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PostPosted: 13 Dec 2008, 20:31 
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thanks for the update :)

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PostPosted: 12 Jan 2009, 05:46 
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I am trying to get this working on 5040x1050 but I am wondering exactly what the process is for modifying the HUD elements. Are you simply guessing at the numbers, saving the .res, and then loading the game to see how close you are? Or is there some mathematical way to do it. Or are you using some other tool such as: http://developer.valvesoftware.com/wiki/VGUI_Documentation#Build_mode


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PostPosted: 12 Jan 2009, 22:12 
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I am trying to get this working on 5040x1050 but I am wondering exactly what the process is for modifying the HUD elements. Are you simply guessing at the numbers, saving the .res, and then loading the game to see how close you are? Or is there some mathematical way to do it. Or are you using some other tool such as: http://developer.valvesoftware.com/wiki/VGUI_Documentation#Build_mode


Hi, I outlined how to do it in the L4D thread...
http://www.widescreengamingforum.com/node/9708

You start out with the original HudLayout.res that you extract with GCFScape and edit the same fields that my HudLayout.res on the last page edits, use diff to figure out which fields got changed I guess. Sorry I didn't do as good a job of documenting it as the L4D HudLayout.res since people don't really seem to care about TF2 anymore.

I know it says it just's a hypothesis in that post but if you read on, mattsimis was able to produce the 3x1680x1050 HUD for L4D on the next page just by editing the HudLayout.res in the recommended fashion (adding 768 to xpos).

Before I figured out how to edit the HUD unfortunately all the numbers were just guess work. The only guess work now are which HUD fields to edit, since about half of them don't do anything.

If you figure out how to move the chat box (when you press Y to talk) then please let me know since editing BaseChat.res didn't seem to do it!

Surprised no admins mirrored my HUD to WSGF yet :shock:.


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PostPosted: 13 Jan 2009, 00:53 
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Downtown, you missed the one I mirrored on the forum

Or do you have a new version of that one?


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PostPosted: 13 Jan 2009, 22:06 
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Well, I updated most of it to work with 5040x1050. http://files.filefront.com/tf2+hud+5040x10507z/;12963760;/fileinfo.html

Your 768 hypothesis seemed to work for the most part. Some of the elements of the HUD were aligned from the center instead of a side, so I simply changed them and added multiples of 768 to get them where needed. Most of the important stuff is in the right spot with the exception of the weapon selection panel, perhaps someone can look at it and see why it's not moving for me.

Bugs:
Chat box
Weapon selection panel
Server messages are off-center
Arena Mode - I didn't test it at all, no idea if the arena elements are in the right place.


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PostPosted: 13 Jan 2009, 22:18 
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@A Small White Box: If you want I could mirror it on the WSGF if you want. :)


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PostPosted: 13 Jan 2009, 22:21 
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Go for it, although I will probably be updating it a few times in the coming days to fix some of the bugs.


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PostPosted: 13 Jan 2009, 22:46 
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WSGF Mirror for 5040x1050

Just PM me if you want to update it :wink:


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PostPosted: 25 Feb 2009, 10:19 
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3840x1024 HUD UPDATED FOR SCOUT UPDATE

http://rapidshare.com/files/202294019/tf2-hud-3840x1024-022509.zip


Downtown, you missed the one I mirrored on the forum

Or do you have a new version of that one?


I was talking about mirroring the TF2 HUD I was distributing earlier in this thread, :).


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PostPosted: 25 Feb 2009, 15:35 
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Mirror for scout update


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PostPosted: 25 Feb 2009, 19:41 
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Now if someone would just do it for 5040x1050....

*starts holding breath*


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PostPosted: 25 Feb 2009, 20:10 
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Argh, it seems like nowadays everyone and their mom has got 5040x1050.. you all are lucky bastards, just a few more months before I can afford it too :D

Seriously if you guys are using 3840x1024 can I get some props? At least on rapidshare I could see the download count, on WSGF mirror time I have no idea if I'm not the only one using it :(.


