illogicalgotta bug with the front letters
http://imgur.com/gallery/WihZ7jY
install the fonts maybe. if not it might be a resolution thing
[quote=illogical]gotta bug with the front letters
http://imgur.com/gallery/WihZ7jY[/quote]
install the fonts maybe. if not it might be a resolution thing
illogicalgotta bug with the front letters
http://imgur.com/gallery/WihZ7jY
Are you running an operating system that's not Windows? I made this HUD on Windows 7 and I'm pretty sure Mac and Linux won't work with the HUD because of the way they render fonts. Sorry about this.
phobiaFor some reason i can't join a server if they have a motd, there's no continue button. might be a problem on my end only.
My bad, I forgot about this bug and never got around to fixing it. Should be fixed now.
[quote=illogical]gotta bug with the front letters
http://imgur.com/gallery/WihZ7jY[/quote]
Are you running an operating system that's not Windows? I made this HUD on Windows 7 and I'm pretty sure Mac and Linux won't work with the HUD because of the way they render fonts. Sorry about this.
[quote=phobia]For some reason i can't join a server if they have a motd, there's no continue button. might be a problem on my end only.[/quote]
My bad, I forgot about this bug and never got around to fixing it. [url=http://puu.sh/pYrqA/bd49b55fd7.png]Should be fixed now.[/url]
not sure if some of these are intentional:
- primary targetid is slightly offcenter (5:4 aspect ratio)
- secondary targetid namelabel is way offcenter (5:4 aspect ratio)
- minmode medic charge is further left than regular ammo positioning (clips with secondary targetid)
- hitmarker seems to be asymmetrical
- after hud_reloadscheme, hitmarker seems to appear after taking fall damage until doing damage yourself (not sure if this is your fault or not)
not sure if some of these are intentional:
[list]
[*] primary targetid is slightly offcenter (5:4 aspect ratio)
[*] secondary targetid namelabel is way offcenter (5:4 aspect ratio)
[*] minmode medic charge is further left than regular ammo positioning (clips with secondary targetid)
[*] hitmarker seems to be asymmetrical
[*] after hud_reloadscheme, hitmarker seems to appear after taking fall damage until doing damage yourself (not sure if this is your fault or not)
[/list]
Eric*
1) fixed with overrides.
2) also fixed with overrides
3) also fixed!
4) i adjusted the hitmarker in photoshop. hopefully it looks symmetrical now.
5) i haven't ever gotten that problem before... does the hitmarker just appear in the screen or in a specific spot? could you provide screenshots?
thanks for the heads up on these. just updated the repository and huds.tf to fix the targetid, medic charge position, and hitmarker.
[quote=Eric]*[/quote]
1) fixed with overrides.
2) also fixed with overrides
3) also fixed!
4) i adjusted the hitmarker in photoshop. hopefully it looks symmetrical now.
5) i haven't ever gotten that problem before... does the hitmarker just appear in the screen or in a specific spot? could you provide screenshots?
thanks for the heads up on these. just updated the repository and huds.tf to fix the targetid, medic charge position, and hitmarker.
is there a way to disable the buff/hurt hud overlay?
didnt read first page my bad
[s]is there a way to disable the buff/hurt hud overlay?[/s]
didnt read first page my bad
nimtra5) i haven't ever gotten that problem before... does the hitmarker just appear in the screen or in a specific spot? could you provide screenshots?
thanks for the heads up on these. just updated the repository and huds.tf to fix the targetid, medic charge position, and hitmarker.
Hitmaker seems to appear if you take and regen damage (Medic or regen items). It stops appearing after you deal damage, and it resets after hud_reloadscheme. I feel like this may be something inherent in hitmarker implementation I just never noticed until now.
The targetids are still slightly offcenter with the 4:3 overrides (could just be my resolution at 640x480, I'm not versed with how JarateKing's targetids work). I fixed it on my end by changing the xpos of the top and mid name labels to 4, and changing the width of the mid name label to 640.
Freezepanel also needs aspect-ratio overrides (although you should be able to re-position it with modifiers unless you're doing something special I'm not seeing).
