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PostPosted: 03 Mar 2010, 20:27 
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So I am sat here playing around with ypos values, and thinking about how to go about implimenting a 6 screen display, or rather where to put all the hud.

What do poeple think would be the best location for the hud at the top and bottom to be?
A) Any bottom elements stay on the bottom of the bottom screen, top elements stay at the top of top screen, this is basicly untouched and I personally think this may be best, as the crosshair would lay right between screens anyways?
B) Place all hud items onto the bottom monitor?
C) Place all hud items onto the top monitor?

I think B and C feel unatural with the crosshair outside of the hud area.

Opinions?

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PostPosted: 04 Mar 2010, 00:22 
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I'd have to say option A makes most sense. I guess there is no need to crowd center bezel.

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PostPosted: 04 Mar 2010, 01:09 
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Have added support for 3x2 configurations :)

Also some indication as where to expect the hud be shifted to...

hud in green, crosshair in red.

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PostPosted: 04 Mar 2010, 01:46 
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i like this.

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PostPosted: 04 Mar 2010, 18:04 
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I am after some opinions about some extra detail I intend to add about what are xpos values and how they operate.

I am starting to feel this may start to clutter the site a bit, however I wish to hear other poeples opinions about this.

I have 3 pages for viewing, without details, with details near the top, and with details near the bottom.

without
near the top
near the bottom

Or even possibly shift the info to an about page or such and add a nav bar near the top/down 1 side as I suspect most folks wont care toomuch of what xpos values are and how they work, which is what I am currently thinking.

What are "xpos values", the xpos and ypos values are used by the source engine to determine where to position different hud elements on an x,y axis across the display.
There are different xpos and ypos values available which are are broken down as follows...
"xpos" "20" , "ypos" "20"
"xpos" "r20" , "ypos" "r20"
"xpos" "c20" , ypos" "c20"
"xpos" "c-20" , ypos" "c-20"
Which are laid out as per the example below.



Also im thinking about the calculator input, would users prefer to enter the surround res including bezel compensation, or the individual res of 1 monitor along with an input for bezel compensation?
Personally I prefer the surround res including bezel, however the idea was suggested by a friend.

EDIT: I am not a wed designer by trade so I value any suggestions you folks may have. :)

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PostPosted: 04 Mar 2010, 19:17 
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Personally I like the one near the bottom. Some might not care about what the values are, but for other whole might want to tweak their hud after using your calculator as a template will have the ability to do so. Just my opinion.

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PostPosted: 04 Mar 2010, 23:19 
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I too am leaning towards this idea, as I would rather keep it one 1 page than many. :)
BTW thanks for your input and support along this thread suiken_2mieu, much appreciated :)

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PostPosted: 05 Mar 2010, 01:07 
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Great work, Delphium, and thanks for tackling a much-needed issue!

Still rather baffled that I couldn't get Valve to pay attention the multi-mon HUD issues for their games. :?

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PostPosted: 07 Mar 2010, 18:47 
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Been playing around with building a flexible FOV calculator this morning/afternoon which I may potentially add to the site.

http://empire.ispeeds.net/~delphi/wsgf/ARC/fov.html

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PostPosted: 07 Mar 2010, 19:43 
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Is this the "final" link? I've added it to the linklist on the softth webpage.

Thanks alot.


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