collycati must be stopped
http://i.imgur.com/FhATsYT.jpg
be warned, the reason i stopped developing my HUD is because font scaling was broken as fuck for several resolutions, which meant all kinds of alignment issues
Account Details | |
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SteamID64 | 76561198008063381 |
SteamID3 | [U:1:47797653] |
SteamID32 | STEAM_0:1:23898826 |
Country | United States |
Signed Up | December 9, 2012 |
Last Posted | February 19, 2021 at 10:11 AM |
Posts | 520 (0.1 per day) |
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collycati must be stopped
http://i.imgur.com/FhATsYT.jpg
be warned, the reason i stopped developing my HUD is because font scaling was broken as fuck for several resolutions, which meant all kinds of alignment issues
HueyLewisStill kind of hard to see and I like it better next to the medics name.
Putting it next to the player's name requires the extra space at the end of each player panel that is totally unused for anything by 10/12 players. The current method is much more elegant.
On a different note, I agree with the general preference for TFTV's HUD. Not only is it less obtrusive, it's also better at conveying relevant information quickly. For instance, the health meters in VTV's HUD are always green. They flash when the players are hurt and are a bit brighter when players are buffed, but green nevertheless. The target ID actually has no indication at all for low or buffed health values, and the health is significantly smaller than the player name, despite being far more important to discern.
Not sure if it's just me, but the gameplay footage looks a little desaturated/low contrast.
Also if fov_desired isn't 90, it needs to be. Viewmodel_fov should be 64.8 though.
collycatthe whole circle idea got out of hand so i wasted 2 hours on this
http://i.imgur.com/P491LfT.jpg
flashbacks to a simpler time
spammyflatlinelooks like delihud?
http://delihud.github.io/scrns.html
yeah, seems like that. Thank you :)
LOL it's definitely not DeliHUD.
It's the lowered version of ToonHUD with one of the many alternate fonts included.
Here's a screenshot for reference:
I made a little script for personal use and figured someone else might want to use it.
What it does is allow you to change your crosshair without opening console and using console commands, which would require you to temporarily hide the crosshair while you type into the console. Not only can it change the crosshair shape, it can change the size and color too.
Here's how it works:
1. Hold CTRL to activate the script (you can change it to another key if desired).
2. Use the MOUSE4 and MOUSE5 keys to cycle through the crosshairs.
3. Use the mousewheel to change the size of the crosshair.
4. Tap the R, G, or B keys (no need to hold them down) to change the red, green, or blue color values respectively (again by using the mousewheel).
5. Let go of CTRL, and your R, G, B, MOUSE4, MOUSE5, and mousewheel binds will return to normal (which you should set in the script).
Here's the script (put it in your autoexec or class configs):
///// Crosshair Changer /////
// Script Binds
bind "R" "rkey"
bind "G" "+taunt"
bind "B" "bkey"
bind "MWHEELUP" "mousewheelup"
bind "MWHEELDOWN" "mousewheeldown"
bind "MOUSE4" "mouse4key"
bind "MOUSE5" "mouse5key"
// Default Binds -- change these to your liking
alias "rkey" "+reload"
alias "bkey" "lastdisguise"
alias "mousewheelup" "invprev"
alias "mousewheeldown" "invnext"
alias "mouse4key" ""
alias "mouse5key" ""
// Script
bind "CTRL" "+togglestate"
alias "+togglestate" "bind R incred; bind G incgreen; bind B incblue; bind MWHEELUP plusscale; bind MWHEELDOWN minusscale; bind MOUSE4 nextcross; bind MOUSE5 prevcross"
alias "-togglestate" "bind R rkey; bind G +taunt; bind B bkey; bind MWHEELUP mousewheelup; bind MWHEELDOWN mousewheeldown; bind MOUSE4 mouse4key; bind MOUSE5 mouse5key"
alias "incred" "mwheelred"
alias "incgreen" "mwheelgreen"
alias "incblue" "mwheelblue"
