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SolarHUD
posted in Customization
1
#1
0 Frags +

http://i.imgur.com/q9TKufR.png

A solarized themed hud for TF2 that is heavily based on Ell's Hud using the Inconsolata Font.

If you are downloading this HUD please read the Updating and First Time Users Section first or the HUD will not work!

Github Link

Screenshots

**********************************************
Overview

This HUD is tailored for 6s and skill mode (surf/bhop/jump) players, though a few easy tweaks will make it work for pub and HL players. Important: Minmode 0 is for the 6s HUD and Minmode 1 is for the skilled game modes HUD.

It is highly recommended that you clone the HUD rather than download and extract the zip. This HUD receives many small updates, often in short bursts, that major update notifications on the tf.tv thread generally won't happen unless there is a fix for the HUD either causing crashes or is entirely not working. As long as I play the game, this HUD will be updated, usually by 22:00 ET on update days (since I refuse to play scrims with the default HUD). There will be a major announcement if I stop working on the HUD.

Customization

The hud includes Knuckles Crosses and has support for 8 custom server buttons.

There are two themes for you to choose from, light or dark. You can easily switch between the two themes by uncommenting/commenting a couple of lines. See How to Switch Themes in the readme.

There are also a variety of changes that you can implement with some simple editing.

Resolutions

The HUD was made for 1920x1080 resolution, although, with a quick check, the main elements appear to work on 4:3, 5:4, and 16:10 aspect ratios. Super low resolutions mainly affect the scoreboard (see below) and the chat (no idea how to fix) If you do not use 1920x1080 and elements appear cut off, let me know (either here or through a github issue) with a screenshot and your screen resolution you are using. The HUD was also built for windows, but appears to display perfectly fine on linux. I do not have a mac to test the HUD on, so no guarantees that it works there.

Bugs

If there is an unmodified element or an element that you want modified differently, submit an issue, or if you feel industrious enough, modify it yourself and create a pull request.

If an element isn't displaying properly, submit an issue, preferably with a screenshot, with your resolution and a description of the problem.

If you see a color that is not in the solarized colorscheme or an element that is oddly colored magenta raise an issue (preferably with a screenshot) as these are elements that I thought were not able to be modified.

Courtesy of Eric, there is a fix for 640x480 scoreboard here. Unfortunately, this is an old edit so it is missing a large majority of the new features for the scoreboard (and customization). If you want to just incorporate the changes for yourself you need to copy the pos/wide/tall values from the PlayerList elements. I also can't merge these changes into the hud because they would affect the scoreboard on pretty much every other resolution.

Upcoming

  • Spec bars that dynamically change based on health (see tf.tv casts). This has not been a quick modification, so expect it to take a bit.
[url=https://github.com/Stochast1c/solarhud][img]http://i.imgur.com/q9TKufR.png[/img][/url]

A [url=http://ethanschoonover.com/solarized]solarized[/url] themed hud for TF2 that is heavily based on [url=http://etf2l.org/forum/huds/topic-17955/]Ell's Hud[/url] using the [url=http://www.levien.com/type/myfonts/inconsolata.html]Inconsolata Font[/url].

[b][h]If you are downloading this HUD please read the [url=https://github.com/Stochast1c/solarhud#updating-and-first-time-users]Updating and First Time Users Section[/url] first or the HUD will not work![/h][/b]

[url=https://github.com/Stochast1c/solarhud]Github Link[/url]

[h]Screenshots[/h]
[list]
[*] [url=http://imgur.com/a/iSr9u]Dark Theme[/url] - The default theme
[*] [url=http://imgur.com/a/DlrJb]Light Theme[/url] - See [url=https://github.com/Stochast1c/solarhud#how-to-switch-themes]How to Switch Themes[/url] to see how to change to this theme
[/list]

**********************************************
[h]Overview[/h]

This HUD is tailored for 6s and skill mode (surf/bhop/jump) players, though a few easy tweaks will make it work for pub and HL players. [b]Important: Minmode 0 is for the 6s HUD and Minmode 1 is for the skilled game modes HUD. [/b]

It is highly recommended that you clone the HUD rather than download and extract the zip. This HUD receives many small updates, often in short bursts, that major update notifications on the tf.tv thread generally won't happen unless there is a fix for the HUD either causing crashes or is entirely not working. As long as I play the game, this HUD will be updated, usually by 22:00 ET on update days (since I refuse to play scrims with the default HUD). There will be a major announcement if I stop working on the HUD.

