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Improved default HUD
Downloads:
112,269
Views:
532,248
Rating:
Description
This is not a HUD in its usual meaning, but some fixes for standard Team fortress 2 UI, adding HP numbers on target IDs, small Übercharge value label near the crosshair, popular custom crosshairs, etc. — see screenshots for more info. I do it for myself, but maybe someone will find it useful too.
Credits
Omnibombulator for this excellent site,
Teamfortress.tv community
Special Thanks
To all Improved default HUD users
Operating System | Supported? |
---|---|
Windows | |
Mac | |
Linux |
Resolutions | Supported? |
---|---|
4:3 | |
5:4 | |
16:9 | |
16:10 |
Miscellaneous | Supported? |
---|---|
Custom Fonts | |
Custom Menus | |
Extra Scoreboards | |
HUD Crosshairs | |
Minmode Toggle | |
Streamer Mode | |
Custom Materials | |
Easy Customization |
Gamemodes | Supported? |
---|---|
Tournament | |
Competitive | |
Arena | |
Attack/Defend | |
Capture the Flag | |
Control Points | |
Domination | |
Halloween | |
King of the Hill | |
Mannpower | |
Mann Vs. Machine | |
Passtime | |
Payload | |
Payload Race | |
Player Destruction | |
Robot Destruction | |
Special Delivery | |
Territorial Control |
v 3.9.1 (December 12, 2020)
– Updated to support recent TF2 updates.
– Updated Server Control Panel to support 4 config buttons.
– Various "under the hood" fixes.
v 3.9 (March 29, 2018)
– Updated to support recent TF2 updates.
v 3.8.1 (October 22, 2017)
– Various "under the hood" fixes.
v 3.8 (October 21, 2017)
– Updated to support The Jungle Inferno Update.
v 3.7.1 (January 31, 2017)
– Updated to support recent TF2 updates;
– Added Australian-loved "seeker" crosshair;
– Updated Server control panel for ETF2L Season 26 maps support;
– Various "under the hood" fixes.
v 3.7 (December 22, 2016)
– Updated to support recent TF2 update;
– Various "under the hood" fixes.
v 3.6 (October 22, 2016)
– Updated to support recent TF2 updates;
– Fixed Bazaar Bargain head counter doesn't show in minmode;
– Fixed FPS drops in some situations when Hit Indicator is enabled (by the Wiethoofd method);
– Various "under the hood" fixes.
v 3.5 (September 28, 2016)
– Updated to support recent TF2 updates;
– Added full model control ability in the Loadout — see screenshot. It allows you to zoom, rotate, change model and spotlight positions;
– Fixed Demo UI button not showing when Server Control Panel disabled;
– Updated Server Control Panel to support ETF2L Season 25 maps;
– Various "under the hood" fixes.
v 3.4.1 (August 6, 2016)
– Fixed respawn timer in competitive mode;
– Fixed Dead Ringer "Feign" counter being overlapped by Diamondback "Crits" counter — see screenshot.
v 3.4 (August 2, 2016)
– Finally supported basefiles system, it should make HUD more easily customizable and unbreakable to the next Valve updates. Read the updated FAQ for more info;
– Checking the enemy uber is much easier now — see screenshot;
– Various "under the hood" fixes.
v 3.3.1 (July 15, 2016)
– Updated to support recent TF2 update;
– Now uses a manifest file for animations.
v 3.3 (July 9, 2016)
– Updated to support The Meet Your Match Update;
– Slightly changed the MainMenu layout: Control Panel enabled, Control Panel disabled.
– Updated to support recent TF2 updates.
– Updated Server Control Panel to support 4 config buttons.
– Various "under the hood" fixes.
v 3.9 (March 29, 2018)
– Updated to support recent TF2 updates.
v 3.8.1 (October 22, 2017)
– Various "under the hood" fixes.
v 3.8 (October 21, 2017)
– Updated to support The Jungle Inferno Update.
v 3.7.1 (January 31, 2017)
– Updated to support recent TF2 updates;
– Added Australian-loved "seeker" crosshair;
– Updated Server control panel for ETF2L Season 26 maps support;
– Various "under the hood" fixes.
v 3.7 (December 22, 2016)
– Updated to support recent TF2 update;
– Various "under the hood" fixes.
v 3.6 (October 22, 2016)
– Updated to support recent TF2 updates;
– Fixed Bazaar Bargain head counter doesn't show in minmode;
– Fixed FPS drops in some situations when Hit Indicator is enabled (by the Wiethoofd method);
– Various "under the hood" fixes.