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PostPosted: 26 Feb 2009, 11:21 
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Remember for the L4D update I used your version to make the 5040 version, so you should get double props! :)

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PostPosted: 26 Feb 2009, 21:43 
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I might release an app eventually which bundles some TF2/L4D scripts along with the 3840x1024 and 5040x1050 HUDs (for both games naturally). It's pretty easy to manually update the HUDs since they just add one or two fields every time, but it does get annoying after the first 5 updates :).


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PostPosted: 26 Feb 2009, 23:30 
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Argh, it seems like nowadays everyone and their mom has got 5040x1050.. you all are lucky bastards, just a few more months before I can afford it too :D

Seriously if you guys are using 3840x1024 can I get some props? At least on rapidshare I could see the download count, on WSGF mirror time I have no idea if I'm not the only one using it :(.

Thanks for the 3840x1024 HUD, Downtown1. I won't be able to go triple-wide for years, most likely, so I'm very appreciative of your work. If you are the one who posted the L4D version as well, then double-thanks. :)

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PostPosted: 27 Feb 2009, 03:55 
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Now if someone would just do it for 5040x1050....

*starts holding breath*


5040x1050 TF2 HUD

http://files.filefront.com/tf2+5040x10507z/;13374508;/fileinfo.html

Updated, weapon selection is now in the right spot. Chat box still doesn't want to move though :cry:


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PostPosted: 23 May 2009, 21:19 
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3840x1024 updated for Sniper/Spy Update

http://rapidshare.com/files/236440788/tf2-hud-3840x1024-sniperupdate.zip


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PostPosted: 24 May 2009, 00:08 
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3840x1024 updated for Sniper/Spy Update

http://rapidshare.com/files/236440788/tf2-hud-3840x1024-sniperupdate.zip

Thanks!

edit
Do you want me to put this on the WSGF file server so folks don't have to multi-click through Rapidshare?

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PostPosted: 24 May 2009, 00:18 
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Any clever person do the 5040 version? :lol:

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PostPosted: 24 May 2009, 06:45 
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Any clever person do the 5040 version? :lol:
Or the 4320x900?

:(


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PostPosted: 24 May 2009, 08:02 
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This could probably use an update for the 3840x1024 version as well due to recent changes in the UI.


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PostPosted: 24 May 2009, 17:59 
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This could probably use an update for the 3840x1024 version as well due to recent changes in the UI.
He just posted an update for the 3840x1024 on the previous page for the Sniper/Spy UI update.

Unless you're talking about an even more recent patch.


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PostPosted: 24 May 2009, 18:15 
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Thank you. Works like a charm so far. :D


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PostPosted: 25 May 2009, 04:30 
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Any clever person do the 5040 version? :lol:

I'll get around to it in a day or two, been busy since the patch.


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PostPosted: 28 May 2009, 23:16 
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UPDATE 5040x1050

http://files.filefront.com/TF25040x1050528097z/;13820013;/fileinfo.html

I think everything is working, enjoy.


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PostPosted: 28 May 2009, 23:21 
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Thanks again :)
Tested OK :)

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PostPosted: 28 May 2009, 23:28 
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Now if you find time to complete a 4320x900 one you'll be my hero ;)


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PostPosted: 28 May 2009, 23:55 
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Now if you find time to complete a 4320x900 one you'll be my hero ;)

I can only take a few minutes of staring at those little numbers before they start jumping around on the screen. The left4dead hud thread has the information from downtown and mattsimis on how to edit the hud in any Source game. Just play with it for an hour or so and you can probably get it to work.


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PostPosted: 29 May 2009, 00:55 
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I can only take a few minutes of staring at those little numbers before they start jumping around on the screen. The left4dead hud thread has the information from downtown and mattsimis on how to edit the hud in any Source game. Just play with it for an hour or so and you can probably get it to work.
I simply need to find that hour in which to play with it ;)


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PostPosted: 30 May 2009, 06:22 
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If you guys read my thread carefully enough then you'd know that the HUD is the same across all aspect ratios. 5040/1050 = 4.8 = 4320/900. So use the 5040x1050 HUD for 4320x900 resolution.

