Would it be plausible to do some sort of tftv community donation? I've seen a bunch of communities do it over the years and always wondered if others from tf2 would be interested in chipping in.
Account Details | |
---|---|
SteamID64 | 76561198037955288 |
SteamID3 | [U:1:77689560] |
SteamID32 | STEAM_0:0:38844780 |
Country | Scotland |
Signed Up | December 10, 2013 |
Last Posted | January 31, 2025 at 9:00 PM |
Posts | 1349 (0.3 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 3 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
800 |
Resolution |
1920 x 1080 |
Refresh Rate |
144 |
Hardware Peripherals | |
---|---|
Mouse | Logitech G703 |
Keyboard | Cooler Master Quickfire TK (Cherry MX Red) |
Mousepad | Silent Monsters Gaming and Office Mouse Mat |
Headphones | Beyerdynamic DT 770 |
Monitor | BenQ XL2411T |
STOGEhttp://i.imgur.com/d3A6Xh9.png
How do I fix this? I imagine it's because the font is too big or something.
Happens on various different things with health values.
Either make the font smaller or increase the wide value of the container, which I think is SpectatorGUIHealth in targetID.
xprest1geI think mid looks amazing besides the barrels (Scouts OP now).
How the mid looks and how the mid plays are two completely different things though. I've not had the time to play it yet but from what I've seen in streams the old mid was better.
ry4ntkProcreativeKinda off topic but I didn't want to make a thread. What HUD to your knowledge uses the fewest/least complicated elements. I run on the toaster of all toasters anything removed helps ie animated health crosses/shadow on text/extra elements.Comanglia tested a few huds for frame differences.
I wonder if you just removed like every hud animation you'd see much of a difference. Like removing flashing low ammo, low or buffed health, maybe even the round timer and just go by what the scoreboard has. Also if you remove the health cross, the buffed and low health cross animations, no chat showing up and such.
Well the wait command will probs fuck the script up as it's disabled almost everywhere in TF2.
Without looking at the files it looks like you've messed with something in hudlayout.res which has caused a bunch of other entities to be out of position. If you've made any changes to it, maybe a crosshair or something I'd suggest reverting them. Did you get the HUD straight from the github page?
Are you saying you want to have different crosshairs on each weapon? You can't do that with hud crosshairs sadly.
MeatballHLMHow to completely disable the class model on the left bottom corner? I tried to turn it off in adv option but it gave me this instead. http://i.imgur.com/nJ9CRUi.jpg
Thanks in advance.
HudPlayerClass in resource/ui, the very first thing should be "HudPlayerClass" change xpos and ypos to 9999, should deal with it. Also change visible and enabled to 0.
Comangliasevennnim sorry but sometimes i forget to turn it on but can u make rawinput on by default in the writing?
Alright so
m_rawinput 1 has compatibility issues with some chat programs (xfire), some mice, and a few other raw input programs, etc.
I recommend it on for most people but I can't just have it set to 1
Yeah having that on 0 by default in the cfg fucked me up for a few days until I realised that I wasn't quite as bad as I thought I was. Also who still uses xfire in 2015 lol.
TFFatLineBorderRedBG, TFFatLineBorderBlueBG then either TFFatLineBorderBlueBG, OutlinedDullGreyBox or something else similar, change the draw_corner_width and height to 0.
This is straight from my solly cfg and it works fine.
// Rocket Launcher
alias "+rockets" "slot1;+attack"
alias "-rockets" "-attack;+reload"
// Shotgun
alias "+shotty" "slot2;+attack"
alias "-shotty" "-attack;+reload;"
// Equalizer
alias "+pick" "slot3;+attack;r_drawviewmodel 1"
alias "-pick" "-attack"
bind "mouse1" "+rockets"
bind "mouse2" "+shotty"
bind "mouse3" "+pick"