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7HUD
posted in Customization
241
#241
1 Frags +

the quickswitch panel is still visible

http://i.imgur.com/1WOkHvF.jpg

edit: actually pressing the item quickswitch button seems to fix it

the quickswitch panel is still visible [img]http://i.imgur.com/1WOkHvF.jpg[/img]

edit: actually pressing the item quickswitch button seems to fix it
242
#242
0 Frags +
aethe quickswitch panel is still visible

Has that always been like that? Never seen it.

[quote=ae]the quickswitch panel is still visible[/quote]

Has that always been like that? Never seen it.
243
#243
0 Frags +
Sevinaethe quickswitch panel is still visible
Has that always been like that? Never seen it.

refer to my edit

[quote=Sevin][quote=ae]the quickswitch panel is still visible[/quote]

Has that always been like that? Never seen it.[/quote]
refer to my edit
244
#244
1 Frags +

theres a bug where if you try To change classes straight after death the background of the characters goes black and duplicates the character model behind the character

also when changing loadout the character model sometimes goes invisible like a spy,
also happens randomly in the bottom left corner where the character model is located in game

btw i am on a mac

first bug is shown here
http://imgur.com/li6d1AO

couldnt snap the second bug

theres a bug where if you try To change classes straight after death the background of the characters goes black and duplicates the character model behind the character

also when changing loadout the character model sometimes goes invisible like a spy,
also happens randomly in the bottom left corner where the character model is located in game

btw i am on a mac

first bug is shown here
http://imgur.com/li6d1AO

couldnt snap the second bug
245
#245
0 Frags +

That's a common issue with custom HUDs. I do not believe there is a fix.

That's a common issue with custom HUDs. I do not believe there is a fix.
246
#246
1 Frags +

is there anyway i cant remove the animations?

is there anyway i cant remove the animations?
247
#247
0 Frags +

v4.49

Just compatibility fixes for tonight's update that added map selection to the casual lobby.

- updated for july 14 patch

Download
Screenshots

[b]v4.49[/b]

Just compatibility fixes for tonight's update that added map selection to the casual lobby.

- updated for july 14 patch

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
248
#248
4 Frags +

v4.50

Got tired of the default CP icons and they weren't visually cohesive with the HUD anymore, so I redesigned them.

Big ups to my friend Wiet for helping me figure out how to make the icons bypass sv_pure and make them visible on any server. E-donuts on me fam :B1:

- designed new cp icons
- revised round counter display in matchmaking/casual
- red/blu team color tweaks
- removed heavy/pyro war button
- fixed demo sticky positioning in centered version

Download
Screenshots

http://i.imgur.com/irMjzu8.jpg

[b]v4.50[/b]

Got tired of the default CP icons and they weren't visually cohesive with the HUD anymore, so I redesigned them.

Big ups to my friend Wiet for helping me figure out how to make the icons bypass sv_pure and make them visible on any server. E-donuts on me fam :B1:

- designed new cp icons
- revised round counter display in matchmaking/casual
- red/blu team color tweaks
- removed heavy/pyro war button
- fixed demo sticky positioning in centered version

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]

[img]http://i.imgur.com/irMjzu8.jpg[/img]
249
#249
0 Frags +

help pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813

help pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813
250
#250
0 Frags +
RedBolt_Swifthelp pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813

Neither of those files exist.

[quote=RedBolt_Swift]help pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813[/quote]

Neither of those files exist.
251
#251
0 Frags +
SevinRedBolt_Swifthelp pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813

Neither of those files exist.

oh sorry here http://imgur.com/CAlG4mr i used the imgur now.
pls fix it pls ill wait thanks :)

[quote=Sevin][quote=RedBolt_Swift]help pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813[/quote]

Neither of those files exist.[/quote]

oh sorry here http://imgur.com/CAlG4mr i used the imgur now.
pls fix it pls ill wait thanks :)
252
#252
0 Frags +
RedBolt_SwiftSevinRedBolt_Swifthelp pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813

Neither of those files exist.

oh sorry here http://imgur.com/CAlG4mr i used the imgur now.
pls fix it pls ill wait thanks :)

Fixed.

