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flatHUD
posted in Customization
211
#211
1 Frags +

Version 1.7 Released!

Changelog:
-Full support for a new red menu colorscheme
-Payload and Payload Race meters downsized
-Other misc bugfixes

Images:

http://puu.sh/8Rx0A.jpg

Red main menu

http://puu.sh/8Rxan.jpg

Red loadout screen (default)

http://puu.sh/8RxsE.jpg

Payload display

http://puu.sh/8RxMv.jpg

Payload race display

Update has been pushed to the github.

Thanks for using flatHUD!

-flatline

Edit: i have been having some problems pushing flathudRED to my github, this may take some time.

[b]Version 1.7 Released![/b]

Changelog:
-Full support for a new red menu colorscheme
-Payload and Payload Race meters downsized
-Other misc bugfixes

Images:

[img]http://puu.sh/8Rx0A.jpg[/img]
Red main menu

[img]http://puu.sh/8Rxan.jpg[/img]
Red loadout screen (default)

[img]http://puu.sh/8RxsE.jpg[/img]
Payload display

[img]http://puu.sh/8RxMv.jpg[/img]
Payload race display

Update has been pushed to the github.

Thanks for using flatHUD!

-flatline

Edit: i have been having some problems pushing flathudRED to my github, this may take some time.
212
#212
-2 Frags +

The only complaint I have about this HUD is that it takes up too much space.
http://steamcommunity.com/id/CactusTF2/screenshot/486698653858142542
I always have a net graph, but even without it I feel like it is a bit distracting. This is probably just me being the bitchiest person I can, but yenno... feedback at least.

It also should be noted that I really love looking at as little HUD as possible. So probably just preference.

The only complaint I have about this HUD is that it takes up too much space.
http://steamcommunity.com/id/CactusTF2/screenshot/486698653858142542
I always have a net graph, but even without it I feel like it is a bit distracting. This is probably just me being the bitchiest person I can, but yenno... feedback at least.

It also should be noted that I really love looking at as little HUD as possible. So probably just preference.
213
#213
0 Frags +

I'm still having problems pushing flathudRED to my github. I'm talking with a github staff member about it but it's taking some time. I'll push it as soon as possible, just wanted to give an update

I'm still having problems pushing flathudRED to my github. I'm talking with a github staff member about it but it's taking some time. I'll push it as soon as possible, just wanted to give an update
214
#214
0 Frags +

I finally pushed it using the git shell. FlathudRED should now be on the github for everyone to use!

I finally pushed it using the git shell. FlathudRED should now be on the github for everyone to use!
215
#215
0 Frags +

http://puu.sh/90Iy3.jpg

Working on a new CTF display. Going to be re-working some parts of the hud for version 1.71.

I've also fixed some syntax in clientscheme that should allow the weblysleek fonts to auto-install. Cross your fingers. The syntax fix is on github.

[img]http://puu.sh/90Iy3.jpg[/img]
Working on a new CTF display. Going to be re-working some parts of the hud for version 1.71.

I've also fixed some syntax in clientscheme that should allow the weblysleek fonts to auto-install. Cross your fingers. The syntax fix is on github.
216
#216
1 Frags +

It would be the best thing ever if only it had TF2 Placed as a title instead of the author. I always find a HUD I like until one thing I cannot change is wrong IMO. I like everything but the title thing. It rustles my jimmies as much as the Top Left Chat thing, even for competitive. Again everything else is fine, but still an amazing HUD overall

It would be the best thing ever if only it had TF2 Placed as a title instead of the author. I always find a HUD I like until one thing I cannot change is wrong IMO. I like everything but the title thing. It rustles my jimmies as much as the Top Left Chat thing, even for competitive. Again everything else is fine, but still an amazing HUD overall
217
#217
0 Frags +

is there a thin + crosshair in the hud besides the one called smallcross

is there a thin + crosshair in the hud besides the one called smallcross
218
#218
0 Frags +

I don't think so, but you can refer to this graphic for fog's xhairs and make your own choice (sorry my naming scheme is a bit terrible)

https://dl.dropboxusercontent.com/u/21833101/crosshairsv3.png

@iTzDat1KiD: I don't fully understand what you're talking about.

