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biscottiHUD
posted in Customization
31
#31
1 Frags +

v. 1.79c

Small update because Valve changed clientscheme. And I also added a file to make the "rate match" panel slightly prettier.

We're now back on the right version number :)
- updated clientscheme with the latest game update.
- made the "rate the match" panel look more in style of the HUD.
- added a few more captions to get rid of error messages in console.

huds.tf

v. 1.79c

Small update because Valve changed clientscheme. And I also added a file to make the "rate match" panel slightly prettier.

We're now back on the right version number :)
- updated clientscheme with the latest game update.
- made the "rate the match" panel look more in style of the HUD.
- added a few more captions to get rid of error messages in console.

[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
32
#32
3 Frags +

v. 1.80

This is a quick fix to update all the changed files. I WILL be posting another update really soon that probably changes the background of the "next map" panels. I just need to actually play it first and figure out what needs changing and how.
See this as a hot fix, but also the next update is really minor, only aesthetic stuff.

In other news, you can join my new Steam Group for this HUD to be notified when I post updates.

biscottiHUD Steam Group
huds.tf

v. 1.80

This is a quick fix to update all the changed files. I WILL be posting another update really soon that probably changes the background of the "next map" panels. I just need to actually play it first and figure out what needs changing and how.
See this as a hot fix, but also the next update is really minor, only aesthetic stuff.

In other news, you can join my new Steam Group for this HUD to be notified when I post updates.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
33
#33
1 Frags +

v. 1.81 [Background colours]

- changed the background colours on a lot of menu stuff, including the ping preference menu.
- slightly lowered the "next" and "previous" page buttons on the backpack to not clip with a high number of pages.

I'm sorry that I've been holding unto this update for a while. I wanted to do more, but this is enough for now.

biscottiHUD Steam Group
huds.tf

v. 1.81 [Background colours]

- changed the background colours on a lot of menu stuff, including the ping preference menu.
- slightly lowered the "next" and "previous" page buttons on the backpack to not clip with a high number of pages.

I'm sorry that I've been holding unto this update for a while. I wanted to do more, but this is enough for now.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
34
#34
4 Frags +

v. 1.82 [Effing huge and long time coming]

This update has been several months in the making. I started making the first changes in, like, February or something. Then I just kept thinking of more things I wanted to do before releasing. In hindsight, I should have made a lot of smaller updates. There are still things I want to do, but I also really want to get this out there, so here it goes.

- improved spacing on main menu to not clash with console.
- added small uber charge label under crosshair.
- added customization to turn all 3 different uber labels on/off (the normal ammo style one, the crosshair one, and one on top of the charge bar).
- There's also a variant to count Vaccinator charges. It will replace the uber labels with Vacc charges. It makes zero sense to have both on screen, but if you really want to have both at the same time, you'll have to tinker it yourself (find the file and make it not set the others to "wide" "-40", and I recommend moving the label2 one down about 6-10 units.
- added 3 more positions for the HP/ammo. The default is now slightly more centered than it was before (this is actually what made me want to do an update alongside the main menu spacing issues.) The old position is called "further position 2".
- added HP styles to your own health. You can now get the HP cross back with coloured backgrounds in the styles of PVHUD and e.v.e HUD. The default is still "no cross".
- changed how you activate customizations. I'll probably make a video at some point walking you through it. I meant to do that a while ago, but now that it's different, seems like the perfect time.
Long story short, you can now just double click a .bat file to instantly copy over the files for the customization instead of going into the folder and manually copying and overwriting files. It's easier.
This process also applies to activating incognito mode.
- made the meter size customizations also apply to energy weapons and uber charge bar. If you really don't like that, you can always mix and match, I guess. Like, take the bigger uber file and the long thin of everything else.
- changed some back-end stuff to make customizations more modular and make it easier to add more in the future.
- lots of small changes to the code, like name changes, changing how much files reference other files etc.. cleanup basically.
- added some more captions to prevent error messages in console. again.

I think that was it, really. The most time consuming stuff was probably all the back-end stuff you don't actually see that's keeps the motor running. A lot of slight changes in architecture to make it slightly more efficient.

