Are you using HLAE or any other tools/plugins to achieve this? you might have to render multiple passes and do some post processing/editing in your video creation software to get an affect that resembles DoF
Account Details | |
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SteamID64 | 76561197990121837 |
SteamID3 | [U:1:29856109] |
SteamID32 | STEAM_0:1:14928054 |
Country | Netherlands |
Signed Up | June 22, 2013 |
Last Posted | November 12, 2024 at 8:56 PM |
Posts | 972 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 4 |
Windows Sensitivity | 5 |
Raw Input | 1 |
DPI |
3200 |
Resolution |
2560*1080 |
Refresh Rate |
60 |
Hardware Peripherals | |
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Mouse | Roccat Kone XTD |
Keyboard | Ducky Shine 2 (Yellow) + Brown Cherry Switches |
Mousepad | Roccat Taito |
Headphones | Roccat Kave |
Monitor | Dell U2711 |
Direct upload from there to logs.tf would be nice, the sharky one has died since hosting expired and the spyro one requires java to be on your system.
Has already been done as you requested 3 weeks ago, the name change to 'dima' on the forums is not possible, as that's already taken.
@ jul1an123: check the hud animations for HudHealthBonusPulse, which needs to also set the bonusimage to visible or change the alpha
@ edin: SpectatorTournament.res for the team player overviews on the left side, paired with clientscheme.res for fonts/borders and some custom materials to make them look like that. Also spectatortournamentguihealth for the health in that panel. Additionally more custom textures for the control points at the bottom.
@ Teddy:1. the stuff from /quests goes inside a wrapper, which is ui/econ/questnotificationpanel_base.res and then the Border in 'MainContainer' (assuming you want to change the ingame notification one)
2. I've yet to figure that one out myself, it has been done before, but never properly been documented, they are some borders in clientscheme that are used for those buttons.
These are things that need to be set on the server either through configs or even at boot; possibly can be ignored by changing date of the server to not be in the 'TF2 Birthday' timeframe.
Additional convars:
tf_birthday : 0 : , "sv", "nf", "rep" :
tf_birthday_ball_chance : 100 : , "sv", "rep" : Percent chance of a birthday beach ball spawning at each round start
tf_force_holidays_off : 0 : , "sv", "nf", "rep", "launcher" :
tf_forced_holiday : 2 : , "sv", "rep" : Forced holiday, Birthday = 1 Halloween = 2
funhaver1998why u lot stream it on essentials when u streamed it on tftv every other year surely however minimal this would effect viewers/sub emotes and shit and theres literally no reason not to keep this consistent?
Couldn't be more wrong, i58 was the last one on the TFTV channe;, i61, i63 and now i65 are on Essentials and even before it was on TFTV the event was streamed on the VanillaTV channel...
Currently on my way to Moscow to help observe this LAN.
Only brought 1 packet of stroopwafels for the production crew, sorry gamers.
For STV spectating and demos (and consistency) also add the following:
- ce_cameratools_fix_view_heights 1: Sniper POV (and other classes) are correct(ed) when recording from STV demos
- ce_weapon_skin_downsample 0: force high res texture to load of skins instead of downsampled ones
any plans of doing the custom/consistent pack ones too?
https://gamebanana.com/effects/5026
Why have different _custom configs per gamemode and not just adopt the setup ETF2L uses where your base config execute the custom config, which is executed when you run your gamemode ones.
The only reason I could see those being useful is possibly for whitelists, but if you already have access to the server to be able to edit the configs I would assume you'd change them in the regular gamemode config, or simply rcon and use tftrue_whitelist_id instead.
Also the GOLDEN I personally would rename to 'gc' (and lowercase for consistency) and also not have it set the servercfgfile to be itself, but revert back to the 'non golden cap' version of that gamemode.
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In an ideal world with consistent rulesets for 5CP, and KotH between 6s and HL you could actually have 'tfcl_koth' as base koth config which is then executed by your tfcl_hl_koth or tfcl_6s_koth configs which then also 'say' in chat that the one for that specific gamemode has been executed with possible win conditions.
megshow do i edit this thing? https://imgur.com/ly3zPQU.png
HudRoundCounter.res
Thanks for the fixed and updated version of the website! Has been a huge help during casts to combine logs of stopwatch maps and ones with golden caps on the fly to show on stream.
Only issue I've come across is that the v4 occasionally drops a round when adding 3 logs together.
Also a feature to store the Logs API key in a cookie or local storage, so I don't have to keep digging it up. As well as a 'clear log links' option without having to refresh the page wouldn't hurt me at least, in case multiple stopwatch maps require combining.
shinsoWhat should i edit to change the color of the amount of health i heal? For example when i hit an arrow on someone?
That is should be the 'PositiveColor' in HudDamageAccount
Also what should i edit to change the color of the ubercharge number and charge? (not when fully charged)
HudMedicCharge.res for the 'default' state, and then you ideally match the colors in the animation event that is triggered when you don't have full charge: event HudMedicChargedStop (found in hudanimations_tf or related files if using hudanimations_manifest.txt)
icon_obj_cap_mask.vtf << masks where your progress shows up/over the control point (should to be white and match shape of your own icons where it should show the 'cap_color' images.)
icon_obj_white.vtf << the 'square thing' that shows up when you capture a point (also for payload btw!)
icon_obj_cap_blu(_up).vtf & icon_obj_cap_red(_up).vtf is for the actual progress images