And yes, I indeed posted the 3840x1024 HUD on an earlier page, feel free to mirror it on WSGF since the earlier version was as well. I upload it to RapidShare since I don't have my own personal websites right now to upload random files to.
----------
For anyone who hasn't played the TF2 update yet, they released another update so the unlocks are once again achievements based (random also still works). I just got all the unlocks finally by doing the achievements, it was great :). Lots of fun playing with the new toys and they all work great with the HUD.

Only problem is the Aggressor (new spy pistol) first person model right hand side is cut off. Very shoddy job on Valve's part since all their other weapon models are fine.

(Well and the Huntsman is on the left side for some odd reason.. but that's for everyone not just tripleheaders)


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PostPosted: 30 May 2009, 23:28 
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Only problem is the Aggressor (new spy pistol)
Ambassador.

Thanks for the heads up about the aspect ratios, I assumed it was pixel based :?


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PostPosted: 05 Jun 2009, 21:38 
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Just a question, im using this script, on 3840x1024

For the Achievements, how can I move the achievments Stats to the way left monitor, like how it is before using this script to center?

Doesnt make sense to me, but you would put it in the middle monitor, just takes up room on your main monitor.

thank you


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PostPosted: 08 Jun 2009, 01:11 
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Just a question, im using this script, on 3840x1024

For the Achievements, how can I move the achievments Stats to the way left monitor, like how it is before using this script to center?

Doesnt make sense to me, but you would put it in the middle monitor, just takes up room on your main monitor.

thank you


nevermind, changed xpos of HudAchievementTracker to 10.


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PostPosted: 09 Jun 2009, 02:29 
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[quote]Just a question, im using this script, on 3840x1024

For the Achievements, how can I move the achievments Stats to the way left monitor, like how it is before using this script to center?

Doesnt make sense to me, but you would put it in the middle monitor, just takes up room on your main monitor.

thank you


nevermind, changed xpos of HudAchievementTracker to 10.

Thanks for the notify, I usually diff my HudLayout.res to the old one and anything that was newly added in a patch I add 600 to. Achievement tracker was added a few patches back and I quietly added 600 to that as well. I actually just used the achievement tracker for the first time ever.

I guess having it in the middle might be kind of annoying, I can put it back to 10 for the next update..? If nobody else has a problem with that.


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PostPosted: 14 Aug 2009, 03:39 
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5040x1050 UPDATED

For classless update released today, 8-13-09.
http://www.filefront.com/14279431/TF2.5040x1050.8.13.09.7z


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PostPosted: 25 Sep 2009, 23:01 
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Im gonna have to request a 3x 1920x1200 fix once I get my eyefinity rig up and going. This is one of those games that I like to play and shouldnt be too hard on the system so I can max it out at that res.

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PostPosted: 27 Sep 2009, 08:31 
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Im gonna have to request a 3x 1920x1200 fix once I get my eyefinity rig up and going. This is one of those games that I like to play and shouldnt be too hard on the system so I can max it out at that res.


You can use the 3x1680x1050 fix, only the aspect ratio matters.


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PostPosted: 01 Oct 2009, 16:46 
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[quote]Im gonna have to request a 3x 1920x1200 fix once I get my eyefinity rig up and going. This is one of those games that I like to play and shouldnt be too hard on the system so I can max it out at that res.


You can use the 3x1680x1050 fix, only the aspect ratio matters.

I am running 4960X1600 20/30/20 and I tried to input the 5040X1050 hud fix but it didn't change anything can someone help please? Here is a screen shot...



I placed the file in my programfilesx86/steam/steamapps/(username)/tf2/tf/scripts(i created this folder)

Is this correct? Am I doing something wrong??

How do I change the apsect ratio?


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PostPosted: 01 Oct 2009, 19:13 
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am running 4960X1600 20/30/20 and I tried to input the 5040X1050 hud fix but it didn't change anything can someone help please?

Is this correct? Am I doing something wrong??

How do I change the apsect ratio?