It's legit 652 file changes (a lot of it is just moving/renaming, but still.. YOWSA), please do let me know if I messed up somewhere.

biscottiHUD Steam Group
huds.tf

v. 1.82 [Effing huge and long time coming]

This update has been several months in the making. I started making the first changes in, like, February or something. Then I just kept thinking of more things I wanted to do before releasing. In hindsight, I should have made a lot of smaller updates. There are still things I want to do, but I also really want to get this out there, so here it goes.

- improved spacing on main menu to not clash with console.
- added small uber charge label under crosshair.
- added customization to turn all 3 different uber labels on/off (the normal ammo style one, the crosshair one, and one on top of the charge bar).
- There's also a variant to count Vaccinator charges. It will replace the uber labels with Vacc charges. It makes zero sense to have both on screen, but if you really want to have both at the same time, you'll have to tinker it yourself (find the file and make it not set the others to "wide" "-40", and I recommend moving the label2 one down about 6-10 units.
- added 3 more positions for the HP/ammo. The default is now slightly more centered than it was before (this is actually what made me want to do an update alongside the main menu spacing issues.) The old position is called "further position 2".
- added HP styles to your own health. You can now get the HP cross back with coloured backgrounds in the styles of PVHUD and e.v.e HUD. The default is still "no cross".
- changed how you activate customizations. I'll probably make a video at some point walking you through it. I meant to do that a while ago, but now that it's different, seems like the perfect time.
Long story short, you can now just double click a .bat file to instantly copy over the files for the customization instead of going into the folder and manually copying and overwriting files. It's easier.
This process also applies to activating incognito mode.
- made the meter size customizations also apply to energy weapons and uber charge bar. If you really don't like that, you can always mix and match, I guess. Like, take the bigger uber file and the long thin of everything else.
- changed some back-end stuff to make customizations more modular and make it easier to add more in the future.
- lots of small changes to the code, like name changes, changing how much files reference other files etc.. cleanup basically.
- added some more captions to prevent error messages in console. again.

I think that was it, really. The most time consuming stuff was probably all the back-end stuff you don't actually see that's keeps the motor running. A lot of slight changes in architecture to make it slightly more efficient.

It's legit 652 file changes (a lot of it is just moving/renaming, but still.. YOWSA), please do let me know if I messed up somewhere.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
35
#35
3 Frags +

v. 1.83 [also effin' huge and even longer time coming]

So this has been sitting 98% finished for about 4 months. I started working on it right after the last update and then just lost the motivation to finish it all the way. So, as I often do, I'll now release the stuff that I did finish. It's some pretty cool stuff actually, but it has been several months since I last worked on it, so forgive me if I leave something out. These are the highlights as I remember them.

- Custom crosshairs.
Really cool actually. I now have proper good support for them and even made a couple presets for you to try out.
Even more exciting, you can use the outer part of the crosshair as a hitmarker, either by animating the colour or the alpha (transparency) of it.
You can also use a different hitmarker, like konrwings or whatever you desire, and leave the crosshair2 as is.
Both are turned off by default, but I recommend you at least try them, if nothing else then for fun. The presets are pretty exaggerated but you can always edit them, get rid of crosshair2, or use crosshair2's alpha as a hitmarker.
To change the colours of the crosshairs, go to biscottiHUD\resource\schemes\scheme_crosshaircolours.res. It will require you to restart the game to see a change, though. You can also go the biscottiHUD\scripts\hudlayout_hitmarker.res file but it will be overwritten if you change to a different customization. Unless you change it in customization\manual. That would allow you to use different colours for different crosshairs too.
To keep it simple, try the Seeker preset. It's probably the most usable and least intrusive. The others are mostly just something I made for fun to try different things.

- Sticky count label
Similar to the uber charge label, there's now a label below the crosshair that counts how many stickies you have it (it's invisible if you have 0 out, don't worry). If you want it to still be there and say 0 when you don't have any out, go to huddemomanpipes_label3.res and change the NoPipesPresent stuff to "visible" "1".
Again, similar to the uber label, you can choose different positions on the HUD, or turn it off altogether. At the ammo, at the crosshair, and at the charge bar. Ammo, and crosshair are on by default.
It's simple, but maybe one of my low-key favourite things in this update. I think it was also the first thing I started working on immediately after publishing the last update. I realised I missed an opportunity.

