junior
Account Details
SteamID64 76561198869806001
SteamID3 [U:1:909540273]
SteamID32 STEAM_0:1:454770136
Country Czech Republic
Signed Up March 16, 2020
Last Posted September 22, 2024 at 3:34 AM
Posts 60 (0 per day)
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#1 unfinished (but usable) hud i made in Customization

During quarantine I got this cool idea of overhauling the entire UI, similar to what Sunset HUD does, except with more "functionalist" approach. I spend like 8 hours a day for 2 weeks working around hardcoded elements and other bullshit, until I eventually got burnt out. I'll be busy irl this year so there isn't going to be much work done in the foreseeable future. I've figured I'd put this out here so people can use it. There are also some things I've "discovered" that other hud makers may be interested in.

low effort hud showcase video
basically it has:

  • a lot of transparency
  • extensive support for animated backgrounds (use multiple images to get around file size limits)
  • both class loadouts and backpack (and crafting etc.) buttons accessible from anywhere in the inventory
  • class selection wheel (has a few limits)
  • team selection as also kinda cool
  • tldr: I basically ripped off CSGO's panorama

Not much effort went into HP, ammo and stuff, just enough to make it usable. Scoreboard is stock. There are some issues like missing payload checkpoint icons (fixed), most of them are easy to fix but I just can't be bothered.

I know there are some hud enthusiasts in the community. If someone wants to take this project further just copy it as your own, I don't care. If you need help with something ask here, dm me, or add me on steam.

About the class selection wheel

Show Content
I just put bunch of buttons all over the screen to mimic how a selection wheel would work. The only setback is that I can't make them all update the class model on hover (but they work when you click them). The cursor starts in the center, so you can just flick in the class' direction and click to switch (not tested with multiple monitors, you may need something like cursorlock to avoid the cursor going out of TF2)

The hud toggles antialiasing on launch to force reload some hardcoded elements. This slows down launch by about 5 seconds. If you want so skip this add prevent_reload to your autoexec.cfg .
If you use mastercomfig medium-high or higher, you need to create a cfg/user/antialias.cfg file with mat_antialias 4 (or higher). You don't have to do this if you use the medium preset or lower (those have antialiasing off).

the hud on GitHub
also I play on DX8, on DX9 the colors might be a little different

Credits
Hypnotize for Sunset HUD (inspiration and base for some of the menus + I used his icons)
JarateKing for his hud editing reference

posted about 4 years ago
#24 Using nullmovement puts you at disadvantage in Customization
Funkycan someone give an actual number for the input delay? cuz if it's a few mil seconds then literally who cares, you're never going to notice, which i'm assuming is going to be the case considering the amount of people that use it and have never had an issue

sir this is a troll post

posted about 4 years ago
#3 Command line tool to render out demos. in Videos
buudThis looks cool, is the output an mp4 or a series of images or?

SDR can output avi, mp4, mov, or mkv. If extension isn't specified, the program assumes .avi

posted about 4 years ago
#1 Command line tool to render out demos. in Videos

Recording happens in the background, you can queue multiple renders using a batch file.
Uses SourceDemoRender, which is not compatible with Lawena, so you need a recording config (just grab mastercomfig ultra or something).

How it looks:

D:\Me\Desktop\RenderDemo>renderdemo -exepath "G:\Steam Library\Team Fortress 2\hl2.exe" -demo "demos\stv demo" -start 1500 -end max -out myClip -cmd "spec_player Me; spec_mode 5"

Demo: G:\Steam Library\Team Fortress 2\tf\demos\stv demo.dem
Output: D:\Me\Desktop\RenderDemo\myClip.avi
Start tick: 1500 | End tick: 8497 | Profile: both
Commands: "spec_player Me; spec_mode 5"

Starting SDR laucher...  TF2 has started, closed SDR launcher.
TF2 loaded with profile 'both'. Demo is loading.
Pass 1/2: Recording Video.
Recording progress |>>>>>>>>>>>>>>>>>>>>>>>>>| 100%
Pass 2/2: Recording Audio.
Recording progress |>>>>>>>>>>>>>>>>>>>>>>>>>| 100%
Recording finished successfully.

https://github.com/jooonior/tf2-renderdemo

posted about 4 years ago
#8 song recommendations in Music, Movies, TV
dbkalbum: phoebe bridgers - punisher
posted about 4 years ago
#5 song recommendations in Music, Movies, TV

Nation of Language
chemical club

posted about 4 years ago
#5 Cow mangler explosion effect for stock help in Customization

I was trying this some time ago and I think the projectile doesn't even use the explosion property from the file. When I changed it's projectile to a stock rocket, it worked as with other explosions, but that gets blocked by sv_pure.