Jimmmy, 5040x1050 HUD won't work since it is a different aspect ratio. It also looks like you are running monitors at different resolutions (center at 2560 x 1600 and the two sides at maybe 1280x1024?). This may cause the HUD to go screwy as well. My advice is to open up the hudlayout.res and start punching in numbers until it works for your setup.


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PostPosted: 02 Oct 2009, 01:15 
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[quote] am running 4960X1600 20/30/20 and I tried to input the 5040X1050 hud fix but it didn't change anything can someone help please?

Is this correct? Am I doing something wrong??

How do I change the apsect ratio?

Jimmmy, 5040x1050 HUD won't work since it is a different aspect ratio. It also looks like you are running monitors at different resolutions (center at 2560 x 1600 and the two sides at maybe 1280x1024?). This may cause the HUD to go screwy as well. My advice is to open up the hudlayout.res and start punching in numbers until it works for your setup.

Well I run the classic Dell set up with 2X2007FP in portrait giving it 1200X1600 for both side panels and the 30inch 3007WFP 2560X1600 total resolution is 4960X1600.. I guess I will go back and reread maybe I missed something but I would have thought 5040X1050 would be alot closer than what I have now but it's not I guess...


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PostPosted: 02 Oct 2009, 01:25 
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The aspect ratio for 5040x1050 is about 50:10, your setup is about 31:10. Downtown's 3840x1024 would actually be closer if you wanted to just test it out.


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PostPosted: 04 Oct 2009, 05:02 
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[quote][quote]Im gonna have to request a 3x 1920x1200 fix once I get my eyefinity rig up and going. This is one of those games that I like to play and shouldnt be too hard on the system so I can max it out at that res.


You can use the 3x1680x1050 fix, only the aspect ratio matters.

I am running 4960X1600 20/30/20 and I tried to input the 5040X1050 hud fix but it didn't change anything can someone help please? Here is a screen shot...



I placed the file in my programfilesx86/steam/steamapps/(username)/tf2/tf/scripts(i created this folder)


What kind of wacky resolution is that? There should be an explanation in the L4D hud thread for how to modify the HUD yourself for your custom resolution.


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PostPosted: 15 Dec 2009, 01:00 
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Any chance someone could update this for a 5760x1200 (6020x1200 with bezel compensation)? I'd love you long long time!


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PostPosted: 20 Dec 2009, 18:07 
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5040x1050 UPDATED

For classless update released today, 8-13-09.
http://www.filefront.com/14279431/TF2.5040x1050.8.13.09.7z


Can someone help with fixing this fix? :mrgreen:
1) Spy cloak indicator not fixed
2) After death window with info who is my killer and window with special weapon that is used by my killer is displayed on the right monitor.
3) No ammo indicator for engeneer! WTF?)))))


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PostPosted: 20 Dec 2009, 18:08 
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Oh and by the way - can someone give me default hudlayout.res?


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PostPosted: 20 Dec 2009, 19:34 
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I'll get to the new update here sometime soon.


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PostPosted: 23 Dec 2009, 21:14 
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Oh and by the way - can someone give me default hudlayout.res?

http://www.filefront.com/15203279/hudlayout.res/

Can someone help with fixing this fix? :mrgreen:
1) Spy cloak indicator not fixed
2) After death window with ifo who if my killer and winow with special weapon that is used by my killer is displayed on the right mnitor.
3) No ammo indicator for engeneer! WTF?)))))

I tried fixing it from a new copy of the file, but I cannot get #1 or #2 to work. Tried the old file as well and it still wouldn't work. The ammo worked for me with both files though, so I'm not sure what happened with your setup. Maybe someone else can look through and find out what needs to be changed.


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PostPosted: 25 Dec 2009, 23:17 
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I tried fixing it from a new copy of the file, but I cannot get #1 or #2 to work. Tried the old file as well and it still wouldn't work. The ammo worked for me with both files though, so I'm not sure what happened with your setup. Maybe someone else can look through and find out what needs to be changed.