alias "mwheelred" "bind mwheelup plusred; bind mwheeldown minusred"
alias "mwheelgreen" "bind mwheelup plusgreen; bind mwheeldown minusgreen"
alias "mwheelblue" "bind mwheelup plusblue; bind mwheeldown minusblue"
alias "plusred" "incrementvar cl_crosshair_red 0 255 15"
alias "minusred" "incrementvar cl_crosshair_red 0 255 -15"
alias "plusgreen" "incrementvar cl_crosshair_green 0 255 15"
alias "minusgreen" "incrementvar cl_crosshair_green 0 255 -15"
alias "plusblue" "incrementvar cl_crosshair_blue 0 255 15"
alias "minusblue" "incrementvar cl_crosshair_blue 0 255 -15"
alias "plusscale" "incrementvar cl_crosshair_scale 18 48 1"
alias "minusscale" "incrementvar cl_crosshair_scale 18 48 -1"
alias "cross0" "exec defaultcrosshair; alias nextcross cross1; alias prevcross cross7"
alias "nextcross" "cross0"
alias "prevcross" "cross7"
alias "cross1" "cl_crosshair_file crosshair1; alias nextcross cross2; alias prevcross cross0"
alias "cross2" "cl_crosshair_file crosshair2; alias nextcross cross3; alias prevcross cross1"
alias "cross3" "cl_crosshair_file crosshair3; alias nextcross cross4; alias prevcross cross2"
alias "cross4" "cl_crosshair_file crosshair4; alias nextcross cross5; alias prevcross cross3"
alias "cross5" "cl_crosshair_file crosshair5; alias nextcross cross6; alias prevcross cross4"
alias "cross6" "cl_crosshair_file crosshair6; alias nextcross cross7; alias prevcross cross5"
alias "cross7" "cl_crosshair_file crosshair7; alias nextcross cross0; alias prevcross cross6"
One last thing: create a config file called defaultcrosshair.cfg with the following entry:
cl_crosshair_file ""
(This enables you to cycle to the default crosshair in the script.)
EDIT: fixed script breaking taunts.
I have a similar problem occur occasionally that I believe is due to overheating or something like that (I use a shitty laptop). Usually it means I'm done for the day. Try coming back in a few hours/tomorrow, always fixes it for me (which, hopefully, means the GPU won't suddenly die).
This is what happens when flat world textures are blocked by sv_pure. You can either remove the textures or replace them with the solid textures from the FPS Improvement Compilation, which I believe don't have this problem (and also don't make partially transparent textures like chickenwire fully opaque).
pivotkraner-snip-
I like it dude. I would have used that same font but I didn't want to completely rip off ell's work.
Unrelated, but I did create a modified version of TeamFortressTV's tournament HUD for use in BXHUD:
http://i.imgur.com/4UjpXJO.png
please don't ask for dl
Does anyone know a) if there is an equivalent to x_offset that can change ypos and b) what elements x_offset can actually affect? So far, I've only seen it used in BXHUD's item meters, I am wondering if it would work for killsteaks + crits/heads or something like that.
tried recreating the old ell's hud spectator gui, looks ok but the new font is too thin
mousiopeEricScoffer_What is the best way to line my health and ammo?
Using math. The easiest way to do it is to set your health and ammo boxes to have the same ypos, wide, and tall values, and the relevant controls to also have the same ypos, wide, tall, and textalignment values. This will ensure that they are vertically level.
I usually do it with the heavy cause it uses 300hp and 300 as ammo values making the numbers even and easier to allign from the crosshair
Whether or not this works is dependent on the textalignment, size, and positioning of the numbers within the respective boxes, and even then relies on visual guesswork. If you absolutely must do it visually instead of mathematically, you should create a background imagepanel that covers the whole box (allowing you to see the boundaries of the element), then align it with lines drawn on the HUD.
It reminds me of the problems I had when my graphics chip was overheating, although those were mostly in-game textures. If it's not that, maybe try changing resolutions?