Medico_di_Biscotti
Account Details
SteamID64 76561198020028851
SteamID3 [U:1:59763123]
SteamID32 STEAM_0:1:29881561
Country Denmark
Signed Up July 31, 2015
Last Posted August 7, 2022 at 3:37 PM
Posts 87 (0 per day)
Game Settings
In-game Sensitivity 2.66
Windows Sensitivity 6
Raw Input 1
DPI
450
Resolution
1920x1080
Refresh Rate
144 Hz
Hardware Peripherals
Mouse Logitech G500s
Keyboard SteelSeries 6Gv2
Mousepad Func F-Series 10 XL
Headphones Almost never use headphones
Monitor Acer XB270H
1 2 3 4 ⋅⋅ 6
#50 biscottiHUD in Customization

v. 1.94

- minor fixes.
- 3D player model is now in profile with an option to go back to how it was.
- nothing changed on scoreboard yet.
- hides picked up weapon owner in streamer incognito mode.
- moves hp bar higher up on freeze cam to avoid clipping with weapon inspect.
- countdown background is now opaque. might be removed entirely in the future if I don't like it.

biscottiHUD Steam Group
huds.tf

posted about 2 years ago
#49 biscottiHUD in Customization

v. 1.93 [Hello]

So... It's been 3 years since I last worked on my HUD. On New Years 2019, I messed up the GitHub repo trying to rename the folder to lowercase, which resulted in there being two folders, one as it used to be and one lowercase. I couldn't figure out how to delete the duplicate because it didn't show up on my local system at all, so I instead just gave up on the HUD entirely.

In the meantime I played a ton of Guild Wars 2, and I went back to school to study programming, and that's primarily what I've been doing the past 3 years.

I've been feeling nostalgic recently, watched some old Muselk videos, and wanted to start up again using Git properly now that I'm a bit more familiar with good development practices. Converting my old setup to Git branches took a little work but is gonna make updating so much easier and less likely to miss something.

There aren't a huge amount of changes in this patch, mostly minor fixes or stuff I forgot to release way back when. There's stuff I was working on that I need to see what state it's in and then finish it, and then there's stuff I didn't get around to but wanted to take a crack at, but all of that's for another day.

I'm also about to start a job so I'll have less time to develop and play, but it's a nice hobby project I can dig into every now and then.

- minor fixes and missing changes
- updates main menu to Summer 2022 ads
- fixes floating targetID health being cropped oddly.
- they don't animate properly and I don't know why.
- there's work to be done to make the normal targetID backgrounds look good with floating HP.

biscottiHUD Steam Group
huds.tf

posted about 2 years ago
#48 biscottiHUD in Customization

v. 1.91 [Scream Fortress XI]

- finally committed a change from 7 months ago that doesn't matter.
- updated main menu advertisements. Congrats on being marketed to, and sorry for missing the previous gambling vessel.

Happy Halloween!

biscottiHUD Steam Group
huds.tf

posted about 5 years ago
#47 biscottiHUD in Customization

v. 1.90b [Smissmas 2018]

I know, I know, I'm late.
All that was updated was the ad banner on the main menu, so I'm sorry, but I don't see all the fuzz about updating that. Anyway, here it is. You can now be marketed to accordingly.
- changed the store advertisements to Smissmas 2018. You can once again be effectively marketed to.
- added more new captions to prevent clutter in console.

biscottiHUD Steam Group
huds.tf

posted about 5 years ago
#46 biscottiHUD in Customization

v. 1.90a [Scream Fortress X]

Sorry, I'm a little late on this one.
- changed the store advertisements to the new halloween stuff. Now you can be effectively marketed to.
- added two new captions to prevent clutter in console. It's just the ones I came across. They are probably more from other new taunts that I haven't seen.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#45 biscottiHUD in Customization

v. 1.90

- Separated the box lines into vertical and horizontal customizations.
- Added customizations for the spy's disguise silhouette. There are 7 positions and 1 off setting. The "centered left" and "centered right" settings are positioned above the HP and Ammo respectively and follow the "positioning" customization. That's a total of 13 different positions and 1 off setting.
- Added condensed icon- and colour-based PDA style for engineer. Now the build menu looks as nice as the disguise menu.
- Added vertical side version of the engineer's PDAs. Again, looks as good as the the disguise menu.
- Deleted the "side vertical 2" style because I didn't like it, and it was pointless having two basically identical styles.
- Added separate metal counter underneath the crosshair and customization options to turn either on or off.
- Slightly centered the number when metal is added or subtracted.
- Added customization option to remove the team status panel at the top of the screen.
- Changed the two black boxes meant for counting round wins to be two team-coloured stripes instead. This is more aesthetically pleasing when the playing a gamemode without rounds (e.g. payload), and also more pleasing in general, while also showing team colours even with the team status panel disabled. Technically, the dots are already team-coloured but still... this is nice.

