Would be nice if the guy who runs the whitelist website is included in the loop of updating the preset for the global one
| Account Details | |
|---|---|
| SteamID64 | 76561197990121837 |
| SteamID3 | [U:1:29856109] |
| SteamID32 | STEAM_0:1:14928054 |
| Country | Netherlands |
| Signed Up | June 22, 2013 |
| Last Posted | February 11, 2026 at 9:34 PM |
| Posts | 975 (0.2 per day) |
| Game Settings | |
|---|---|
| In-game Sensitivity | 4 |
| Windows Sensitivity | 5 |
| Raw Input | 1 |
DPI |
3200 |
Resolution |
2560*1080 |
Refresh Rate |
60 |
| Hardware Peripherals | |
|---|---|
| Mouse | Roccat Kone XTD |
| Keyboard | Ducky Shine 2 (Yellow) + Brown Cherry Switches |
| Mousepad | Roccat Taito |
| Headphones | Roccat Kave |
| Monitor | Dell U2711 |
The most recent updated version of rayshud is missing a single line in resource/clientscheme.res to include the crosshair fonts. This will be fixed in the next update/merge/pull.
Until then, add the following line above/beneat the already existing #base lines in the clientscheme:
#base "scheme/clientscheme_xhairs.res" MotD = /resource/ui/TextWindow.res and loads /cfg/motd(_text)_default.txt
Main Menu Update notices/blog posts is loading /cfg/motd_entries.txt
Since the last one is available with the MagnumHUD in the /cfg folder and has a url linking to the tftv thread it is overriding the one that comes default with the game.
Renaming custom and taking out files you don't need and using an text editor which can search inside text files and dig through custom and it's contents (or even extracted default hud files) should result in a lot of things to help debug or try out new stuff for huds.
duck_ extract all hudfiles with GCFScape to a folder, use notepad++ search in files or whatever IDE you use that can search through text and look through the if_ ones that come up besides if_comp, _mvm, _match, _halloween and the ones in mainmenuoverride to have various background images.
For the timer, don't add additional elements to the timers, simply change bgcolor_override for the timer elements in HudObjectiveKothTimePanel
Imho the code to preload all the cap images is way to much (a simple imagepanel in main menu to show the texture and then moving it off screen should be sufficient, nest them all in a single element and move that one off screen and you're good to go).
No clue why they don't work, haven't used the preloading trick myself because the custom icons I've made are all being used in casting huds.
Some more fixes to the hud:
- Entire game type image is now clickable to expand/collapse map selection in Casual
- Added the Save/Restore map selection buttons to Casual screen
- Square buttons should now be consistent in all lobby related panels
XenThePybro, try a VM to run Windows instead?
@JB, the preloading trick should work, make sure to test cp_degrootkeep as well for the control points, A-C letters and the countdown timer. Also Steel will make you cry with 30 different icons and RGBA8888 instead of DTX5 saved VTFs!
Open the original game vtfs with VTF Edit and figure out which flags they have set, where their pixels for borders start and see if you can work out if the 'src' and 'draw' for corner width/height have any influence where you set them. And have a look at the VMTs and see if there is something of significance there which causes the 'stretch' behavior.
Are you using medigun counters? The relevant animation for the voicemenu things are: MenuOpen & MenuClose
Xen, don't forget about the FPS drops when dealing damage and having hitmarkers, this can be fixed by creating a different event and calling that from the DamagedPlayer event.
@nahkakakkone: notofonts file in WietHUD which can be enabled in ClientScheme (needs an update, but works as intended, use this as a base (pun intended) for your font changing hud file)
Try a zpos of -100(0) on the refract for transparent viewmodels, this might work it seemed to reduce the issue for me when viewmodels were disabled (also happened before the MYM update)
(You're using your album link between
tags, make it a link or embed the images in OP)
I'll be doing camera & production for this
AElaiyou can try pinning that extra label to TargetNameLabel by adding the following to that extra label's section:"pin_to_sibling" "TargetNameLabel" "pin_corner_to_sibling" "PIN_TOPLEFT" "pin_to_sibling_corner" "PIN_TOPLEFT"
Make sure to change Xpos and Ypos both to 0 and increase zpos (or -1 if you want it to act as a dropshadow)
vgui_cache_res_files 0 // allow for live hud edits and reload with hud_reloadscheme
vgui_drawtree 1 // Your friend for finding hud elements (tick 'Highlight Selected')