Increase the tall value for HudPlayerHealth
Account Details | |
---|---|
SteamID64 | 76561198022106397 |
SteamID3 | [U:1:61840669] |
SteamID32 | STEAM_0:1:30920334 |
Country | Canada |
Signed Up | December 4, 2013 |
Last Posted | June 24, 2021 at 10:24 AM |
Posts | 789 (0.2 per day) |
Game Settings | |
---|---|
In-game Sensitivity | 0.4964244925 |
Windows Sensitivity | xset m 00 |
Raw Input | |
DPI |
400 |
Resolution |
1366x768 |
Refresh Rate |
60Hz |
Hardware Peripherals | |
---|---|
Mouse | Nixeus Revel / Modded WMO |
Keyboard | Minivan w/ gat browns & XMIT fullsize |
Mousepad | Glorious PC Gaming Race |
Headphones | |
Monitor | Dell something |
1366x768 windows 8
Difference blended with yours
Only visible differences are some slightly different positioning for the bigger bits of text (the second and third rows are the same), and the outline on windows fully encloses it while the linux one leaves some spaces open. Pretty interchangable but not pixel-perfect identical either.
Wiethoofd@devamar, the team color indicator on the very right side of the panel is impossible, believe me, I've tried.
It should be possible, unless I'm forgetting something about how the targetid bases its positioning.
1. Make sure that the border bg is opaque and squared and whatnot.
2. Duplicate the name text, hide the original, and move the duped one over slightly to create some space.
3. Get an anchor that's slightly wide, and pinned coming from the right edge of the targetid or something.
4. Get a refract that's rightedge pinned to that anchor to cover up the rest of the teamcolored border. In devamar's case you'd have to do this anyway since you're getting a blur refract there regardless.
Just make sure that the refract is zpos'd below the text and health, because it'd cut through those too if it's above them. And if you don't understand refracts, imagine this exact same process, except with a filled rectangle, because they're functionally the same as far as this idea goes.
Ericis it even possible to utilize multi-colored horizontal health bars? afaik the implementation requires using an omnipresent low health image, making it impossible to distinguish between unbuffed and low health states.
It's slightly possible with some font fuckery, but doesn't work based on %s and instead pure numbers (sub 100 health for example) and is honestly too limited to be viable. It may be more doable with an even more fucky localization idea added on, but I haven't tested it, doubt it'd work, and if it did work it'd be an obscene amount of effort to implement (and still wouldn't work entirely with dumb items that change total healths, like darwin's or the kunai or something, but I think it'd be worth the sacrifice imo). Though this is only for the healthbar, and not for the text, which may also be possible to rig something up assuming all else works, but really it'd be more work than most people put into their entire hud at that point.
For all intensive purposes just assume it's not possible. There are workarounds for everything, but this one is too limited and/or painstaking to really work with.
The low health colors (which can be ignored for the most part, yeah it sucks but the healthbar is a much better indicator both in terms of feedback and in terms of visuals), and the healthbars not being flipped (which is easily fixable, just flip them) are the only two issues with devamar's concept though. Everything else is to my knowledge completely implementable.
e: sorry for the wall of text but discussing crazy hud ideas is my jam
flameIngame red and Ingame blue use the same panel, even if i split them up I can't dictate which one is shown.
team1 and team2 arent defined separately, theyre dynamic. team1 is always red for spec but team1 can be red or blu when you are playing.
Yeah, they are the same panel. And currently in huds, the way the two teams are different are with the border being changed to from red to blue. So get the left side to be like that, and have it change border like normal. As far as ingame goes with only the right side shown, what I'm saying do is identical to what existing huds do.
It's just that when you're speccing and team2 does show up, then the hidden flipped side shows up on the other end. No creation of a different panel, no splitting them up, none of that.
So, when you're ingame on blu, only the dynamic side appears, which turns out blu. When on red, that same side appears, but because its dynamic it's then red. And when speccing, the dynamic side becomes red (or blu or whatever, just pick one), while the other side is always going to be the other team (because this side is not dynamic). Don't think of it as "one side is red and one side is blu" because it's not. Think of it as "there's an always red addition tacked to the side and normally hidden, that is used for team2 in spec" while everything else is normal.
You sorta miss out on the whole "each team can have different stuff on them" in general, but you weren't doing that anyway so in your case you'd be able to get it to work.
Sorry for rambling on and probably not making a coherent point, but we clear on that?
flameJarateKingflameOk so as I'm doing this I'm realizing playing with this would break some stuff like MVM and when you were playing in your own game it would always look like you were on the blue team.If I'm understanding, it could be fixed pretty easily by making your blue bg there be the team-dependent border like normal (instead of forced blue like I assume you've got it), but still have the flipped red side and get the best of both worlds. Wouldn't work for every idea here but that workaround would definitely work fine for you.
I can release this as a standalone addon to my hud for spectating only but I def would not recommend this for playing.
http://imgur.com/oFzqnMk.png
All of it is working with no custom materials/plugins
MvM in fact could be completely changed by using if_mvm iirc.
My idea was definitely more for casting than it is for anything else, but nothing's stopping you from just doing it like normal + having the red flipped on the side. Simple problems can have simple, easily overlooked fixes.