I don't think so, but you can refer to this graphic for fog's xhairs and make your own choice (sorry my naming scheme is a bit terrible)

https://dl.dropboxusercontent.com/u/21833101/crosshairsv3.png

@iTzDat1KiD: I don't fully understand what you're talking about.
219
#219
0 Frags +
flatline@iTzDat1KiD: I don't fully understand what you're talking about.

He wants the main menu to say 'Team Fortress 2' or 'TF2' instead of Flathud. I think.

[quote=flatline]
@iTzDat1KiD: I don't fully understand what you're talking about.
[/quote]
He wants the main menu to say 'Team Fortress 2' or 'TF2' instead of Flathud. I think.
220
#220
0 Frags +
hanbroloflatline@iTzDat1KiD: I don't fully understand what you're talking about.He wants the main menu to say 'Team Fortress 2' or 'TF2' instead of Flathud. I think.

Oh.

Um.

[quote=hanbrolo][quote=flatline]
@iTzDat1KiD: I don't fully understand what you're talking about.[/quote]
He wants the main menu to say 'Team Fortress 2' or 'TF2' instead of Flathud. I think.[/quote]
Oh.

Um.
221
#221
0 Frags +
flatlineOh.

Um.

This is just my interpretation, made little sense to me as well haha.

[quote=flatline]
Oh.

Um.[/quote]
This is just my interpretation, made little sense to me as well haha.
222
#222
0 Frags +

Version 1.71 Released!

Changelog:
-Fixed glitches on Mann Co. Catalog screen
-Fixed font incongruities on item selection screen
-New CTF flag screen layout
-New 3d class model position
-Fixed clipping on labels for round timer (setup, overtime, etc)
-New training UI for consistency with rest of HUD

Images:

http://puu.sh/96Vdj/56ce1c637b.jpg

New CTF UI + New 3d class portait position

Update is pushed to github.

Thanks for using flatHUD!

-flatline

[b]Version 1.71 Released![/b]

Changelog:
-Fixed glitches on Mann Co. Catalog screen
-Fixed font incongruities on item selection screen
-New CTF flag screen layout
-New 3d class model position
-Fixed clipping on labels for round timer (setup, overtime, etc)
-New training UI for consistency with rest of HUD

Images:
[img]http://puu.sh/96Vdj/56ce1c637b.jpg[/img]
New CTF UI + New 3d class portait position

Update is pushed to github.

Thanks for using flatHUD!

-flatline
223
#223
0 Frags +

ty for update :D

ty for update :D
224
#224
0 Frags +

Pushed some fixes to the github concerning MvM fixes, especially with the alternate scoreboard. This was a pain to do so some things may be messed up- please tell me if they are.

Pushed some fixes to the github concerning MvM fixes, especially with the alternate scoreboard. This was a pain to do so some things may be messed up- please tell me if they are.
225
#225
1 Frags +

girl gamer approved

girl gamer approved
226
#226
1 Frags +

great hud, but there's a small problem with collector's items—they dont show up properly

http://puu.sh/9eleR/def2bc843e.jpg

http://puu.sh/9elfv/00d77ac5e8.png

my friend who also uses flatHUD sees the same problem. how do i fix it?

great hud, but there's a small problem with collector's items—they dont show up properly

http://puu.sh/9eleR/def2bc843e.jpg

http://puu.sh/9elfv/00d77ac5e8.png

my friend who also uses flatHUD sees the same problem. how do i fix it?
227
#227
0 Frags +

Those are custom colors, supposed to be there.