[quote=RedBolt_Swift][quote=Sevin][quote=RedBolt_Swift]help pls after the match in casual mode this happends pls on top red missing texture or something fix thanks sorry bad english :) http://steamcommunity.com/sharedfiles/filedetails/?id=753128754

http://steamcommunity.com/sharedfiles/filedetails/?id=753156813[/quote]

Neither of those files exist.[/quote]

oh sorry here http://imgur.com/CAlG4mr i used the imgur now.
pls fix it pls ill wait thanks :)[/quote]

Fixed.
253
#253
2 Frags +

v4.51

Couple of bugfixes + cleaned up end-game scoreboard. I sat on the last update for awhile, want to push this out while it's fresh ;)

- koth comp/casual fixes and tweaks
- cleaned up comp/casual end-game scoreboard
- fixed vaccinator resistance icon not displaying when not healing
- fixed hudplayerclass calling for nonexistent materials
- fixed no player count appearing when one person is capping a point

Download
Screenshots

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

[b]v4.51[/b]

Couple of bugfixes + cleaned up end-game scoreboard. I sat on the last update for awhile, want to push this out while it's fresh ;)

- koth comp/casual fixes and tweaks
- cleaned up comp/casual end-game scoreboard
- fixed vaccinator resistance icon not displaying when not healing
- fixed hudplayerclass calling for nonexistent materials
- fixed no player count appearing when one person is capping a point

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]

[img]http://i.imgur.com/UIsaRng.jpg[/img]
254
#254
4 Frags +

Hey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN

Hey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN
255
#255
5 Frags +
freddiaNHey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN

Sure thing! The first thing you need to know is that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.

After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons in this instance), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.

http://puu.sh/r3wQZ/a2777c6359.png

This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.

I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:

	"cpicondummy1"
	{
		"ControlName"	"EditablePanel"
		"fieldname"		"cpicondummy1"
		"xpos"			"9999"
		"ypos"			"9999"
		"zpos"			"11"
		"wide"			"0"
		"tall"			"0"
		"visible"		"0"

		"SubButton"
		{
			"ControlName"	"CExImageButton"
			"fieldName"		"SubButton"
			"xpos"			"0"
			"ypos"			"0"
			"wide"			"0"
			"tall"			"0"
			"autoResize"	"0"
			"pinCorner"		"3"
			"visible"		"0"
			"enabled"		"0"
			"tabPosition"	"0"
			"textinsetx"	"0"
			"use_proportional_insets" "1"
			"font"			"VersionFont"
			"textAlignment"	"west"
			"dulltext"		"0"
			"brighttext"	"0"
			"default"		"1"

			"SubImage"
			{
				"ControlName"	"ImagePanel"
				"fieldName"		"SubImage"
				"xpos"			"9999"
				"ypos"			"9999"
				"zpos"			"1"
				"wide"			"12"
				"tall"			"12"
				"visible"		"1"
				"enabled"		"1"
				"image"			"../sprites/obj_icons/icon_obj_blu"
				"scaleImage"	"1"
			}	
		}		
	}

All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc.

Forgive me for my late response; I'm used to being the only one who posts here nowadays, so I don't check back too often.

[quote=freddiaN]Hey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN[/quote]

Sure thing! The first thing you need to know is that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.

After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons in this instance), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.

[img]http://puu.sh/r3wQZ/a2777c6359.png[/img]

This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.

I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:

[code] "cpicondummy1"
{
"ControlName" "EditablePanel"
"fieldname" "cpicondummy1"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_blu"
"scaleImage" "1"
}
}
}[/code]

All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc.

Forgive me for my late response; I'm used to being the only one who posts here nowadays, so I don't check back too often.
256
#256
0 Frags +
SevinfreddiaNHey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN

Sure thing! The first thing you need to know is that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.

