JarateKing
Account Details
SteamID64 76561198022106397
SteamID3 [U:1:61840669]
SteamID32 STEAM_0:1:30920334
Country Canada
Signed Up December 4, 2013
Last Posted June 24, 2021 at 10:24 AM
Posts 789 (0.2 per day)
Game Settings
In-game Sensitivity 0.4964244925
Windows Sensitivity xset m 00
Raw Input  
DPI
400
Resolution
1366x768
Refresh Rate
60Hz
Hardware Peripherals
Mouse Nixeus Revel / Modded WMO
Keyboard Minivan w/ gat browns & XMIT fullsize
Mousepad Glorious PC Gaming Race
Headphones  
Monitor Dell something
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#2025 Show your HUD modifications! in Customization
La_maisonIs cloning the newsbox to get single links onto the main menu possible?

Cloning is not possible.

This is just guesswork but it might be possible to set it up so that none of the old newsbox setup is there and gets replaced by all the link buttons. Each link button has the commands set up like a combination of the next and previous buttons and the openurl button.

I'm shit at explaining so I'll try to whip my idea up and see if it works.

posted about 9 years ago
#1903 Show your HUD modifications! in Customization
VoloderJarateKingVoloderSo, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?
If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.
So I looked at fluxhud's source since I know it uses custom vtfs. It seems simple enough to define images in gamemenu.res and then use them in mainmenuoverride.res. If using these would allow me to make buttons better for the custom vtfs I will be using, why shouldn't I use them? You mentioned that it would make it harder? Can you elaborate on that because it seems to make that making lots of smaller buttons in a sort of pixel art would be vastly more time consuming.

It looks like there's a bit of a misunderstanding.

For regular, rectangular image buttons, it's generally better to use CExImageButtons to do it. It gets the same effect as what you're doing with the separate image and button but the image is internal, so you can move things a bit easier and do a few things like change color whenever it's clicked or hovered over or whatever, as well as being more readable for anyone editing it.

The reason why you shouldn't use them here is because they're still the same buttons and still only work as rectangles. The clicking area is still the wide and tall values, it doesn't look for the image or anything. If you want to get diagonal sides on your button, you'd have to make it up of multiple smaller buttons. For this reason, using a CExImageButton isn't as good of an idea. Time consuming sure but there just aren't alternatives available, unless I'm missing some mask variable or something.

posted about 10 years ago
#1895 Show your HUD modifications! in Customization
VoloderSo, here's how I have been doing buttons:

Placing an imagepanel where I want the button and then defining the button separately in the same location with the same wide and tall values and with no image. This allows me to click on the button and give the impression I am clicking on the image panel. The issue is, I want to use trapezoidal buttons (with .vtfs) but afaik, buttons can only be defined with tall and wide values.

My question is, is there a different, better way to create buttons in TF2 that would allow me to do this?

If this isn't what you're already doing there'd probably be no way to get it to work except for making a lot of buttons with the same command and having them line up to make the shape you want sort of like pixel art. Diagonals don't really exist in tf2 so the best you can do is set things up with rectangles to be as close to that as you can.

Using CExImageButton tends to be more elegant for, well, image buttons, but for what you're doing they'd only make it harder.

posted about 10 years ago
#19 ya boys looking for demo in Recruitment (looking for players)
VortexJarateKingCobra447I'll happily take the blame for this.
Thanks for running pyro, heavy, sniper, spy during a sixes scrim.
Cobra447They complained we ran a sniper for our last pushDon't hate it if you're doing it?
What the fuck I don't know if you're serious or not but there's a difference between running sniper as a pick class for last or holding last and running pyro, heavy, sniper, and spy simultaneously.

I have no clue what went on in that game, but I would have definitely kicked that team or left depending on who's server it was if they're just going to fuck around with 4 off-classes.