The tournament spectator element fits <5 players per team in 5:4, probably still doesn't fit 6 in 4:3. The win condition in readymode is not centered in 4:3, but I'm not sure if it's supposed to be anyways.
Also, PlayerStatusHealthValue in spectatortournamentguihealth has a wide_minmode property that I don't think you intended to include, and it looks like you accidentally switched ChargeLabel and ChargeMeter post-uber animations.
As for suggestions, I would appreciate some non-refract overrides for dx8 users and optional targetid health value color animations.
[quote=nimtra]
5) i haven't ever gotten that problem before... does the hitmarker just appear in the screen or in a specific spot? could you provide screenshots?
thanks for the heads up on these. just updated the repository and huds.tf to fix the targetid, medic charge position, and hitmarker.[/quote]
Hitmaker seems to appear if you take and regen damage (Medic or regen items). It stops appearing after you deal damage, and it resets after hud_reloadscheme. I feel like this may be something inherent in hitmarker implementation I just never noticed until now.
The targetids are still slightly offcenter with the 4:3 overrides (could just be my resolution at 640x480, I'm not versed with how JarateKing's targetids work). I fixed it on my end by changing the xpos of the top and mid name labels to 4, and changing the width of the mid name label to 640.
Freezepanel also needs aspect-ratio overrides (although you should be able to re-position it with modifiers unless you're doing something special I'm not seeing).
The tournament spectator element fits <5 players per team in 5:4, probably still doesn't fit 6 in 4:3. The win condition in readymode is not centered in 4:3, but I'm not sure if it's supposed to be anyways.
Also, PlayerStatusHealthValue in spectatortournamentguihealth has a wide_minmode property that I don't think you intended to include, and it looks like you accidentally switched ChargeLabel and ChargeMeter post-uber animations.
As for suggestions, I would appreciate some non-refract overrides for dx8 users and optional targetid health value color animations.
Do all of the custom images actually work okay with sv_pure? If so how did you do them?
Do all of the custom images actually work okay with sv_pure? If so how did you do them?
This HUD looks sick!
Sorry Ray Shud, you've been replaced!
This HUD looks sick!
Sorry Ray Shud, you've been replaced!
it looks pretty good but why is the class gallery 6 over 3 instead of 5 over 4
it looks pretty good but why is the class gallery 6 over 3 instead of 5 over 4
Is there a way to remove the blurry screen at the end of a round? It bothers me a lot.
Is there a way to remove the blurry screen at the end of a round? It bothers me a lot.
Seems the Pending item alert doesnt work i cant click it when it comes up
Seems the Pending item alert doesnt work i cant click it when it comes up
cant see health of players that killed me in 4:3
cant see health of players that killed me in 4:3
I saw the main menu screenshot and my main menu is not like that, was it removed because of Meet your Match update? http://imgur.com/Qwt5kwX
Nvm it's fixed, i extracted it and put both 4_3 and 5_4 and it fixed it
I saw the main menu screenshot and my main menu is not like that, was it removed because of Meet your Match update? http://imgur.com/Qwt5kwX
Nvm it's fixed, i extracted it and put both 4_3 and 5_4 and it fixed it
Okay I found a bug with the TargetIDs.
Spy can't see enemy Medics uber % unless the Medic actually has his Medigun out. (I think? I know I saw it when one healed me.)
Intended functionality is that Spy can see enemy Medics uber % at all times by targeting them.
This actually matters quite a bit for Spy in organized play, especially since the Crossbow increases your uber % now.
Okay I found a bug with the TargetIDs.
Spy can't see enemy Medics uber % unless the Medic actually has his Medigun out. (I think? I know I saw it when one healed me.)
Intended functionality is that Spy can see enemy Medics uber % at all times by targeting them.
This actually matters quite a bit for Spy in organized play, especially since the Crossbow increases your uber % now.
Pushed another update, fixing a couple things Eric mentioned.
July 12
- Added overrides for 4:3, 5:4, fixes the tournament HUD and spectator tournament HUD getting cut off
- Added overrides for DirectX 8 users. Fixes the white ingame main menu backgrounds and class selection backgrounds.