After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons in this instance), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.

http://puu.sh/r3wQZ/a2777c6359.png

This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.

I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:
	"cpicondummy1"
	{
		"ControlName"	"EditablePanel"
		"fieldname"		"cpicondummy1"
		"xpos"			"9999"
		"ypos"			"9999"
		"zpos"			"11"
		"wide"			"0"
		"tall"			"0"
		"visible"		"0"

		"SubButton"
		{
			"ControlName"	"CExImageButton"
			"fieldName"		"SubButton"
			"xpos"			"0"
			"ypos"			"0"
			"wide"			"0"
			"tall"			"0"
			"autoResize"	"0"
			"pinCorner"		"3"
			"visible"		"0"
			"enabled"		"0"
			"tabPosition"	"0"
			"textinsetx"	"0"
			"use_proportional_insets" "1"
			"font"			"VersionFont"
			"textAlignment"	"west"
			"dulltext"		"0"
			"brighttext"	"0"
			"default"		"1"

			"SubImage"
			{
				"ControlName"	"ImagePanel"
				"fieldName"		"SubImage"
				"xpos"			"9999"
				"ypos"			"9999"
				"zpos"			"1"
				"wide"			"12"
				"tall"			"12"
				"visible"		"1"
				"enabled"		"1"
				"image"			"../sprites/obj_icons/icon_obj_blu"
				"scaleImage"	"1"
			}	
		}		
	}

All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc.

Forgive me for my late response; I'm used to being the only one who posts here nowadays, so I don't check back too often.

Thanks!
nimtra already created custom icons, so I ignored this part (and I personally think her's look better :P). I basicly did what you did (which includes copying your .vmts :>), joined a casual server and it seems to work pretty gud.

[quote=Sevin][quote=freddiaN]Hey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN[/quote]

Sure thing! The first thing you need to know is that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.

After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons in this instance), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.

[img]http://puu.sh/r3wQZ/a2777c6359.png[/img]

This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.

I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:

[code] "cpicondummy1"
{
"ControlName" "EditablePanel"
"fieldname" "cpicondummy1"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"

"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"

"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_blu"
"scaleImage" "1"
}
}
}[/code]

All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc.

Forgive me for my late response; I'm used to being the only one who posts here nowadays, so I don't check back too often.[/quote]

Thanks!
nimtra already created custom icons, so I ignored this part (and I personally think her's look better :P). I basicly did what you did (which includes copying your .vmts :>), joined a casual server and it seems to work pretty gud.
257
#257
2 Frags +

v4.52

Just some fixes for tonight's competitive and casual updates.

- updated for sept. 27 patch

Download
Screenshots

[b]v4.52[/b]

Just some fixes for tonight's competitive and casual updates.

- updated for sept. 27 patch

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
258
#258
1 Frags +
Sevinv4.52

Just some fixes for tonight's competitive and casual updates.

- updated for sept. 27 patch

Download
Screenshots

You sir are one fast updater

[quote=Sevin][b]v4.52[/b]

Just some fixes for tonight's competitive and casual updates.

- updated for sept. 27 patch

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url][/quote]

You sir are one fast updater
259
#259
3 Frags +
BurningSmileYou sir are one fast updater

https://media.tenor.co/images/83e9f264560cb0f7347e86610d9fb318/raw

[quote=BurningSmile]
You sir are one fast updater[/quote]

[img]https://media.tenor.co/images/83e9f264560cb0f7347e86610d9fb318/raw[/img]
260
#260
1 Frags +

v4.53

Updated for Scream Fortress VIII. The update was surprisingly lightweight. Have fun :)

- updated for scream fortress viii

Download
Screenshots

[b]v4.53[/b]

Updated for Scream Fortress VIII. The update was surprisingly lightweight. Have fun :)

- updated for scream fortress viii

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
261
#261
2 Frags +

v4.54

Hey, look. More overdue updates. Have fun.

- redesigned bumper car display
- tweaked in-game quest display
- stylized supernova mannpower powerup

Download
Screenshots

[b]v4.54[/b]

Hey, look. More overdue updates. Have fun.