[h]Customization[/h]

The hud includes [url=http://www.teamfortress.tv/26790/official-knucklescrosses-release]Knuckles Crosses[/url] and has support for 8 [url=https://github.com/Stochast1c/solarhud#how-to-change-main-menu-server-buttons]custom server buttons[/url].

There are two themes for you to choose from, light or dark. You can easily switch between the two themes by uncommenting/commenting a couple of lines. See [url=https://github.com/Stochast1c/solarhud#how-to-switch-themes]How to Switch Themes[/url] in the readme.

[url=https://github.com/Stochast1c/solarhud#currently-supported-customizations]There are also a variety of changes that you can implement with some simple editing.[/url]

[h]Resolutions[/h]

The HUD was made for 1920x1080 resolution, although, with a quick check, the main elements appear to work on 4:3, 5:4, and 16:10 aspect ratios. Super low resolutions mainly affect the scoreboard (see below) and the chat (no idea how to fix) If you do not use 1920x1080 and elements appear cut off, let me know (either here or through a github issue) with a screenshot and your screen resolution you are using. The HUD was also built for windows, but appears to display perfectly fine on linux. I do not have a mac to test the HUD on, so no guarantees that it works there.

[h]Bugs[/h]

If there is an unmodified element or an element that you want modified differently, submit an issue, or if you feel industrious enough, modify it yourself and create a pull request.

If an element isn't displaying properly, submit an issue, preferably with a screenshot, with your resolution and a description of the problem.

If you see a color that is not in the solarized colorscheme or an element that is oddly colored magenta raise an issue (preferably with a screenshot) as these are elements that I thought were not able to be modified.

Courtesy of Eric, there is a fix for 640x480 scoreboard [url=http://pastebin.com/raw/2N77gjrf]here[/url]. Unfortunately, this is an old edit so it is missing a large majority of the new features for the scoreboard (and customization). If you want to just incorporate the changes for yourself you need to copy the pos/wide/tall values from the PlayerList elements. I also can't merge these changes into the hud because they would affect the scoreboard on pretty much every other resolution.

[h]Upcoming[/h]
[list]
[*] Spec bars that dynamically change based on health (see tf.tv casts). This has not been a quick modification, so expect it to take a bit.
[/list]
2
#2
7 Frags +

the HP and ammo colors seem to be hard to see , maybe add a dropshadow or an outline as a custom option?

the HP and ammo colors seem to be hard to see , maybe add a dropshadow or an outline as a custom option?
3
#3
4 Frags +

I like the killfeed a lot

I like the killfeed a lot
4
#4
1 Frags +

#2 I personally haven't had a problem with readability, especially since the low/over colors are very vivid. If enough people have a problem with it though I can change it up. A box around the numbers would probably be the easiest solution to ensure perfect readability, I'm not sure an outline would help anymore in the readability of the numbers.

EDIT: Here is a link to an outline version (using the default clientscheme outline). It helps with readability in really light places but looks terrible. I can make this version available if a lot of people like it, or if somebody has a better idea let me know. I'll play around with dropshadow at some point to see.

Health/Ammo readability has been addressed.

#3 Oh, I've since edited the killfeed to invert the bg colors (light is everybody else, dark is you) but was waiting on feedback to see if I should revert back to what is shown in the pictures. If you like the picture color setup you can manually change it by searching for "HudDeathNotice" in scripts/hudlayout.res and inverting the two background color lines (base3<->base03).

[s]#2 I personally haven't had a problem with readability, especially since the low/over colors are very vivid. If enough people have a problem with it though I can change it up. A box around the numbers would probably be the easiest solution to ensure perfect readability, I'm not sure an outline would help anymore in the readability of the numbers.

EDIT: [url=http://i.imgur.com/08kpMrv.png]Here is a link to an outline version (using the default clientscheme outline).[/url] It helps with readability in really light places but looks terrible. I can make this version available if a lot of people like it, or if somebody has a better idea let me know. I'll play around with dropshadow at some point to see.
[/s]

Health/Ammo readability has been addressed.

