Mannpower support to a hud.[/quote]

I can't figure it out either
Looking at [url=https://github.com/MFSTATE/tf2basehud/commit/39a57e4d517cb4af2bf86d04b83b4818250d7f04]the latest commit to the base HUD[/url] (thanks Mana), you need to add the PlayerStatus_ runes that point to /Effects/powerup_[rune type]_hud - but there's no Effects folder?

Halp[/quote]
I might've accidentally just left it out. I'll take a look either tonight or tomorrow night.[/quote]

False alarm, my bad - I should've known they were in a vpk (still in an odd place)

To look into a vpk, you need GCFScape, and if you look in tf\tf2_misc_dir.vpk, you can extract the rune icons from materials\effects like JarateKing said.

I think if you put them into a custom HUD's resource\Effects folder you'll be good - but you might need the vtfs as well.[/quote]
I don't understand what you guys are trying to do anymore, adding Mannpower support to a hud or what?
638
#638
huds.tf
0 Frags +

Are you guys for real? If you want to add Mannpower support, literally add this into your resource/ui/HudPlayerHealth.res file.

http://pastebin.com/jKqe6WQM

You don't need the effects folder at all.

Are you guys for real? If you want to add Mannpower support, literally add this into your resource/ui/HudPlayerHealth.res file.

http://pastebin.com/jKqe6WQM

You don't need the effects folder at all.
639
#639
-1 Frags +
omniAre you guys for real? If you want to add Mannpower support, literally add this into your resource/ui/HudPlayerHealth.res file.

http://pastebin.com/jKqe6WQM

You don't need the effects folder at all.

Thank you

[quote=omni]Are you guys for real? If you want to add Mannpower support, literally add this into your resource/ui/HudPlayerHealth.res file.

http://pastebin.com/jKqe6WQM

You don't need the effects folder at all.[/quote]
Thank you
640
#640
-1 Frags +

I'm having a little trouble with buttons, namely the ones that change pages in the backpack menu.

http://puu.sh/dMNlr/c3e86cfb9d.jpg

I want the button when selected to be square and a different color, how do I do this?

I'm having a little trouble with buttons, namely the ones that change pages in the backpack menu.
[img]http://puu.sh/dMNlr/c3e86cfb9d.jpg[/img]
I want the button when selected to be square and a different color, how do I do this?
641
#641
-1 Frags +
RawrsorI'm having a little trouble with buttons, namely the ones that change pages in the backpack menu.
http://puu.sh/dMNlr/c3e86cfb9d.jpg
I want the button when selected to be square and a different color, how do I do this?

The selected page color is brown since the new update, for some odd reason. I couldn't find where this section was controlled, so i deleted the background of the page numbers.

[quote=Rawrsor]I'm having a little trouble with buttons, namely the ones that change pages in the backpack menu.
[img]http://puu.sh/dMNlr/c3e86cfb9d.jpg[/img]
I want the button when selected to be square and a different color, how do I do this?[/quote]
The selected page color is brown since the new update, for some odd reason. I couldn't find where this section was controlled, so i deleted the background of the page numbers.
642
#642
-1 Frags +

Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)

Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)
643
#643
-1 Frags +
ninjajiroDoes anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"

[quote=ninjajiro]Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)[/quote]

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"
644
#644
-1 Frags +
HypnotizeninjajiroDoes anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"

Where would I find the training folder?

[quote=Hypnotize][quote=ninjajiro]Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)[/quote]

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"[/quote]

Where would I find the training folder?
645
#645
0 Frags +
ninjajiroHypnotizeninjajiroDoes anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"

Where would I find the training folder?

You can download the base hud file from here http://teamfortress.tv/thread/14102, then just take the training folder inside resource/ui and add it to your hud

[quote=ninjajiro][quote=Hypnotize][quote=ninjajiro]Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)[/quote]

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"[/quote]

Where would I find the training folder?[/quote]

You can download the base hud file from here http://teamfortress.tv/thread/14102, then just take the training folder inside resource/ui and add it to your hud
646
#646
0 Frags +
HypnotizeninjajiroHypnotizeninjajiroDoes anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"

Where would I find the training folder?

You can download the base hud file from here http://teamfortress.tv/thread/14102, then just take the training folder inside resource/ui and add it to your hud

Thanks, it was Desclabel that I had to tweak but thanks a bunch!