Those are custom colors, supposed to be there.
228
#228
0 Frags +
brasilgreat hud, but there's a small problem with collector's items—they dont show up properly

http://puu.sh/9eleR/def2bc843e.jpg

http://puu.sh/9elfv/00d77ac5e8.png

my friend who also uses flatHUD sees the same problem. how do i fix it?

the collector's color is not set up in clientscheme.res
go to it and find the "QualityColorNormal", "QualityColorrarity1", etc. and add

"QualityColorCollectors" "170 0 0 255"

after it.
just below is the greyed-out ones. add

"QualityColorCollectors_GreyedOut" "60 0 0 255"

control f for "BackpackItemMouseOverBorder_Haunted" and the things associated with that and after that add

        BackpackItemBorder_Collectors
        {
            "bordertype"            "scalable_image"
            "backgroundtype"        "2"
            "color"                 "QualityColorCollectors"

            "image"                 "backpack_rect_color"
            "src_corner_height"     "24"                // pixels inside the image
            "src_corner_width"      "24"
            "draw_corner_width"     "11"                // screen size of the corners ( and sides ), proportional
            "draw_corner_height"    "11"    
        }
        BackpackItemMouseOverBorder_Collectors
        {
            "bordertype"            "scalable_image"
            "backgroundtype"        "2"
            "color"                 "QualityColorCollectors"

            "image"                 "backpack_rect_mouseover_color"
            "src_corner_height"     "24"                // pixels inside the image
            "src_corner_width"      "24"
            "draw_corner_width"     "11"                // screen size of the corners ( and sides ), proportional
            "draw_corner_height"    "11"    
        }
        BackpackItemGreyedOutBorder_Collectors
        {
            "bordertype"            "scalable_image"
            "backgroundtype"        "2"
            "color"                 "QualityColorCollectors_GreyedOut"

            "image"                 "backpack_rect_color"
            "src_corner_height"     "24"                // pixels inside the image
            "src_corner_width"      "24"
            "draw_corner_width"     "11"                // screen size of the corners ( and sides ), proportional
            "draw_corner_height"    "11"    
        }
        BackpackItemGreyedOutSelectedBorder_Collectors
        {
            "bordertype"            "scalable_image"
            "backgroundtype"        "2"
            "color"                 "QualityColorCollectors_GreyedOut"

            "image"                 "backpack_rect_mouseover_color"
            "src_corner_height"     "24"                // pixels inside the image
            "src_corner_width"      "24"
            "draw_corner_width"     "11"                // screen size of the corners ( and sides ), proportional
            "draw_corner_height"    "11"    
        }
[quote=brasil]great hud, but there's a small problem with collector's items—they dont show up properly

http://puu.sh/9eleR/def2bc843e.jpg

http://puu.sh/9elfv/00d77ac5e8.png

my friend who also uses flatHUD sees the same problem. how do i fix it?[/quote]
the collector's color is not set up in clientscheme.res
go to it and find the "QualityColorNormal", "QualityColorrarity1", etc. and add
[code]"QualityColorCollectors" "170 0 0 255"[/code]after it.
just below is the greyed-out ones. add
[code]"QualityColorCollectors_GreyedOut" "60 0 0 255"[/code]
control f for "BackpackItemMouseOverBorder_Haunted" and the things associated with that and after that add
[code] BackpackItemBorder_Collectors
{
"bordertype" "scalable_image"
"backgroundtype" "2"
"color" "QualityColorCollectors"

"image" "backpack_rect_color"
"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "11" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "11"
}
BackpackItemMouseOverBorder_Collectors
{
"bordertype" "scalable_image"
"backgroundtype" "2"
"color" "QualityColorCollectors"

"image" "backpack_rect_mouseover_color"
"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "11" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "11"
}
BackpackItemGreyedOutBorder_Collectors
{
"bordertype" "scalable_image"
"backgroundtype" "2"
"color" "QualityColorCollectors_GreyedOut"

"image" "backpack_rect_color"
"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "11" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "11"
}
BackpackItemGreyedOutSelectedBorder_Collectors
{
"bordertype" "scalable_image"
"backgroundtype" "2"
"color" "QualityColorCollectors_GreyedOut"

"image" "backpack_rect_mouseover_color"
"src_corner_height" "24" // pixels inside the image
"src_corner_width" "24"
"draw_corner_width" "11" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "11"
}
[/code]
229
#229
1 Frags +

Ah. I thought that was a leftover from rayshud. Thanks, intellectual; I'll add it into the next release

Ah. I thought that was a leftover from rayshud. Thanks, intellectual; I'll add it into the next release
230
#230
0 Frags +

Hey, loving this HUD!! I have just a few minor questions for ya...

