Zetos
Account Details
SteamID64 76561197999792505
SteamID3 [U:1:39526777]
SteamID32 STEAM_0:1:19763388
Country Canada
Signed Up October 6, 2013
Last Posted June 16, 2022 at 4:44 AM
Posts 292 (0.1 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity
Raw Input 1
DPI
800
Resolution
1920 x 1080
Refresh Rate
144Hz
Hardware Peripherals
Mouse G403 Prodigy Wireless
Keyboard HyperX Alloy Core
Mousepad Corsair MM300
Headphones G430
Monitor LG 24GL600F
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#4779 HUD editing: short questions, quick answers in Customization
PrexUhm whenever I open the console and click on something else the console unfocuses and hides behind something and It's not openable after that help ;-;

Press whatever key it's bound to and it will be brought to the foreground again (while in-game, not in the menu).

posted about 6 years ago
#4760 HUD editing: short questions, quick answers in Customization
GrinReaperhttps://imgur.com/a/vAIW5

Quick question how do I remove that hit marker from under my crosshair

There should be an entry for it on Resource/UI/HUDDamageAccount.res, and you should probably clean up as well on Scripts/HUDAnimations_Custom (event DamagedPlayer and event Hitmarker).

posted about 6 years ago
#979 I've updated some huds in Customization
imectushow can you get the default main menu back on m0rehud

Delete Resource/GameMenu and Resource/UI/MainMenuOverride.

posted about 6 years ago
#4754 HUD editing: short questions, quick answers in Customization

I tried adding the class selection from QTCHUD to mine, but it's missing the black borders...

https://i.imgur.com/C15kYjh.png

... the original has:

https://i.imgur.com/Li4FtRH.png

It loads fine when the whole HUD is in there, but I'm not sure what's missing. Tried copying the classselection file and the whole vgui/replay/thumbnails/ folder, but it's not a missing texture.

-----

And another question: I changed my chat position with basechat.res' "HudChat" ypos/xpos, but it usually resets itself to the lower part, unless I do a hud_reloadscheme, which doesn't last for long.

Any helping hand?

posted about 6 years ago
#970 I've updated some huds in Customization
Tino_Jesus fuck dude. How the hell do you manage to maintain like 30 huds when most people cant be assed to make 1 work.

My bet:

Show Content

https://i.imgur.com/DYFbdbd.png

And a lot of love for us. <3
posted about 6 years ago
#967 I've updated some huds in Customization
Hypnotize1) It isn't, new clientscheme entries have been there for about a week now

Oh, my apologies!

HypnotizeI have 105 huds to fix so it takes time, it will eventually be fixed.

I didn't know this issue was shared by other HUDs, was just pointing out.

posted about 6 years ago
#32 What does Comp. community think about new maps? in TF2 General Discussion
GritomaNot to mention that there is the weird occasion where the train alarm sound effect only played occasionally for both trains. Not sure if anyone else had this problem but i'd leave out of banana bay right spawn just to get blindsided by a silent train.

Oh boy, and here I was thinking I was being mentally challenged. Good to know.

Banana Bay does have some issues with the balcony at spawn giving snipers and sentries too much ground to cover, but even though the map layout can be overwhelming at first, it's quite fun to play. The best map to come out in the update imo.

Mercenary Park is all right for setting the theme of the update and all, but it's just another classic pub map with a lot of useless rooms and paths. Not sure how cramped it is because... pyros shooting fireballs everywhere.

Moss Rock up until the first point is a-okay, but contesting last is just a pain, and no route is better than the other, all very chokey. Who thought that recycling the "train blocks the defending team" feature from Freight was a good idea?

And as mentioned, 80% of Brazil is completely useless to the flow of the match, unlike maps such as Lakeside that the pool house offers some positioning.

posted about 6 years ago
#963 I've updated some huds in Customization

bastHUD is missing the new entries on clientscheme as reported on huds.tf. By the way, do you know which line I need to edit in order to change the contracker's font?

And as I mentioned on the HUD edits thread, checking the notification on the main menu doesn't bring in any menus for us to click ok, such as new items.

posted about 6 years ago
#4738 HUD editing: short questions, quick answers in Customization
HypnotizeWhats the hud on question so I can try it?

