Wiethoofd
Account Details
SteamID64 76561197990121837
SteamID3 [U:1:29856109]
SteamID32 STEAM_0:1:14928054
Country Netherlands
Signed Up June 22, 2013
Last Posted April 7, 2024 at 7:49 AM
Posts 969 (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
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#2282 HUD editing: short questions, quick answers in Customization
ChipperIs their a way to move the canteen displayed for MVM? Would it be in the HudMannVsMachineStatus folder? Thanks

resource/ui/HudItemEffectMeter_PowerupBottle.res is the file you're looking for

Rawrsor, I'd recommend moving your custom animations with events to a seperate file, and leave the last line in the _manifest default to:"file" "scripts/hudanimations_tf.txt" so it is using the default file from the VPK. If there are events (for health/ammo colors) defined in the animation file you load in the manifest before the _tf file is loaded they will be used instead.

There is no need to mess with the actual default hudanimations_tf file if the manifest is set up correctly.

posted about 8 years ago
#4 TF2 update for 12/18/15 (12/19/15 UTC) in TF2 General Discussion
KanecoValve- Added an option to the Adv. Options menu to disable teammate glow effects after respawnIs there a sv side cvar for this? Pretty important for MGE and dm servers, gets really annoying fast.

Ehm... If it has a clientside advanced option I doubt it has a serverside setting. You can disable the outlines for the server entirely though with tf_spec_xray 0 (replicated from server)

There is a bunch of undocumented Mann vs. Machine changes in the previous patch as well.

  • Wave changes in what timeframe bot spawns on various maps
  • Revive pod on Tank Barrier on Rottenburg doesn't disappear anymore
  • When you lose less than 20 credits you still get a 50 credit bonus (previously 0 bonus for losing money)
posted about 8 years ago
#27 hype bois in TF2 General Discussion

Earlier in November someone stumbled upon this pastebin mentioning the taunts, possibly a campaign, new maps and more skins. Who knows it is actually happening!

Edit: I don't know why this got minus fragged, but info from the pastebin is actually true: Tough Break Update

posted about 8 years ago
#2259 HUD editing: short questions, quick answers in Customization

D7S: Spectator.res and SpectatorTournament.res and then specifically the itempanel sections.

posted about 8 years ago
#4487 Show your HUD modifications! in Customization
puoi1Prob Your backpack , Crafting and Go back buttons

Go Back is bottom left, I would assume it's the 'trade with' button you have in your Armory overview, would suggest 2 crossing arrows like scrap.tf has

posted about 8 years ago
#2234 HUD editing: short questions, quick answers in Customization
Conshey, so I use the tf2 default hud, and I was wondering how would it be possible to edit your damage numbers, by default they appear small and red. I like how b4nny's damage numbers appear. (They are bigger and yellow) Does anyone know how to make them appear like how B4nny sets his?

Find/extract HudDamageAccount.res and change the fonts there (delta_item_font = normal damage, delta_item_font_big = crits), also colors for healing/damage are changeable in that file.

posted about 8 years ago
#53 TF2 update for 12/2/15 in TF2 General Discussion

LOL players using toaster settings on their beast PCs, increasing quality/texture settings has imho been proven to have decent frames than the shittiest settings on DX8 because of GPU offloading, especially on monster PCs.

Welcome to the wonderful world of TF2 with weapon skins, objective outlines for intel carriers/payload carts and player outlines when you're dead counting the frames!

posted about 8 years ago
#4458 Show your HUD modifications! in Customization

Had fun complaining about Valve's inefficiency for their Build/Destroy menu panels when creating some for my HUD.

https://pbs.twimg.com/media/CU2tAZXWsAE-D17.jpg:large

The base files in the destroy_menu folder apparently are just there for show, repurposed those and basically removed 600~900 lines of code by replacing them with 2, which should work in all huds.

