Profile HUDS.TF Toggle navigation News (current) HUD Directory Forums Log In with Steam Latest News TF2 HUD Updates for late October, 2016 - ScreamFortress 2016 Posted on 3rd November 2016 at 02:24 PM


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Date Tue, 20 Feb 2018 09:17:08 GMT Traffic Sources Chart Alexa Rank History Chart aleax Html To Plain Text HUDS.TF Toggle navigation News (current) HUD Directory Forums Log In with Steam Latest News TF2 HUD Updates for late October, 2016 - ScreamFortress 2016 Posted on 3rd November 2016 at 02:24 PM by Wiethoofd Merasmus has been keeping the hud editors busy ingame from writing this post with contracts, but after finishing a bunch of them it is time to catch up with the changes that were made to the Team Fortress 2 hud files this ScreamFortress event. Modified Files: resource/ui/lobbycontainerframe_casual.res resource/ui/lobbypanel_casual.res resource/ui/mainmenuoverride.res resource/ui/matchmakingdashboardpopup.res resource/ui/econ/questlogpanel_halloween.res resource/ui/quests/questitempanel_base.res resource/ui/quests/merasmus/questitempanel_merasmus_base.res Buttons added to Casual Lobby Panel highlighted with new Summary of changes Tips button in Casual Lobby Frame Restore & Save Map selection buttons in Casual Lobby Panel Main menu changes for ScreamFortress backgrounds and items, removal of Pyro vs. Heavy Contract panel button in questitempanel_base now selects map in Casual Map selection (mm_casual_open) instead of opening Quickplay Removal of progress bar behind completed contracts total Relevant commits to the TF2 source files ScreamFortress 2016 Update - October 21st, 2016 Gargoyle Ranks Introduction - October 25th, 2016 Enjoy the ScreamFortress event! TF2 HUD Update for October 12th, 2016 - Vote for frames Posted on 14th October 2016 at 03:00 PM by Wiethoofd Had a good game, a bad connection to a Valve server or got rolled because the balance was completely off? You might now be prompted at the end of a casual or ranked game to rate your experience from Horrible, Bad, Neutral, Good to Great. Besides being able to vote, there has been a recent problem with event DamagedPlayer in custom huds utilizing this animation to have 'hitmarkers'. More information and how to fix this issue after the analysis of the added & changed hudfiles in the update from October 12th, which you can check in this commit. New Files: resource/ui/surveypanel_base.res resource/ui/surveypanel_matchquality.res Modified Files: scripts/hudanimations_tf.txt Summary of changes End of match rating vote panel added; surveypanel_base positions the votes, surveypanel_matchquality contains the options Animations to bounce the vote panel in and out of view in hudanimations_tf.txt Changes to scripts/hudanimations_tf.txt Crashes at the end of the match in Casual/Ranked Matchmaking are most likely caused by missing animation events in hudanimations_tf.txt when being prompted to vote for your match experience. If you are a hud developer make sure you migrate your TF2 animations to use hudanimations_manifest.txt by following this guide to guarantee Valve updating/changing animations is not going to cause issues. Code: event SurveyShowSequence { Animate Survey ypos 480 Linear 0 0 Animate Survey ypos 150 Linear 1 0.3 Animate Survey ypos 130 Deaccel 1.3 0.1 Animate Survey ypos 150 Accel 1.4 0.1 } event SurveySubmitSequence { // Show submitting SetVisible QuestionContainer 0 0 SetVisible SubmittingContainer 1 0 // Show thanks SetVisible SubmittingContainer 0 2 SetVisible ThanksContainer 1 2 RunEvent SurveyHideSequence 6 } event SurveyDelete { FireCommand 0 "delete" } event SurveyHideSequence { SetVisible CloseButton 0 0 Animate Survey ypos 130 Deaccel 0 0.3 Animate Survey ypos 480 Accel 0.3 0.2 RunEventChild Survey SurveyDelete 0.6 } Screenshot of the end of round survey panel Hitmarkers in custom huds causing fps drops Custom huds available here on 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). Happy voting! TF2 HUD Update for September 27th, 2016 - Casual Rematch Posted on 28th September 2016 at 01:48 AM by Wiethoofd With today's update you are now able to vote for a rematch after finishing your Casual game there needs to be a HUD element to allow you to vote, besides having some new files to modify for that there is also a required XP breakdown animation for the bar that shows up after every ranked/casual game and some small modifications to existing HUD files. New Files: resource/ui/matchmakingdashboard.res resource/ui/matchmakingdashboardpopup.res resource/ui/xpsourcepanel.res Modified Files: resource/clientscheme.res resource/ui/hudmatchsummary.res resource/ui/lobbycontainerframe_casual.res resource/ui/lobbycontainerframe_comp.res resource/ui/lobbypanel_comp.res resource/ui/mainmenuoverride.res resource/ui/matchmakingcategorypanel.res scripts/hudanimations_tf.txt Summary of changes Font & Border definitions have been added in clientscheme.res ... Similar Website

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