- Fixed the charge meter and charge label's animations being swapped
- Re-aligned the freezecam so you can see it in different resolutions
edit: - New TargetID. Centered TargetID had too many problems. Until I figure that out, it'll be this for now.
I replied to a lot of posts in this thread so I'll put a spoiler.
Show Content
Eric*
Fixed the targetid in 5:4 using the values you provided.
I repositioned the freezepanel. I completely forgot that I didn't use any C or R values within the HudLayout.res file for it.
For the tournament spectator elements, I provided an override that makes it so you can see all of them. It's not incredibly pretty, but I think I'm going to make a version of the tournament HUD that's like mkhud where they the tournament panels are rectangles drawn from the left. I had to move it down so it won't clip with the timer. I also fixed the off center win conditions.
http://puu.sh/pZsyg/b4828e6f5f.png
I also swapped the ChargeLabel and ChargeMeter, thank you for letting me know about this. I have added an override that disables the targetid overheal as well. I will most likely setup hudanimations_manifest soon, but I'm not exactly sure how to start.
4812622it looks pretty good but why is the class gallery 6 over 3 instead of 5 over 4
I thought it looked nicer with 6 over 3. Plus, the classes are already divided into groups of 3 so it would only make sense to keep the same layout as that.
LinksupersayanIs there a way to remove the blurry screen at the end of a round? It bothers me a lot.
Download my hud again and copy "winpanel.res" from the "dx8_overrides" folder into resource/ui to remove the blur.
Mojo_da_Kiddcant see health of players that killed me in 4:3
Fixed in the newest update.
DarkNecridOkay I found a bug with the TargetIDs.
Spy can't see enemy Medics uber % unless the Medic actually has his Medigun out. (I think? I know I saw it when one healed me.)
Intended functionality is that Spy can see enemy Medics uber % at all times by targeting them.
This actually matters quite a bit for Spy in organized play, especially since the Crossbow increases your uber % now.
I think I'll release another TargetID that is not centered. There are a lot of kinks and things that I have not worked out with the TargetID I borrowed from MagnumHUD. I'll be creating one shortly. I'll edit this post once I'm done. I will probably end up making the centered TargetID an optional thing that can be installed, but I'll warn users of the problems with it. Thank you for the heads up, I never play Spy.
EDIT: Here's the new TargetID. I may end up replacing this soon, but it'll be like this for a bit until I figure this centered TargetID out.
http://puu.sh/pZvPu/7d97713460.png
Pushed another update, fixing a couple things Eric mentioned.
[quote]
July 12
- Added overrides for 4:3, 5:4, fixes the tournament HUD and spectator tournament HUD getting cut off
- Added overrides for DirectX 8 users. Fixes the white ingame main menu backgrounds and class selection backgrounds.
- Fixed the charge meter and charge label's animations being swapped
- Re-aligned the freezecam so you can see it in different resolutions
edit: - New TargetID. Centered TargetID had too many problems. Until I figure that out, it'll be [url=http://puu.sh/pZvPu/7d97713460.png]this[/url] for now.
[/quote]
I replied to a lot of posts in this thread so I'll put a spoiler.
[spoiler]
[quote=Eric]*[/quote]
Fixed the targetid in 5:4 using the values you provided.
I repositioned the freezepanel. I completely forgot that I didn't use any C or R values within the HudLayout.res file for it.
For the tournament spectator elements, I provided an override that makes it so you can see all of them. It's not incredibly pretty, but I think I'm going to make a version of the tournament HUD that's like mkhud where they the tournament panels are rectangles drawn from the left. I had to move it down so it won't clip with the timer. I also fixed the off center win conditions.
http://puu.sh/pZsyg/b4828e6f5f.png
I also swapped the ChargeLabel and ChargeMeter, thank you for letting me know about this. I have added an override that disables the targetid overheal as well. I will most likely setup hudanimations_manifest soon, but I'm not exactly sure how to start.
[quote=4812622]it looks pretty good but why is the class gallery 6 over 3 instead of 5 over 4[/quote]
I thought it looked nicer with 6 over 3. Plus, the classes are already divided into groups of 3 so it would only make sense to keep the same layout as that.
