keep your keys
i was on a photoshop binge today anyway making stream icons
its 320x320 so it should fit on steam
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SteamID64 | 76561197994242870 |
SteamID3 | [U:1:33977142] |
SteamID32 | STEAM_0:0:16988571 |
Country | Spain |
Signed Up | September 14, 2012 |
Last Posted | May 9, 2016 at 11:45 PM |
Posts | 1202 (0.3 per day) |
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keep your keys
i was on a photoshop binge today anyway making stream icons
its 320x320 so it should fit on steam
vnn is shit even by reddits standards. im pretty sure the guy who makes those videos is banned from r/tf2 and facepunch
you should nuke this entire thread tbh
I would like the following steam chat log to flow through your brains for the duration of Grant's stream tonight.
flame: so this phase is mostly for backend server/client relationships and not representative of your image of the finished product
driller: correct
Thank you.
omniflame#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo
I used to think the same thing until I started digging deeper into using it. The fact that users can actually keep a HUD up to date with TF2 updates without having to wait for the HUD developer to release it. Because all the files *should* use #base, if they get updated, you just replace the file #base is reading it from using HLExtract or something similar.
It seems like more work, sure, but it can be quite handy. Just depends on if you want to bother with it, is all.
the average user isn't pulling the latest from HLExtract, they can barely check a github as is.
It doesn't come in handy at all for users trying to edit the hud, or add new things to it. It won't even prevent errors. When that witch hat bug happened, users still had to update the revised files, and when the scoreboard updated this tough break patch, the user would've also had to update the revised files or dealt with an ugly scoreboard.
Also that assumes that everything new valve adds isnt recycled, and that it is placed correctly. For example if they add a new chargemeter tomorrow for a new pyro weapon, updating the base files is just going to give you an ugly charge meter randomly placed on your screen.
i honestly dont think theres any reason to do the whole hud in that fashion. he'll always have to update his shit regardless
fixed, go redownload, thanks for the heads up.
_KermitI duplicate them
Yeah I know you duplicate them, that's why I asked why you do it lol. So it's literally just for legibility reasons, was curious if it was for some other reason. For the lazy, like me, it's nice and easy to only need to add a letter to get it working.
Would it be possible to use a #base file for it though, and have the original kills set to how you have it and then have a new definition in the #base file? I don't even know if there's a point in doing that, especially if I'm completely misunderstanding how #base files work.
base file just reads the original or whatever file you point it to, and then the one you edit overwrites it.
he has this weird system of using the tf2 base hud and recreating it to overwrite it instead of just overwriting it in the first place.
#base is really useful for modular concepts like health crosses/no crosses or crosshairs, but making the whole hud that way is a waste of time/effort imo
This is my end product.
It looks beautiful with an avg of around 150fps on that timedemo.
Use with caution.
ALSO NOTE -DEFAULT CHANGES YOUR WINDOWS_SPEAKER_CONFIG SETTING SO YOU HAVE TO CHANGE TO HEADPHONES FROM SPEAKERS IF YOU USE THAT OPTION AT ALL
r_shadowrendertotexture 0 gave me close to 20 fps on the timedemo im so confused.
EDIT
as did mat_reducefillrate 1
we're learning a lot today boys
Edit: mat_reducefillrate is causing my game to crash, would not recommend
also for some reason doing a writeconfig full doesnt display any of those commands. I don't know why, its either a bug or has to do with the config writer having a max length
I did some more testing with random stuff in comanglias config and I noticed pretty immediately that -default turned off multicore rendering.
adding these commands boosted my fps by ~15 during the timedemo
mat_queue_mode "-1"
cl_threaded_bone_setup 1
cl_threaded_client_leaf_system 1
r_queued_decals 1
r_queued_ropes 1
r_queued_post_processing 1
r_threaded_client_shadow_manager 1
r_threaded_particles 1
r_threaded_renderables 1
obviously don't add these if youre not running a multicore pc. though i feel like it might not matter as mat_queue_mode will stop any of them from working.
i'd also like to point out that my timedemo fps is always significantly lower than my in game pub experience.
launch tf2 with -textmode before you go to sleep
you could replicate this screenshot in under 3 minutes. you'll need more info regardless.
tf_scoreboard_ something it'll autofill to but i think its like _show_ping_as_text or something ridiculously specific
p is actually the best indicator if you're trying to center something for yourself at your own res specifically.
i THINK the p stands for percentage but it doesn't matter what it stands for because thats how it works. Numbers between 0 an 1 are linked to distances that are much more pinpointable.
I don't really understand fully how it works, as it's only consistent in things that are f0x480 but pretty much if you want to move something to the right SLIGHTLY of p0.015 you can try things like p0.0155 or p.016.
i THINK the crosshair is centered within itself. The way i made it was I made a box on the screen that is 20x20 and then centered the crosshair in that 20x20 box. you probably only have to move the container box to center it but I might be wrong.
you probably only have to change the
"Crosshair"
{
"ControlName" "EditablePanel"
"fieldName" "Crosshair"
"xpos" "c-197"
"ypos" "c-20"
"zpos" "1"
"wide" "40"
"tall" "40"
"visible" "1"
idk what it looks like on your res though. godspeed