First off...I was playing Degroot Keep, and I noticed that the "heads" counter overlapped with the control points (as seen in the image). I was wondering which .res file had the options to control the placement of that...

http://i.minus.com/irmQ0V4b3xsG8.png

My other question is, which file has the info for the color scheme of the server search window? Y'know how when you go to play on servers, a little window pops up with a few tabs including "favorites", "blacklisted" etc. Which file contains the information for the colors and other info for that?

Any and all help is greatly appreciated!

Hey, loving this HUD!! I have just a few minor questions for ya...

First off...I was playing Degroot Keep, and I noticed that the "heads" counter overlapped with the control points (as seen in the image). I was wondering which .res file had the options to control the placement of that...
[img]http://i.minus.com/irmQ0V4b3xsG8.png[/img]

My other question is, which file has the info for the color scheme of the server search window? Y'know how when you go to play on servers, a little window pops up with a few tabs including "favorites", "blacklisted" etc. Which file contains the information for the colors and other info for that?

Any and all help is greatly appreciated!
231
#231
0 Frags +

Each weapon with that counter has its own file. For the demo melees I believe it's HudItemEffectMeter_Demoman.res inside resource/ui. You should be able to just adjust the ypos of "HudItemAffectMeter" and move it up.

As for your second question, that's sourcescheme.res inside /resource, and it controls all that stuff along with the console and loading dialog.

Each weapon with that counter has its own file. For the demo melees I believe it's HudItemEffectMeter_Demoman.res inside resource/ui. You should be able to just adjust the ypos of "HudItemAffectMeter" and move it up.

As for your second question, that's sourcescheme.res inside /resource, and it controls all that stuff along with the console and loading dialog.
232
#232
0 Frags +
flatlineEach weapon with that counter has its own file. For the demo melees I believe it's HudItemEffectMeter_Demoman.res inside resource/ui. You should be able to just adjust the ypos of "HudItemAffectMeter" and move it up.

As for your second question, that's sourcescheme.res inside /resource, and it controls all that stuff along with the console and loading dialog.

Hey thanks a bunch! Keep up the good work!

[quote=flatline]Each weapon with that counter has its own file. For the demo melees I believe it's HudItemEffectMeter_Demoman.res inside resource/ui. You should be able to just adjust the ypos of "HudItemAffectMeter" and move it up.

As for your second question, that's sourcescheme.res inside /resource, and it controls all that stuff along with the console and loading dialog.[/quote]

Hey thanks a bunch! Keep up the good work!
233
#233
2 Frags +

flatline you are beautiful thanks for being such a cool guy and making such a fantastic hud

and thanks intellectual for fixing my problem it worked like a charm much love xoxoxoxox

flatline you are beautiful thanks for being such a cool guy and making such a fantastic hud

and thanks intellectual for fixing my problem it worked like a charm much love xoxoxoxox
234
#234
0 Frags +

Hey just a few more quick questions for ya! I tried installing the RedFlatHUD, but I noticed a very obnoxious green circle on my screen (which I'm assuming was a crosshair). Is there a way to remove this (I'm pretty sure all of that data is located within the hudlayout.res file, right?)

And also, in the screenshots above, you have the weapons on the left hand of the screen, and cosmetic items on the right side...everything of mine is just showing up on the right, help?

And last, is there a way to edit the "shortcut" servers on the main page?

Thanks in advance! Appreciate your work!

Hey just a few more quick questions for ya! I tried installing the RedFlatHUD, but I noticed a very obnoxious green circle on my screen (which I'm assuming was a crosshair). Is there a way to remove this (I'm pretty sure all of that data is located within the hudlayout.res file, right?)

And also, in the screenshots above, you have the weapons on the left hand of the screen, and cosmetic items on the right side...everything of mine is just showing up on the right, help?

And last, is there a way to edit the "shortcut" servers on the main page?

Thanks in advance! Appreciate your work!
235
#235
0 Frags +

Hudlayout.res, set the "visible" and "enabled" values of "DamageCircleDot" to "0" (there are two "DamageCircleDot"s, one with those set to 0 and one set to 1).

