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
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#37 biscottiHUD in Customization

v. 1.85
- added the Pyro's jetpack in the same styles as all the other meters.
- updated the main menu a little bit to make it more consistent with the other menus (like backpack). It's not perfect by any means but it's a little closer to what I want.

This should be close to it as far as emergency updates. There may be some more, but the next updates will most likely be to redesign the main menu again.

PS: Someone (don't know his preference for being named) also alerted me that I hadn't changed the info.vdf version to 2, so the HUD wasn't even being loaded at all. I am a moron, I'm so sorry, it's been fixed now :)

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#4710 HUD editing: short questions, quick answers in Customization
Hedgeis there a way to put a letter in front of my damage numbers that appear above enemy head

like 'a100' instead of '100'

I could be wrong, but I don't believe so. The file is huddamageaccount.res but the only thing you can edit there about the floating text is font size, fading time, and colour. Unless there's some place deeper that I don't know about, I don't believe it's possible.

posted about 7 years ago
#4708 HUD editing: short questions, quick answers in Customization

Anyone know if we can still use the commands like `play_casual` to start searching. Since they essentially got rid of the lobby screens, I'm guessing no, right? The commands don't seem to do anything. So we have to go through the dashboard sidepanel now? Or do we have a workaround?

posted about 7 years ago
#36 biscottiHUD in Customization

v. 1.84 [Jungle Inferno]

It's not completely done yet but it's pretty much there. It's a hotfix at the very least. More will come once I get a chance to test it, mess around, and design around the new menu changes.

- It's stable. I think.
- For the time being we're using a modified version of the stock main menu.
- I added the Vita Saw organs in the same way I do all other counters e.g. Revenge Crits, Heads.
- I still need to change the Pyro's jetpack. I imagine it's a charge bar like Jarate or something but I haven't been able to test it yet as I don't have one :(
- supposedly added in some more changes from the previous HUD update that I for some reason hadn't copied over properly.
- added captions for new voice lines to prevent error messages in console.

Speaking if the console. Did they add, like, some weird layering to the main menu? It keeps clsing the console whenever I click it out of focus. But then it takes two toggles to come back like it was there hidden below something else but we just can't see it. That's mad annoying.
This is a lot of the changes but not all of them. I should have more patches coming out soon. The jetpack is a priority, I just need to acquire one first.

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#35 biscottiHUD in Customization

v. 1.83 [also effin' huge and even longer time coming]

So this has been sitting 98% finished for about 4 months. I started working on it right after the last update and then just lost the motivation to finish it all the way. So, as I often do, I'll now release the stuff that I did finish. It's some pretty cool stuff actually, but it has been several months since I last worked on it, so forgive me if I leave something out. These are the highlights as I remember them.

- Custom crosshairs.
Really cool actually. I now have proper good support for them and even made a couple presets for you to try out.
Even more exciting, you can use the outer part of the crosshair as a hitmarker, either by animating the colour or the alpha (transparency) of it.
You can also use a different hitmarker, like konrwings or whatever you desire, and leave the crosshair2 as is.
Both are turned off by default, but I recommend you at least try them, if nothing else then for fun. The presets are pretty exaggerated but you can always edit them, get rid of crosshair2, or use crosshair2's alpha as a hitmarker.
To change the colours of the crosshairs, go to biscottiHUD\resource\schemes\scheme_crosshaircolours.res. It will require you to restart the game to see a change, though. You can also go the biscottiHUD\scripts\hudlayout_hitmarker.res file but it will be overwritten if you change to a different customization. Unless you change it in customization\manual. That would allow you to use different colours for different crosshairs too.
To keep it simple, try the Seeker preset. It's probably the most usable and least intrusive. The others are mostly just something I made for fun to try different things.

- Sticky count label
Similar to the uber charge label, there's now a label below the crosshair that counts how many stickies you have it (it's invisible if you have 0 out, don't worry). If you want it to still be there and say 0 when you don't have any out, go to huddemomanpipes_label3.res and change the NoPipesPresent stuff to "visible" "1".
Again, similar to the uber label, you can choose different positions on the HUD, or turn it off altogether. At the ammo, at the crosshair, and at the charge bar. Ammo, and crosshair are on by default.
It's simple, but maybe one of my low-key favourite things in this update. I think it was also the first thing I started working on immediately after publishing the last update. I realised I missed an opportunity.