v 3.5 (September 28, 2016)
– Updated to support recent TF2 updates;
– Added full model control ability in the Loadout — see screenshot. It allows you to zoom, rotate, change model and spotlight positions;
– Fixed Demo UI button not showing when Server Control Panel disabled;
– Updated Server Control Panel to support ETF2L Season 25 maps;
– Various "under the hood" fixes.
v 3.4.1 (August 6, 2016)
– Fixed respawn timer in competitive mode;
– Fixed Dead Ringer "Feign" counter being overlapped by Diamondback "Crits" counter — see screenshot.
v 3.4 (August 2, 2016)
– Finally supported basefiles system, it should make HUD more easily customizable and unbreakable to the next Valve updates. Read the updated FAQ for more info;
– Checking the enemy uber is much easier now — see screenshot;
– Various "under the hood" fixes.
v 3.3.1 (July 15, 2016)
– Updated to support recent TF2 update;
– Now uses a manifest file for animations.
v 3.3 (July 9, 2016)
– Updated to support The Meet Your Match Update;
– Slightly changed the MainMenu layout: Control Panel enabled, Control Panel disabled.
User Comments
145 Comments
≡ ⌐ ⌐ □ ⌐,
You need to open original \scripts\hudlayout.res file (you can get it by GFCScape) and change HudPlayerClass and HudAmmoWeapons "wide" and "tall" parameters to "f0" and "480". Now you can go to \resource\ui\, find same named files and change it positions on screen as you want. Some of these files not included in my HUD, so you need to change original files. It gonna be hard if you never edited HUDs before. Check this guide first: http://doodlesstuff.com/?p=tf2hud
Nice M3M3 Dave,
Do you use custom hitmarker?
Janz,
It looks normal for me. Try to verify game files (it may fix missing textures problems):
Steam > Library > Right click on "Team Fortress 2" > Local files > Verify integrity of game files…
Posted 13-03-2017, 07:54 AM
I think i might have found a fix for the lag with hitnumbers.
Hitmarkers in custom huds causing fps drops
Custom huds available here on huds.tf might offer hitmarkers and have flashing crosshairs when dealing damage, blinking and fading damage numbers or other implementations of the event DamagedPlayer animation.
Damaging to a lot of players/bots in a short timeframe or dealing a lot of (small) damage instances to the same target (pyro flames/mvm medic shield) can cause severe frame drops, as each damage instance will trigger the animation event, causing them to stack and thus make you drop frames. After thorough analysis by sigsegv (recommended read) and being pointed in the right direction, Wiethoofd did some testing with StopAnimation and StopEvent animation triggers and figured out the correct way to have damage hitmarkers without causing massive frame drops because of the damage event stacking, without having to comment out existing code to disable the animation.
Solution/workaround
Renaming the old DamagedPlayer animation to (for instance) HitMarker and calling the renamed event from the DamagedPlayer event instead, should prevent the game from stacking the animations and not cause frames to drop. Adding an additional StopEvent just before calling (another) instance of the same animation event should make sure there are no duplicate/stacking events causing any issues. Just make sure to start another event shortly after stopping it with StopEvent.
Simplified example of old hitmarker event possibly causing fps drops:
Code:
event DamagedPlayer { // Blinks Crosshair for 1/10th of a second red and reset to white
Animate Crosshair FgColor Red Linear 0.0 0.1
Animate Crosshair FgColor White Linear 0.1 0.1
}
Animation sequence without StopEvent:
Code:
// Start 'hitmarker animation'
event DamagedPlayer {
RunEvent HitMarker 0.0
}
event HitMarker { // Blink Crosshair for 1/10th of a second red and reset to white
Animate Crosshair FgColor Red Linear 0.0 0.1
Animate Crosshair FgColor White Linear 0.1 0.1
}
Improved animation sequences with StopEvent (optional but recommended):
Code:
// Stop any 'hitmarker animation events' before starting another
event DamagedPlayer {
StopEvent HitMarker 0.0
RunEvent HitMarker 0.01
}
event HitMarker { // Blink Crosshair for 1/10th of a second red and reset to white
Animate Crosshair FgColor Red Linear 0.0 0.1
Animate Crosshair FgColor White Linear 0.1 0.1
}
Use the aforementioned code as examples to fix existing DamagedPlayer animations events (while moving animations to use the hudanimations_manifest.txt setup).
Posted 08-04-2017, 11:53 AM
I really like this HUD, it;s one of my favourites. But I only have one issue, everytime I play Pyro and W+M1 someone the game dips to fps like 16 when I regulary have 60. I have no issue like this when I'm using any other HUD. So I am now asking for you to fix the issue in the future, thanks.
Posted 08-04-2017, 05:03 PM
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