Releases: MedicodiBiscotti/biscottihud
v1.92 [Smissmas 2019] | electric boogaloo
v1.92 [Smissmas 2019] | electric boogaloo
This time it should actually work.
- changed the main directory to "biscottihud" (all lower case) to hopefully fix issues with case-sensitive file systems. No clue if it works or why it was broken to begin with.
- changed a small background thing when picking up engie buildings. At some point something changed so the thing I had there stopped working properly. I don't know how to fix it beyond just removing the worst looking background. Frankly, I made this change a while ago, and forgot to push it.
- updated the ads on the main menu to the smissmass stuff. You are being marketed to again. Congrats.
- also changed the README to reflect the fact that I have no clue at this point if it works at all on Linux.
v1.91 [Scream Fortress XI]
v1.91 [Scream Fortress XI]
- finally commited a change from 7 months ago that doesn't matter.
- updated main menu advertisements. Congrats on being marketed to, and sorry for missing the previous gambling vessel.
Happy Halloween!
v1.90 [Disguise Silhouette, PDAs]
v1.90 [Disguise Silhouette, PDAs]
- Separated the box lines into vertical and horizontal customizations.
- Added customizations for the spy's disguise silhouette. There are 7 positions and 1 off setting. The "centered left" and "centered right" settings are positioned above the HP and Ammo respectively and follow the "positioning" customization. That's a total of 13 different positions and 1 off setting.
- Added condensed icon- and colour-based PDA style for engineer. Now the build menu looks as nice as the disguise menu.
- Added vertical side version of the engineer's PDAs. Again, looks as good as the the disguise menu.
- Deleted the "side vertical 2" style because I didn't like it, and it was pointless having two basically identical styles.
- Added separate metal counter underneath the crosshair and customization options to turn either on or off.
- Slightly centered the number when metal is added or subtracted.
- Added customization option to remove the team status panel at the top of the screen.
- Changed the two black boxes meant for counting round wins to be two team-coloured stripes instead. This is more aesthetically pleasing when the playing a gamemode without rounds (e.g. payload), and also more pleasing in general, while also showing team colours even with the team status panel disabled. Technically, the dots are already team-coloured but still... this is nice.
So what's next... I'd like to redo the hudtournament setup and stopwatch. I'd also like to apply the new PDA styles to the class menu, so that I'd have a condensed, icon-based one and a vertical style one. I should also redo the team select menu even though you never really see that one nowadays.
v1.89
v1.89
- Fixed the RankPanel looking dumb in the Find a Game menu. When I shipped the last update I hadn't even opened the Find a Game menu so - I didn't even know that it looked dumb. My bad.
- Changed a bunch of backgrounds (including the top dashboard in the main menu) to use the same colours as elsewhere in the HUD.
- Changed a couple backgrounds from ugly transparent brown (yuck) to nice transparent black (mmmm).
- Added customization to make all the black/grey colours a darker shade. Not a big change, but it took a surprising amount of work and it's good groundwork for changing the colours of the HUD more drastically in the future...
- Now that I think about it, the way that I would expand on this would actually be so much easier and completely nullifies the work that I just did. Dammit.
- It's still a fine change, but dammit, I thought the grunt work would actually make things easier in the future. Nah.
- Made the chat not move when matches start and end. Initially it was to move it out of the way of the scores, but it would get stuck there and not move back if you joined a game in progress, so it was mostly just annoying.
- Removed the custom main menu customization because it's been broken for almost a year or something. I just forgot to do it a long time ago. My bad.
- Literally just renamed one element in the scoreboard for almost no reason.
v1.88 [Blue Moon]
v1.88 [Blue Moon]
So... sorry it's been so long. I haven't been playing TF2 and the update came out of freaking nowhere which spooked me. So it took me a while to get around to it, but it's fine now. It's been done. It didn't even take long. I shouldn't have freaked out about it.
- updated to be compatible with latest game update
- Valve now lets you change the colour of the damage numbers in-game now, which is good, but I cannot lie, it upset me a bit because it takes purpose away from custom HUDs. But it's a good change. I've left the colour code in just in case they change it back for whatever reason. It doesn't seem to do anything anyway.
- I haven't the foggiest what the change to hudobjectivetimepanel is supposed to accomplish but it should be fine leaving it as is. I'll update if I find any issues.
v1.87 [War Paints, CTF, PLR]
v1.87 [War Paints, CTF, PLR]
- redesigned Payload Race UI (plr). One track instead of two, but the progress lines are only half the track so they both fit.
- redesigned Cpature the Flag (ctf). This extends to Pass Time and minor teaks to Special Delivery (sd) and MvM.
- fixed minor clipping error on payload minmode when the recede timer is 20. I might email Valve about this one even though it's super minor.
- added War Paint menu that I missed from the Jungle Inferno update. Whoops.
- updated the ad banner on the main menu and removed the operation banner.
v1.86 [Scream Fortress 2017 + gas can meter]
v1.86 [Scream Fortress 2017 + gas can meter]
- added the separation of phlog and gas can. It actually makes me mad
that this was an issue in the first place. - the new meter supports all the meter customizations.
- tweaked the borders at the top of the store and backpack menus so the
lines don't clip anymore. To bo honest, I don't know why they didn't
clip before. - updated the main menu with the halloween update.
- made the matchmaking settings panel have different background colour
identical to other parts of the HUD.
v1.85
v1.85
- added the Pyro's jetpack in the same styles as all the other meters.