- PDA Menu designs
This is what caused me to take a break. I wanted to do more condensed, icon-based versions of the PDAs but I kind of got stuck. I knew that I wanted to make the current design smaller, at the very least.
So I designed an icon-based disguise menu, which I am very happy with, along with two vertical designs. They're practically identical, but I couldn't decide between them so you get both for now.
I wanted to do the same for the Engineer but hit a wall. So for the past few days, I've been optimising the normal design of the build/destroy menu along with the Eureka teleport menu. I even did the Pip-Boy ones, finally!
But, at least for now, the condensed, icon-based and vertical designs will have to wait.

- Health you pick up
I made it not float around. Now it stands still and fades out. It also moves with positioning now, so it follows where the HP box is.

- What's to come
Like I said, I want to do the other designs for the Engineer PDAs.
I also would very much like to copy those designs over to the Class menu as well. It fits so nicely, but coding it is a little trickier and I also need to design it first. I also really needed to push this update because (HYPE HYPE HYPE!!) the Pyro update is coming! For those reasons, these changes are on the back burner for a while, as they have been for several months. I'll get to it within a couple of months, probably.

Oh, and I've been meaning to make a couple tutorial videos explaining how to activate customizations, edit them and what not. It'll happen, but then again, I've been saying that for about 6 months now. But it'll happen.
But in the meantime, if you want to try some of the customizations, try using the .bat files. They're hella convenient for switching between options quickly.

I hope I didn't mess up somewhere, because again, this update is like 624 file changes.
And I know I should update the README more. I'll do that at some point too. Peace!

PS: One of my many, many flaws is that I go into way too much detail with my patch notes. I'm basically writing this shit for my own amusement. It took me, what, 40 minutes to write PATCH NOTES (!) that will be irrelevant in 24 hours because that's when the next patch will be. No-one's gonna read this. I hope someone reads this. 'Sup to whomever (yes, whom) reads this. I hope you have a splendid day!

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#4448 HUD editing: short questions, quick answers in Customization
brutalMaking a new hud. How would I go changing backpack item borders to a square shape? (Yes I'm a newbie at this shit, but I want to learn)

You go to clientscheme.res, find the border section.
Then find all of the borders that have to do with item quality. There are a lot of them. I don't know if they're even all used in the game, but I just changed all of them (Standard, Unique, Rarity1-4, Haunted, PaintkitWeapon, Collector's, Vintage, Community, Developer, Selfmade, Customized, Strange, Completed, Rarity Default, RarityCommon, RarityUncommon, RarityRare, RarityMythical, RarityLegendary, RarityAncient). I know, that's a lot.

Set
"draw_corner_width" and "draw_corner_height" to "0"

In general, if you want to make something square or get rid of the white outline border, you should either go to clientscheme and change the border with those values (draw_corner... 0), or if it's an imagepanel, those same parameters will also be there in the .res file you're working. Like the background for targetid's.
If you really want everything to be square, just change all the borders you can find in clientscheme. It future proofs it as well since new additions to the game will likely reference existing borders.

posted about 7 years ago
#4444 HUD editing: short questions, quick answers in Customization
bearnauthttps://steamuserimages-a.akamaihd.net/ugc/867356213186415781/31074271759E50F5E943F0B192131401B5931EB9/
also how can I get rid of those white borders?

I can't figure out where the tournament spectator backgrounds are actually defined, but the quickest way to get rid of the white borders is to edit the borders in clientscheme.res. If I had to guess, I'd say it's the ReplayDefaultBorder, it's used for a lot of things. Set the "draw_corner_width" and "draw_corner_height" to 0. I just did that for almost all the borders to get rid of the white lines.
If you only want to remove it in this instance, I'm afraid I'm as lost as you. The normal way would be to find the element that defines the background panel and use those same "draw_corner" 0 things there, but I can't find it.

posted about 7 years ago
#4443 HUD editing: short questions, quick answers in Customization
bearnauthttps://steamuserimages-a.akamaihd.net/ugc/867356213186373757/EC449CDA07AB33D50C326F5FFA87026BA265B8B4/
I would like to know how to remove the background to the welcome panel, I found out how to remove the bg for the panel that follows but I can't figure out this one even though it seems obvious enough I can't see it

I believe the two "welcome to the server" files are mapinfomenu.res and textwindow.res. I can't remember which is which, but if you've already done one of them, you shouldn't have a problem with the second.

One thing to note is that mapinfomenu.res by default has a black filter background on it. You can remove it by putting
"paintbackground" "0" in the top element ("mapinfo"). Then you can add your own shade of it to make the two files have consistent backgrounds or whatever you need.

posted about 7 years ago
#34 biscottiHUD in Customization

v. 1.82 [Effing huge and long time coming]

This update has been several months in the making. I started making the first changes in, like, February or something. Then I just kept thinking of more things I wanted to do before releasing. In hindsight, I should have made a lot of smaller updates. There are still things I want to do, but I also really want to get this out there, so here it goes.