#3 Oh, I've since edited the killfeed to invert the bg colors (light is everybody else, dark is you) but was waiting on feedback to see if I should revert back to what is shown in the pictures. If you like the picture color setup you can manually change it by searching for "HudDeathNotice" in scripts/hudlayout.res and inverting the two background color lines (base3<->base03).
5
#5
3 Frags +

Yay finally :D

Yay finally :D
6
#6
3 Frags +

very original use of colors, looks good but I personally wouldn't use it because of the readability on the health and ammo

edit: I see you have an outlined version now, what you could also do it make 4 dropshadows NE NW SE SW to create the illusion of a smooth outline

very original use of colors, looks good but I personally wouldn't use it because of the readability on the health and ammo

edit: I see you have an outlined version now, what you could also do it make 4 dropshadows NE NW SE SW to create the illusion of a smooth outline
7
#7
1 Frags +

it's cute

it's cute
8
#8
1 Frags +

very nice

very nice
9
#9
1 Frags +

i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something

i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something
10
#10
1 Frags +
fade-i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something

No quickplay button currently, but I'll probably end up adding one now that the hud is publicly released. For the time being, you can open it up through console with the command openquickplaydialog.

[quote=fade-]i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something[/quote]

No quickplay button currently, but I'll probably end up adding one now that the hud is publicly released. For the time being, you can open it up through console with the command openquickplaydialog.
11
#11
1 Frags +
Stochast1cfade-i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something

No quickplay button currently, but I'll probably end up adding one now that the hud is publicly released. For the time being, you can open it up through console with the command openquickplaydialog.

i didn't know that about the console command for quickplay thank you so much

i can finally use all the non quickplay huds i've wanted to use now

[quote=Stochast1c][quote=fade-]i think it looks nice

i'll try it when i get back home

is there no quickplay button on the main menu or did i miss something[/quote]

No quickplay button currently, but I'll probably end up adding one now that the hud is publicly released. For the time being, you can open it up through console with the command openquickplaydialog.[/quote]

i didn't know that about the console command for quickplay thank you so much

i can finally use all the non quickplay huds i've wanted to use now
12
#12
-1 Frags +

Nice hud.

Nice hud.
13
#13
10 Frags +

Some vaporwave shit right here

Some vaporwave shit right here
14
#14
1 Frags +

I'm an idiot and thought you said vaporware

I'm an idiot and thought you said vaporware
15
#15
1 Frags +

I love the ingames, but the entering a menu without having to dim my monitor is hard

edit: oops dark theme im dumb, thanks its the best i love you

I love the ingames, but the entering a menu without having to dim my monitor is hard

edit: oops dark theme im dumb, thanks its the best i love you
16
#16
1 Frags +

i like the look of this lots

current issues i found (occur even right after git-clone), apologies if they're stuff that's only temporarily broken:

  • health/ammo/killfeed don't show for me :c
  • no quit/disconnect buttons (also quickplay but you mentioned that), probably your choice though and i configured the server buttons to do that
  • what little info the scoreboard shows is often eclipsed by net_graph for me, i'd recommend lifting it up a bit
  • killfeed is too big for my liking, i'd prefer it thinner and so it shows more kills

i didn't test it out too much but the main thing that would make me use it was if surf mode was replaced by pub mode, and offered a full scoreboard (including stats) and class select. obviously surf mode was your choice but if you wanna make a more widely appealing branch i'd suggest that

i like the look of this lots

current issues i found (occur even right after git-clone), apologies if they're stuff that's only temporarily broken:
[list]
[*] health/ammo/killfeed don't show for me :c
[*] no quit/disconnect buttons (also quickplay but you mentioned that), probably your choice though and i configured the server buttons to do that
[*] what little info the scoreboard shows is often eclipsed by net_graph for me, i'd recommend lifting it up a bit
[*] killfeed is too big for my liking, i'd prefer it thinner and so it shows more kills
[/list]

i didn't test it out too much but the main thing that would make me use it was if surf mode was replaced by pub mode, and offered a full scoreboard (including stats) and class select. obviously surf mode was your choice but if you wanna make a more widely appealing branch i'd suggest that
17
#17
0 Frags +

looks like those solar rices on /r/unixporn nice job.

looks like those solar rices on /r/unixporn nice job.
18
#18
1 Frags +

Why the chat modifications? I assume it's for mp_showrespawntimes, but that command has been blocked as a cheat for a while now. Edit: the chat text size is just hugely resolution dependent; pretty much unusable at 640x480, the other modifications are fine.