No one ever said they were simultaneously running four offclasses, though I'll take back what I said if this is true. It is very possible to, over the course of an entire scrim, run four offclasses and have it work and be serious.

posted about 10 years ago
#16 ya boys looking for demo in Recruitment (looking for players)

EDIT: Apparently there's been a misunderstanding. GL with finding that player.

posted about 10 years ago
#1854 Show your HUD modifications! in Customization
hanbroloIntellectualThe class selection menu better look like -snip-wow that's actually pretty much what i'm hoping to make it (WIP) lol

PS anyone know if it's possible to change the alignment of image panels to the center of the element, similar to textalignment?

AFAIK you can't. You can set it to rescale and essentially align by the four corners of the image but at least out of what's most common there's no way to do that with images (if imagealignment doesn't work).

On the other hand if all you're doing is making single-color circles, you could scrap using images and instead use a font, which will allow you to center align.

posted about 10 years ago
#19 Spec Tools in Projects
GentlemanJonJarateKingWould it be possible to control this stuff? It looks great but it looks like during pushes it'd be too big and whatnot, and doesn't fit with the style of a lot of huds. Even if it's just the sourcecode being public, customizability is good.For text elements the font used is the hud default, so that should fit in with a hud style wise but may not be an ideal size. The text size problem is the result of TF2 only resizing bitmap fonts (which no one uses) so there's no easy way to just change the size with distance from the camera.

It might be an idea to make a font selectable by users if they know the names of other fonts in their hud, I should probably take more of a look at it in general to see if I can extract more useful font information from the hud schema and make changes based on it available via the plugin. It's quite ime consuming to work with though as mistakes made when working with fonts tend to cause crashes.

Well, if you've got the time to do it then would it be possible to set the black box backgrounds to be a border, and change a whole bunch of variables like the height/width of the health bar or the offsets for each element to be editable?

posted about 10 years ago
#12 Spec Tools in Projects

Would it be possible to control this stuff? It looks great but it looks like during pushes it'd be too big and whatnot, and doesn't fit with the style of a lot of huds. Even if it's just the sourcecode being public, customizability is good.

posted about 10 years ago
#1822 Show your HUD modifications! in Customization
VoloderOk, thanks everyone. Also, I am working on a hud that uses a ton of custom vtfs. For something like the winpanel, is it better to make the entire thing one vtf and then just put stuff like the scores and team names and mvp's in? or should I make it all separate vtfs?

You're going to be resizing them so for easier placement you should have them all separate. Having it as one vtf would make you have to adjust locations a lot and you may run into some issues with slight misplacements on different resolutions, plus if it's one vtf you can't re-use certain parts.

hanbroloDoes anyone have any deeper knowledge of 'weight' parameters on font definitions in clientscheme.res? It seems to work on some fonts and make no difference on others. For Novecento, for example, (the font used in the newer Garm3n huds, yahud, and bwhud), adding a weight parameter (there wasn't one by default) yielded no visible difference. Is there anything I could be doing wrong?

http://pastebin.com/ykGDcuub

Most fonts only provide normal (100-500) and bold (600-900) variants. I don't know how well tf2 supports these though, maybe you're just using values too small, maybe you need the fonts installed rather than just inside clientscheme, maybe you don't have the bold variant for that font, maybe weight doesn't work at all. I don't know tbh. Whatever the case you'd be best off just declaring the normal and bold fonts as different fonts inside clientscheme.

posted about 10 years ago
#1795 Show your HUD modifications! in Customization
RawrIf ppl didnt realise or didnt know, its possible to change the colour of the hp cross when you're hurt as seen in khaos' screenshot.http://i.imgur.com/eex1GVW.jpg
Just look for huddeathwarning in clientscheme.res and change the values there.

If anyone knows how to change the colour of the hp cross when overhealed,please share with us haha. I've been messing with clientscheme and hudanimations alot in order to find out how

It's right inside hudplayerhealth.res, edit HealthDeathWarningColor inside HudPlayerHealth.
Alternatively change the clientscheme value for HUDDeathWarning.

Pretty sure that's it at least.

