v4.59
Might as well push this out while TF2Maps' MvM contest is still underway.
- fixed mvm crit boosted and giant bot icons (thanks freyja!)
- added popfile label to mvm scoreboard
- re-aligned various things in mvm scoreboard
Account Details | |
---|---|
SteamID64 | 76561198056804798 |
SteamID3 | [U:1:96539070] |
SteamID32 | STEAM_0:0:48269535 |
Country | United States |
Signed Up | March 10, 2013 |
Last Posted | July 9, 2023 at 4:36 PM |
Posts | 416 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 3.78 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
400 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 |
Hardware Peripherals | |
---|---|
Mouse | Steelseries Rival 310 |
Keyboard | Lenovo Legion Y540 |
Mousepad | Steelseries QcK+ |
Headphones | Sennheiser HD650 |
Monitor | Lenovo Legion Y540 |
v4.59
Might as well push this out while TF2Maps' MvM contest is still underway.
- fixed mvm crit boosted and giant bot icons (thanks freyja!)
- added popfile label to mvm scoreboard
- re-aligned various things in mvm scoreboard
v4.58
Added a couple things to some changes I made a few months ago, but never pushed out. Enjoy!
- moved disallow items with special qualities checkbox
- removed help button from backpack
- fixed standard quality color border not appearing in loadout panel
- renamed "quickplay" to "casual" on main menu
- swapped positioning of mvm and competitive buttons on main menu
v4.57
I've always liked Griever's clean backpack panels in ToonHUD. Did some revisions and updates across the backpack and store pages inspired by his designs.
- cleaned up backpack ui
- cleaned up class loadout ui
- cleaned up item selection ui
- cleaned up store pages
- expanded player model area in loadout panel
v4.55
A few quality of life revisions. Also noticed that the scoreboard mouse randomly started working for me. Hope it works for you too because I have no idea why it works for me. Enjoy!
- lowered opacity of winpanel backgrounds
- removed freeze panel callout background (gibbed body part locations)
- tf_scoreboard_mouse_mode compatibility fixed itself?
SchittI think I may have fixed Dock11 for Windows, but only for the numbers. But that should be good enough for the health/ammo, right?
So basically all I did was use FontForge to copy the number glyphs from Dock11 Heavy to another font, Expressa Heavy.
Here's the result:
https://www.dropbox.com/sh/2zu7q9i6kab87g1/AABQc8T6tCAOxMjCsS4J69kZa?dl=0&preview=Expressa-Heavy.ttf
(install the font)
Then I replaced Neutra Display Titling with Expressa Heavy.
The font seems to work on my Windows PC:
http://images.akamai.steamusercontent.com/ugc/267231170566776936/37D4960AE1324C54A399F4BE28597A601479B85C/
My ancient monitor is 1366x768, so I'm not sure if it would work for other resolutions.
I dunno if you still want to use Dock11 for Windows. But I personally love the font (it's nice and thicc).
Cheers.
Oh awesome, thanks man! I've actually gotten quite used to Neutra now that I've had my PC for awhile and I prefer it to Dock11. I'll add a link to these instructions in my readme in case anyone wants to replace it. Thanks!
v4.54
Hey, look. More overdue updates. Have fun.
- redesigned bumper car display
- tweaked in-game quest display
- stylized supernova mannpower powerup
v4.53
Updated for Scream Fortress VIII. The update was surprisingly lightweight. Have fun :)
- updated for scream fortress viii
BurningSmileYou sir are one fast updater
https://media.tenor.co/images/83e9f264560cb0f7347e86610d9fb318/raw
v4.52
Just some fixes for tonight's competitive and casual updates.
- updated for sept. 27 patch
Just want to pop in and say you're missing a welcome point and soundscapes. I'm sure you're aware, just want to remind you.
Yeah, you just need to have the icons loaded before you enter a server I think. You can just set "visible" to 0, I just use the off-screen method as insurance.
The Source engine references the VMTs first when loading textures, which in turn references the textures themselves, among other things. You probably could do as you've hypothesized, but why do that when you have a simpler solution at your disposal?