[quote=Hypnotize][quote=ninjajiro][quote=Hypnotize][quote=ninjajiro]Does anyone know which .res files should I edit to change the font of the circled text?

http://imgur.com/TrFG3zo

Thanks and sorry if this has already been asked! :)[/quote]

First of all you need to add the training folder to your hud, you can take it from the base hud files and then you have to edit the modepanel.res in the modeselection folder.
If i'm not wrong you need to edit the "ModeNameLabel"[/quote]

Where would I find the training folder?[/quote]

You can download the base hud file from here http://teamfortress.tv/thread/14102, then just take the training folder inside resource/ui and add it to your hud[/quote]

Thanks, it was Desclabel that I had to tweak but thanks a bunch!
647
#647
-1 Frags +

Sup yall :3

I want to put the class switching menu of Team Fortress TV Hud (same one used by other huds) and switching it with the class selection of Budhud. I dug up in the files and googled it but found nothing. :/
I am pretty sure it is simple thing to do.

Any helpis appreciated! <3

Thank You

Please send a private message, easier for me to find em!

Sup yall :3

I want to put the class switching menu of [url=http://m.imgur.com/a/fnhwl]Team Fortress TV Hud (same one used by other huds)[/url] and switching it with the class selection of [url=http://m.imgur.com/a/pFLrC]Budhud[/url]. I dug up in the files and googled it but found nothing. :/
I am pretty sure it is simple thing to do.

Any helpis appreciated! <3

Thank You

Please send a private message, easier for me to find em!
648
#648
-1 Frags +

Does anyone how to make the control point look like this?
http://imgur.com/qN32E2j

Specifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.

Thanks~~! and Happy Holidays!

Does anyone how to make the control point look like this?
http://imgur.com/qN32E2j

Specifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.

Thanks~~! and Happy Holidays!
649
#649
0 Frags +
ninjajiroSpecifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.

broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.

[quote=ninjajiro]Specifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.[/quote]
broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.
650
#650
-1 Frags +

Hey im using Hudas Icariote and i have some questions:
1- make the class preview appear when im selecting a class: (how it looks like now:http://i.imgur.com/72IC76M.png)
2- make health number and the white box next red when im below 25% HP , same to ammo . Also make health blue when im overhealed(how it looks atm http://i.imgur.com/FBhqeyG.png)

Hey im using Hudas Icariote and i have some questions:
1- make the class preview appear when im selecting a class: (how it looks like now:http://i.imgur.com/72IC76M.png)
2- make health number and the white box next red when im below 25% HP , same to ammo . Also make health blue when im overhealed(how it looks atm http://i.imgur.com/FBhqeyG.png)
651
#651
-1 Frags +

sup guys
could you tell me from which hud I can steal dat xhair

https://www.youtube.com/watch?v=Z8ubz3gnFbA

sup guys
could you tell me from which hud I can steal dat xhair
[youtube]https://www.youtube.com/watch?v=Z8ubz3gnFbA[/youtube]
652
#652
-1 Frags +
dtnjkeesup guys
could you tell me from which hud I can steal dat xhair
https://www.youtube.com/watch?v=Z8ubz3gnFbA

Read the description of one of his videos. It explains which one he used...

[quote=dtnjkee]sup guys
could you tell me from which hud I can steal dat xhair
[youtube]https://www.youtube.com/watch?v=Z8ubz3gnFbA[/youtube][/quote]

Read the description of [url=https://www.youtube.com/watch?v=ZLegs4O8l2Q]one of his videos[/url]. It explains which one he used...
653
#653
-1 Frags +
f_blueninjajiroSpecifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.

Why bother loading another font when you can either just replace the tf_english definition (remove the x) or for a lasting solution just edit the capnumplayers label text to just %numcappers%.

[quote=f_blue][quote=ninjajiro]Specifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.[/quote]
broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.[/quote]

Why bother loading another font when you can either just replace the tf_english definition (remove the x) or for a lasting solution just edit the capnumplayers label text to just %numcappers%.
654
#654
0 Frags +
Stochast1cWhy bother loading another font when you can either just replace the tf_english definition (remove the x) or for a lasting solution just edit the capnumplayers label text to just %numcappers%

In my opinion editing tf_english is a no-go because the file contents change too often. Labeltext %numcappers% doesn't work the way you think.