[quote=Linksupersayan]Is there a way to remove the blurry screen at the end of a round? It bothers me a lot.[/quote]
Download my hud again and copy "winpanel.res" from the "dx8_overrides" folder into resource/ui to remove the blur.
[quote=Mojo_da_Kidd]cant see health of players that killed me in 4:3[/quote]
Fixed in the newest update.
[quote=DarkNecrid]Okay I found a bug with the TargetIDs.
Spy can't see enemy Medics uber % unless the Medic actually has his Medigun out. (I think? I know I saw it when one healed me.)
Intended functionality is that Spy can see enemy Medics uber % at all times by targeting them.
This actually matters quite a bit for Spy in organized play, especially since the Crossbow increases your uber % now.[/quote]
I think I'll release another TargetID that is not centered. There are a lot of kinks and things that I have not worked out with the TargetID I borrowed from MagnumHUD. I'll be creating one shortly. I'll edit this post once I'm done. I will probably end up making the centered TargetID an optional thing that can be installed, but I'll warn users of the problems with it. Thank you for the heads up, I never play Spy.
EDIT: Here's the new TargetID. I may end up replacing this soon, but it'll be like this for a bit until I figure this centered TargetID out. http://puu.sh/pZvPu/7d97713460.png
[/spoiler]
Installing latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080
Installing latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080
JOEInstalling latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080
Same for me. Using resolution 1440x900.
[quote=JOE]Installing latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080[/quote]
Same for me. Using resolution 1440x900.
JOEInstalling latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080
I accidentally broke something while attempting to use #base for HudLayout.res. I'm going to revert the changes and try a different way to incorporate #base into my HudLayout files.
Should be fixed now. My bad. This didn't happen when I was testing it.
[quote=JOE]Installing latest update from github has no health, ammo, damage numbers, killfeed positioned incorrectly. The hud does show my killstreak though.
Is this just me? Worked fine yesterday when i tried it out.
res - 1920x1080[/quote]
I accidentally broke something while attempting to use #base for HudLayout.res. I'm going to revert the changes and try a different way to incorporate #base into my HudLayout files.
Should be fixed now. My bad. This didn't happen when I was testing it.
res 2560 x 1440
can't see teammates/enemies health as spy
res 2560 x 1440
can't see teammates/enemies health as spy
Moox16I saw the main menu screenshot and my main menu is not like that, was it removed because of Meet your Match update? http://imgur.com/Qwt5kwX
Nvm it's fixed, i extracted it and put both 4_3 and 5_4 and it fixed it
I have this problem still.
Help me, please.
Even in game I have def hud.
4:3
[quote=Moox16]I saw the main menu screenshot and my main menu is not like that, was it removed because of Meet your Match update? http://imgur.com/Qwt5kwX
Nvm it's fixed, i extracted it and put both 4_3 and 5_4 and it fixed it[/quote]
I have this problem still.
Help me, please.
Even in game I have def hud.
4:3
Vladmirres 2560 x 1440
can't see teammates/enemies health as spy
Did you install the newest version of my HUD? I changed the targetID to a less buggy one. I have never tested the HUD on 1440p, so that may be another reason as to why.
SitngusI have this problem still.
Help me, please.
Even in game I have def hud.
4:3
Make sure info.vdf is in the HUD's folder.
[quote=Vladmir]res 2560 x 1440
can't see teammates/enemies health as spy[/quote]
Did you install the newest version of my HUD? I changed the targetID to a less buggy one. I have never tested the HUD on 1440p, so that may be another reason as to why.
[quote=Sitngus]
I have this problem still.
Help me, please.
Even in game I have def hud.
4:3[/quote]
Make sure info.vdf is in the HUD's folder.
Follow-up on your recent changes:
- TargetNameLabelShadow is messed up, set pincorner to 0 and xpos to 40 (also might want to set zpos to 0 and enabled to 1).
- TargetIDBG is only visible for spectators (this might be intentional, just didn't see it mentioned).
- Your hudanimations references PlayerStatusHealthValueID but you forgot to rename the element in spectatorguihealth.