EDIT: ignore, I misread and though you meant you didn't know how to do that.
Pretty sure you need to mess with the vtf's for overheal.

posted about 10 years ago
#1761 Show your HUD modifications! in Customization
Tysronehelp

You need to replace HudPlayerClass inside hudplayerclass.res with:

"HudPlayerClass"
	{
		"ControlName"	"EditablePanel"
		"fieldName"		"HudPlayerClass"
		"xpos"			"0"
		"ypos"			"0"
		"zpos"			"1"
		"wide"			"f0"
		"tall"			"480"
		"visible"		"1"
		"enabled"		"1"		
	}

And replace part of ClassModelPanel with

"classmodelpanel"
	{
		"ControlName"	"CTFPlayerModelPanel"
		"fieldName"		"classmodelpanel"

		"xpos"			"0"
		"ypos"			"r470"
		"zpos"			"2"		
		"wide"			"f0" //110
		"tall"			"480"
		"autoResize"	"0"
		"pinCorner"		"0"
		"visible"		"1"
		"enabled"		"1"

Or something like that.

posted about 10 years ago
#91 Show us your cool scripts :D in Customization
2cif i put the toggle on the line with developer 1 it doesnt output anything, if I have it on the line with dev 0 it doesnt output anything on first press (and is always 'behind' one input)

You have the echo inside the toggle so it should be more like:

alias +toggleautoattack "developer 1; toggleautoattack"
alias -toggleautoattack "developer 0"
posted about 10 years ago
#88 Show us your cool scripts :D in Customization
2cis there any way to echo dev1 out after changing a console command without waits?

I want to have a key in dota that is basically toggleautoattack on; echo autoattack on but I recall trying this before and it not working cause you cant turn developer 1 on and echo output and turn it off without waits

any workarounds?

I don't really know much about dota's scripting in particular but I'll just assume it's the same as tf2.

What you've basically done is made the console output visible through developer 1 and then on the same frame turned it invisible. The developer command doesn't just put console text onto the screen, it also toggles whether it's shown altogether or not; as soon as developer 0 happens any console text on the screen disappears.

What you need to do is make use of some filters. Try changing your script to look something like

con_filter_enable 1
con_filter_text "|>" //something that doesn't show up in normal console spew
con_filter_text_out ""
con_notifytime 10
developer 1

bind "KEY" "toggleautoattack on; echo |>autoattack on"

or maybe

con_filter_enable 1
con_filter_text "|>" //something that doesn't show up in normal console spew
con_filter_text_out ""
con_notifytime 100000
developer 1

echo "|>autoattack on"

developer 0

alias toggleattack1 "developer 1; toggleautoattack on; alias toggleattackmode toggleattack2"
alias toggleattack2 "developer 0; toggleautoattack off; alias toggleattackmode toggleattack1"
alias toggleattackmode "toggleattack1"

bind "KEY" "toggleattackmode"
posted about 10 years ago
#84 Show us your cool scripts :D in Customization
// UTF-8 encoded cfg file, should be able to copy/paste the lines into console

con_filter_text "​" //U+200B

// each starts with the above filtered 
echo "​X"; echo "​this is an echo"; echo "​cool stuff mates"

Output: X this is an echo cool stuff mates
To continue irk's idea, you can make use of some invisible width-less characters in unicode to get past needing to have a 1 or whatever in whatever you want echoed and then getting regular spew that does have that character in it. A space will still appear after each echo but that's nothing huge.

I don't know if tf.tv keeps those whitespace characters, you can get them and copy/paste them from here https://www.cs.tut.fi/~jkorpela/chars/spaces.html

So now we have a way to almost seamlessly throw psuedo-variables into echos. If anyone finds a way to get past the spaces, do tell, but I've got enough to start working on a dynamic screen.

posted about 10 years ago
#41 TF2HUDS.net in Customization
omnisnip

I know, I know. I'm just saying, it's got potential, it's still being worked on, so why can't it go a little further? Keeping it at one image just seems a little bit arbitrary, when it'd benefit quite a bit from some more.

If I wasn't so shit at html/javascript I'd offer to make it for you, but I've forgotten how to do even the basics with them.

posted about 10 years ago
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