It's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

There are also a handful of glitches in a 640x480 resolution and/or non-widescreen aspect ratio:

1. Chatbox is too large vertically, barely clips ammo, only fits one line at a time (due to low resolution)

http://imgur.com/tL7yFIn.png

2. Scoreboard playerlists are misaligned and show only 5 players (due to low resolution) [Fix for 640x480]

http://imgur.com/wL08HE9.png

3. KOTH active timer BG doesn't align with timers (due to aspect ratio) [Fix]

http://imgur.com/KxpaBug.png

4. Red team's name label is off-screen (due to aspect ratio) [Fix]

http://imgur.com/ZPAF8L2.png

[s]Why the chat modifications? I assume it's for mp_showrespawntimes, but that command has been blocked as a cheat for a while now.[/s] Edit: the chat text size is just hugely resolution dependent; pretty much unusable at 640x480, the other modifications are fine.

It's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

There are also a handful of glitches in a 640x480 resolution and/or non-widescreen aspect ratio:

1. Chatbox is too large vertically, barely clips ammo, only fits one line at a time (due to low resolution)
[img]http://imgur.com/tL7yFIn.png[/img]

2. Scoreboard playerlists are misaligned and show only 5 players (due to low resolution) [[url=http://pastebin.com/raw/2N77gjrf]Fix for 640x480[/url]]
[img]http://imgur.com/wL08HE9.png[/img]

3. KOTH active timer BG doesn't align with timers (due to aspect ratio) [[url=http://pastebin.com/raw/VFp8FEji]Fix[/url]]
[img]http://imgur.com/KxpaBug.png[/img]

4. Red team's name label is off-screen (due to aspect ratio) [[url=http://pastebin.com/raw/1LRVsWj6]Fix[/url]]
[img]http://imgur.com/ZPAF8L2.png[/img]
19
#19
1 Frags +

i like how you make your solarhud logo all colorful but everything is blue and orange in the actual hud

i like how you make your solarhud logo all colorful but everything is blue and orange in the actual hud
20
#20
1 Frags +
EXC0I love the ingames, but the entering a menu without having to dim my monitor is hard

You will probably love the dark scheme then, I should probably have that up and running in a week or two after I do something with the health/ammo that many seem to want and create a branch for pubbing.
Gemmellnessi like the look of this lots

current issues i found (occur even right after git-clone), apologies if they're stuff that's only temporarily broken:
  • health/ammo/killfeed don't show for me :c

    Definitely works on my end, are you sure you weren't in minmode and not inspecting anything?

  • no quit/disconnect buttons (also quickplay but you mentioned that), probably your choice though and i configured the server buttons to do that

    top-right, there is an x that is either disconnect (if you are in a server) or quit (if you aren't). I disliked accidently quitting out of the game when I just wanted to switch servers so I combined the buttons.

  • what little info the scoreboard shows is often eclipsed by net_graph for me, i'd recommend lifting it up a bit

    The only thing the scoreboard doesn't show is your stats which are completely irrelevant. If something is missing besides your stats take a picture and let me know what res you use. As for the netgraph, you can change its position with a console command (mine is in the top right corner) My commands are: net_graphheight 1050 (ypos in reverse, apparently net_graph 4 is 30 tall), net_graphshowinterp 0, net_graphshowlatency 0 (I don't care for the graphs so they are offscreen) and I use net_graph 4. The only problem I have is a green line that cuts into the mapname but that isn't the end of the world for me. If you use a lower net_graph you won't have that problem.

  • killfeed is too big for my liking, i'd prefer it thinner and so it shows more kills
    I really like how the killfeed looks (on 1920x1080) (besides the aformentioned bgcolor), so if you dislike it then that is something you are going to have to modify yourself. It is very simple to do so, and if you don't know where to modify it then see the above post.

i didn't test it out too much but the main thing that would make me use it was if surf mode was replaced by pub mode, and offered a full scoreboard (including stats) and class select. obviously surf mode was your choice but if you wanna make a more widely appealing branch i'd suggest that

I just wanted to get the hud out there and see the current feedback before I start added customizability options. Adding a 12v12 scoreboard (with stats) is probably one of the first things I will add once I sort out the outline issue that people have with health and ammo.
EricWhy the chat modifications? I assume it's for mp_showrespawntimes, but that command has been blocked as a cheat for a while now.

