WintersunIf they announced things like:
Mod Support
Dedicated Servers
Dev Console
Ways to disable killstreaks/annoying shits
Custom Maps
Then I'm sure people would be all over it.
I agree 100%.
Account Details | |
---|---|
SteamID64 | 76561198057121917 |
SteamID3 | [U:1:96856189] |
SteamID32 | STEAM_0:1:48428094 |
Country | Wales |
Signed Up | December 17, 2013 |
Last Posted | July 12, 2023 at 5:44 PM |
Posts | 458 (0.1 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 1.4 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920 x 1080 |
Refresh Rate |
144Hz |
Hardware Peripherals | |
---|---|
Mouse | BenQ Zowie EC2-A |
Keyboard | Corsair Vengeance K70 Red Switches |
Mousepad | Steelseries QCK Heavy |
Headphones | Sennheiser HD 558 |
Monitor | BenQ XL2411Z |
WintersunIf they announced things like:
Mod Support
Dedicated Servers
Dev Console
Ways to disable killstreaks/annoying shits
Custom Maps
Then I'm sure people would be all over it.
I agree 100%.
All the game needs is rocket jumping and air strafing and I'll pick it up for a little fun.
VoloderSpannzerAs for the colour scheme, green seems to be the best colour to stick out against both red and blue since the boxes are team coloured.White works pretty well. I agree that lime on red is hard to look at.
I'll give white a try, thanks. Might try to go for a black background on the text rather than a shadow if I do use white.
ProtatoSpannzerSomething I've been working on as my first hud for a while. LF feedbacki like it except the color scheme and timer
http://i.imgur.com/jgjnO8a.jpg
I haven't started on the timer yet, it's the default timer.
As for the colour scheme, green seems to be the best colour to stick out against both red and blue since the boxes are team coloured.
Something I've been working on as my first hud for a while. LF feedback
Second Scope: the game - crouch edition.
Use Notepad++
Basically Notepad on steroids, fixed this issue for me a while ago when I was looking for a better text editor for hud editing.
Having issues messing with the wide/tall values of this hud element:
http://i.imgur.com/KDyQRn5.jpg
Here's whet I've got in my targetid.res that I'm trying to change:
"MoveableSubPanel"
{
"ControlName" "EditablePanel"
"fieldName" "MoveableSubPanel"
"xpos" "0"
"ypos" "0"
"zpos" "-5"
"wide" "32"
"tall" "36"
"visible" "1"
"enabled" "1"
"MoveableIconBG"
{
"ControlName" "CIconPanel"
"fieldName" "MoveableIconBG"
"xpos" "0"
"ypos" "0"
"zpos" "0"
"wide" "32"
"tall" "36"
"visible" "1"
"enabled" "1"
"icon" "obj_status_alert_background_tall_nocolor"
"iconColor" "0 0 0 100"
"scaleImage" "1"
}
"MoveableIcon"
{
"ControlName" "CIconPanel"
"fieldName" "MoveableIcon"
"xpos" "5"
"ypos" "7"
"zpos" "11"
"wide" "14"
"tall" "14"
"visible" "1"
"enabled" "1"
"icon" "obj_status_sentrygun_1"
"drawcolor" "ProgressOffWhite"
"scaleImage" "1"
}
"MoveableSymbolIcon"
{
"ControlName" "ImagePanel"
"fieldName" "MoveableSymbolIcon"
"xpos" "16"
"ypos" "-2"
"zpos" "12"
"wide" "16"
"tall" "8"
"visible" "1"
"enabled" "1"
"image" "../hud/eng_sel_item_movable"
"drawcolor" "ProgressOffWhite"
"scaleImage" "1"
}
"MoveableKeyLabel"
{
"ControlName" "Label"
"fieldName" "MoveableKeyLabel"
"font" "TFFontMedium"
"font_minmode" "DefaultVerySmall"
"xpos" "0"
"ypos" "22"
"zpos" "1"
"wide" "640"
"tall" "24"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"labelText" "%movekey%"
"textAlignment" "North"
"dulltext" "0"
"brighttext" "0"
}
Holy sweet Jesus this is exactly what I've been hoping for since using http://visualhud.pk69.com/ for QL
A hud I'm making from scratch, I've still got a lot to do before I can call it anywhere near finished.
I'm making my first hud from scratch, and I've got these team coloured bars:
http://i.imgur.com/wZPQtVH.jpg
I want to change their opacity, but I'm not sure how. Here's the code for the health's bar:
"TeamIndicatorLeft"
{
"ControlName" "CTFImagePanel"
"fieldName" "TeamIndicatorLeft"
"xpos" "100"//0
"ypos" "350"
"zpos" "-100"
"wide" "250"//350
"tall" "60"
"autoResize" "0"
"pinCorner" "0"
"visible" "1"
"enabled" "1"
"image" "../hud/color_panel_brown"
"scaleImage" "1"
"teambg_1" "../hud/color_panel_brown"
"teambg_2" "../hud/color_panel_red"
"teambg_3" "../hud/color_panel_blu"
"src_corner_height" "40" // pixels inside the image
"src_corner_width" "40"
"draw_corner_width" "0" // screen size of the corners ( and sides ), proportional
"draw_corner_height" "0"
}
ok, some issues i have with the map with a little more detail:
http://i.imgur.com/RB5Zlj4.jpg
this hump is annoying as hell for soldier rollouts, it should be completely flat to be rocket jump friendly. also that huge block is annoying as hell. I know it's supposed to limit sniper sightlines but you could easily do that by moving it further forwards. as it stands it's also a huge pain in the ass for rollouts.
http://i.imgur.com/rOU6vIW.jpg
this is the point at which i hit the skybox, i got here by just doing one jump on the point...
http://i.imgur.com/18n8Y40.jpg
being able to stand on that thing makes it an insane roamer/scout hiding spot; you shouldn't be able to stand up there imo.
he aims like my arthritis riddled grandmother, bs those shots are legit. i've seen six year olds with better tracking.