[2.5 RC3] Scout shotgun is missing a kill icon

Discussion in 'Closed bugs' started by wealthysoup, Apr 5, 2014.

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  1. wealthysoup

    wealthysoup Lead Tester

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    As above, when you get a kill with a scout shotgun it shows a skull and crossbones instead of a shotgun kill icon
     
  2. D.D.D. Destroyer

    D.D.D. Destroyer Member Staff Member Moderator

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    Same goes for nukes, thry have the suicide icon instead of the heavy tank one.
     
  3. LordDz_2

    LordDz_2 Strange things happens here

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    Does anyone know how to edit .ttf files? I tried google it but all I get is "It's very easy! Just click here on this link that will take you to a site with people who smile too much".

    The file I'm trying to edit is this one:
    Font file
    It's located in the resource folder.
     
  4. flasche

    flasche Member Staff Member Moderator

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    ttf is a vector based format, maybe try inkscape - i dont really know though. a quick google found special ttf editors maybe this works http://ttfedit.sourceforge.net/
     
  5. LordDz_2

    LordDz_2 Strange things happens here

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    Found it, use FontCreator. You need the full version tho.
    I've not been able to make them work yet, as all the normal letters are taken up by the other kill icons.
     
  6. CyberKiller

    CyberKiller Nyooks!

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    You need to know what character 'number' the game is trying to use for that kill icon as well.
    This means digging through the scripts or code.

    Also this program is freeware and might do what you want for editing ttf files: http://www.snapfiles.com/get/birdfont.html
     
    Last edited: Apr 5, 2014
  7. LordDz_2

    LordDz_2 Strange things happens here

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    Digging through the scripts you say..
    WeaponData
    {
    // Weapon characteristics:
    "Damage" "10" // damage per bullet
    "Bullets" "8" // bullets per shoot
    "CycleTime" "1" // time between shoots
    "Falloff" "400" // distance at which bullet strength has dropped to 85% (damage decreases linearly)
    "Falloffbase" "0.9" // Falloff Base default 0.85
    "MinimalDamage" "3" // bullet will always deal this amount of damage even after damage decrease
    "SemiAutomatic" "1"
    "Fire Interrupts Reload" "1"
    "Reloads Singly" "1"

    "Damage Head Modifier" "1.6"
    "Damage Chest Modifier" "1"
    "Damage Stomach Modifier" "1"
    "Damage Left Arm Modifier" "0.7"
    "Damage Right Arm Modifier" "0.7"
    "Damage Left Leg Modifier" "0.7"
    "Damage Right Leg Modifier" "0.7"

    // Weapon data is loaded by both the Game and Client DLLs.
    "printname" "Shotgun"
    "viewmodel" "models/NF/Weapons/v/nf_shotgun/nf_shotgun.mdl"
    "playermodel" "models/NF/Weapons/w/nf_shotgun/nf_shotgun.mdl"

    "anim_prefix" "shotgun"
    "bucket" "1"
    "bucket_position" "0"

    "clip_size" "6"
    "clip2_size" "-1"

    "primary_ammo" "AMMO_SHOTGUNBUCKSHOT"
    "secondary_ammo" "AMMO_MELEE"

    "weight" "8"
    "item_flags" "0"

    "BuiltRightHanded" "0"
    "AllowFlipping" "1"

    "MeleeWeapon" "1"
    "MeleeDamage" "75" // damage per melee hit
    "MeleeCycleTime" "1" // time between melee attacks

    //Accuracy Upgrade Modifier. Default is 0.75. The lower the better.
    "AccuracyUpgradeModifier" "0.90"
    //Weapon Spread
    //When at rest
    "JumpingSpread" "0.2"
    "StandingSpread" "0.08"
    "DuckingSpread" "0.05"
    "ProneSpread" "0.035"

    //When moving at full speed (sv_maxspeed)
    "JumpingSpreadModifier" "0.08"
    "StandingSpreadModifier" "0.02"
    "DuckingSpreadModifier" "0.02"
    "ProneSpreadModifier" "0.0015"

    //Maximum the spread can become due to spread increment per shot below
    "JumpingSpreadMax" "0.7"
    "StandingSpreadMax" "0.3"
    "DuckingSpreadMax" "0.2"
    "ProneSpreadMax" "0.2"

    //Increment spread by this amount for every shot fired to maximum of moving at full speed spread
    "JumpingSpreadIncrement" "0.01"
    "StandingSpreadIncrement" "0.003"
    "DuckingSpreadIncrement" "0.0025"
    "ProneSpreadIncrement" "0.0025"