- PDA Menu designs
This is what caused me to take a break. I wanted to do more condensed, icon-based versions of the PDAs but I kind of got stuck. I knew that I wanted to make the current design smaller, at the very least.
So I designed an icon-based disguise menu, which I am very happy with, along with two vertical designs. They're practically identical, but I couldn't decide between them so you get both for now.
I wanted to do the same for the Engineer but hit a wall. So for the past few days, I've been optimising the normal design of the build/destroy menu along with the Eureka teleport menu. I even did the Pip-Boy ones, finally!
But, at least for now, the condensed, icon-based and vertical designs will have to wait.

- Health you pick up
I made it not float around. Now it stands still and fades out. It also moves with positioning now, so it follows where the HP box is.

- What's to come
Like I said, I want to do the other designs for the Engineer PDAs.
I also would very much like to copy those designs over to the Class menu as well. It fits so nicely, but coding it is a little trickier and I also need to design it first. I also really needed to push this update because (HYPE HYPE HYPE!!) the Pyro update is coming! For those reasons, these changes are on the back burner for a while, as they have been for several months. I'll get to it within a couple of months, probably.

Oh, and I've been meaning to make a couple tutorial videos explaining how to activate customizations, edit them and what not. It'll happen, but then again, I've been saying that for about 6 months now. But it'll happen.
But in the meantime, if you want to try some of the customizations, try using the .bat files. They're hella convenient for switching between options quickly.

I hope I didn't mess up somewhere, because again, this update is like 624 file changes.
And I know I should update the README more. I'll do that at some point too. Peace!

PS: One of my many, many flaws is that I go into way too much detail with my patch notes. I'm basically writing this shit for my own amusement. It took me, what, 40 minutes to write PATCH NOTES (!) that will be irrelevant in 24 hours because that's when the next patch will be. No-one's gonna read this. I hope someone reads this. 'Sup to whomever (yes, whom) reads this. I hope you have a splendid day!

biscottiHUD Steam Group
huds.tf

v. 1.83 [also effin' huge and even longer time coming]

So this has been sitting 98% finished for about 4 months. I started working on it right after the last update and then just lost the motivation to finish it all the way. So, as I often do, I'll now release the stuff that I did finish. It's some pretty cool stuff actually, but it has been several months since I last worked on it, so forgive me if I leave something out. These are the highlights as I remember them.

- Custom crosshairs.
Really cool actually. I now have proper good support for them and even made a couple presets for you to try out.
Even more exciting, you can use the outer part of the crosshair as a hitmarker, either by animating the colour or the alpha (transparency) of it.
You can also use a different hitmarker, like konrwings or whatever you desire, and leave the crosshair2 as is.
Both are turned off by default, but I recommend you at least try them, if nothing else then for fun. The presets are pretty exaggerated but you can always edit them, get rid of crosshair2, or use crosshair2's alpha as a hitmarker.
To change the colours of the crosshairs, go to biscottiHUD\resource\schemes\scheme_crosshaircolours.res. It will require you to restart the game to see a change, though. You can also go the biscottiHUD\scripts\hudlayout_hitmarker.res file but it will be overwritten if you change to a different customization. Unless you change it in customization\manual. That would allow you to use different colours for different crosshairs too.
To keep it simple, try the Seeker preset. It's probably the most usable and least intrusive. The others are mostly just something I made for fun to try different things.

- Sticky count label
Similar to the uber charge label, there's now a label below the crosshair that counts how many stickies you have it (it's invisible if you have 0 out, don't worry). If you want it to still be there and say 0 when you don't have any out, go to huddemomanpipes_label3.res and change the NoPipesPresent stuff to "visible" "1".
Again, similar to the uber label, you can choose different positions on the HUD, or turn it off altogether. At the ammo, at the crosshair, and at the charge bar. Ammo, and crosshair are on by default.
It's simple, but maybe one of my low-key favourite things in this update. I think it was also the first thing I started working on immediately after publishing the last update. I realised I missed an opportunity.