Show Content
Contents of my Destroy hud panel files to drastically reduce the amount of code needed to maintain.
- ui/destroy_menu/base_active.res
[code]// Modified default file containing the 'NotBuiltLabel' (visible 0) from the _inactive file[/code]
------------------------------------------------
- ui/destroy_menu/base_inactive.res
[code]#base "base_active.res" // Include

"Resource/UI/destroy_menu/base_inactive.res"
{
"DestroyIcon" { "visible" "0" }
"BuildingIcon" { "visible" "0" }
"NotBuiltLabel" { "visible" "1" } // Included from default file in base_active (visible 0)
"NumberLabel" { "fgColor" "TanDark" }
}[/code]
------------------------------------------------
- buildingname_active.res (Dispenser for example)
[code]#base "base_active.res" // Include

"Resource/UI/destroy_menu/dispenser_active.res"
{
"ItemNameLabel" { "labelText" "#TF_Object_Dispenser" } // Building Name
"BuildingIcon" { "icon" "obj_status_dispenser" } // Building Image
"NumberLabel" { "labelText" "2" } // Building Button Key
}[/code]
------------------------------------------------
- buildingname_inactive.res (Dispenser for example)
[code]#base "base_inactive.res"
#base "dispenser_active.res"[/code]

The building_inactive files don't need more than those 2 lines if you set up the base_inactive correctly to hide the destroy/building icon and show the text and possibly change colors. It will include the inactive file (which includes the active file and overrides the image/text settings) and then loads the 'building' file which in turn changes the text/key number and building image (which will be hidden if set to visible in the _inactive file).
posted about 8 years ago
#2205 HUD editing: short questions, quick answers in Customization

Check in HudPlayerHealth which element has the %health% labeltext, then find this in /scripts/hudanimations_tf and change the colors in the appropriate events for overheal/low health.

posted about 8 years ago
#2185 HUD editing: short questions, quick answers in Customization
_KermitMake PlayerStatusClassImage xpos 9999

Just r0 please, way cleaner and works on any resolution/element.

posted about 8 years ago
#162 "Masters of Classes" powered by TF2Stadium in Projects

I'll quote part of the Class announcement here just to prove this argument is pointless:

If you want to take your MVM knowledge to the next level, this is the course for you! It will cover all the MVM meta basics that you need to know to efficiently tackle even the toughest of tours.

We managed to get this done in the hour we had available, if you think you know better, sure, you might, but don't shit on us volunteering, recording and teaching to provide some basic insights in another gamemode this amazing hat simulator has to offer.

*drops mic*

posted about 8 years ago
#134 "Masters of Classes" powered by TF2Stadium in Projects

Eye, read the post above you, read the lesson plan I wrote and then feel free to delete your entire post again. Going into specifics about certain upgrades/class roles is not the best way to teach people who are new to the gamemode.

Airblast still resets the bomb if carried by smaller bots, Beggar's was explained you need to tap and buy reload/firing speed, if you're a newbie scout it is more important to focus on resistances and getting the money than dealing damage, damage falloff on splash with rocket specialist is less important than actually buying the damn upgrade to negate the falloff on the actual rocket you shoot (+stun).

Mentioning heavy is shit against tank is also very counterproductive, you better have a heavy shooting the tank than soloing front, dying and making you lose money because you're playing with random people and an inexperienced scout.

posted about 8 years ago
#130 "Masters of Classes" powered by TF2Stadium in Projects

As one of the Teachers in the MvM event I'm disappointed you (Eye) didn't just sign up for the course and possibly start a discussion by asking intelligent questions during the Q&A section of the class..

Also the lesson plan I wrote for the class can be read back here: http://pastebin.com/zbrhb8zv
If this information I posted is wrong I'd like to hear it, but I don't think there is much (if at all anything) wrong with what was used.

EyeI do play MvM a lot too, more than PvP, currently in progress making a MvM map, tracking down bugs with the small community i am part of that plague the Gamemode.

This is exactly the reason NOT to play this gamemode, it is buggy as fuck, everyone and even Valve knows. Hunting down bugs won't complete missions, that's what bootcamp is for, dick around and see what you can find broken with the game.

posted about 8 years ago
#4 Stretching 4:3 to 16:9 in Q/A Help

Have you checked your monitor settings to stretch input and not apply the black bars to maintain aspect ratio? Besides the GPU scaling your monitor might also apply scaling.

posted about 8 years ago
#4436 Show your HUD modifications! in Customization
JarateKingType #base "filename.res" at the top of any .res file.
Have filename.res follow the same structure but include different things.
It'll then use anything defined in filename.res but not in the original .res file.

It is similar to a CSS @include, besides the fact that if you have multiple #base includes in your hudfile the file with the first definition is leading, except when it's also defined in the file containing the #base includes.

I should finish my documentation with examples at some point...

posted about 8 years ago
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