    //Decrease spread by this amount for every second not fired down to minimum rest spread
    "JumpingSpreadDecrement" "0.015"
    "StandingSpreadDecrement" "0.05"
    "DuckingSpreadDecrement" "0.08"
    "ProneSpreadDecrement" "0.1"

    //Weapon kick range x (vertical) and y (horizontal), full and no spread, max and min
    //interpolates between full and no spread value based on current spread (percentage inbetween at rest and maximum spread due to firing)
    //The max and min values are for defining a range that a random number is generated between
    "JumpingKick_X_FullSpread_Max" "11"
    "JumpingKick_X_FullSpread_Min" "9"
    "JumpingKick_X_NoSpread_Max" "7"
    "JumpingKick_X_NoSpread_Min" "5"

    "JumpingKick_Y_FullSpread_Max" "2"
    "JumpingKick_Y_FullSpread_Min" "-2"
    "JumpingKick_Y_NoSpread_Max" "1"
    "JumpingKick_Y_NoSpread_Min" "-1"

    "StandingKick_X_FullSpread_Max" "3"
    "StandingKick_X_FullSpread_Min" "2"
    "StandingKick_X_NoSpread_Max" "2"
    "StandingKick_X_NoSpread_Min" "1"

    "StandingKick_Y_FullSpread_Max" "2"
    "StandingKick_Y_FullSpread_Min" "0.5"
    "StandingKick_Y_NoSpread_Max" "0.75"
    "StandingKick_Y_NoSpread_Min" "0.3"

    "DuckingKick_X_FullSpread_Max" "1"
    "DuckingKick_X_FullSpread_Min" "0"
    "DuckingKick_X_NoSpread_Max" "0.5"
    "DuckingKick_X_NoSpread_Min" "0"

    "DuckingKick_Y_FullSpread_Max" "0.1"
    "DuckingKick_Y_FullSpread_Min" "0"
    "DuckingKick_Y_NoSpread_Max" "0.05"
    "DuckingKick_Y_NoSpread_Min" "0"

    "ProneKick_X_FullSpread_Max" "1"
    "ProneKick_X_FullSpread_Min" "0"
    "ProneKick_X_NoSpread_Max" "0.5"
    "ProneKick_X_NoSpread_Min" "0"

    "ProneKick_Y_FullSpread_Max" "0.1"
    "ProneKick_Y_FullSpread_Min" "0"
    "ProneKick_Y_NoSpread_Max" "0.05"
    "ProneKick_Y_NoSpread_Min" "0"

    //End Weapon Spread


    // Sounds for the weapon. There is a max of 16 sounds per category (i.e. max 16 "single_shot" sounds)
    SoundData
    {
    //"reload" "Default.Reload"
    //"empty" "Default.ClipEmpty_Rifle"
    "single_shot" "NF_Shotgun.Fire"
    }

    // Weapon Sprite data is loaded by the Client DLL.
    TextureData
    {
    "weapon"
    {
    "font" "EmpiresTypeDeath"
    "character" "two"
    }
    "weapon_s"
    {
    "font" "EmpiresTypeDeath"
    "character" "two"
    }
    "ammo"
    {
    "font" "WeaponIcons"
    "character" "r"
    }
    "crosshair"
    {
    "file" "sprites/crosshairs"
    "x" "0"
    "y" "48"
    "width" "24"
    "height" "24"
    }
    "autoaim"
    {
    "file" "sprites/crosshairs"
    "x" "0"
    "y" "48"
    "width" "24"
    "height" "24"
    }
    }
    ModelBounds
    {
    Viewmodel
    {
    Mins "-10 -4 -13"
    Maxs "21 9 -1"
    }
    World
    {
    Mins "-10 -7 -6"
    Maxs "22 8 9"
    }
    }
    }
     
  8. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Could also be something hardcoded, no idea
     
  9. Smithy

    Smithy Developer Staff Member Administrator

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    This is my doing. The weapon script originally had the icon for the shotty pistol. As I didn't know how to edit ttf files I changed it to the skull and crossbones instead. Just made sense until someone adds shotgun icons to the font file.
     
  10. RappemongO

    RappemongO Member

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    I made some. Look over here.

    Edit: Strike that. I had made some. But apparently I'm a dunce and can't save my work. Fucking thing didn't export properly. :(

    Edit 2: Strike that, again. I'm not such a big dunce, or maybe I'm an even bigger one. They work, Windows just enjoys keeping old fonts around in the system directory or wherever such evil creatures as fonts live.

    Look over there.
     
    Last edited: Apr 5, 2014
  11. 101010

    101010 Member

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    Thought that sdk already had the shotguns icon.
     
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