I personally like the chat on the right. It is positioned to not clip with the ammo on 1920x1080 so it literally is personal preference. If you are using a different res, then I'm not sure how chat wouldn't be clipping your health (which is more important). As for the colors, they are the way they are because of readability concerns and so that they are in the colorscheme. Unfortunately, I haven't found a way to not make the chat bgcolor not transparent so the only way for text to be super legible is to make it base03. However, the makes it more readable when not using the chat bg (those who don't use saytext_time 0) so not the end of the world.

Also it's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

I completely agree, the problem is the icon shows up when capping more than x1 and I greatly prefer not having the icon then. I need to come up with a smart approach to show that the point is being capped but I haven't come up with a good idea yet.

There are also a handful of glitches in a 640x480 resolution, most notably the scoreboard (screenshots later).

I don't think I tried it with 640x480 (geez are you running the game on a potato?) so please let me know what is cut off. I'm quite suprised the scoreboard would be cutoff though considering I am using reverse positions for that, but whatever.
messiahi like how you make your solarhud logo all colorful but everything is blue and orange in the actual hud

I agree it is a pretty big problem with many of the menus being a bit too dull and boring when only using base3 and base00. I've tried to start adding in way more color with newer edits (like the searching for servers when using matchmaking (and mvm) and the votemenu) but there still are many menus left. As for the game hud itself, there is base00, base0, yellow, cyan, red, blue, (your preferred crosshair color), and orange. I'm really only missing violet, magenta, and green so I'd like to think I've done a decent job there.
[quote=EXC0]I love the ingames, but the entering a menu without having to dim my monitor is hard

[b]You will probably love the dark scheme then, I should probably have that up and running in a week or two after I do something with the health/ammo that many seem to want and create a branch for pubbing.[/b][/quote]

[quote=Gemmellness]i like the look of this lots

current issues i found (occur even right after git-clone), apologies if they're stuff that's only temporarily broken:
[list]
[*] health/ammo/killfeed don't show for me :c

[b]Definitely works on my end, are you sure you weren't in minmode and not inspecting anything?[/b]

[*] no quit/disconnect buttons (also quickplay but you mentioned that), probably your choice though and i configured the server buttons to do that

[b]top-right, there is an x that is either disconnect (if you are in a server) or quit (if you aren't). I disliked accidently quitting out of the game when I just wanted to switch servers so I combined the buttons.[/b]

[*] what little info the scoreboard shows is often eclipsed by net_graph for me, i'd recommend lifting it up a bit

[b]The only thing the scoreboard doesn't show is your stats which are completely irrelevant. If something is missing besides your stats take a picture and let me know what res you use. As for the netgraph, you can change its position with a console command (mine is in the top right corner) My commands are: net_graphheight 1050 (ypos in reverse, apparently net_graph 4 is 30 tall), net_graphshowinterp 0, net_graphshowlatency 0 (I don't care for the graphs so they are offscreen) and I use net_graph 4. The only problem I have is a green line that cuts into the mapname but that isn't the end of the world for me. If you use a lower net_graph you won't have that problem. [/b]


[*] killfeed is too big for my liking, i'd prefer it thinner and so it shows more kills
[b]I really like how the killfeed looks (on 1920x1080) (besides the aformentioned bgcolor), so if you dislike it then that is something you are going to have to modify yourself. It is very simple to do so, and if you don't know where to modify it then see the above post. [/b]
[/list]

i didn't test it out too much but the main thing that would make me use it was if surf mode was replaced by pub mode, and offered a full scoreboard (including stats) and class select. obviously surf mode was your choice but if you wanna make a more widely appealing branch i'd suggest that

[b]I just wanted to get the hud out there and see the current feedback before I start added customizability options. Adding a 12v12 scoreboard (with stats) is probably one of the first things I will add once I sort out the outline issue that people have with health and ammo.[/b]
[/quote]

[quote=Eric]Why the chat modifications? I assume it's for mp_showrespawntimes, but that command has been blocked as a cheat for a while now.

[b]I personally like the chat on the right. It is positioned to not clip with the ammo on 1920x1080 so it literally is personal preference. If you are using a different res, then I'm not sure how chat wouldn't be clipping your health (which is more important). As for the colors, they are the way they are because of readability concerns and so that they are in the colorscheme. Unfortunately, I haven't found a way to not make the chat bgcolor not transparent so the only way for text to be super legible is to make it base03. However, the makes it more readable when not using the chat bg (those who don't use saytext_time 0) so not the end of the world.[/b]

Also it's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

[b]I completely agree, the problem is the icon shows up when capping more than x1 and I greatly prefer not having the icon then. I need to come up with a smart approach to show that the point is being capped but I haven't come up with a good idea yet.[/b]

There are also a handful of glitches in a 640x480 resolution, most notably the scoreboard (screenshots later).