- For some reason, ServerTimeLeftValue on the scoreboard changes from the set font the first time it loads and stays that way, I'm guessing the font definition in clientscheme that controls it isn't actually ScoreboardVerySmall because the font it's currently loading (at my resolution 640x480) is Futura Medium instead of Futura Heavy.
- TournamentConditionLabel still isn't centered for readymode. The xpos should be 176 / 2 = c - 88.
- ReinforcementsLabel for spectatortournament overlaps the control point icons.
- As a suggestion, I would recommend moving the spectatortournament playerpanels to the bottom of the screen, since the control point icons have been moved to the top; this would hopefully feel less cluttered and allow you to move the respawn timer underneath the control point icons, although I understand your current implementation might just be a placeholder.
- Mapinfomenu still needs a DX8 override.
P.S. You left partial code for scope removal in hudanimations.
Also I don't think you need to make separate 5:4 and 4:3 overrides; unless you're really squeezing things in, most 4:3-compatible elements will also be 5:4-compatible.
Follow-up on your recent changes:
[list]
[*] TargetNameLabelShadow is messed up, set pincorner to 0 and xpos to 40 (also might want to set zpos to 0 and enabled to 1).
[*] TargetIDBG is only visible for spectators (this might be intentional, just didn't see it mentioned).
[*] Your hudanimations references PlayerStatusHealthValueID but you forgot to rename the element in spectatorguihealth.
[*] For some reason, ServerTimeLeftValue on the scoreboard changes from the set font the first time it loads and stays that way, I'm guessing the font definition in clientscheme that controls it isn't actually ScoreboardVerySmall because the font it's currently loading (at my resolution 640x480) is Futura Medium instead of Futura Heavy.
[*] TournamentConditionLabel still isn't centered for readymode. The xpos should be 176 / 2 = c - 88.
[*] ReinforcementsLabel for spectatortournament overlaps the control point icons.
[*] As a suggestion, I would recommend moving the spectatortournament playerpanels to the bottom of the screen, since the control point icons have been moved to the top; this would hopefully feel less cluttered and allow you to move the respawn timer underneath the control point icons, although I understand your current implementation might just be a placeholder.
[*] Mapinfomenu still needs a DX8 override.
[/list]
P.S. You left partial code for scope removal in hudanimations.
Also I don't think you need to make separate 5:4 and 4:3 overrides; unless you're really squeezing things in, most 4:3-compatible elements will also be 5:4-compatible.
Eric
1) The TargetID shadow is completely fine in 16:9. I added an override that fixes it for those resolutions.
2) I meant to not have a background at all. I removed it.
3) You said in your post earlier that you wanted an option to remove the overheal on targetids, not add overheal colours to the spectator targetid health. Whatever, I guess. Added overheal colours to the spectator targetid.
4) I have no idea how that works. The font definition seems to be hardcoded and does not want to co-operate.
5) Fixed. I'm sorry I'm getting all of this wrong.
6) I moved all of the tournament panels down. I don't think it should matter anymore.
7) Moved it all downwards, like you recommended.
Removed the scope removal animation as well. It doesn't even work anyways - I had left it there when I was looking into the animations JarateKing did with PrismHUD and tried to attempt some of the stuff he did.
Hopefully this is everything you covered. Pushed all of the changes to GitHub.
Edit: Added the refract removal for mapinfomenu.
Some of the 5:4 overrides don't co-operate with 4:3 that well, like the win condition label. I have to use different values for it, for whatever reason.
[quote=Eric][/quote]
1) The TargetID shadow is completely fine in 16:9. I added an override that fixes it for those resolutions.
2) I meant to not have a background at all. I removed it.
3) You said in your post earlier that you wanted an option to remove the overheal on targetids, not add overheal colours to the spectator targetid health. Whatever, I guess. Added overheal colours to the spectator targetid.
4) I have no idea how that works. The font definition seems to be hardcoded and does not want to co-operate.
5) Fixed. I'm sorry I'm getting all of this wrong.
6) I moved all of the tournament panels down. I don't think it should matter anymore.
7) Moved it all downwards, like you recommended.