- PDA Menu designs
This is what caused me to take a break. I wanted to do more condensed, icon-based versions of the PDAs but I kind of got stuck. I knew that I wanted to make the current design smaller, at the very least.
So I designed an icon-based disguise menu, which I am very happy with, along with two vertical designs. They're practically identical, but I couldn't decide between them so you get both for now.
I wanted to do the same for the Engineer but hit a wall. So for the past few days, I've been optimising the normal design of the build/destroy menu along with the Eureka teleport menu. I even did the Pip-Boy ones, finally!
But, at least for now, the condensed, icon-based and vertical designs will have to wait.

- Health you pick up
I made it not float around. Now it stands still and fades out. It also moves with positioning now, so it follows where the HP box is.

- What's to come
Like I said, I want to do the other designs for the Engineer PDAs.
I also would very much like to copy those designs over to the Class menu as well. It fits so nicely, but coding it is a little trickier and I also need to design it first. I also really needed to push this update because (HYPE HYPE HYPE!!) the Pyro update is coming! For those reasons, these changes are on the back burner for a while, as they have been for several months. I'll get to it within a couple of months, probably.

Oh, and I've been meaning to make a couple tutorial videos explaining how to activate customizations, edit them and what not. It'll happen, but then again, I've been saying that for about 6 months now. But it'll happen.
But in the meantime, if you want to try some of the customizations, try using the .bat files. They're hella convenient for switching between options quickly.

I hope I didn't mess up somewhere, because again, this update is like 624 file changes.
And I know I should update the README more. I'll do that at some point too. Peace!

PS: One of my many, many flaws is that I go into way too much detail with my patch notes. I'm basically writing this shit for my own amusement. It took me, what, 40 minutes to write PATCH NOTES (!) that will be irrelevant in 24 hours because that's when the next patch will be. No-one's gonna read this. I hope someone reads this. 'Sup to whomever (yes, whom) reads this. I hope you have a splendid day!

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
36
#36
2 Frags +

v. 1.84 [Jungle Inferno]

It's not completely done yet but it's pretty much there. It's a hotfix at the very least. More will come once I get a chance to test it, mess around, and design around the new menu changes.

- It's stable. I think.
- For the time being we're using a modified version of the stock main menu.
- I added the Vita Saw organs in the same way I do all other counters e.g. Revenge Crits, Heads.
- I still need to change the Pyro's jetpack. I imagine it's a charge bar like Jarate or something but I haven't been able to test it yet as I don't have one :(
- supposedly added in some more changes from the previous HUD update that I for some reason hadn't copied over properly.
- added captions for new voice lines to prevent error messages in console.

Speaking if the console. Did they add, like, some weird layering to the main menu? It keeps clsing the console whenever I click it out of focus. But then it takes two toggles to come back like it was there hidden below something else but we just can't see it. That's mad annoying.
This is a lot of the changes but not all of them. I should have more patches coming out soon. The jetpack is a priority, I just need to acquire one first.

biscottiHUD Steam Group
huds.tf

v. 1.84 [Jungle Inferno]

It's not completely done yet but it's pretty much there. It's a hotfix at the very least. More will come once I get a chance to test it, mess around, and design around the new menu changes.

- It's stable. I think.
- For the time being we're using a modified version of the stock main menu.
- I added the Vita Saw organs in the same way I do all other counters e.g. Revenge Crits, Heads.
- I still need to change the Pyro's jetpack. I imagine it's a charge bar like Jarate or something but I haven't been able to test it yet as I don't have one :(
- supposedly added in some more changes from the previous HUD update that I for some reason hadn't copied over properly.
- added captions for new voice lines to prevent error messages in console.

Speaking if the console. Did they add, like, some weird layering to the main menu? It keeps clsing the console whenever I click it out of focus. But then it takes two toggles to come back like it was there hidden below something else but we just can't see it. That's mad annoying.
This is a lot of the changes but not all of them. I should have more patches coming out soon. The jetpack is a priority, I just need to acquire one first.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
37
#37
1 Frags +

v. 1.85
- added the Pyro's jetpack in the same styles as all the other meters.
- updated the main menu a little bit to make it more consistent with the other menus (like backpack). It's not perfect by any means but it's a little closer to what I want.

This should be close to it as far as emergency updates. There may be some more, but the next updates will most likely be to redesign the main menu again.