[b]I don't think I tried it with 640x480 (geez are you running the game on a potato?) so please let me know what is cut off. I'm quite suprised the scoreboard would be cutoff though considering I am using reverse positions for that, but whatever.[/b]
[/quote]

[quote=messiah]i like how you make your solarhud logo all colorful but everything is blue and orange in the actual hud

[b]I agree it is a pretty big problem with many of the menus being a bit too dull and boring when only using base3 and base00. I've tried to start adding in way more color with newer edits (like the searching for servers when using matchmaking (and mvm) and the votemenu) but there still are many menus left. As for the game hud itself, there is base00, base0, yellow, cyan, red, blue, (your preferred crosshair color), and orange. I'm really only missing violet, magenta, and green so I'd like to think I've done a decent job there.[/b][/quote]
21
#21
1 Frags +

the scoreboard is hard to read, the killfeed is a bit big and the item display boxes are huge

the scoreboard is hard to read, the killfeed is a bit big and the item display boxes are huge
22
#22
1 Frags +

#21

  • the scoreboard is hard to read

    I agree that the blue side is pretty hard to read sometimes, but fortunately the dead color is noticable enough that I haven't considered it that big of a deal. Honestly, what I would like to do is just change the team colors to the solarized colorscheme but unfortunately tf2 doesn't let you do that. I should send an email or get in contact with people who are in close conversation with the tf2 team and let them know that I (and probably every other hud developer) would greatly appreciate it if we could modify the scoreboard colors.

  • the killfeed is a bit big

    If you aren't using 1920x1080 I can understand where you are coming from. If you are then I don't know what to say, I like how the killfeed looks.

  • the item display boxes are huge

    Somebody else mentioned this to me earlier but I dismissed it. Since you also raised the same issue I looked at the files and apparently the default ones were modified a while ago to shrink the inspect panel and reduce the amount of extraneous information. I just pushed a commit that merges these changes into my hud so now they "should" take up no more space than the default ones. I'm pretty happy with how they look, about the only thing I need to do is change the font and the text color, but those are far more minor changes. I also need to figure out how to make the inspect panel above the chat, because when there is chat history it is placed on top of the panel making is hard to read. I may end up moving it to the left side if I can't figure something out.
#21

[list]
[*] the scoreboard is hard to read

I agree that the blue side is pretty hard to read sometimes, but fortunately the dead color is noticable enough that I haven't considered it that big of a deal. Honestly, what I would like to do is just change the team colors to the solarized colorscheme but unfortunately tf2 doesn't let you do that. I should send an email or get in contact with people who are in close conversation with the tf2 team and let them know that I (and probably every other hud developer) would greatly appreciate it if we could modify the scoreboard colors.

[*] the killfeed is a bit big

If you aren't using 1920x1080 I can understand where you are coming from. If you are then I don't know what to say, I like how the killfeed looks.

[*] the item display boxes are huge

Somebody else mentioned this to me earlier but I dismissed it. Since you also raised the same issue I looked at the files and apparently the default ones were modified a while ago to shrink the inspect panel and reduce the amount of extraneous information. I just pushed a commit that merges these changes into my hud so now they "should" take up no more space than the default ones. I'm pretty happy with how they look, about the only thing I need to do is change the font and the text color, but those are far more minor changes. I also need to figure out how to make the inspect panel above the chat, because when there is chat history it is placed on top of the panel making is hard to read. I may end up moving it to the left side if I can't figure something out.
[/list]
23
#23
4 Frags +

I really like the general layout, excited to see how the dark version turns out, if it alleviates some of the vision issues I'll def. be using this hud.

I really like the general layout, excited to see how the dark version turns out, if it alleviates some of the vision issues I'll def. be using this hud.
24
#24
1 Frags +
Stochast1cEricAlso it's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

I completely agree, the problem is the icon shows up when capping more than x1 and I greatly prefer not having the icon then. I need to come up with a smart approach to show that the point is being capped but I haven't come up with a good idea yet.

It does get pushed slightly to the left when capping more than x1, so there might be some way to push it completely off the control point. Another suggestion might be to change the icon; maybe a smaller or less opaque image would be a better fit.