Removed the scope removal animation as well. It doesn't even work anyways - I had left it there when I was looking into the animations JarateKing did with PrismHUD and tried to attempt some of the stuff he did.
Hopefully this is everything you covered. Pushed all of the changes to GitHub.
Edit: Added the refract removal for mapinfomenu.
Some of the 5:4 overrides don't co-operate with 4:3 that well, like the win condition label. I have to use different values for it, for whatever reason.
nimtra1) The TargetID shadow is completely fine in 16:9. I added an override that fixes it for those resolutions.
I don't know about this, I first noticed it watching slamberg's stream (VOD: https://www.twitch.tv/slamberg/v/77751767?t=44m22s) which was in widescreen, and then I confirmed it happening to myself in 4:3.
3) You said in your post earlier that you wanted an option to remove the overheal on targetids, not add overheal colours to the spectator targetid health. Whatever, I guess. Added overheal colours to the spectator targetid.
Actually in that earlier build, targetid health values had color animations only for the main targetid (and therefore no color animation for the secondary targetid), and I was requesting an option to have color animations for both. In your update you actually removed both color animations when you remade the targetid, both the default and override hudanimation files would not animate the health value color, which I assume was an accident.
6) I moved all of the tournament panels down. I don't think it should matter anymore.
I wasn't referring to the respawn timer in the tournament playerpanel (respawntime), I was referring to the local player respawn timer (ReinforcementsLabel).
Some of the 5:4 overrides don't co-operate with 4:3 that well, like the win condition label. I have to use different values for it, for whatever reason.
I'm not sure if I've ever experienced this myself, theoretically it should behave exactly the same if coordinates are using the c-modifier. I use a 4:3 resolution (640x480) on a 5:4 monitor so the HUDs I use actually need to accommodate both, which they seem to do when made correctly.
Edit: feel free to contact me if you want help with the scope removal animation though.
[quote=nimtra]1) The TargetID shadow is completely fine in 16:9. I added an override that fixes it for those resolutions.[/quote]
I don't know about this, I first noticed it watching slamberg's stream (VOD: https://www.twitch.tv/slamberg/v/77751767?t=44m22s) which was in widescreen, and then I confirmed it happening to myself in 4:3.
[quote]3) You said in your post earlier that you wanted an option to remove the overheal on targetids, not add overheal colours to the spectator targetid health. Whatever, I guess. Added overheal colours to the spectator targetid.[/quote]
Actually in that earlier build, targetid health values had color animations only for the main targetid (and therefore no color animation for the secondary targetid), and I was requesting an option to have color animations for both. In your update you actually removed both color animations when you remade the targetid, both the default and override hudanimation files would not animate the health value color, which I assume was an accident.
[quote]6) I moved all of the tournament panels down. I don't think it should matter anymore.[/quote]
I wasn't referring to the respawn timer in the tournament playerpanel (respawntime), I was referring to the local player respawn timer (ReinforcementsLabel).
[quote]Some of the 5:4 overrides don't co-operate with 4:3 that well, like the win condition label. I have to use different values for it, for whatever reason.[/quote]
I'm not sure if I've ever experienced this myself, theoretically it should behave exactly the same if coordinates are using the c-modifier. I use a 4:3 resolution (640x480) on a 5:4 monitor so the HUDs I use actually need to accommodate both, which they seem to do when made correctly.
Edit: feel free to contact me if you want help with the scope removal animation though.
I don't know about this, I first noticed it watching slamberg's stream (VOD: https://www.twitch.tv/slamberg/v/77751767?t=44m22s) which was in widescreen, and then I confirmed it happening to myself in 4:3.
That's a little strange. It seems to be completely fine for me.
http://puu.sh/pZTHH/0f014d2849.png
Is it possible that he was running an older build where I accidentally screwed the targetids over or...? There is no differences with the TargetID I just uploaded to GitHub and the one I have installed in my TF2 folder.
Actually in that earlier build, targetid health values had color animations only for the main targetid (and therefore no color animation for the secondary targetid), and I was requesting an option to have color animations for both. In your update you actually removed both color animations when you remade the targetid, both the default and override hudanimation files would not animate the health value color, which I assume was an accident.