- updated the main menu a little bit to make it more consistent with the
other menus (like backpack). It's not perfect by any means but it's a
little closer to what I want.
This should be close to it as far as emergency updates. There may be
some more, but the next updates will most likely be to redesign the main
menu again.
v1.84 [Jungle Inferno]
v1.84 [Jungle Inferno]
It's not completely done yet but it's pretty much there. It's a hotfix
at the very least. More will come once I get a chance to test it, mess
around, and design around the new menu changes.
- It's stable. I think.
- For the time being we're using a modified version of the stock main
menu. - I added the Vita Saw organs in the same way I do all other counters
e.g. Revenge Crits, Heads. - I still need to change the Pyro's jetpack. I imagine it's a charge bar
like Jarate or something but I haven't been able to test it yet as I
don't have one :( - supposedly added in some more changes from the previous HUD update
that I for some reason hadn't copied over properly. - added captions for new voice lines to prevent error messages in
console.
Speaking if the console. Did they add, like, some weird layering to the
main menu? It keeps clsing the console whenever I click it out of focus.
But then it takes two toggles to come back like it was there hidden
below something else but we just can't see it. That's mad annoying.
This is a lot of the changes but not all of them. I should have more
patches coming out soon. The jetpack is a priority, I just need to
acquire one first.
v1.83 [also effin' huge and even longer time coming]
v1.83 [also effin' huge and even longer time coming]
So this was has been sitting 98% finished for about 4 months. I started
working on it right after the last update and then just lost the
motivation to finish it all the way. So, as I often do, I'll now release
the stuff that I did finish. It's some pretty cool stuff actually, but
it has been several months since I last worked on it, so forgive me if I
leave something out. These are the highlights as I remember them.
-
Custom crosshairs.
Really cool actually. I now have proper good support for them and even
made a couple presets for you to try out.
Even more exciting, you can use the outer part of the crosshair as a
hitmarker, either by animating the colour or the alpha (transparency) of
it.
You can also use a different hitmarker, like konrwings or whatever you
desire, and leave the crosshair2 as is.
Both are turned off by default, but I recommend you at least try them,
if nothing else then for fun. The presets are pretty exaggerated but you
can always edit them, get rid of crosshair2, or use crosshair2's alpha
as a hitmarker.
To change the colours of the crosshairs, go to
biscottiHUD\resource\schemes\scheme_crosshaircolours.res. It will
require you to restart the game to see a change, though. You can also go
the biscottiHUD\scripts\hudlayout_hitmarker.res file but it will be
overwritten if you change to a different customization. Unless you
change it in customization\manual. That would allow you to use different
colours for different crosshairs too.
To keep it simple, try the Seeker preset. It's probably the most usable
and least intrusive. The others are mostly just something I made for fun
to try different things. -
Sticky count label
Similar to the uber charge label, there's now a label below the
crosshair that counts how many stickies you have it (it's invisible if
you have 0 out, don't worry). If you want it to still be there and say 0
when you don't have any out, go to huddemomanpipes_label3.res and change
the NoPipesPresent stuff to "visible" "1".
Again, similar to the uber label, you can choose different positions on
the HUD, or turn it off altogether. At the ammo, at the crosshair, and
at the charge bar. Ammo, and crosshair are on by default.
It's simple, but maybe one of my low-key favourite things in this
update. I think it was also the first thing I started working on
immediately after publishing the last update. I realised I missed an
opportunity. -
PDA Menu designs
This is what caused me to take a break. I wanted to do more condensed,
icon-based versions of the PDAs but I kind of got stuck. I knew that I
wanted to make the current design smaller, at the very least.
So I designed an icon-based disguise menu, which I am very happy with,
along with two vertical designs. They're practically identical, but I
couldn't decide between them so you get both for now.
I wanted to do the same for the Engineer but hit a wall. So for the past
few days, I've been optimising the normal design of the build/destroy
menu along with the Eureka teleport menu. I even did the Pip-Boy ones,
finally!
But, at least for now, the condensed, icon-based and vertical designs
will have to wait. -
Health you pick up
I made it not float around. Now it stands still and fades out. It also
moves with positioning now, so it follows where the HP box is. -
What's to come
Like I said, I want to do the other designs for the Engineer PDAs.
I also would very much like to copy those designs over to the Class menu
as well. It fits so nicely, but coding it is a little trickier and I
also need to design it first. I also really needed to push this update
because (HYPE HYPE HYPE!!) the Pyro update is coming! For those reasons,
these changes are on the back burner for a while, as they have been for
several months. I'll get to it within a couple of months, probably.
Oh, and I've been meaning to make a couple tutorial videos explaining
how to activate customizations, edit them and what not. It'll happen,
but then again, I've been saying that for about 6 months now. But it'll
happen.
But in the meantime, if you want to try some of the customizations, try
using the .bat files. They're hella convenient for switching between
options quickly.
I hope I didn't mess up somewhere, because again, this update is like
624 file changes.
And I know I should update the README more. I'll do that at some point
too. Peace!
PS: One of my many, many flaws is that I go into way to much details
with my patch notes. I'm basically writing this shit for my own
amusement. It took me, what, 40 minutes to write PATCH NOTES (!) that
will be irrelevant in 24 hours because that's when the next patch will
be. No-one's gonna read this. I hope womeone reads this. 'Sup to
whomever (yes, whom) reads this. I hope you have a splendid day!