Someone asked about this in my HUD's thread, so I figured I'd make a post about it. I believe Wiethoofd and I were the first to discover this so we probably should have made a little instructional post when we did it. Hope no one is upset.
This post is going to be a short tutorial geared to other HUD makers who should already know how to create and import custom textures into the Source engine. I will largely be copying from the post I made in response to the dude in my thread.
Many of you know that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.
After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons for CP icons), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.
http://puu.sh/r3wQZ/a2777c6359.png
VMT example for icon_obj_blu:
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui/replay/thumbnails/icon_obj_blu"
"$vertexcolor" 1
"$no_fullbright" 1
"$ignorez" 1
}
This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.
I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:
"cpicondummy1"
{
"ControlName" "EditablePanel"
"fieldname" "cpicondummy1"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"
"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_blu"
"scaleImage" "1"
}
}
}
All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc. You will of course need to repeat the code for each icon you are replacing. You should only need to replace the image path and control name each time you copy the code.
Hope this clears some things up!
freddiaNHey Sevin,
I want to know how you implemented the custom capture point icons.
I personally use my customized version of mkHUD, which also has custom cap point icons, but when I join a casual/comp server or an sv_pure server (except for my server/some specific servers, that have it allowed in the whitelist), it changes back to the default one.
Thanks in advance!
freddiaN
Sure thing! The first thing you need to know is that custom textures can bypass sv_pure by being placed in the vgui/replay/thumbnails folder. This isn't limited to just custom CP icons; it applies to any other texture you want to use in the HUD.
After I created the icons and named them appropriately, I converted them to VTFs and put them in the folder above. Following that, I extracted the corresponding VMTs and placed them in their proper directory (sprites/obj_icons in this instance), and changed the $basetexture parameter to reflect the icons' new location in vgui/replay/thumbnails.
http://puu.sh/r3wQZ/a2777c6359.png
This is where most custom textures can stop and be expected to work. But the CP icons are special for some reason. Maybe because they're dynamic and can be called in and out during a typical CP round? Who knows, but Wiet and I figured the icons needed to be preloaded since they only showed up if you joined a listen server prior to joining one with sv_pure.
I did the preloading by referencing them on the main menu. You will need to append some code somewhere in mainmenuoverride.res to set this up. Here's what mine looked like for icon_obj_blu:
"cpicondummy1"
{
"ControlName" "EditablePanel"
"fieldname" "cpicondummy1"
"xpos" "9999"
"ypos" "9999"
"zpos" "11"
"wide" "0"
"tall" "0"
"visible" "0"
"SubButton"
{
"ControlName" "CExImageButton"
"fieldName" "SubButton"
"xpos" "0"
"ypos" "0"
"wide" "0"
"tall" "0"
"autoResize" "0"
"pinCorner" "3"
"visible" "0"
"enabled" "0"
"tabPosition" "0"
"textinsetx" "0"
"use_proportional_insets" "1"
"font" "VersionFont"
"textAlignment" "west"
"dulltext" "0"
"brighttext" "0"
"default" "1"
"SubImage"
{
"ControlName" "ImagePanel"
"fieldName" "SubImage"
"xpos" "9999"
"ypos" "9999"
"zpos" "1"
"wide" "12"
"tall" "12"
"visible" "1"
"enabled" "1"
"image" "../sprites/obj_icons/icon_obj_blu"
"scaleImage" "1"
}
}
}
All I did was create an element with a sub-image that I could use to reference (thereby preloading) the icons. Then I made damn sure to keep it hidden by setting the x/ypos way off-screen, hiding everything etc.
Forgive me for my late response; I'm used to being the only one who posts here nowadays, so I don't check back too often.
v4.51
Couple of bugfixes + cleaned up end-game scoreboard. I sat on the last update for awhile, want to push this out while it's fresh ;)
- koth comp/casual fixes and tweaks
- cleaned up comp/casual end-game scoreboard
- fixed vaccinator resistance icon not displaying when not healing
- fixed hudplayerclass calling for nonexistent materials
- fixed no player count appearing when one person is capping a point