- improved spacing on main menu to not clash with console.
- added small uber charge label under crosshair.
- added customization to turn all 3 different uber labels on/off (the normal ammo style one, the crosshair one, and one on top of the charge bar).
- There's also a variant to count Vaccinator charges. It will replace the uber labels with Vacc charges. It makes zero sense to have both on screen, but if you really want to have both at the same time, you'll have to tinker it yourself (find the file and make it not set the others to "wide" "-40", and I recommend moving the label2 one down about 6-10 units.
- added 3 more positions for the HP/ammo. The default is now slightly more centered than it was before (this is actually what made me want to do an update alongside the main menu spacing issues.) The old position is called "further position 2".
- added HP styles to your own health. You can now get the HP cross back with coloured backgrounds in the styles of PVHUD and e.v.e HUD. The default is still "no cross".
- changed how you activate customizations. I'll probably make a video at some point walking you through it. I meant to do that a while ago, but now that it's different, seems like the perfect time.
Long story short, you can now just double click a .bat file to instantly copy over the files for the customization instead of going into the folder and manually copying and overwriting files. It's easier.
This process also applies to activating incognito mode.
- made the meter size customizations also apply to energy weapons and uber charge bar. If you really don't like that, you can always mix and match, I guess. Like, take the bigger uber file and the long thin of everything else.
- changed some back-end stuff to make customizations more modular and make it easier to add more in the future.
- lots of small changes to the code, like name changes, changing how much files reference other files etc.. cleanup basically.
- added some more captions to prevent error messages in console. again.

I think that was it, really. The most time consuming stuff was probably all the back-end stuff you don't actually see that's keeps the motor running. A lot of slight changes in architecture to make it slightly more efficient.

It's legit 652 file changes (a lot of it is just moving/renaming, but still.. YOWSA), please do let me know if I messed up somewhere.

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#33 biscottiHUD in Customization

v. 1.81 [Background colours]

- changed the background colours on a lot of menu stuff, including the ping preference menu.
- slightly lowered the "next" and "previous" page buttons on the backpack to not clip with a high number of pages.

I'm sorry that I've been holding unto this update for a while. I wanted to do more, but this is enough for now.

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#32 biscottiHUD in Customization

v. 1.80

This is a quick fix to update all the changed files. I WILL be posting another update really soon that probably changes the background of the "next map" panels. I just need to actually play it first and figure out what needs changing and how.
See this as a hot fix, but also the next update is really minor, only aesthetic stuff.

In other news, you can join my new Steam Group for this HUD to be notified when I post updates.

biscottiHUD Steam Group
huds.tf

posted about 7 years ago
#31 biscottiHUD in Customization

v. 1.79c

Small update because Valve changed clientscheme. And I also added a file to make the "rate match" panel slightly prettier.

We're now back on the right version number :)
- updated clientscheme with the latest game update.
- made the "rate the match" panel look more in style of the HUD.
- added a few more captions to get rid of error messages in console.

huds.tf

posted about 8 years ago
#30 biscottiHUD in Customization

v. 1.79b

Don't know exactly what Valve wanted to fix, but they changed clientscheme, so I updated.

- Updated clientscheme with the game.
- Added more captions to avoid error messages in console.
- Commit on GitHub accidentally has the wrong version number. Whoops.

huds.tf

posted about 8 years ago
#29 biscottiHUD in Customization

v. 1.79a

- ACTUALLY fixed removing the cross when low on health. After the last update it would still show the top-left 1/4 of the cross when really low.
- added customization to add the cross back in.
- changed [LEGACY] to [!LEGACY] so that it's listed at the top of the page. This is just something I like to do when you could describe the customization as a pack of multiple customizations.
- updated [!LEGACY] scabber's HUD to work with the latest changes, I hope. I often times forget to update this customization.

huds.tf

posted about 8 years ago
#28 biscottiHUD in Customization

v. 1.79 [lines]

So I actually played the game and noticed a bug that had emerged at some point. I also added a new customization because someone on the huds.tf page asked about it.

- fixed the red cross showing up when low on health. Valve apparently changed something.
- added customization for enabling the team-coloured lines on the edges of the HP/ammo boxes. These were previously a feature and then disabled because I thought it looked better without them.

huds.tf

posted about 8 years ago
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