Not sure why you bump a thread that's ten day old but I already told him, it's HudTeamSwitch.res
Account Details | |
---|---|
SteamID64 | 76561198062221457 |
SteamID3 | [U:1:101955729] |
SteamID32 | STEAM_0:1:50977864 |
Country | Germany |
Signed Up | March 10, 2013 |
Last Posted | February 18, 2016 at 4:36 PM |
Posts | 595 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1150 |
Resolution |
1080p |
Refresh Rate |
144Hz |
Hardware Peripherals | |
---|---|
Mouse | Zowie FK |
Keyboard | Cherry G80-3000QCDE |
Mousepad | Zowie G-TF X |
Headphones | Sennheiser HD518 |
Monitor | BenQ XL2411T |
enigmasearch
http://teamfortress.tv/forum/thread/1482/1
He's talking about the cross itself not the value
There are some people who know exactly how it works, I'm not one if them, just add some people like ya or garm3n they should know.
http://www.youtube.com/watch?v=u6PHF5qtCeU
time to watch it over and over again
set the delta_lifetime to something bigger then 0
I ping sub 100 to NYC and as playing scout its alright, unless you get loads of loss you shouldn't warp / teleport around, at least I never heard anyone complain.
Yeah that's what I intended.
Please post any bugs you find either here or on the steam group.
the next thing I'll take a look at will be to rework the class and team selection as well as some other minor things, I'll probably also update the workshop/replays/store to the design scheme I use for the rest.
LionxSorry but I couldn't tell from the perspective of the picture but, do the damage numbers only show up next to the timer or do they float around the target like normal?
There's one DMG number near your health and one floating above the target, the angle of the screenshot is unlucky.
erkstonthe shadow for my damage numbers is all funky:
http://i.imgur.com/QTB4FQj.jpg
/Resource/ui/HudDamageAccount.res open that up and change the font of damageaccountvalueshadow to FuturaHeavy20. Sorry I didnt double check it before release.
I didnt thought I'd make it today, but I did it anyway:
Version 1.8 is out!
What's new?
Version 1.8:
- Removed TF2 font and replaced it with roboto
- Grabbed Sourcescheme.res from portal (looking good)
- Made the TargetID userselectable (SpectatorGUIHealth)
- Added a version of the default scoreboard with avatars
- Readded "Sort Backpack" thing
Minor Changes:
Added shadow to static dmg numbers | Added Shadow to active sticky count
Minor adjustments to all the SpectatorGUIHealth's | Changed light BG on SB
Fixed some things on the CraftingPanel.res
Major Changes: Created or adapted loads of menus in the style of my HUD
Those include, Quickplay / MvM Lobby screen / Training (Offline Practice)
Stats screens / Crafting... dialog / Advanced Settings
And probably some other stuff I forgot
DL: Click!
Screenshots Click!
Steam Group: Click!
If you haven't already then make sure to join my steam group to get notified as soon as an update goes live!
Also follow Four's twitter to get news on his work: Click!
Quick taste of how the new sourcescheme looks like:
I'll set a release date for Friday, or *maybe* tomorrow if I can get to it.
The best bet is to join the steam group, I'll upload some pictures to it tomorrow.
I do want it, 150-200 ping bunnyhops are annoying :/
Awesome, thank you.
just to give a quick update:
School started again for me, but I spent loads of time editing today so there will be many more updates to come.
The most noticeable thing that is being changed is that the tf2 font got replaced by the roboto font which is used for everything else on the HUD. Also I've spent quite some time fixing or changing pretty much all of the menus, that includes quickplay; Crafting...; New Items screen; Stats.
There have also been a few minor changes including the damage numbers and Scoreboards. I've also made the targetID user selectable (default/numerical/healthcross) like other elements of the hud.
I've also did some great and exciting things with the source scheme but I won't spoil anything.
wrong, I don't even know where you got that from.
The konr wings are sized for cl_corsshair_scale 30, its all written in the readme