[quote=Stochast1c]Why bother loading another font when you can either just replace the tf_english definition (remove the x) or for a lasting solution just edit the capnumplayers label text to just %numcappers%[/quote]
In my opinion editing tf_english is a no-go because the file contents change too often. Labeltext %numcappers% doesn't work the way you think.
655
#655
-1 Frags +
redd0tdtnjkeesup guys
could you tell me from which hud I can steal dat xhair
https://www.youtube.com/watch?v=Z8ubz3gnFbA

Read the description of one of his videos. It explains which one he used...

http://i.imgur.com/S9oJLnv.png

[quote=redd0t][quote=dtnjkee]sup guys
could you tell me from which hud I can steal dat xhair
[youtube]https://www.youtube.com/watch?v=Z8ubz3gnFbA[/youtube][/quote]

Read the description of [url=https://www.youtube.com/watch?v=ZLegs4O8l2Q]one of his videos[/url]. It explains which one he used...[/quote]
[img]http://i.imgur.com/S9oJLnv.png[/img]
656
#656
-2 Frags +
f_blueninjajiroSpecifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.

I'm actually using a modified broeselhud of my own but it still displays the "x" symbol as you can see here:http://imgur.com/9cF3S5r

Here is what I've got in my controlpointicon.res:
What should I change?
"Resource/UI/ControlPointIcon.res"
{
"ControlPointIcon"
{
"ControlName" "EditablePanel"
"fieldName" "ControlPointIcon"
"xpos" "0"
"ypos" "0"
"zpos" "1"
"wide" "26"
"tall" "26"
"visible" "1"
"enabled" "1"
}

"Countdown"
{
"ControlName" "CControlPointCountdown"
"fieldName" "Countdown"
"xpos" "0"
"ypos" "0"
"zpos" "4"
"wide" "26"
"tall" "26"
"visible" "1"
"enabled" "1"
}

"CapPlayerImage"
{
"ControlName" "ImagePanel"
"fieldName" "CapPlayerImage"
"xpos" "0"
"ypos" "0"
"zpos" "3"
"wide" "9"
"tall" "16"
"visible" "0"
"enabled" "1"
"image" "capture_icon"
"scaleImage" "1"
}

"CapNumPlayers"
{
"ControlName" "Label"
"fieldName" "CapNumPlayers"
"font" "surfaceNumbers18"
"xpos" "2"
"ypos" "-5"
"zpos" "4"
"wide" "23"
"tall" "36"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "#ControlPointIconCappers"
"textAlignment" "east"
"dulltext" "0"
"brighttext" "0"
"fgcolor_override" "0 0 0 255"
}

"OverlayImage"
{
"ControlName" "ImagePanel"
"fieldName" "OverlayImage"
"xpos" "17"
"ypos" "0"
"zpos" "4"
"wide" "8"
"tall" "8"
"visible" "0"
"enabled" "1"
"image" "capture_icon"
"scaleImage" "1"
}

"CPTimerLabel"
{
"ControlName" "CExLabel"
"fieldName" "CPTimerLabel"
"xpos" "0"
"ypos" "0"
"zpos" "0"
"wide" "9"
"tall" "20"
"visible" "0"
"enabled" "1"
"labelText" "60"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"wrap" "0"
"font" "ControlPointTimerSmaller"
}

"CPTimerBG"
{
"ControlName" "Panel"
"fieldName" "CPTimerBG"
"xpos" "0"
"ypos" "0"
"zpos" "-1"
"wide" "52"
"tall" "26"
"visible" "0"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_timer"
"scaleImage" "1"
}
}

[quote=f_blue][quote=ninjajiro]Specifically, I'm trying to disable the "times"(x2/x3) symbol that normally shows up when more than one person is capping.[/quote]
broesel realised this by creating a font file that only contains numbers and nothing else (Surface-Numbers.ttf). The x doesn't get displayed because it's not defined in the font. Of course clientscheme.res and controlpointicon.res have to be edited accordingly. So it's not exactly easy to implement in another HUD.[/quote]

I'm actually using a modified broeselhud of my own but it still displays the "x" symbol as you can see here:http://imgur.com/9cF3S5r

Here is what I've got in my controlpointicon.res:
What should I change?
"Resource/UI/ControlPointIcon.res"
{
"ControlPointIcon"
{
"ControlName" "EditablePanel"
"fieldName" "ControlPointIcon"
"xpos" "0"
"ypos" "0"
"zpos" "1"
"wide" "26"
"tall" "26"
"visible" "1"
"enabled" "1"
}

"Countdown"
{
"ControlName" "CControlPointCountdown"
"fieldName" "Countdown"
"xpos" "0"
"ypos" "0"
"zpos" "4"
"wide" "26"
"tall" "26"
"visible" "1"
"enabled" "1"
}

"CapPlayerImage"
{
"ControlName" "ImagePanel"
"fieldName" "CapPlayerImage"
"xpos" "0"
"ypos" "0"
"zpos" "3"
"wide" "9"
"tall" "16"
"visible" "0"
"enabled" "1"
"image" "capture_icon"
"scaleImage" "1"
}

