[QUOTE=Pfysicyst;41884181]The preset loadout buttons could go in the space under hats/miscs.[/QUOTE]
If you read above, I said it's not possible to move the presets panel, sadly.
Just tried it, had a glitch with the health indicator where the flashing overlay was displaced towards the center of the screen
my resolution is 1920x1080
[t]https://dl.dropboxusercontent.com/u/3430278/Modding/2013-08-18_00002.jpg[/t]
[QUOTE=Venezuelan;41885743]Just tried it, had a glitch with the health indicator where the flashing overlay was displaced towards the center of the screen
my resolution is 1920x1080
[t]https://dl.dropboxusercontent.com/u/3430278/Modding/2013-08-18_00002.jpg[/t][/QUOTE]
I had the same issue, 1600x900
Charge bars liked to hide behind the control point notifiers too
Doesn't work well in a 4:3 ratio... The medigun charge goes off the screen.
Hmm, I made it for my 1366x768 resolution. Not sure why it behaves like that on higher resolutions.
I guess I'll need to edit it separately for a few other resolutions.
It won't work for 4:3 yet.
People still have 4:3 monitors?
3 people do and they're all jaded about it
[QUOTE=sergiuung;41889507]It won't work for 4:3 yet.[/QUOTE]
How 'bout 16:10 ?
Looking good! I'm downloading it now.
[QUOTE=Antwon;41889988]People still have 4:3 monitors?[/QUOTE]
I'm using a SyncMaster from 2001 with a 1024 x 768 resolution because that's all I have.
Trying out the alpha on 1080p res, so far it looks absolutely fantastic, but there's a few small quarrels that I'm sure will get ironed out after Alpha.
So far, I love it, great work.
Some stuff related to notifications
[thumb]http://horobox.reager.org/u/errur_1377658648.jpg[/thumb] [thumb]http://horobox.reager.org/u/errur_1377698464.jpg[/thumb] [thumb]http://horobox.reager.org/u/errur_1377664512.jpg[/thumb]
Looks like the new 3d playermodel in the HUD screwed up a bunch of custom ones, including this one. Regardless of whether it is enabled or disabled, every single class has the scout picture for their icon.
-snip-
[QUOTE=Gamemaster1379;41991846]Looks like the new 3d playermodel in the HUD screwed up a bunch of custom ones, including this one. Regardless of whether it is enabled or disabled, every single class has the scout picture for their icon.[/QUOTE]
That's because the code for displaying the models is simply missing.
The file that's causing that is hudplayerclass.res inside resource/ui. You can grab the updated one [url=https://www.dropbox.com/s/5ovyl29tao0ziwi/hudplayerclass.res]here[/url] or get rid of it completely. The only change the file had was it kept the hitmarkers.
[t]http://cloud-2.steampowered.com/ugc/578998903433170530/0815A378C33C136760A91A488862D4A086B1A4F4/[/t]
Teleporter comin' right up
any new info on this?
[QUOTE=Frutol;42063636]any new info on this?[/QUOTE]
Haven't really done anything since. Will probably make some changes to mvm's hud soon.
don't you die on me
this hud is very artistic and I must have it
[QUOTE=DrPyspy;42239832]don't you die on me
this hud is very artistic and I must have it[/QUOTE]
Sorry, Payday's 2 been sucking up all my free time. Plus university's starting and don't really have that much time/interest.
Nice to see someone is still interested.
Either way I *hope* I'll start working on it again soon.
Am I the only one who thinks this looks way off?
[img]https://dl.dropboxusercontent.com/u/39556064/healthmeter.jpg[/img]
the white on beige doens't look nearly as good as the default color, and it stands out in a bad way,
and the fact that the text is so big and the way it no longer fits within the cross looks bad as well.
the default health meter is [b]a lot[/b] cleaner and sensical with the value being in a color that's more in the pallete of the meter itself, and fitting inside of the actual meter.
If you simply want better readability i would suggest doing something like this instead:
[img]https://dl.dropboxusercontent.com/u/39556064/healthmeter2.jpg[/img]
where the cross is fatter to be able to fit bigger text and thus give better readability, but sticking with the same color as it is by default.
The fatter cross is also closer to what the other health crosses look like in the game, so it kinda should be like that anyway imo
and personally i prefer the value to be in "TF2" as apposed to "TF2 Build",
the bolder text only makes it harder to read for me, but they both work well enough i guess
I've been thinking on what to do with the build hud. So far I made the sentry and dispenser bits more compact. I'm not sure what to do with the teleporters.
I think it's a bit of a waste of space to have 2 boxes for 2 teleporters. I think I could fit both teles into one box. Not exactly sure how to do it now but I'll think about it.
Here's what I got so far.
[t]http://cloud-2.steampowered.com/ugc/597016103936700004/044A54EEB7BA65B2AFA753BFC3AB4696728A971F/[/t]
[QUOTE=blaholtzen;42262308]Am I the only one who thinks this looks way off?[/QUOTE]
I can't really stretch the health without editing the texture which was something I was trying to avoid, I'll give it a thought.
Could you strike along the box diagonally?
Also is the sapper pop-up attach to the boxes, or can you make building notifications appear slightly larger (like, default size) when being sapped?
[QUOTE=AlfieSR;42358345]Could you strike along the box diagonally?
Also is the sapper pop-up attach to the boxes, or can you make building notifications appear slightly larger (like, default size) when being sapped?[/QUOTE]
What do you mean by strike along?
Sapper and wrench icons appear as normal, they're separate though and can be changed, can't really resize anything when buildings get sapped though. I could, say, make a red overlay above the whole block appear when something gets sapped.
Here's the building hud pretty much done. It's smaller than the default.
[thumb]http://horobox.reager.org/u/errur_1380589231.jpg[/thumb]
Here's some more screenshots in all states (except sapped, couldn't get that alone)
[thumb]http://horobox.reager.org/u/errur_1380665911.jpg[/thumb]
mmm, personally I preferred default fonts in that tiny space. TF fonts don't scale down well.
[QUOTE=sergiuung;42359681]What do you mean by strike along?[/QUOTE]
I mean having the entrance be top-left and exit be bottom-right of a single box. Just curious how it'd look more than anything.
[QUOTE=AlfieSR;42371452]I mean having the entrance be top-left and exit be bottom-right of a single box. Just curious how it'd look more than anything.[/QUOTE]
Oh, I didn't think of that. I could probably do that but I can't change the position of blocks, they always appear one after another vertically. I guess you can just make the blocks really small and add a fake background behind it but then it wouldn't change color and would always stay gray/blue/red.
I'll see what I can do
[QUOTE=sergiuung;42361784]
Here's some more screenshots in all states (except sapped, couldn't get that alone)
[thumb]http://horobox.reager.org/u/errur_1380665911.jpg[/thumb][/QUOTE]
You should get rid of that gradient.
[QUOTE=NassimO PotatO;42372188]You should get rid of that gradient.[/QUOTE]
Huh? Do you mean the background gradient? That's default.
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