[quote=Stochast1c][quote=Eric]
Also it's nearly impossible to tell if someone is capping at a x1 pace since you removed the cap image, and no numbers appear for a x1 cap.

[b]I completely agree, the problem is the icon shows up when capping more than x1 and I greatly prefer not having the icon then. I need to come up with a smart approach to show that the point is being capped but I haven't come up with a good idea yet.[/b][/quote][/quote]
It does get pushed slightly to the left when capping more than x1, so there might be some way to push it completely off the control point. Another suggestion might be to change the icon; maybe a smaller or less opaque image would be a better fit.
25
#25
5 Frags +

I tried doing a standard 4 (and 8) point text duplication for the outline, but unfortunately tf2 didn't take too kindly with pixel movements (wasn't a smooth outline) and tf2 doesn't properly handle this method for ammo (ammo with a clip and ammo without a clip are handled properly but the outline elements remain). That leaves a drop shadow as the only viable alternative.

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

I am extremely happy how this turned out and if there aren't any objections I am planning on merging this into the master branch as well.

I tried doing a standard 4 (and 8) point text duplication for the outline, but unfortunately tf2 didn't take too kindly with pixel movements (wasn't a smooth outline) and tf2 doesn't properly handle this method for ammo (ammo with a clip and ammo without a clip are handled properly but the outline elements remain). That leaves a drop shadow as the only viable alternative.

[img]http://i.imgur.com/GUSaBcL.png[/img]

I am extremely happy how this turned out and if there aren't any objections I am planning on merging this into the master branch as well.
26
#26
1 Frags +
Stochast1cI tried doing a standard 4 (and 8) point text duplication for the outline, but unfortunately tf2 didn't take too kindly with pixel movements (wasn't a smooth outline) and tf2 doesn't properly handle this method for ammo (ammo with a clip and ammo without a clip are handled properly but the outline elements remain). That leaves a drop shadow as the only viable alternative.

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

I am extremely happy how this turned out and if there aren't any objections I am planning on merging this into the master branch as well.

Looks good, how can I get this version?

[quote=Stochast1c]I tried doing a standard 4 (and 8) point text duplication for the outline, but unfortunately tf2 didn't take too kindly with pixel movements (wasn't a smooth outline) and tf2 doesn't properly handle this method for ammo (ammo with a clip and ammo without a clip are handled properly but the outline elements remain). That leaves a drop shadow as the only viable alternative.

[img]http://i.imgur.com/GUSaBcL.png[/img]

I am extremely happy how this turned out and if there aren't any objections I am planning on merging this into the master branch as well.[/quote]

Looks good, how can I get this version?
27
#27
1 Frags +

I think it is apparent that everyone is happy with the change so I'll merge the change in right now. In the future, I'll try to keep experimental changes on the testing branch (which is where it was located before I just pushed it to the master branch). You can change branches by clicking the dropdown for branches in the upper left.

I think it is apparent that everyone is happy with the change so I'll merge the change in right now. In the future, I'll try to keep experimental changes on the testing branch (which is where it was located before I just pushed it to the master branch). You can change branches by clicking the dropdown for branches in the upper left.
28
#28
0 Frags +

[img][/img]
29
#29
1 Frags +

#28 You switch the xpos, ypos, wide, and tall values with their _minmode variants inside of scoreboard.res. I think the only elements that you need to modify are mainbg and red/blueplayerlist.

#28 You switch the xpos, ypos, wide, and tall values with their _minmode variants inside of scoreboard.res. I think the only elements that you need to modify are mainbg and red/blueplayerlist.
30
#30
4 Frags +

Dark Theme is here! Screenshots, also linked in the main post. I tried to mirror them as close as I could with the light theme screenshots. Please let me know if something isn't colored properly, light instead of dark, etc.

Up on tap next (provided there aren't any current issues) is fixing up the hud for non-1920x1080 resolutions. I will be making a poll to figure out what resolutions are most used and start from there.

Dark Theme is here! [url=http://imgur.com/a/iSr9u]Screenshots, also linked in the main post.[/url] I tried to mirror them as close as I could with the light theme screenshots. Please let me know if something isn't colored properly, light instead of dark, etc.

Up on tap next (provided there aren't any current issues) is fixing up the hud for non-1920x1080 resolutions. I will be making a poll to figure out what resolutions are most used and start from there.
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