I use bastHUD (updated by you) merged with a lot of other minor things. Since I touch on a few things, I was using the last updated version provided by you (prior to the jungle update), edited all my stuff in and have been using like that perfectly for a while. With this last update, I mainly updated lobbycontainerframe, lobbypanel, added the clientscheme entries for the contracker and deleted mainmenuoverride and gamemenu. I sticked to my old scoreboard file (which is not bast's, but was adjusted to work accordingly), hence me questioning why is that bugging out since there were no changes to it.

The pop-up bug I'd assume it's a menu issue that may be fixed when you get to it more thoroughly, but it's being a major annoyance.

Thanks for your attention! :)

posted about 6 years ago
#4734 HUD editing: short questions, quick answers in Customization

My HUD's been fully functional so far, but since the jungle update hit, I updated the files provided by Hypnotize. But to no avail, the scoreboard has its class icons like this https://i.imgur.com/5f1RlK1.png and whenever I press 'ok' on a pop-up to see it, nothing comes up. I have to remove the HUD to be able to acknowledge the new items so it stops blinking and making the sound.

Those bugged icons happen both on the scoreboard and on that matchmaking panel that closes in. According to the repository, it seems that nothing was changed on the scoreboard.res file, but it was fine before and now it's like that.

Anyone happen to know a fix for these issues?

posted about 6 years ago
#4567 HUD editing: short questions, quick answers in Customization
HypnotizeZetosThats Spectator.res / SpectatorTournament.res, open them and search for ItemPanel.
If you want to get rid of the [unknown] label set the "visible" for "attriblabel" to "0" (only inside the SpectatorTournament)

You're a wizard! Thanks!

posted about 6 years ago
#4558 HUD editing: short questions, quick answers in Customization

Does anybody know which file I have to edit to fix this?

http://imgur.com/ZZRJaXG

Thanks in advance.

posted about 6 years ago
#18 Slin talks whitelist, atomizer and base jumper ban in TF2 General Discussion

What more proof do you need that Valve has all the data they need, yet insist on doing things their own way? The very basics of 6's - being the core classes - Valve has decided to leave it as a "pick whatever you like, how many your team needs". They acknowledged there's a 6v6 format and a 9v9 format (you can see 9v9's going to become available in MM from the game files) yet they don't understand the gamemodes.

They've know for as long as comp TF2 exists the community thinks 1 demo and 1 medic are strong enough and yet they introduce MM with no class limits. And there you are thinking they'll hear complaints about weapons.

Besides that, I'm pretty sure they acknowledged how hard it is to introduce a new weapon to the game, despite the kids outcry for more. And yet - not sure if a moment of weakness or a hiatus of new content - they release them, some of which at their very core/context are unfixable. E.g.: The reserve shooter rewarding mini-crits for the enemy simply jumping was retarded, right? Wanting to deny what a scout is supposed to do... It was later changed, but how would you overhaul it? The weapon's idea is to deny jumpers. So unless you give it a serious cons on the side, it's unfixable. Valve has a lot on their hands with no idea of what to do with it.

So there we have it: a weapon system that, instead of being a list of situational, interesting and easy to understand choices, you have a f*ckfest of pros and cons, of which most new/casual players don't fathom or bother reading, and funny enough, even some veteran players may get caught out of the loop with the changes.

Following Slin's point on "let's use them all to show what's broken and why", I'd like to see some showmatches with no whitelist to showcase the banned weapons, followed perhaps with a post-game discussion to elaborate/explicit their flaws, rather than it being allowed in leagues. Especially if mid-season changes won't be allowed.

posted about 7 years ago
#3608 HUD editing: short questions, quick answers in Customization
Jackal176Does anyone know what the file for the medic's shield in Mann vs Machine is called?

It's HUDItemEffectMeter_Heavy.res, shared with the heavy's rage meter.

posted about 7 years ago
#3603 HUD editing: short questions, quick answers in Customization
Wiethoofd@Zetos, looking at the default HudTournament.res file would've given the if_mvm + visible 0 you can use, and does it hurt to simply try?

I've seen "if_mvm" being used, but I didn't know which file controled that HUD element to even look it up, or if that would do the trick, hence me asking. I found that "TournamentConditionLabel" already has if_mvm visible set to 0, but it is visible - as shown in the screenshot -, so I don't know which snippet to look for.

posted about 7 years ago
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