x
ETF2L is looking for new Staff to recruit! Are you interested in supporting the league? Then click here for more details on what we can offer and how to apply! 
x
To those who participated in the Highlander Season 32 (Summer 2024), please fill out this Feedback Form for the current & next Highlander seasons!

Forum

[HUD] Ell's HUD (4.8)

Created 15th August 2011 @ 04:48

Add A Reply Pages: « Previous 1 2 3 ... 14 Next »

slate

(ETF2L Donator)
AMG

solid work.

going by the screenshots, I’d increase size of ammo noclip to match the health and the outline of the ammo in general, doesnt really look good. I know how bad tf2s builtin outlines are with aliasing on. Maybe you’re better off using multiple shadows?

or have you considered adding a black box around it as well?

haze-e

is good!

Good work there! I really like it, nice “art style”.

Keep it up!

atrox_

WaAS?

pls update

ell

(ETF2L Donator)

Quoted from atrox_

pls update

We concluded yesterday that reinstalling will fix the mess left behind by the update. HUDs rarely break, and in almost all cases a fresh install will put everything back in order.

ell

(ETF2L Donator)

Quoted from Bonkers

tested it. well all i can say is you need to move the hp and ammo counter closer to the crosshair. i found it quite hard to notice at the bottom of my screen with black and white colouring. otherwise the huds fine

Putting the health up a notch would indeed make it easier to spot, but I’m a bit reluctant to, since it covers up such a big area. I’ve been thinking about removing the square, seeing inbetween the digits would enable me to put it higher. It would however be less legible and attention catching.

Quoted from slate

solid work.

going by the screenshots, I’d increase size of ammo noclip to match the health and the outline of the ammo in general, doesnt really look good. I know how bad tf2s builtin outlines are with aliasing on. Maybe you’re better off using multiple shadows?

or have you considered adding a black box around it as well?

Ammo differs from health in that it is something you have complete control of and should learn to keep track of. For starters, this is why it doesn’t and never will have a square, which is primarily an attention catcher at state changes. The digits for ammo loaded in clip is a little bit larger since it’s allways on the brink of depletion. You rarely need to watch the no-clip ammo that closely, I found more important to keep it out of the way at the expense of aesthetics.

Multiple shadow outlines don’t scale well with a wide variety of resolutions and as you pointed out, anti-aliasing and outlines don’t play well togeather. I’m not to bothered by the jagged edges, I find them equally legible. The HUD is first and foremost supposed to be functional and reliable. There was once an update that broke the welcome and class selection menus, making in impossible to enter the game. If that part of the HUD hadn’t been edited, the problem would never have appeared.

M0re

hey dude mail me, I’ve lost your mail address :(. or steam pm dunno if im online today tho.

Orchid

|=3

Seems like a nice job from the screenshots. Gonna test it out! Thanks! (:

Sunbather

maksa

Hope you’ll update

ell

(ETF2L Donator)

Quoted from Sunbather

Hope you’ll update

No doubt I will, eventually. Are you missing something in particular? So far I’ve played all my games in S2 with it and had no trouble. Since it changes a minimal subset it has made it through all the updates without breaking, where other HUDs have required maintanance. I am aware of a few glitches, but nothing that really affects performance. I want to avoid making any changes to a working system like this mid-season and instead I’m going to give it a real overhaul at the appropriate time. I’d like to support the new Highlander initiative by implementing an 18 field scoreboard option.

ell

(ETF2L Donator)

A Screenshot of the spec GUI to be included in the next version (V2) (The tiles on the bottom right are just fold-ins, they’re not part of the interface). http://img571.imageshack.us/img571/7286/specguinohealthfoldin.png I’m unsure of what to do with the health for now.

I don’t think I ever took a picture of the damage numbers, so here’s one http://img811.imageshack.us/img811/4305/dmgnumsv2.png

Changes for V2:

HudAnimations_tf.txt: Rewrote file from scratch, now includes “DamagedPlayer” animation event clause.
SpectatorTournament.res: Changed respawn timer color to lWhite.
ClientScheme.res: Removed Screaming Digits pixelfont and support for alternate damage numbers.
tf_english.txt: Rewrote file from scratch, removed tID healing prefix

If you’ve been using this HUD and found something that needs fixing, let me know. I’m aware that it currently lacks highlander support (payload panel and 9on9 scoreboards are missing).

ell

(ETF2L Donator)

NOTE: Ell’s HUD currently doesn’t support highlander for two reasons.

(1) No 9on9 scoreboard
(2) Cart panel has been rendered invisible to not intersect with health and ammo.

I’ll see what I can do about this in a few weeks.

Wigglez

hmm anyone know how can i change the Colors in this hud? i want change only ” when hp is buffed and change the Green ammo ” turquoise/green to blue. You know what i mean? (sry for eng)

ell

(ETF2L Donator)

Quoted from Wigglez

hmm anyone know how can i change the Colors in this hud? i want change only ” when hp is buffed and change the Green ammo ” turquoise/green to blue. You know what i mean? (sry for eng)

The green color is hardly used anywhere else so I suppose changing it altogether would be the best option. All colors I used in my modifications are defined on line 24-33 in tf/resource/ClientScheme.res. To change the green colour you need to edit the following line:

“lGreen” “0 255 127 255”

The four numbers on the right hand side range from 0-255 and togeather define the colour. The first 3 are the amound of red, green and blue (RGB) and the fourth is the opacity. You can preview colors on RGB format in MSPaint by going into Colors>Edit Colors>Define Custom Colors http://img593.imageshack.us/img593/172/lhospitalgreen.png . So for instance, if I wanted a transparent yellow I’d mix red, green and set opacity to a value somewhere in the middle of the interval:

“lGreen” “255 255 0 100”

ell

(ETF2L Donator)

Pictures from the upcoming version 2:

Spec GUI http://img337.imageshack.us/img337/6528/ellshudv2specgui.png
Scoreboard http://img220.imageshack.us/img220/7125/ellshudv2scoreboard.png
Overview http://img52.imageshack.us/img52/4083/ellshudv2overview.png
Health States (1-50% pink, 51-100% white, 101-150% green) http://img856.imageshack.us/img856/7201/ellshudv2healthstates.png

broesel

LAME

Quoted from ell

Pictures from the upcoming version 2:

Spec GUI http://img337.imageshack.us/img337/6528/ellshudv2specgui.png
Scoreboard http://img220.imageshack.us/img220/7125/ellshudv2scoreboard.png
Overview http://img52.imageshack.us/img52/4083/ellshudv2overview.png
Health States (1-50% pink, 51-100% white, 101-150% green) http://img856.imageshack.us/img856/7201/ellshudv2healthstates.png

Why don’t you use "antialias" "1", "outline" "0" & 8 shadows instead of "antialias" "0" & "outline" "1"?

I know it’s not possible everywhere, but maybe give it a shot on at least the health numbers :)

Add A Reply Pages: « Previous 1 2 3 ... 14 Next »