I'm not understanding. Spectatortournament is called when you are playing and in the death cam. I can't dictate the correct one to be flipped when I am playing on a team in a 6v6 pug. I'd always have to be one color or the other.
You may or may not need to use a custom vtf for the bg to get it to work with a border (hope not, but I haven't really tested, I just know 99% sure it'd work) but it's all very doable.
Again, sorry for not explaining all that well also.
flameOk so as I'm doing this I'm realizing playing with this would break some stuff like MVM and when you were playing in your own game it would always look like you were on the blue team.
I can release this as a standalone addon to my hud for spectating only but I def would not recommend this for playing.
http://imgur.com/oFzqnMk.png
All of it is working with no custom materials/plugins
If I'm understanding, it could be fixed pretty easily by making your blue bg there be the team-dependent border like normal (instead of forced blue like I assume you've got it), but still have the flipped red side and get the best of both worlds. Wouldn't work for every idea here but that workaround would definitely work fine for you.
MvM in fact could be completely changed by using if_mvm iirc.
My idea was definitely more for casting than it is for anything else, but nothing's stopping you from just doing it like normal + having the red flipped on the side. Simple problems can have simple, easily overlooked fixes.
MR_SLINIIRC we explored creating a hud like yours for TFTV but TF2 HUD customization is limited for spectator modes. For example, you can't mirror the team HUDs as you have in your mockup. They have to be identical (i.e. Class icons on left for both teams). It's a real shame too because I think this looks much better.
It's not conventional and not exactly the easiest to explain, but it's definitely doable. I stand to be corrected, but everything posted on this thread so far is, to my knowledge, completely implementable.
I hope you don't mind me asking, but would you happen to have any of the major design considerations for the tftv hud? Making a mean looking mockup is one thing, but only a handful of people have any actual experience with designing for casting on a stream rather than just looking good.
e:
http://i.imgur.com/N0LWgOY.png
props to you if you understood itcasting huds get the luxury of changing the class icon so it should all be good
some limitations to it, but on the whole a pretty simple process
fade-rawrsor please make that public
It's a mockup.
http://i.imgur.com/jFFUujZ.jpg
old:
older:
http://imgur.com/a/iZzyF
Probably going to rework the player infos and some other stuff but eh
e: Still not 100% but progress
e2: round 3. I'm pretty happy but still going to work some, it's great to see other people's designs!
Are the prizes going to be spread out among top people, or all given to the "winner"?
GL to everyone else planning on throwing something together also!
The patch notes say it can be toggled in the advanced options. I don't actually have the update yet so I can't confirm but I'd check there.
STOGEFor the record of people thinking it may not be possible, I did download a custom file (from here I'm sure) that mutes all other sounds except your hitsound (great for dming with music!), so I do believe something like this could be possible, I'd love to see an example though.
I was the guy who made it for dancenumber (with a tip from someone else, can't remember who) and it's definitely very possible.
https://www.dropbox.com/s/iw9yvobwvpict8l/soundmixers.txt?dl=1
Basically just download that, put it inside /tf/custom/thanksmyman/scripts/ , make the volume for all be 1.0, the volume for hitsound to be 0.5 or something, and change the grouprules for hitsound to point to the vo sounds folder.
Not sure if whoever you've been watching did it this way but it'd work. I wouldn't go too crazy with this though because hitsound-only is genuinely nice and it'd suck to get it removed over some dude who made other stuff louder.
http://www.teamfortress.tv/21756/prism-hud-clean-tf2
Could just use the unlit_ vpk's without flat.vpk, so it removes lighting but doesn't make everything flat either. I haven't updated it since it began breaking on sv_pure though, so you can't use it on competitive or valve servers, but it's still more usable than mat_fullbright.
That's a long post for such a small script :B
Anyway, some things I noticed are that you bind directly to mwheelup and mwheeldown.
alias m_slot1 "slot1; bind MWHEELUP "m_slot3"; bind MWHEELDOWN "m_slot2""
Basically this just means that it's more annoying to rebind and needs a change to the full script to change.
alias m_slot1 "slot1; alias m_invnext m_slot3; alias m_invprev m_slot2"
bind mwheelup m_invnext
bind mwheeldown m_invprev
The above works identically, but lets users customize more if they don't want the mousewheel to work that way.
And continuing from there, you never actually bind mwheelup or mwheeldown outside of within those aliases. If someone only uses mousewheel, then the script wouldn't work the first time they run it, and it'd only work after they press 1-3 for the first time. And if they use the 4-and-5-slot versions for spy and engie, if it's bound to go to slot4 or slot5 it'll stay that way when they change classes or restart tf2, which has its problems.
I probably wouldn't use nested quotes because they just end up looking confusing (I was surprised the script worked to be honest), but that's just nitpicking.
Though I still don't understand "there are a ton of TF2 crosshair switchers out there but I made this one because I really didn't feel comfortable with those." Yours and scripts like http://tf2.gamebanana.com/scripts/8541 really have the same things to offer, except that script's also got lastwep and more readability. Nonetheless gj on the script though.