PS: Someone (don't know his preference for being named) also alerted me that I hadn't changed the info.vdf version to 2, so the HUD wasn't even being loaded at all. I am a moron, I'm so sorry, it's been fixed now :)

biscottiHUD Steam Group
huds.tf

v. 1.85
- added the Pyro's jetpack in the same styles as all the other meters.
- updated the main menu a little bit to make it more consistent with the other menus (like backpack). It's not perfect by any means but it's a little closer to what I want.

This should be close to it as far as emergency updates. There may be some more, but the next updates will most likely be to redesign the main menu again.

PS: Someone (don't know his preference for being named) also alerted me that I hadn't changed the info.vdf version to 2, so the HUD wasn't even being loaded at all. I am a moron, I'm so sorry, it's been fixed now :)

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
38
#38
3 Frags +

We love you Medico di biscotti

We love you Medico di biscotti
39
#39
1 Frags +

v. 1.86 [Scream Fortress 2017 + gas can meter]
- added the separation of phlog and gas can. It actually makes me mad that this was an issue in the first place.
- the new meter supports all the meter customizations.
- tweaked the borders at the top of the store and backpack menus so the lines don't clip anymore. To bo honest, I don't know why they didn't clip before.
- updated the main menu with the halloween update.
- made the matchmaking settings panel have a different background colour identical to other parts of the HUD.

biscottiHUD Steam Group
huds.tf

v. 1.86 [Scream Fortress 2017 + gas can meter]
- added the separation of phlog and gas can. It actually makes me mad that this was an issue in the first place.
- the new meter supports all the meter customizations.
- tweaked the borders at the top of the store and backpack menus so the lines don't clip anymore. To bo honest, I don't know why they didn't clip before.
- updated the main menu with the halloween update.
- made the matchmaking settings panel have a different background colour identical to other parts of the HUD.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
40
#40
2 Frags +

v. 1.86a
I made a small mistake. Thank you for notifying me on GitHub even though I only noticed it just now, 16 days after you told me.
When Jungle Inferno shipped, the gas can and phlog used the same meter so they overlapped. I expected them to make a new meter file for the gas can and keep the phlog where it was, so I positioned the jetpack to be above the plhog's original position. They did something else; they made a new file for the phlog and I didn't even notice the mix-up. In short, the new phlog position overlaps the jetpack, so I've had to move the jetpack up a slot.

- moved the jetpack up slitghly and then wrote a way too long patch note for that one thing that I did.

But thank you for pointing it out so I could fix it :)

biscottiHUD Steam Group
huds.tf

v. 1.86a
I made a small mistake. Thank you for notifying me on GitHub even though I only noticed it just now, 16 days after you told me.
When Jungle Inferno shipped, the gas can and phlog used the same meter so they overlapped. I expected them to make a new meter file for the gas can and keep the phlog where it was, so I positioned the jetpack to be above the plhog's original position. They did something else; they made a new file for the phlog and I didn't even notice the mix-up. In short, the new phlog position overlaps the jetpack, so I've had to move the jetpack up a slot.

- moved the jetpack up slitghly and then wrote a way too long patch note for that one thing that I did.

But thank you for pointing it out so I could fix it :)

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
41
#41
3 Frags +

v. 1.87

- redesigned Payload Race UI (plr). One track instead of two, but the progress lines are only half the track so they both fit.
- redesigned Capture the Flag (ctf). This extends to Pass Time and minor teaks to Special Delivery (sd) and MvM.
- fixed minor clipping error on payload minmode when the recede timer is 20. I might email Valve about this one even though it's super minor.
- added War Paint menu that I missed from the Jungle Inferno update. Whoops. Thank you Whisker for helping on that one!
- updated the ad banner on the main menu and removed the operation banner.

biscottiHUD Steam Group
huds.tf

v. 1.87

- redesigned Payload Race UI (plr). One track instead of two, but the progress lines are only half the track so they both fit.
- redesigned Capture the Flag (ctf). This extends to Pass Time and minor teaks to Special Delivery (sd) and MvM.
- fixed minor clipping error on payload minmode when the recede timer is 20. I might email Valve about this one even though it's super minor.
- added War Paint menu that I missed from the Jungle Inferno update. Whoops. Thank you Whisker for helping on that one!
- updated the ad banner on the main menu and removed the operation banner.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
42
#42
1 Frags +

v. 1.88 [Blue Moon]

So... sorry it's been so long. I haven't been playing TF2 and the update came out of freaking nowhere which spooked me. So it took me a while to get around to it, but it's fine now. It's been done. It didn't even take long. I shouldn't have freaked out about it.