To edit particles you need to use TF2's particle editor (https://youtu.be/G_9hTV7XFCg). But sv_pure again.

posted about 4 years ago
#4 Weird White Boxes in a corner of my screen in Q/A Help

This looks different to that JI particle bug.
Try mat_texture list 1 and look if you see this weird texture there.
And just in case, did you verify integrity of game files already?

posted about 4 years ago
#202 No explosion smoke script in Customization
SleeGOD i just want this to work for the Cowmangler! Why is it so complicated!!!

Because Cowmagler doesn't use those properties. If you change it's projectile to a regular rocket, then it works. But sv_pure doesn't allow that.

posted about 4 years ago
#10 Is it possible to make ragdolls deterministic? in Videos

I've found a way to record world and depth at the same time (no need for multiple passes), but the effort required seems on par with #4.
https://www.teamfortress.tv/56706/how-to-record-depth

posted about 4 years ago
#6 Animated Skybox in Customization

https://imgur.com/a/CoS87J3

Seems to be possible. Few notes:

  • the texture is white, I have no idea why is it green (something with HDR?)
  • VTF can't be larger than ~55 MB (you'll get missing textures)
  • I just mashed together the animated texture and skybox VMTs, you can probably figure out something better
Show Content
UnlitGeneric
{
$basetexture "skybox/skybox_up"
$hdrbasetexture "skybox/skybox_up"
$vertexcolor 1
$vertexalpha 1
$ignorez 1
$no_fullbright 1
$nofog 1
%keyword ""

Proxies
{
AnimatedTexture
{
animatedtexturevar $basetexture
animatedtextureframenumvar $frame
animatedtextureframerate 24
}
}
}
posted about 4 years ago
#1 How to record depth in Videos

Made in response to Is it possible to make ragdolls deterministic?
TLDR: Need to make demo always play the same so I can record in two passes.

That doesn't seem to be possible, but I've figured out how to record both normal image and depth at the same time in a single pass.

Basically, startmovie doesn't capture ReShade effects, so by using it together with a regular screen cap (which will capture ReShade), you can get there. The actual process is a bit more complicated so I went with GitHub for better formatting.

The guide on GitHub

Updates

[6. 2. 2021]

  • new ReShade shader
  • ditched SourceDemoRender, VDMs, startmovie
  • now two ways to record
  • output encoded with UTVideo - fixed color loss again

[7. 8. 2020]

  • fixed crash on startmovie

[5. 8. 2020]

  • fixed color loss during video processing
  • restructured the guide
  • fixed Steam messing up ReShade
posted about 4 years ago
#9 Is it possible to make ragdolls deterministic? in Videos
Rockziirc hlae can record depth, but it is a fuckery in tf2

As far as I know hlae streams only work in csgo. In tf2 all you can do is reshade or some tricks with fog. Even r_depthoverlay doesn't work anymore.

posted about 4 years ago
#7 Is it possible to make ragdolls deterministic? in Videos

tf_always_deathanim 1 will make death animations always play when applicable, so it kinda achieves this. But it will only affect headshots/stabs/idk what else has those animations.
Btw what method do you use to record depth? ReShade + screen cap?

posted about 4 years ago
#1 -insert_search_path launch option in Customization

Google search returns zero results so I figured I'd make a thread for the one person who might find this useful.

This lets you add additional engine search paths. They are added as the topmost MOD and GAME paths (means read only). Multiple paths are separated by commas. You can add both folders and VPKs.

-insert_search_path "D:\some folder,D:\stuff.vpk"

Where some folder looks like what you'd add to your custom folder:

some folder
├ cfg
│ └ something.cfg
└ sound
  └ hitsound.wav

Found in source code: public\filesystem_init.cpp, line 552

posted about 4 years ago
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