I was using the default loadout screen, which is available in the /customizations folder. Same thing for the shortcut servers, just look for "Server Links Template" in main menu.

Hudlayout.res, set the "visible" and "enabled" values of "DamageCircleDot" to "0" (there are two "DamageCircleDot"s, one with those set to 0 and one set to 1).

I was using the default loadout screen, which is available in the /customizations folder. Same thing for the shortcut servers, just look for "Server Links Template" in main menu.
236
#236
0 Frags +
flatlineHudlayout.res, set the "visible" and "enabled" values of "DamageCircleDot" to "0" (there are two "DamageCircleDot"s, one with those set to 0 and one set to 1).

I was using the default loadout screen, which is available in the /customizations folder. Same thing for the shortcut servers, just look for "Server Links Template" in main menu.

Thanks again!

[quote=flatline]Hudlayout.res, set the "visible" and "enabled" values of "DamageCircleDot" to "0" (there are two "DamageCircleDot"s, one with those set to 0 and one set to 1).

I was using the default loadout screen, which is available in the /customizations folder. Same thing for the shortcut servers, just look for "Server Links Template" in main menu.[/quote]

Thanks again!
237
#237
0 Frags +

Hey one more silly question for ya...So I love the health cross in your HUD, and I was trying to incorporate it into my own HUD, but it never seems to work out quite right...I noticed a couple of paths in your HudPlayerHealth.res file that were like this: "../hud/health_over_bg" and I can't tell exactly where they are redirecting to...From what I can tell, that's telling the program to go back a folder, and then into another folder labeled "hud", but when I look in your github folder, there isn't a folder that says "hud", so where is this redirecting?

If that question doesn't make sense, do you have any idea why copying the HudPlayerHealth.res file isn't working? (I copied over the proper font files as well...). Thanks in advance!

Hey one more silly question for ya...So I love the health cross in your HUD, and I was trying to incorporate it into my own HUD, but it never seems to work out quite right...I noticed a couple of paths in your HudPlayerHealth.res file that were like this: "../hud/health_over_bg" and I can't tell exactly where they are redirecting to...From what I can tell, that's telling the program to go back a folder, and then into another folder labeled "hud", but when I look in your github folder, there isn't a folder that says "hud", so where is this redirecting?

If that question doesn't make sense, do you have any idea why copying the HudPlayerHealth.res file isn't working? (I copied over the proper font files as well...). Thanks in advance!
238
#238
0 Frags +

I have no idea how the broselcross works. I just took the one from broselhud and modified it a bit for flathud. As do most huds.

I have no idea how the broselcross works. I just took the one from broselhud and modified it a bit for flathud. As do most huds.
239
#239
0 Frags +

Hmm...I'll figure it out, thanks for the input though, really appreciate your work!

Edit: Looks like it was just a font error on my part. Had the noodle font under the wrong name :P

Hmm...I'll figure it out, thanks for the input though, really appreciate your work!

[b]Edit:[/b] Looks like it was just a font error on my part. Had the noodle font under the wrong name :P
240
#240
0 Frags +

Version 1.8 Released!

Changelog:
-Updated for Eureka Effect tele menu
-Fixed font definitions in build/destroy menus
-Widened custom text window (for logs)
-Synchronized colors in clientscheme.res with other files for easier customization
-Added files for taunt selection menu (currently not implemented in game)
-Added collector quality borders + colors

Images:

http://puu.sh/9ptJj/dbb5ae7fd2.jpg

Eureka Effect UI

Update is pushed to the github.

Thanks for using flatHUD!

-flatline

[b]Version 1.8 Released![/b]

Changelog:
-Updated for Eureka Effect tele menu
-Fixed font definitions in build/destroy menus
-Widened custom text window (for logs)
-Synchronized colors in clientscheme.res with other files for easier customization
-Added files for taunt selection menu (currently not implemented in game)
-Added collector quality borders + colors

Images:
[img]http://puu.sh/9ptJj/dbb5ae7fd2.jpg[/img]
Eureka Effect UI

Update is pushed to the github.

Thanks for using flatHUD!

-flatline
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