- updated to be compatible with latest game update
- Valve now lets you change the colour of the damage numbers in-game now, which is good, but I cannot lie, it upset me a bit because it takes purpose away from custom HUDs. But it's a good change. I've left the colour code in just in case they change it back for whatever reason. It doesn't seem to do anything anyway.
- I haven't the foggiest what the change to hudobjectivetimepanel is supposed to accomplish but it should be fine leaving it as is. I'll update if I find any issues.

biscottiHUD Steam Group
huds.tf

v. 1.88 [Blue Moon]

So... sorry it's been so long. I haven't been playing TF2 and the update came out of freaking nowhere which spooked me. So it took me a while to get around to it, but it's fine now. It's been done. It didn't even take long. I shouldn't have freaked out about it.

- updated to be compatible with latest game update
- Valve now lets you change the colour of the damage numbers in-game now, which is good, but I cannot lie, it upset me a bit because it takes purpose away from custom HUDs. But it's a good change. I've left the colour code in just in case they change it back for whatever reason. It doesn't seem to do anything anyway.
- I haven't the foggiest what the change to hudobjectivetimepanel is supposed to accomplish but it should be fine leaving it as is. I'll update if I find any issues.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
43
#43
1 Frags +

v. 1.89

- Fixed the RankPanel looking dumb in the Find a Game menu. When I shipped the last update I hadn't even opened the Find a Game menu so - I didn't even know that it looked dumb. My bad.
- Changed a bunch of backgrounds (including the top dashboard in the main menu) to use the same colours as elsewhere in the HUD.
- Changed a couple backgrounds from ugly transparent brown (yuck) to nice transparent black (mmmm).
- Added customization to make all the black/grey colours a darker shade. Not a big change, but it took a surprising amount of work and it's good groundwork for changing the colours of the HUD more drastically in the future...
- Now that I think about it, the way that I would expand on this would actually be so much easier and completely nullifies the work that I just did. Dammit.
- It's still a fine change, but dammit, I thought the grunt work would actually make things easier in the future. Nah.
- Made the chat not move when matches start and end. Initially it was to move it out of the way of the scores, but it would get stuck there and not move back if you joined a game in progress, so it was mostly just annoying.
- Removed the custom main menu customization because it's been broken for almost a year or something. I just forgot to do it a long time ago. My bad.
- Literally just renamed one element in the scoreboard for almost no reason.

biscottiHUD Steam Group
huds.tf

v. 1.89

- Fixed the RankPanel looking dumb in the Find a Game menu. When I shipped the last update I hadn't even opened the Find a Game menu so - I didn't even know that it looked dumb. My bad.
- Changed a bunch of backgrounds (including the top dashboard in the main menu) to use the same colours as elsewhere in the HUD.
- Changed a couple backgrounds from ugly transparent brown (yuck) to nice transparent black (mmmm).
- Added customization to make all the black/grey colours a darker shade. Not a big change, but it took a surprising amount of work and it's good groundwork for changing the colours of the HUD more drastically in the future...
- Now that I think about it, the way that I would expand on this would actually be so much easier and completely nullifies the work that I just did. Dammit.
- It's still a fine change, but dammit, I thought the grunt work would actually make things easier in the future. Nah.
- Made the chat not move when matches start and end. Initially it was to move it out of the way of the scores, but it would get stuck there and not move back if you joined a game in progress, so it was mostly just annoying.
- Removed the custom main menu customization because it's been broken for almost a year or something. I just forgot to do it a long time ago. My bad.
- Literally just renamed one element in the scoreboard for almost no reason.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
44
#44
1 Frags +

v. 1.89a

Updated clientscheme to reflect the game update. No idea what the font instances are used for. I think they were removed at some point but now they're added back in. Who knows.

