I recommend doing a cruise on the Thames and a day of plain old sightseeing (Big Ben, London Eye, etc). Also, if you like toy stores, you could go to Hamleys Toy Store and just check out the free demos for helicopters and such. Also, the Natural History Museum is one of the better ones if you are into museums.
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SteamID64 | 76561198030718472 |
SteamID3 | [U:1:70452744] |
SteamID32 | STEAM_0:0:35226372 |
Country | United States |
Signed Up | August 12, 2013 |
Last Posted | April 29, 2015 at 6:03 AM |
Posts | 271 (0.1 per day) |
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I am very close to submitting my guide on it for huds.tf but I may be able to answer some questions if you add me. There's no way to reload it without restarting btw.
Strawberry or Ice Cream Sundae after you melt it in the toaster.
When you create the scoreboard, make the 12v12 variables _minmode. For example: tall_minmode, wide_minmode, xpos_minmode, etc. and make the 6v6 scoreboard normally.
I've been working some more on the hud and I've finished the team and class selection menus. I realized that my math on some of the font glyphs was off so I'll be fixing that shortly. In the mean time, here's another set of pictures of my progress on the hud.
FerduxI switched to Noborder with no changes what so ever with the button. Should the ImagePanel be in the textwindow.res or somewhere else? Cause there isn't an Imagepanel for the button in textwindow.res
Try the same thing is textwindowcustom.res and look for the imagepanel there. If it's not, then I can't think of anything else because PaintBackgroundType is set to 0.
I would say change border_default and border_armed from "" to "NoBorder". If that doesn't work, then there's an ImagePanel behind the button, so look around for that.
FerduxSorry for my barrage of questions to this thread, but does anyone know how to get rid of the background on buttons so there is only text displayed?
It's hard to know without the code. It could be an imagepanel, paintbackgroundtype, or a border. Please post the relevant code for the "ok" button from textwindow.res
Searched around and didn't see this so I thought I'd suggest it. I know it's not hard to make a post and then edit it, but maybe a preview function, if not too hard to implement, could be useful, especially for posts with lots of formatting or images embedded. If it's a waste of time and not useful, then oh well, but I think it could be helpful.
Get Beater on it. He cranked out those legacy videos like it was nothing.
Additionally, when the scoreboard is draw, you can't do things like switch weapons or use alternate fire. If you wrote an autohotkey script or something to rapidly toggle the scoreboard on and off, you'd be able to read it and the other elements and retain most functionality, but that's a lot of work for not much gain.
BoneSI dont see a way of making the STV thing possible while the game is being played because the file is still being generated. Anyone else's input welcome though.
I don't know if this would actually work, but someone suggested on another thread running ShadowPlay in the background and then after a highlight or big play or something that the stream missed, stop it, get the video file and quickly set up a replay. You could maybe couple that with the Epic Pen thing that slin found if you did a replay of a mid fight (using the freecam) during halftime or something.
fluffGuys can anyone give a guide/tutorial on menus? I tried messing around with main menu override but it seems different to the other files. Also help with adding custom icons or buttons.
Thanks.
I am like 2/3 of the way through my huds.tf guide on mainmenu stuff. It'll be on huds.tf when huds.tf launches or as soon as I finish it, whichever comes first. So probably in less than a month.
I believe it's itemselectionpanel.res
LKincheloePoint stealing is very cheesy. If RD gets into competitive I imagine late-period play will revolve around sac-ing a player to steal as many points as possible in order to force the other team to go passive, as you can get 10-20 seconds of the enemy not having those points in their possession.
I wouldn't mind seeing the Intel point moved to the middle of the big room in front of it (make it like Badlands last) or eliminated entirely and just focus on killing robots.
I also kind of wish there was a Control point on mid which you have to cap in order to attack the other team's base, as it stands now there's no central focal point to lead Pub players too and for Comp it's going to be a nightmare to cast with.
I definitely think that rd_asteroid needs to be remade into a smaller map with less small corridors. They should get rid of some of the sneaky lanes and have the intel room be more open (while keeping the same lasers and side lanes to get to/from. If they just reduced the clutter and complexity, it would be a lot less confusing and a lot better in my opinion.
I like the idea of a capture point. Maybe when you control the point, a door opens or the robots become unubered and you can go get points. This would likely make the map unviable for 6s though for the same reasons as payload isn't. There aren't enough players to split yourself like that. But something like degroot keep would probably work for pubs.
As a side note, the setup times seem inordinately long, especially on pl_cactuscanyon. But I definitely think that the payload map is much better than asteroid at the moment.