- redesigned bumper car display
- tweaked in-game quest display
- stylized supernova mannpower powerup

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
262
#262
4 Frags +

I think I may have fixed Dock11 for Windows, but only for the numbers. But that should be good enough for the health/ammo, right?
So basically all I did was use FontForge to copy the number glyphs from Dock11 Heavy to another font, Expressa Heavy.

Here's the result:
https://www.dropbox.com/sh/2zu7q9i6kab87g1/AABQc8T6tCAOxMjCsS4J69kZa?dl=0&preview=Expressa-Heavy.ttf

(install the font)

Then I replaced Neutra Display Titling with Expressa Heavy.

The font seems to work on my Windows PC:
http://images.akamai.steamusercontent.com/ugc/267231170566776936/37D4960AE1324C54A399F4BE28597A601479B85C/

My ancient monitor is 1366x768, so I'm not sure if it would work for other resolutions.
I dunno if you still want to use Dock11 for Windows. But I personally love the font (it's nice and thicc).

Cheers.

I think I may have fixed Dock11 for Windows, but only for the numbers. But that should be good enough for the health/ammo, right?
So basically all I did was use FontForge to copy the number glyphs from Dock11 Heavy to another font, Expressa Heavy.

Here's the result:
https://www.dropbox.com/sh/2zu7q9i6kab87g1/AABQc8T6tCAOxMjCsS4J69kZa?dl=0&preview=Expressa-Heavy.ttf

(install the font)

Then I replaced Neutra Display Titling with Expressa Heavy.

The font seems to work on my Windows PC:
http://images.akamai.steamusercontent.com/ugc/267231170566776936/37D4960AE1324C54A399F4BE28597A601479B85C/

My ancient monitor is 1366x768, so I'm not sure if it would work for other resolutions.
I dunno if you still want to use Dock11 for Windows. But I personally love the font (it's nice and thicc).

Cheers.
263
#263
0 Frags +
SchittI think I may have fixed Dock11 for Windows, but only for the numbers. But that should be good enough for the health/ammo, right?
So basically all I did was use FontForge to copy the number glyphs from Dock11 Heavy to another font, Expressa Heavy.

Here's the result:
https://www.dropbox.com/sh/2zu7q9i6kab87g1/AABQc8T6tCAOxMjCsS4J69kZa?dl=0&preview=Expressa-Heavy.ttf

(install the font)

Then I replaced Neutra Display Titling with Expressa Heavy.

The font seems to work on my Windows PC:
http://images.akamai.steamusercontent.com/ugc/267231170566776936/37D4960AE1324C54A399F4BE28597A601479B85C/

My ancient monitor is 1366x768, so I'm not sure if it would work for other resolutions.
I dunno if you still want to use Dock11 for Windows. But I personally love the font (it's nice and thicc).

Cheers.

Oh awesome, thanks man! I've actually gotten quite used to Neutra now that I've had my PC for awhile and I prefer it to Dock11. I'll add a link to these instructions in my readme in case anyone wants to replace it. Thanks!

[quote=Schitt]I think I may have fixed Dock11 for Windows, but only for the numbers. But that should be good enough for the health/ammo, right?
So basically all I did was use FontForge to copy the number glyphs from Dock11 Heavy to another font, Expressa Heavy.

Here's the result:
https://www.dropbox.com/sh/2zu7q9i6kab87g1/AABQc8T6tCAOxMjCsS4J69kZa?dl=0&preview=Expressa-Heavy.ttf

(install the font)

Then I replaced Neutra Display Titling with Expressa Heavy.

The font seems to work on my Windows PC:
http://images.akamai.steamusercontent.com/ugc/267231170566776936/37D4960AE1324C54A399F4BE28597A601479B85C/

My ancient monitor is 1366x768, so I'm not sure if it would work for other resolutions.
I dunno if you still want to use Dock11 for Windows. But I personally love the font (it's nice and thicc).