biscottiHUD Steam Group
huds.tf

v. 1.89a

Updated clientscheme to reflect the game update. No idea what the font instances are used for. I think they were removed at some point but now they're added back in. Who knows.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
45
#45
2 Frags +

v. 1.90

- Separated the box lines into vertical and horizontal customizations.
- Added customizations for the spy's disguise silhouette. There are 7 positions and 1 off setting. The "centered left" and "centered right" settings are positioned above the HP and Ammo respectively and follow the "positioning" customization. That's a total of 13 different positions and 1 off setting.
- Added condensed icon- and colour-based PDA style for engineer. Now the build menu looks as nice as the disguise menu.
- Added vertical side version of the engineer's PDAs. Again, looks as good as the the disguise menu.
- Deleted the "side vertical 2" style because I didn't like it, and it was pointless having two basically identical styles.
- Added separate metal counter underneath the crosshair and customization options to turn either on or off.
- Slightly centered the number when metal is added or subtracted.
- Added customization option to remove the team status panel at the top of the screen.
- Changed the two black boxes meant for counting round wins to be two team-coloured stripes instead. This is more aesthetically pleasing when the playing a gamemode without rounds (e.g. payload), and also more pleasing in general, while also showing team colours even with the team status panel disabled. Technically, the dots are already team-coloured but still... this is nice.

So what's next... I'd like to redo the hudtournament setup and stopwatch. I'd also like to apply the new PDA styles to the class menu, so that I'd have a condensed, icon-based one and a vertical style one. I should also redo the team select menu even though you never really see that one nowadays.

biscottiHUD Steam Group
huds.tf

v. 1.90

- Separated the box lines into vertical and horizontal customizations.
- Added customizations for the spy's disguise silhouette. There are 7 positions and 1 off setting. The "centered left" and "centered right" settings are positioned above the HP and Ammo respectively and follow the "positioning" customization. That's a total of 13 different positions and 1 off setting.
- Added condensed icon- and colour-based PDA style for engineer. Now the build menu looks as nice as the disguise menu.
- Added vertical side version of the engineer's PDAs. Again, looks as good as the the disguise menu.
- Deleted the "side vertical 2" style because I didn't like it, and it was pointless having two basically identical styles.
- Added separate metal counter underneath the crosshair and customization options to turn either on or off.
- Slightly centered the number when metal is added or subtracted.
- Added customization option to remove the team status panel at the top of the screen.
- Changed the two black boxes meant for counting round wins to be two team-coloured stripes instead. This is more aesthetically pleasing when the playing a gamemode without rounds (e.g. payload), and also more pleasing in general, while also showing team colours even with the team status panel disabled. Technically, the dots are already team-coloured but still... this is nice.

So what's next... I'd like to redo the hudtournament setup and stopwatch. I'd also like to apply the new PDA styles to the class menu, so that I'd have a condensed, icon-based one and a vertical style one. I should also redo the team select menu even though you never really see that one nowadays.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
46
#46
2 Frags +

v. 1.90a [Scream Fortress X]

Sorry, I'm a little late on this one.
- changed the store advertisements to the new halloween stuff. Now you can be effectively marketed to.
- added two new captions to prevent clutter in console. It's just the ones I came across. They are probably more from other new taunts that I haven't seen.

biscottiHUD Steam Group
huds.tf

v. 1.90a [Scream Fortress X]

Sorry, I'm a little late on this one.
- changed the store advertisements to the new halloween stuff. Now you can be effectively marketed to.
- added two new captions to prevent clutter in console. It's just the ones I came across. They are probably more from other new taunts that I haven't seen.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
47
#47
1 Frags +

v. 1.90b [Smissmas 2018]

I know, I know, I'm late.
All that was updated was the ad banner on the main menu, so I'm sorry, but I don't see all the fuzz about updating that. Anyway, here it is. You can now be marketed to accordingly.
- changed the store advertisements to Smissmas 2018. You can once again be effectively marketed to.
- added more new captions to prevent clutter in console.

biscottiHUD Steam Group
huds.tf

v. 1.90b [Smissmas 2018]

I know, I know, I'm late.
All that was updated was the ad banner on the main menu, so I'm sorry, but I don't see all the fuzz about updating that. Anyway, here it is. You can now be marketed to accordingly.
- changed the store advertisements to Smissmas 2018. You can once again be effectively marketed to.
- added more new captions to prevent clutter in console.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
48
#48
3 Frags +

v. 1.91 [Scream Fortress XI]

- finally committed a change from 7 months ago that doesn't matter.
- updated main menu advertisements. Congrats on being marketed to, and sorry for missing the previous gambling vessel.

