What is the file that is used to edit the "save this moment" replay buttons on the death screen? I can't seem to find it on doodle's website :/
Account Details | |
---|---|
SteamID64 | 76561198042212757 |
SteamID3 | [U:1:81947029] |
SteamID32 | STEAM_0:1:40973514 |
Country | Canada |
Signed Up | August 8, 2013 |
Last Posted | May 25, 2015 at 5:57 PM |
Posts | 59 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 3 |
Windows Sensitivity | 6/11 |
Raw Input | 1 |
DPI |
1800 |
Resolution |
1920x1080 |
Refresh Rate |
60Hz |
Hardware Peripherals | |
---|---|
Mouse | Razer Deathadder |
Keyboard | Wired Apple Keyboard |
Mousepad | Steelseries 4H |
Headphones | Astro A40 |
Monitor | Samsung POS |
There are 3 more commands that were added to the game. Here they are:
cl_hud_killstreak_display_alpha 120
cl_hud_killstreak_display_fontsize 0
cl_hud_killstreak_display_time
I compared the two hudlayout.res files, and these were the changes that I found:
"CTFKillStreakNotice"
{
"fieldName" "CTFKillStreakNotice"
"xpos" "0"
"ypos" "0"
"wide" "640"
"tall" "480"
"visible" "1"
"enabled" "1"
"bgcolor_override" "0 0 0 0"
"PaintBackgroundType" "0" // rounded corners
}
Even after adding that to my hudlayout.res, the game still crashes. Anyone else find anything related to this issue?
I quite like it, and from what I can tell, nobody has used it before.
http://www.google.com/fonts/specimen/Oswald
I also threw together a picture with some of the words TF2 uses:
Thoughts?
I feel like the intel room would be too much of a clusterfuck since it's down in a pit. It reminds me a bit of badwater last, were it's just sentry haven, except here, the sentries have the high ground.
After taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map).
http://i.imgur.com/DEFlQRJ.jpg
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up
http://i.imgur.com/mIn7l7z.jpg
this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here
http://i.imgur.com/ZFWCZCQ.jpg
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.
mthsadplease don't be this guy, post your fix for those who view this in the future
Ah ok, sorry about that. For those of you who stumble upon this, go into MainMenuOverride.res and find "TooltipPanel", provided the person who made your HUD hadn't deleted it. Then, in the subsections of that, change the font of ToolSubLabel and TipLabel to whatever you want. That should fix it.
suikaBeautiful HUD. That class selection menu is to die for.
I really agree, it's the nicest one I've seen so far... so nice I'm going to have to steal it! Mwahahaha. I hope you don't mind (it's not going to be part of dipHUD, just my personal HUD).
I'm trying to edit the main menu for my hud, and I couldn't for the life of me find where to edit the font of the main menu tooltips (they are the things that appear when you hover over an icon). Can anyone help me? It would be much appreciated :)
I recently discovered this guy, he makes some really awesome upbeat songs.
david100234I dont get why people are complaining that "things look similar omg!!!" it is afterall a HUD modifications thread, godamn get the fuck over it.
For some reason, people seem to hate on every hud thing I do because it's using the stock tf2 font. I guess the only thing they'll like is a wingdings hud with health and ammo flipped sides and in the top corners. Wait... that actually sounds pretty awesome. Gimme a sec...
I mashed together the tunnel vision of KBNHUD and the stock tf2 style of (my own :3) dipHUD. This is the retard baby of that combination:
PythooonWhy i don't like highlander anymore is because of the community. Usually in lower divs you get zainy trolls trying to look good spamming binds and generally being annoying.
Don't get me wrong, I hate these trolls with a passion too, but every community has its asshats and shitheads who try and get a rise out of their opponents, 6s included. Generally though, you only get those in the really low-level pub teams, who are just there for the shits and giggles, and summer season medals, and really, if you're worth a damn at TF2, it won't take your team very long before you can compete in the higher levels.
At any rate, if you run into people like this, hud_saytext_time 0 will be your best friend.
RJI hope I'm not resurrecting this thread, but how would I go about disabling the background RED/BLU box behind the 3d models? I don't really want it there, but I've tried disabling and making everything in hudplayerclass.res not visible, but with no luck.
I have been able to use your (eXe) advice to move the panel where I want it, but I just don't want that panel background there, haha.
Also, is there a way to have this panel only be visible when I'm playing certain classes? I don't really care to see my medic when I'm playing him, but I do want to see what the enemy medic is running when I'm playing Spy.
Any help is appreciated. :)
If you ever have trouble removing a control, just change the x and y positions to something like 9999, this while take them off the screen entirely. If that doesn't work, make sure you're not on minmode, as sometimes controls can have seperate options for that.