Yes, that was. Sorry for the misunderstanding. I forgot about the TargetID health animations. Fixed it.
I wasn't referring to the respawn timer in the tournament playerpanel (respawntime), I was referring to the local player respawn timer (ReinforcementsLabel).
I completely forgot that there was a separate respawn timer when it's in tournament mode. I pushed an update to move the respawn timer to the left side of the screen, a little bit below the tournament panels. I kinda have to edit this in the dark since I don't have a very good way to test the readymode things. I couldn't find a console command to manually start the game without getting someone on the other team to ready up.
I'm not sure if I've ever experienced this myself, theoretically it should behave exactly the same if coordinates are using the c-modifier. I use a 4:3 resolution (640x480) on a 5:4 monitor so the HUDs I use actually need to accommodate both, which they seem to do when made correctly.
It seemed to move when I used the 4:3 win condition override on 1280x1024, which IIRC is 5:4.
For the scope removal, I had it working successfully in mkhud earlier - but I removed it because ESEA probably doesn't want that. I don't want to incorporate it into this HUD either, it was just a little thing I wanted to try out.
[quote]
I don't know about this, I first noticed it watching slamberg's stream (VOD: https://www.twitch.tv/slamberg/v/77751767?t=44m22s) which was in widescreen, and then I confirmed it happening to myself in 4:3.
[/quote]
That's a little strange. It seems to be completely fine for me.
[img]http://puu.sh/pZTHH/0f014d2849.png[/img] Is it possible that he was running an older build where I accidentally screwed the targetids over or...? There is no differences with the TargetID I just uploaded to GitHub and the one I have installed in my TF2 folder.
[quote]Actually in that earlier build, targetid health values had color animations only for the main targetid (and therefore no color animation for the secondary targetid), and I was requesting an option to have color animations for both. In your update you actually removed both color animations when you remade the targetid, both the default and override hudanimation files would not animate the health value color, which I assume was an accident. [/quote]
Yes, that was. Sorry for the misunderstanding. I forgot about the TargetID health animations. Fixed it.
[quote]I wasn't referring to the respawn timer in the tournament playerpanel (respawntime), I was referring to the local player respawn timer (ReinforcementsLabel).[/quote]
I completely forgot that there was a separate respawn timer when it's in tournament mode. I pushed an update to move the respawn timer to the left side of the screen, a little bit below the tournament panels. I kinda have to edit this in the dark since I don't have a very good way to test the readymode things. I couldn't find a console command to manually start the game without getting someone on the other team to ready up.
[quote]I'm not sure if I've ever experienced this myself, theoretically it should behave exactly the same if coordinates are using the c-modifier. I use a 4:3 resolution (640x480) on a 5:4 monitor so the HUDs I use actually need to accommodate both, which they seem to do when made correctly.[/quote]
It seemed to move when I used the 4:3 win condition override on 1280x1024, which IIRC is 5:4.
For the scope removal, I had it working successfully in mkhud earlier - but I removed it because ESEA probably doesn't want that. I don't want to incorporate it into this HUD either, it was just a little thing I wanted to try out.
i have a few bugs and missing things here :
- There are no Sentry upgrading progress in the TargetID which annoys me when i am playing engineer
- No Medic's ubercharge percentage when aiming at the medic (it shows up when getting healed)
- When i can't afford metals for the building other than sentries, it will show up as sentry (literally unplayable)
i have a few bugs and missing things here :
[olist]
[*] There are no Sentry upgrading progress in the TargetID which annoys me when i am playing engineer
[*] No Medic's ubercharge percentage when aiming at the medic (it shows up when getting healed)
[*] When i can't afford metals for the building other than sentries, it will show up as sentry (literally unplayable)
[/olist]
Great HUD. Very good but it a few things bothers me:
- Low health and Overheal numbers are the same as normal colors. Change the low to red and overheal to yellow. Also for healing patient on medic.
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
- In mainmenu there is no Heavy vs Pyro button.
- In mainmenu, add a visual indicator of item server not available. (like in stock HUD with unplugged cable)
- Loadout presets are not ABCD and sems cut off.