"CapNumPlayers"
{
"ControlName" "Label"
"fieldName" "CapNumPlayers"
"font" "surfaceNumbers18"
"xpos" "2"
"ypos" "-5"
"zpos" "4"
"wide" "23"
"tall" "36"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "#ControlPointIconCappers"
"textAlignment" "east"
"dulltext" "0"
"brighttext" "0"
"fgcolor_override" "0 0 0 255"
}

"OverlayImage"
{
"ControlName" "ImagePanel"
"fieldName" "OverlayImage"
"xpos" "17"
"ypos" "0"
"zpos" "4"
"wide" "8"
"tall" "8"
"visible" "0"
"enabled" "1"
"image" "capture_icon"
"scaleImage" "1"
}

"CPTimerLabel"
{
"ControlName" "CExLabel"
"fieldName" "CPTimerLabel"
"xpos" "0"
"ypos" "0"
"zpos" "0"
"wide" "9"
"tall" "20"
"visible" "0"
"enabled" "1"
"labelText" "60"
"textAlignment" "center"
"dulltext" "0"
"brighttext" "0"
"wrap" "0"
"font" "ControlPointTimerSmaller"
}

"CPTimerBG"
{
"ControlName" "Panel"
"fieldName" "CPTimerBG"
"xpos" "0"
"ypos" "0"
"zpos" "-1"
"wide" "52"
"tall" "26"
"visible" "0"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_timer"
"scaleImage" "1"
}
}
657
#657
0 Frags +

Its with the font i believe so would have to find a font without an x, that or edit the font your self
@ post 656

Its with the font i believe so would have to find a font without an x, that or edit the font your self
@ post 656
658
#658
0 Frags +

Don't run a "modified version" if you don't know how to edit stuff. Sorry to be this rude but I've seen so many people like you and it doesn't make sense to me at all. I even explained that changing one file is not enough for the matter at hand and you still ask this stupid question. Just use an updated version (broeselhud 2.9 or broeselhud_blue). It's easier to replicate your modifications than editing all the updates into your version.

What you are missing is the font file or the font definition in clientscheme.res by the way.

Don't run a "modified version" if you don't know how to edit stuff. Sorry to be this rude but I've seen so many people like you and it doesn't make sense to me at all. I even explained that changing one file is not enough for the matter at hand and you still ask this stupid question. Just use an updated version (broeselhud 2.9 or broeselhud_blue). It's easier to replicate your modifications than editing all the updates into your version.

What you are missing is the font file or the font definition in clientscheme.res by the way.
659
#659
0 Frags +
f_blueDon't run a "modified version" if you don't know how to edit stuff. Sorry to be this rude but I've seen so many people like you and it doesn't make sense to me at all. I even explained that changing one file is not enough for the matter at hand and you still ask this stupid question. Just use an updated version (broeselhud 2.9 or broeselhud_blue). It's easier to replicate your modifications than editing all the updates into your version.

What you are missing is the font file or the font definition in clientscheme.res by the way.

Okay, but I have learned how to edit things correctly using rays' tutorials and also doodles' tutorials. I have the "surfaceNumbers18" definition in clientscheme.res. I've also tried using broeselhud_blue but the "x" symbol still appears.

[quote=f_blue]Don't run a "modified version" if you don't know how to edit stuff. Sorry to be this rude but I've seen so many people like you and it doesn't make sense to me at all. I even explained that changing one file is not enough for the matter at hand and you still ask this stupid question. Just use an updated version (broeselhud 2.9 or broeselhud_blue). It's easier to replicate your modifications than editing all the updates into your version.

What you are missing is the font file or the font definition in clientscheme.res by the way.[/quote]

Okay, but I have learned how to edit things correctly using rays' tutorials and also doodles' tutorials. I have the "surfaceNumbers18" definition in clientscheme.res. I've also tried using broeselhud_blue but the "x" symbol still appears.
660
#660
0 Frags +

Okay, good for you then. Take it as a general rant, I'm too sensitive regarding the issue I explained. The CapNumPlayers without x works for all broeselhud users, so the problem is somewhere on your end. My last guess: Do you have Mac OS? Some fonts are incompatible with Mac OS, it could explain your problem.

Okay, good for you then. Take it as a general rant, I'm too sensitive regarding the issue I explained. The CapNumPlayers without x works for all broeselhud users, so the problem is somewhere on your end. My last guess: Do you have Mac OS? Some fonts are incompatible with Mac OS, it could explain your problem.
1 ⋅⋅ 19 20 21 22 23 24 25 ⋅⋅ 232
Please sign in through STEAM to post a comment.