Cheers.[/quote]

Oh awesome, thanks man! I've actually gotten quite used to Neutra now that I've had my PC for awhile and I prefer it to Dock11. I'll add a link to these instructions in my readme in case anyone wants to replace it. Thanks!
264
#264
0 Frags +

No problem. Just wanted to contribute to my favourite HUD.

<3

No problem. Just wanted to contribute to my favourite HUD.

<3
265
#265
2 Frags +

v4.55

A few quality of life revisions. Also noticed that the scoreboard mouse randomly started working for me. Hope it works for you too because I have no idea why it works for me. Enjoy!

- lowered opacity of winpanel backgrounds
- removed freeze panel callout background (gibbed body part locations)
- tf_scoreboard_mouse_mode compatibility fixed itself?

Download
Screenshots

[b]v4.55[/b]

A few quality of life revisions. Also noticed that the scoreboard mouse randomly started working for me. Hope it works for you too because I have no idea why it works for me. Enjoy!

- lowered opacity of winpanel backgrounds
- removed freeze panel callout background (gibbed body part locations)
- tf_scoreboard_mouse_mode compatibility fixed itself?

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
266
#266
2 Frags +

v4.56

Merry Smissmas!

- updated for smissmas 2016

Download
Screenshots

[b]v4.56[/b]

Merry Smissmas!

- updated for smissmas 2016

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
267
#267
1 Frags +

v4.57

I've always liked Griever's clean backpack panels in ToonHUD. Did some revisions and updates across the backpack and store pages inspired by his designs.

- cleaned up backpack ui
- cleaned up class loadout ui
- cleaned up item selection ui
- cleaned up store pages
- expanded player model area in loadout panel

Download
Screenshots

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

[b]v4.57[/b]

I've always liked Griever's clean backpack panels in ToonHUD. Did some revisions and updates across the backpack and store pages inspired by his designs.

- cleaned up backpack ui
- cleaned up class loadout ui
- cleaned up item selection ui
- cleaned up store pages
- expanded player model area in loadout panel

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]

[img]http://i.imgur.com/hiGlUXp.jpg[/img]
268
#268
4 Frags +

v4.58

Added a couple things to some changes I made a few months ago, but never pushed out. Enjoy!

- moved disallow items with special qualities checkbox
- removed help button from backpack
- fixed standard quality color border not appearing in loadout panel
- renamed "quickplay" to "casual" on main menu
- swapped positioning of mvm and competitive buttons on main menu

Download
Screenshots

[b]v4.58[/b]

Added a couple things to some changes I made a few months ago, but never pushed out. Enjoy!

- moved disallow items with special qualities checkbox
- removed help button from backpack
- fixed standard quality color border not appearing in loadout panel
- renamed "quickplay" to "casual" on main menu
- swapped positioning of mvm and competitive buttons on main menu

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
269
#269
2 Frags +

v4.59

Might as well push this out while TF2Maps' MvM contest is still underway.

- fixed mvm crit boosted and giant bot icons (thanks freyja!)
- added popfile label to mvm scoreboard
- re-aligned various things in mvm scoreboard

Download
Screenshots

[b]v4.59[/b]

Might as well push this out while TF2Maps' MvM contest is still underway.

- fixed mvm crit boosted and giant bot icons (thanks freyja!)
- added popfile label to mvm scoreboard
- re-aligned various things in mvm scoreboard

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
270
#270
2 Frags +

v4.60

Someone please tell me that I fixed the stupid black ABCD box once and for all. If it was really this simple, I'll scream.

- fixed black abcd box??
- removed all unnecessary _minmode properties

Download
Screenshots

[b]v4.60[/b]

Someone please tell me that I fixed the stupid black ABCD box once and for all. If it was really this simple, I'll scream.

- fixed black abcd box??
- removed all unnecessary _minmode properties

[url=https://github.com/Sevin7/7HUD]Download[/url]
[url=http://imgur.com/a/yluqH]Screenshots[/url]
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