Great HUD. Very good but it a few things bothers me:
- Low health and Overheal numbers are the same as normal colors. Change the low to red and overheal to yellow. Also for healing patient on medic.
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
- In mainmenu there is no Heavy vs Pyro button.
- In mainmenu, add a visual indicator of item server not available. (like in stock HUD with unplugged cable)
- Loadout presets are not ABCD and sems cut off.
TheGraySeedi have a few bugs and missing things here :
- There are no Sentry upgrading progress in the TargetID which annoys me when i am playing engineer
- No Medic's ubercharge percentage when aiming at the medic (it shows up when getting healed)
- When i can't afford metals for the building other than sentries, it will show up as sentry (literally unplayable)
Re-download the HUD, I fixed that yesterday.
For the last option, I can't really change that. I have literally every definition of the Sentry Gun replaced with "Gun" in the build menu and I have no idea why it would change back for such a rare situation.
- Low health and Overheal numbers are the same as normal colors. Change the low to red and overheal to yellow. Also for healing patient on medic.
I'll make it an option.
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
if i move it to the left or the center then it would look nothing like the overwatch loading screen, and that's exactly what i'm trying to replicate
- In mainmenu there is no Heavy vs Pyro button.
i could care less about it
- In mainmenu, add a visual indicator of item server not available. (like in stock HUD with unplugged cable)
with the way my menu is setup, that's not possible
- Loadout presets are not ABCD and sems cut off.
design choice. if you know how to install a HUD you should know which things are which.
[quote=TheGraySeed]i have a few bugs and missing things here :
[olist]
[*] There are no Sentry upgrading progress in the TargetID which annoys me when i am playing engineer
[*] No Medic's ubercharge percentage when aiming at the medic (it shows up when getting healed)
[*] When i can't afford metals for the building other than sentries, it will show up as sentry (literally unplayable)
[/olist][/quote]
Re-download the HUD, I fixed that yesterday.
For the last option, I can't really change that. I have literally every definition of the Sentry Gun replaced with "Gun" in the build menu and I have no idea why it would change back for such a rare situation.
[quote]
- Low health and Overheal numbers are the same as normal colors. Change the low to red and overheal to yellow. Also for healing patient on medic.
[/quote]
I'll make it an option.
[quote]
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
[/quote]
if i move it to the left or the center then it would look nothing like the overwatch loading screen, and that's exactly what i'm trying to replicate
[quote]
- In mainmenu there is no Heavy vs Pyro button.
[/quote]
i could care less about it
[quote]
- In mainmenu, add a visual indicator of item server not available. (like in stock HUD with unplugged cable)
[/quote]
with the way my menu is setup, that's not possible
[quote]
- Loadout presets are not ABCD and sems cut off.
[/quote]
design choice. if you know how to install a HUD you should know which things are which.
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
if i move it to the left or the center then it would look nothing like the overwatch loading screen, and that's exactly what i'm trying to replicate
https://imgur.com/K6aGrlj
- Loadout presets are not ABCD and sems cut off.
design choice. if you know how to install a HUD you should know which things are which.
I thought this was a bug.
Also on random instances, when you respawn there is not HUD elements, just killfeed, everything disappears, health, ammo.. etc.
[quote]
- On 1366x768 resolution the Loading...mapname is covered by the loading bar. Solution: Move the Loading...mapname upper, maybe right centered or to the left bottom.
if i move it to the left or the center then it would look nothing like the overwatch loading screen, and that's exactly what i'm trying to replicate
[/quote]
https://imgur.com/K6aGrlj
[quote]
- Loadout presets are not ABCD and sems cut off.
design choice. if you know how to install a HUD you should know which things are which.
[/quote]
I thought this was a bug.
Also on random instances, when you respawn there is not HUD elements, just killfeed, everything disappears, health, ammo.. etc.
There is no advanced options when you press escape ingame?
edit: i kinda like this hud even though i dont play overwatch, how can i change the health color to red when im hurt?
There is no advanced options when you press escape ingame?
edit: i kinda like this hud even though i dont play overwatch, how can i change the health color to red when im hurt?