_KermitMake PlayerStatusClassImage xpos 9999
Just r0 please, way cleaner and works on any resolution/element.
| 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 |
_KermitMake PlayerStatusClassImage xpos 9999
Just r0 please, way cleaner and works on any resolution/element.
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*
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.
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.
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.
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...
That looks amazing!
Please tell me you did that through #base includes for the clientscheme (that should be possible if you haven't set that up already, changes like that should persist after HUD updates and don't require touching the defining color scheme files).
Define color names in Color {} section, and #base include to set a 'MenuBackgroundColor' in the BaseSettings to be 'Green' or whatever colorname was defined in the Color {} section in clientscheme should work.
Somewhat unrelated to hud editing, but the itemdiscardpanel.res (full backpack panel) can be closed with Alt+F4 so you don't have to discard any items and can deal with it later by trading/filling fabricators/chemistry sets.
Whitelist? Add me or get me to send a trade offer: TF2Pickup.net can put up some prizes for 1st/2nd/3rd
And any coverage/casts planned yet?
There is a cool fix for Hud Animations by using hudanimations_manifest.txt to load custom animation files instead of modifying the _tf one, you should look into that. Also #base includes for clientscheme.res and hudlayout.res will make huds futureproof.
Please add an 'MvM' button to the menu, the following should work by modifying resource/GameMenu.res
"8"
{
"label" "#MMenu_PlayCoop"
"command" "playpve"
"OnlyAtMenu" "1"
} Cloudy asked me to get the SmesiHUD Main Menu in his hud (because of the font), had some fun with this and completely redid the mainmenuoverride.res to be clean and simple. Buttons are added through GameMenu.res and only Quit/Disconnect/BackToReplay + the alert/motd/contracts are from the original main menu (the rest isn't necessary!)
Better place for your question would be this thread: http://teamfortress.tv/19073/hud-editing-short-questions-quick-answers
But to answer your question: remove if_halloween, if_christmas & if_fullmoon etc. from your MainMenuOverride.res
TheMusicianOfSilenceIt makes the game a bit blurry.
How can I fix this?
Try 'reducing' the z-pos to something like -1000 (which also might fix the objective/player outline becoming a solid color)
LeRayonVertThis is beautiful. 10/10 would use if you make it 4:3 compatible.
Things that will not work in 4:3 would be loadout/backpack stuff (and apparently closed captions), the rest of the hud should work without (m)any problems, I'll have a look at it in 1024*768 and 1280*1024 before I release this into the wild.
But with the way the hud is set up it should be really easy to make your own changes without losing these when you update the hud (which is done by simply extracting the default hudfiles!)