SodiumPSA: this will not be allowed during i69
For what reason? It seems very inconsequential in well organized environments, especially at the level of teams traveling internationally to compete.
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SteamID64 | 76561198406266064 |
SteamID3 | [U:1:446000336] |
SteamID32 | STEAM_0:0:223000168 |
Country | United States |
Signed Up | April 19, 2019 |
Last Posted | August 25, 2022 at 6:19 PM |
Posts | 13 (0 per day) |
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SodiumPSA: this will not be allowed during i69
For what reason? It seems very inconsequential in well organized environments, especially at the level of teams traveling internationally to compete.
It's incredible you managed to implement this using VMT proxy math. I would not have been able to come up with a way to do this using the limited VMT math operations
A few suggestions and improvements I made over 3 days and a lot of head scratching.
Here's a link to my implementation in a HUD: GitHub
Here's a link to just the speedometer download: Google Drive
One issue I've been working through but haven't found a solution to yet is the under reporting of speed when walking up or down a slope. From what I can tell, when you are contacting the ground the game ignores your Z velocity in its calculation for PlayerSpeed, which skews how we extract the frame time from that value.
I feel like there is probably a way to check if the Z position in our calculation is being excluded from the PlayerSpeed calculation, but I haven't had any luck.
Very cool tool and I'd highly recommend it. It's very simple to setup but very powerful, whether you want to do something like disable shells or have a different view model position / state for every weapon.
1 key to make a Hud would come out to substantially less than minimum wage, and for how much work actually goes into making a Hud, it is unlikely anyone will do it for that little.
EvojrIs it possible to get the health and ammo closer to the crosshair? I find it very out of the way to look at
Edit: looking at the screenshots, my hud is almost at the edge of my screen, unlike the screenshots. My aspect ratio is 16:9 as well
It sounds like you have minmode enabled, the "centered" version of my hud is minmode disabled (opposite to most huds because it is a quirk of SunsetHud).
Full Release Update!
A lot has been done since I posted this 7 months ago, most notably: Dark mode, non-16:9 resolution support, transparent viewmodel support, Linux/Mac support, and more to come!
damnit_dolanI'm not sure if it's just me or not, but the number 6 is slightly cut off in everything. Health, ammo, etc.
I believe that is just the look of the Renogare font when used in TF2.
shinsoedit: figured out what was causing the frame drops. apparently it was something with the fade in & fade out of the voice command menu; reverting it to be the same as the default tf2 hud fixed it
Could you elaborate on how you fixed this so I could implement it into the hud? Did you delete the fade in/out animation entirely or just copy the default settings or what?
poyIs there a way to disable the uber tracker? I find it more annoying than useful... other than that amazing hud!
In one of the upcoming updates I'll make the uber tracker a customization option that is disabled by default. Until then if you remove the animation for it at the bottom of animations_peach in the scripts folder it will be disabled.
Funkythis by any chance an edit of kbn hud? looks very similar
very nice nonetheless :)
Don't think I have seen KNBHud before actually, I saw a clip from someone with the team colored line under their health and added that to the Hud though, so maybe that's where that came from. Also thank you for the kind words!
For the past few months I've been developing a HUD with competitive viability as the number one priority, while also maintaining a clean aesthetic with plenty of customizability.
For this purpose I used Sunset HUD as a base and began modifying, adapting, and eventually developing it to suit my design approach. I have been in contact with Hypnotize (the maker of Sunset) since the early stages of development and he has been tremendously supportive and helpful, and I really cannot thank him enough!
Additional Information
To ensure its viability in competitive I involved many players ranging from seasoned invite veterans to fresh installs and taken feedback from them. Optimization was a big priority for myself and my testers, because of this I have removed elements that hurt performance or stability, such as the friends list and player model from the base HUD and added them as optional customizations. I would encourage anyone interested in getting involved to join the HUD discord and become a tester!
Looking to play pocket or flank scout for my first (and I guess last) season of ESEA. Started playing in 2012 and put 3000+ hours game and gathered a lot of highlander experience on scout and other classes, as well as some prolander and 6s experience in UGC, RGL, PUGs, and Centers. Just looking to play, improve, and have fun on a solid team that allows me to do all of those at the same time.
UGC Experience
S24 - Steel Highlander - Demo +Playoffs
S25 - Steel Highlander - Flex Sub (From Kenya) +Playoffs
Some 6's teams that broke up
RGL Experience
S1 - Open Highlander - Scout +Playoffs
S2 - IM Highlander - Scout
EXP HL 1 - Open Highlander - Scout +3rd Place
One Day Cup 4 - Div 4 Prolander - Scout +2nd Place
Not going to post my steam here because I'll probably decline any friend requests because of all the scam bots, just hit me up on discord (peaches#5378) and I can send a link there.
If you still need a scout I'd be open to trying out.