I would agree with Ducky, most likely just a temporary issue.
If you absolutely can't wait, here are mirrors of the latest versions:
BXHUD
KNHUD
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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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I would agree with Ducky, most likely just a temporary issue.
If you absolutely can't wait, here are mirrors of the latest versions:
BXHUD
KNHUD
In other news I also recreated the main elements of old ya_HUD's Blank Lower version with new yaHUD's 5MD version, which gives me this delightful hybrid.
http://cloud-2.steampowered.com/ugc/720868802515193141/B9FA1BB579C54F43156CC8327AFE281419395794/
omni-snip-
Wonderful, thanks omni. I was using the alpha variable incorrectly, as I assumed it would just use the alpha number in the fillcolor field. (The border/border_override solution, on the other hand, did not change anything for me.)
Thanks for your help, guys.
trog-snip-
I have done this, here is the result:
http://cloud-2.steampowered.com/ugc/721995326414005878/227AAD2455A7FACEB186A1FF09B999D9EA4814C8/
As you can see, although it animates just fine, the button is still rounded at the corners (the bottom box being a regular image panel that I can't seem to animate the same way).
I would think it has something to do with draw_corner_width/height for the buttons in ClientScheme.res, but there's quite a lot of them and I would have to restart TF2 each time I wanted to test the changes.
BenroadsUh I was under the impression you could just change the fillcolor of something through animations. I can't say I know much about animation stuff with HUDs but I'm fairly sure you could make a imagepanel and then through the buffed/low animation change the fillcolor
I tried, but animating "fillcolor" hasn't done anything for me. According to the top of hudanimations.txt, the only color commands for panels are fgcolor and bgcolor (neither of which worked), and alpha is only for the HUD weapon selection (as it also doesn't work).
BenroadsIf you just want rectangles it'd probably be easier to just make some imagepanels then center them behind your health/ammo?
This is what I thought of doing first, but I couldn't find a way to change the fillcolor in hudanimations.txt for buffed/low health. I even tried creating separate images for buffed/low health, but I couldn't turn them on and off through the hudanimations.txt events.
I looked into yaHUD and BXHUD and both of them use buttons to achieve the effect so I figured that was the only way to do it.
I'm trying to make buttons on my HUD that are normal rectangles, i.e. no rounded corners, as backgrounds for the health in my hud. This would be similar to yahud's FLV buttons.
I would imagine the buttons are defined in clientscheme.res but there are many, and I don't know which ones would be used in this scenario.
im gonna barf
http://cloud-3.steampowered.com/ugc/721995326413943392/4DD45BBDA44918D4B9A777C6105CEF4A580708DA/
in the next version i replace the crosshair with the ammo in clip
http://cloud-3.steampowered.com/ugc/720868802633277758/CFF47E09C1B5D8969DCA8D2A395266888FC74F2B/
this hud sucks
DontubermeIs this why some people are saying it feels like the reload hasn't changed?
Probably. From ~1.4s to a given 1.5 now.
What's the easiest way to edit the MVP/Winpanel?
My method involves noclipping in Turbine with a cap limit of 1, but that only allows me to see the entries for the top player, since only I will have a score to be listed. The fact that the winpanel disappears on hud_reloadscheme makes it impossible to see real-time changes as well.
Daggerif anything this made it more powerful. What would you rather do. Shoot 3 arrows at a scout and hit 1 for 75 damage or shoot 6 arrows and hit 2 for 50 damage each?
The Crusader's Crossbow actually already had a reload speed of ~1.4s before this patch. You can see this in the official wiki's edit history, or you will probably remember from experience. It does not seem to fire/reload any faster than it did yesterday.
EDIT: The reload speed has, in fact, been changed from ~1.4s to a given 1.5s.
Scoffer_The healing has not changed
This is also false. Previously, the max heal was 150. The current max heal is 100. The hurt/heal amount have both been lowered by 1/3.
PossimpibleControlopeI hate to say it, but the main typeface (Imagine Font) is pretty hard to read in smaller sizes.
Why would you use it for damage numbers?
The damage numbers are not as small as the round-timer numbers. They are the same size as the server map timer numbers, which I decided was an acceptable size for which to use the Imagine typeface.
As a side-note, I think the readability would be vastly improved with a better typeface such as Axion RX-14 or whatever typeface the original mockups used; unfortunately, they aren't available to me. FF Gothic works as a medium but has horrible tracking.
slideDifferent something I don't think anyone has tried before.
One question though, how come on the timers the top timer has the font used in the hud, but the one underneath uses a different one?
I hate to say it, but the main typeface (Imagine Font) is pretty hard to read in smaller sizes. The top timer uses the smallest version of Imagine I decided to use (it's the same size for world-based damage numbers). Futura is already used in other parts of the HUD and is readable in small sizes, so I opted to use that instead.
insomscreenshot of damage numbers?