blylight
Huds they've uploaded because they're a coward for not keeping them up:
https://www.dropbox.com/scl/fi/70h3b15keaoy0j52blp07/huds.zip?rlkey=crk4p9hn3byleasah6mx3i8aw&st=16thlebq&dl=0
Account Details | |
---|---|
SteamID64 | 76561198152736160 |
SteamID3 | [U:1:192470432] |
SteamID32 | STEAM_0:0:96235216 |
Country | United States |
Signed Up | June 30, 2016 |
Last Posted | November 22, 2024 at 6:22 PM |
Posts | 55 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.125 |
Windows Sensitivity | 3 |
Raw Input | 1 |
DPI |
1000 |
Resolution |
1920 x 1080 |
Refresh Rate |
240 |
Hardware Peripherals | |
---|---|
Mouse | Logitech Superlight 2 |
Keyboard | HyperX Alloy Elite 2 |
Mousepad | Some random world map mousepad |
Headphones | Meze 99 Classics |
Monitor | Smasnug 240 hurts |
blylight
Huds they've uploaded because they're a coward for not keeping them up:
https://www.dropbox.com/scl/fi/70h3b15keaoy0j52blp07/huds.zip?rlkey=crk4p9hn3byleasah6mx3i8aw&st=16thlebq&dl=0
chiefdogIs it possible to make it so that minimode disables all hud elements except the killfeed? I have a recording hud that only shows the killfeed and would like to switch conveniently, between a "normal" hud and recording mode. I was wondering if with minimode, I could move all the elements to Narnia or smth.
The _minmode tag can be applied to nearly any key-value pair.
"MyElement"
{
"visible" "1" // Visible normally
"visible_minmode" "0" // Hidden when in minmode
}
"Element2ElectricBoogaloo"
{
// Center screen normally
"xpos" "c-50"
"ypos" "c-50"
"wide" "100"
"tall" "100"
// Bottom right in minmode, notice that width and height are not present.
"xpos_minmode" "r100"
"ypos_minmode" "r100"
}
The width and height are ommited for minmode because they will use the values already present for normal mode, reducing the need for multiple definitions of the same information.
Double check it's installed by using:
version_comfig
The most recent version as of this date is 9.10.2.
If you see something like:
Unknown command "version_comfig"
or you see a different version, it is recommended to double check that an existing autoexec is not conflicting with mastercomfig. Look through the following folder for an existing autoexec.cfg file:
Team Fortress 2\tf\cfg
colombo0744a bad milky hud edit made by me
https://im.ge/i/FK4uzG
https://www.mediafire.com/folder/ywepnb2081f36/milky+hud+edit
Might I recommend using GitHub or even just Dropbox or Google Drive? Media fire is starting to put crap behind a paywall where YOU don't get paid, they do.
How does one go about editing the end of match scoreboard for casual/competitive? I've searched everywhere around the internet and can't find a single thing that says it. I've looked in JarateKing's HUD File List and can't find a single thing about it.
EDIT: Nevermind, I'm a moron. The file is hudmatchsummary.res.
ZetosOctalblockDoes anyone know how to modify the font, text color and background of the voice command menu (also used for other actions)Voice commands menus use the "Default" font and colors from the section commented as "CHUD Menu" @ ClientScheme.
Appreciate it.
Does anyone know how to modify the font, text color and background of the voice command menu (also used for other actions). It looks something like this:
https://www.gameconnect.net/wp-content/uploads/2012/09/sourcemod1.jpg
I don't know what is going on, but chat_english.txt isn't being read/taken into effect when I add my own custom tags/edits.
My only assumption is that chat_english isn't allowed anymore. Anyone know what's going on?
Tobhi_Has anyone made a non vpk version?unpack the VPK with Crowbar
You don't need Crowbar to unpack it, just use GFCScape
The health and text is moved to the top left of the player I'm looking at, everything is normal when tf_hud_target_id_disable_floating_health is set to 1, the health and text are in the places that they should be in.
https://cdn.discordapp.com/attachments/327174982201507840/665496918155329536/pic.jpg
Anyone know what's causing this?
It happens with the training mode/coach world-popups as well, they're not quite pointing to the location that is needed, they're slightly off.
tf_healthicon_height_offset is set to 0.
I've been stuck with win 8.1 and honestly it's not all that bad, slightly outdated compared to wind 10, but still usable.
Win 10 has more PC gaming "support" than win 8.1 as far as I've tested.
Honestly, just find an anti-bloatware program for win 10 and run it, if I find the program I used to clear out my laptop, I'll drop a link.
I don't think there's any damage that happens to your programs and licenses. Just be aware that some folders from win 7-win 8.1 are deprecated and no longer used, so you'll have to move some stuff around after the upgrade.
knsumei made m0rehud a lil prettier
shoutout to jarateking for figuring out how to do gradient fonts
https://steamuserimages-a.akamaihd.net/ugc/767234437611435964/33C92D53548A37EA80F8291D3A3FE96C4178AB78/
how the fuck did you do a gradient
What's the full price combo? Or is this what you'd get?
2639 frames 29.379 seconds 89.83 fps (11.13 ms/f) 9.196 fps variability
CPU: Intel(R) Core(TM) i5-3337U CPU @ 1.80GHz
GPU: Intel(R) HD Graphics 4000
Dxlevel: 81
Resolution: 1440x900 (5:4 stretched)
Fullscreen: True
FPS Config: Custom config by me.
Shadows: Disabled
I hope this isn't too terrible.
Config:
There seems to be either a quirk or something that I'm not paying attention to, but on certain maps, the ragdolls seem to only fate away after the kill instead of disappearing immediately.
As far as I know this behavior takes into effect only on certain practice and training maps (and maybe other that I haven't tested, the pattern isn't what I thought previously: if the 0,0 axis is visible then fade away the model instead of removing immediately.
It doesn't really bother me but it is a little bit annoying when you can't get certain things to work the way they're "advertised."
If needed, I can add a gif/video of this behavior to help illustrate my point.
Besides that, this is the code I've been using to hide the ragdolls, it is mostly the same as mastercomms' "ragdoll_off" command but with a few minor edits to attempt to make it work (since for some reason my config doesn't do that already).
// > Disable ragdolls
cl_ragdoll_collide 0 // Disable ragdoll collisions
cl_ragdoll_fade_time -3 // Remove ragdoll fade out delay
cl_ragdoll_forcefade 1 // Effectively disables ragdolls by instantly fading them
cl_ragdoll_physics_enable 0 // Disable ragdoll physics, where most of the performance from ragdolls comes from
g_ragdoll_fadespeed 10000 // The rate of ragdoll fading
// (higher is faster fading rate, so 0 will not fade and cause memleaks)
g_ragdoll_lvfadespeed 10000 // ^ but in low violence
g_ragdoll_maxcount 0 // [DELTA] As far as I've tested, this reduces the
// amount of ragdolls in the map, not on screen [DELTA]
ragdoll_sleepaftertime 0 // Wait a reasonable time before sleeping ragdoll physics