Pretty sure EllsHud has outlines on most things, you just add "outline" "1" to the font in clientscheme. You can also do "dropshadow" "1" if the outline isn't great.
Account Details | |
---|---|
SteamID64 | 76561198037955288 |
SteamID3 | [U:1:77689560] |
SteamID32 | STEAM_0:0:38844780 |
Country | Scotland |
Signed Up | December 10, 2013 |
Last Posted | July 8, 2025 at 5:57 PM |
Posts | 1355 (0.3 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 3 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 |
Hardware Peripherals | |
---|---|
Mouse | Logitech G703 |
Keyboard | Cooler Master Quickfire TK (Cherry MX Red) |
Mousepad | Silent Monsters Gaming and Office Mouse Mat |
Headphones | Beyerdynamic DT 770 |
Monitor | BenQ XL2411T |
Go to device manager, then look under "Display Adapters", it should say your full GPU name.
While they all deserve mad respect, Topson was pretty much just pulled in from pubs and just fuckin won TI. How he kept it together is insane.
Do you have a cfg file called custom.cfg? You'll need that instead of autoexec for mastercoms to work.
Please lock this thread to prevent loss of further IQ, thank you and God bless.
Tunehttps://i.imgur.com/2i3YEjX.jpg
where do I edit the background for the ready up panel?
Pretty sure it's playerpanels in hudtournamentsetup.res, think it's under if_mvm.
Air_how do i make damage numbers bigger
HudDamageAccount.res in resource/ui. The font is in there, might be easily changeable if the font name is like "HUDFont24" otherwise you need to search through clientscheme for something with a bigger tall value.
Seinfeldwhat part of a hud controls showing the names of who's playing what class when you're waiting for people to ready up in a pug? i'd like to add it to a hud that doesn't have it
That's also in hudtournamentsetup.res, same part but under if_readymode.
You would need to take the vtf file itself into paint and recolour it yourself.
More info should be in here: https://github.com/JarateKing/TF2-Hud-Reference#readme
Your hitsound is in stereo not mono, re-export it in mono and 16bit with the sample rate at 44.1khz and it'll be fine.
That's just how tr_walkway works, the hitboxes for the bots are fucked. The bots aren't actually moving, they are being moved by the map itself, making their hitboxes weird.
Also I'd say just put cl_interp to 0 and then put cl_interp ratio to 1.0 and increase it until the issues go away if the issue is online too.
Probably huditemeffectmeter_sniper.res