Happy Halloween!

biscottiHUD Steam Group
huds.tf

v. 1.91 [Scream Fortress XI]

- finally committed a change from 7 months ago that doesn't matter.
- updated main menu advertisements. Congrats on being marketed to, and sorry for missing the previous gambling vessel.

Happy Halloween!

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=http://huds.tf/forum/showthread.php?tid=236]huds.tf[/url]
49
#49
2 Frags +

v. 1.93 [Hello]

So... It's been 3 years since I last worked on my HUD. On New Years 2019, I messed up the GitHub repo trying to rename the folder to lowercase, which resulted in there being two folders, one as it used to be and one lowercase. I couldn't figure out how to delete the duplicate because it didn't show up on my local system at all, so I instead just gave up on the HUD entirely.

In the meantime I played a ton of Guild Wars 2, and I went back to school to study programming, and that's primarily what I've been doing the past 3 years.

I've been feeling nostalgic recently, watched some old Muselk videos, and wanted to start up again using Git properly now that I'm a bit more familiar with good development practices. Converting my old setup to Git branches took a little work but is gonna make updating so much easier and less likely to miss something.

There aren't a huge amount of changes in this patch, mostly minor fixes or stuff I forgot to release way back when. There's stuff I was working on that I need to see what state it's in and then finish it, and then there's stuff I didn't get around to but wanted to take a crack at, but all of that's for another day.

I'm also about to start a job so I'll have less time to develop and play, but it's a nice hobby project I can dig into every now and then.

- minor fixes and missing changes
- updates main menu to Summer 2022 ads
- fixes floating targetID health being cropped oddly.
- they don't animate properly and I don't know why.
- there's work to be done to make the normal targetID backgrounds look good with floating HP.

biscottiHUD Steam Group
huds.tf

v. 1.93 [Hello]

So... It's been 3 years since I last worked on my HUD. On New Years 2019, I messed up the GitHub repo trying to rename the folder to lowercase, which resulted in there being two folders, one as it used to be and one lowercase. I couldn't figure out how to delete the duplicate because it didn't show up on my local system at all, so I instead just gave up on the HUD entirely.

In the meantime I played a ton of Guild Wars 2, and I went back to school to study programming, and that's primarily what I've been doing the past 3 years.

I've been feeling nostalgic recently, watched some old Muselk videos, and wanted to start up again using Git properly now that I'm a bit more familiar with good development practices. Converting my old setup to Git branches took a little work but is gonna make updating so much easier and less likely to miss something.

There aren't a huge amount of changes in this patch, mostly minor fixes or stuff I forgot to release way back when. There's stuff I was working on that I need to see what state it's in and then finish it, and then there's stuff I didn't get around to but wanted to take a crack at, but all of that's for another day.

I'm also about to start a job so I'll have less time to develop and play, but it's a nice hobby project I can dig into every now and then.

- minor fixes and missing changes
- updates main menu to Summer 2022 ads
- fixes floating targetID health being cropped oddly.
- they don't animate properly and I don't know why.
- there's work to be done to make the normal targetID backgrounds look good with floating HP.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=https://huds.tf/site/s-biscottiHUD]huds.tf[/url]
50
#50
1 Frags +

v. 1.94

- minor fixes.
- 3D player model is now in profile with an option to go back to how it was.
- nothing changed on scoreboard yet.
- hides picked up weapon owner in streamer incognito mode.
- moves hp bar higher up on freeze cam to avoid clipping with weapon inspect.
- countdown background is now opaque. might be removed entirely in the future if I don't like it.

biscottiHUD Steam Group
huds.tf

v. 1.94

- minor fixes.
- 3D player model is now in profile with an option to go back to how it was.
- nothing changed on scoreboard yet.
- hides picked up weapon owner in streamer incognito mode.
- moves hp bar higher up on freeze cam to avoid clipping with weapon inspect.
- countdown background is now opaque. might be removed entirely in the future if I don't like it.

[url=http://steamcommunity.com/groups/biscottiHUD]biscottiHUD Steam Group[/url]
[url=https://huds.tf/site/s-biscottiHUD]huds.tf[/url]
1 2
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