So what's next... I'd like to redo the hudtournament setup and stopwatch. I'd also like to apply the new PDA styles to the class menu, so that I'd have a condensed, icon-based one and a vertical style one. I should also redo the team select menu even though you never really see that one nowadays.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#44 biscottiHUD in Customization

v. 1.89a

Updated clientscheme to reflect the game update. No idea what the font instances are used for. I think they were removed at some point but now they're added back in. Who knows.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#43 biscottiHUD in Customization

v. 1.89

- Fixed the RankPanel looking dumb in the Find a Game menu. When I shipped the last update I hadn't even opened the Find a Game menu so - I didn't even know that it looked dumb. My bad.
- Changed a bunch of backgrounds (including the top dashboard in the main menu) to use the same colours as elsewhere in the HUD.
- Changed a couple backgrounds from ugly transparent brown (yuck) to nice transparent black (mmmm).
- Added customization to make all the black/grey colours a darker shade. Not a big change, but it took a surprising amount of work and it's good groundwork for changing the colours of the HUD more drastically in the future...
- Now that I think about it, the way that I would expand on this would actually be so much easier and completely nullifies the work that I just did. Dammit.
- It's still a fine change, but dammit, I thought the grunt work would actually make things easier in the future. Nah.
- Made the chat not move when matches start and end. Initially it was to move it out of the way of the scores, but it would get stuck there and not move back if you joined a game in progress, so it was mostly just annoying.
- Removed the custom main menu customization because it's been broken for almost a year or something. I just forgot to do it a long time ago. My bad.
- Literally just renamed one element in the scoreboard for almost no reason.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#42 biscottiHUD in Customization

v. 1.88 [Blue Moon]

So... sorry it's been so long. I haven't been playing TF2 and the update came out of freaking nowhere which spooked me. So it took me a while to get around to it, but it's fine now. It's been done. It didn't even take long. I shouldn't have freaked out about it.

- updated to be compatible with latest game update
- Valve now lets you change the colour of the damage numbers in-game now, which is good, but I cannot lie, it upset me a bit because it takes purpose away from custom HUDs. But it's a good change. I've left the colour code in just in case they change it back for whatever reason. It doesn't seem to do anything anyway.
- I haven't the foggiest what the change to hudobjectivetimepanel is supposed to accomplish but it should be fine leaving it as is. I'll update if I find any issues.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#41 biscottiHUD in Customization

v. 1.87

- redesigned Payload Race UI (plr). One track instead of two, but the progress lines are only half the track so they both fit.
- redesigned Capture the Flag (ctf). This extends to Pass Time and minor teaks to Special Delivery (sd) and MvM.
- fixed minor clipping error on payload minmode when the recede timer is 20. I might email Valve about this one even though it's super minor.
- added War Paint menu that I missed from the Jungle Inferno update. Whoops. Thank you Whisker for helping on that one!
- updated the ad banner on the main menu and removed the operation banner.

biscottiHUD Steam Group
huds.tf

posted about 6 years ago
#4946 HUD editing: short questions, quick answers in Customization
WhiskerMedico_di_BiscottiWhat file handles the war paint preview windowI believe you're looking for
resource\ui\econ\inspectionpanel.res
https://i.imgur.com/Yi2lFuv.png

Thanks! The tree pointed me towards charinfoloadoutsubpanel.res. There were a few files I never got around to updating in Jungle Inferno because I was overwhelmed with the changes, and that was one of them. They added some paint stuff to that file that slipped under my radar. Also just spotted the InspectionPanel way at the bottom. I never even knew the Item page had a WarPaint button until just now!

Easy fix. Cheers :)

posted about 6 years ago
#4944 HUD editing: short questions, quick answers in Customization

What file handles the war paint preview window. When "inspecting in-game" from the market it opens up a panel, but it's bugged in my HUD. The top image is the stock HUD. Bottom is mine. You can see the preview panel is tiny and stuck in a corner. Something in econ maybe?

https://i.imgur.com/S8doqBJ.jpg

posted about 6 years ago
#40 biscottiHUD in Customization

v. 1.86a
I made a small mistake. Thank you for notifying me on GitHub even though I only noticed it just now, 16 days after you told me.
When Jungle Inferno shipped, the gas can and phlog used the same meter so they overlapped. I expected them to make a new meter file for the gas can and keep the phlog where it was, so I positioned the jetpack to be above the plhog's original position. They did something else; they made a new file for the phlog and I didn't even notice the mix-up. In short, the new phlog position overlaps the jetpack, so I've had to move the jetpack up a slot.

- moved the jetpack up slitghly and then wrote a way too long patch note for that one thing that I did.

But thank you for pointing it out so I could fix it :)

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#39 biscottiHUD in Customization

v. 1.86 [Scream Fortress 2017 + gas can meter]
- added the separation of phlog and gas can. It actually makes me mad that this was an issue in the first place.
- the new meter supports all the meter customizations.
- tweaked the borders at the top of the store and backpack menus so the lines don't clip anymore. To bo honest, I don't know why they didn't clip before.
- updated the main menu with the halloween update.
- made the matchmaking settings panel have a different background colour identical to other parts of the HUD.

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#4715 HUD editing: short questions, quick answers in Customization
SevinAre the popup boxes on the main menu hardcoded now? The options and advanced options buttons have a hover-over popup now, since the default HUD only uses icons, but my HUD has text and the popup is redundant. Is there no way to remove it?

I just did a small test before replying to make sure. I just renamed the element and it stopped using the tooltip.
So "fieldName" "SettingsButton1" (just added a 1). The button still works but the tooltip is gone.

Now, if the button had any special property that was hardcoded to the name (aside from the tooltip), that will also be gone. Luckily, I don't think it had any. I only mention it because I recall trying to move the quitbutton into an editablepanel some time ago and it caused the button to stop having a command. Changing things that are supposed to be hardcoded sometimes don't work. This one seemed fine, though.

posted about 7 years ago
1 2 3 4 ⋅⋅ 6