@No1inPartiqlar That Clientscheme from idhud is up to date with the default hud and should make this work. If the font still doesn't show up, check if you have a custom "Resource/UI/quests/questitemtrackerpanel_base.res" and check the fonts/colors defined there (or just remove the file and use the actual default one)
| Account Details | |
|---|---|
| SteamID64 | 76561197990121837 |
| SteamID3 | [U:1:29856109] |
| SteamID32 | STEAM_0:1:14928054 |
| Country | Netherlands |
| Signed Up | June 22, 2013 |
| Last Posted | May 31, 2026 at 4:39 PM |
| Posts | 976 (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 |
No1inPartiqlarHow do I add the contract score onto my hud (screenshot)
Make sure the font QuestObjectiveTracker_Desc is defined in your clientscheme.res
@Flame you don't need to use #base at all, but for certain files it's easier to include the default one and just move things around, if you completely overhaul an element you can just provide your own .res file (or use that as the default for a #base include)
I duplicate them, just the actual name of the original value needs a visible 0 because it might be hidden by the new value you actually add to do the same job with a different color.
Having clear readable code makes it easier for someone else to maintain/modify, just good practice is all ;)
JBAlso, how can the green stat numbers in the scoreboard be fixed to not change color?
In the Scoreboard.res 'LocalPlayerStatsPanel' you have to duplicate each non-Label:
// Default 'Kills' (goes with KillsLabel)
"Kills"
{
"ControlName" "CExLabel"
"fieldName" "Kills"
"font" "ScoreboardVerySmall"
"labelText" "%kills%"
"textAlignment" "west"
"xpos" "180"
"ypos" "0"
"zpos" "3"
"wide" "35"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
}You copy the first 3 lines and then add a 'visible 0' and a closing curly bracket and add 'Value' to the 'duplicated section where you define a FgColor (foreground color) to change the text color like so:
// 'Duplicate' the name, fieldName and then hide it (visible 0)
// Add 'Value' in the names on the new element and change color
"Kills"
{
"ControlName" "CExLabel"
"fieldName" "Kills"
"visible" "0" // Hide the original value that turns green
}
"KillsValue"
{
"ControlName" "CExLabel"
"fieldName" "KillsValue" // Add 'Value' here and to the name
"font" "ScoreboardVerySmall"
"labelText" "%kills%"
"FgColor" "TanLight" // Change color
"textAlignment" "west"
"xpos" "180"
"ypos" "0"
"zpos" "3"
"wide" "35"
"tall" "20"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
}----------------------------------------
No1inPartiqlarI was wondering where I could find the values to change to move the killstreak count away from the dominating image, and move the score directly under the score subtitle at the top, this is what it looks like now
Add a 'killstreak_image_width' in the scores section in the top of your Scoreboard.res file
"scores"
{
"killstreak_image_width" "15" // Default value
}----------------------------------------
12cmOkay I'm back :D. How would you get these areas in the screenshot to any colour (e.g. black)?
This
The file you need to open is 'Charinfopanel.res' and then the BackgroundHeader & BackgroundFooter sections.
- Remove the 'image' and add 'fillcolor_override" "Black"
No1inPartiqlarWhat files do you edit to change the continue and map info sections? yours looks awesome and I wanted to do something similar :D
The continue might be a simplified textwindow.res (?), the map info section is:
resource/ui/MapInfoMenu.resIf you go on a local server and use the following in console when viewing the right thing in the hud you might be able to figure out certain files by the name of the hud elements:
sv_cheats 1; vgui_drawtree 1 // makes the vgui_drawtree show up
vgui_drawtree_draw_selected 1 // similar to ticking 'highlight selected' Finally someone who gets it :D
Increasing quality for the fat graphics, shiny particles and silly outlines Valve is forcing on you will increase your fps by stressing that beast of a GPU you have been keeping on a leash by redirecting every bit of load to your CPU by running potato settings because you came from a toaster.
FlameConfig-default when?! :D
EniereI need a help with the new scoreboard layout. Is here a way to increase the column #2 width size? The "name_width" and "name_width_short" don't have any effect on the size of the column.
I'm pretty sure that the column #1 is designed to show rank indicator (not sure).
Also, not quite sure for what the column #3 is used.
Open and copy from the the default file the following and add it to RedPlayerList & BluePlayerList
"show_columns" "1"This will make a grid for the columns show up to possibly figure out what does what. My guess for the 3rd column is that they're used for domination icons and killstreak + killstreak icon.
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.
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)
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
D7S: Spectator.res and SpectatorTournament.res and then specifically the itempanel sections.
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
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.
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!
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.
- 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).