Thx for reply and sorry for my mistakes. Allready fix it :cheers


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PostPosted: 26 Dec 2009, 11:49 
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Yeah, I updated the HudLayout.res for the game too had pretty much the same problems as the poster above. Guess they moved some existing HUD elements into another one that was previously inert.


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PostPosted: 29 Dec 2009, 14:14 
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Yeah, I updated the HudLayout.res for the game too had pretty much the same problems as the poster above. Guess they moved some existing HUD elements into another one that was previously inert.


Mind sharing your latest hudlayout.res if it is wokring with the latest updates of TF2 please?
I currently have mine working in tri screen only recently and would like to get the HUD centered for it, like i was able to with L4D2.

Many thanks.

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Same request here, cant find a hudlayout to work with the latest update...


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PostPosted: 06 Jan 2010, 01:06 
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I'm getting there...



Just strugling with the weapon selection on the far right.

Here is my hudlayout.res file, it is for 5760x1080 (48:9 aspect ratio).
The value that I increased the xpos by was 853 for this ratio.

Also set the following as 0

This moves the progress bar to the center.
Code:
   HudObjectiveStatus
      {
         "fieldName" "HudObjectiveStatus"
         "visible" "1"
         "enabled" "1"
         "xpos"   "0"
         "ypos"   "0"
         "wide"   "f0"
         "tall"   "480"
      }


and

This moves the timer at the top center.
Code:
   HudKothTimeStatus
      {
         "fieldName" "HudKothTimeStatus"
         "visible" "1"
         "enabled" "1"
         "xpos"   "0"
         "ypos"   "0"
         "wide"   "f0"
         "tall"   "160"
      }


I have tried editing the hudweaponselection xpos but it appears not to yield any results so the selection of weapons appears to be stuck on the right far side.
Code:
   HudWeaponSelection
      {
         "fieldName" "HudWeaponSelection"
         "xpos"   "0"
         "wide"   "f0"
         "ypos"    "0"
         "tall"   "480"
         "RightMargin" "0"
         "RightMargin_hidef" "32"
         "RightMargin_lodef" "38"
         "visible" "1"
         "enabled" "1"
         "SmallBoxWide" "72"
         "SmallBoxTall" "54"
         "PlusStyleBoxWide" "90"
         "PlusStyleBoxTall" "63"
         "PlusStyleExpandSelected"   "0.3"
         "LargeBoxWide" "110"
         "LargeBoxTall" "77"
         "BoxGap" "4"   [$WIN32]
         "BoxGap" "4"   [$X360]
         "SelectionNumberXPos" "12"
         "SelectionNumberYPos" "4"
         "IconXPos" "8"
         "IconYPos" "0"
         "TextYPos" "70"      [$WIN32]
         "TextYPos" "65"      [$X360]
         "ErrorYPos" "48"
         "TextColor" "SelectionTextFg"
         "MaxSlots"   "6"
         "PlaySelectSounds"   "1"
         "Alpha" "220"
         "SelectionAlpha" "220"
         "BoxColor" "0 0 0 220"
         "SelectedBoxClor" "0 0 0 220"
         "SelectionNumberFg"   "200 187 161 255"
         "NumberFont" "HudSelectionText"
      }   

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PostPosted: 06 Jan 2010, 15:36 
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Thank you :cheers , i will try it later today


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Getting closer still. :D





I was able to move weapon selection to the center screen by altering the "RightMargin" value to 853 under the "HuDWeaponSelection".

Code:
   HudWeaponSelection
      {
         "fieldName" "HudWeaponSelection"
         "xpos"   "r965"
         "wide"   "f0"
         "ypos"    "0"
         "tall"   "480"
         "RightMargin" "853"
         "RightMargin_hidef" "32"
         "RightMargin_lodef" "38"
         "visible" "1"
         "enabled" "1"
         "SmallBoxWide" "72"
         "SmallBoxTall" "54"
         "PlusStyleBoxWide" "90"
         "PlusStyleBoxTall" "63"
         "PlusStyleExpandSelected"   "0.3"
         "LargeBoxWide" "110"
         "LargeBoxTall" "77"
         "BoxGap" "4"   [$WIN32]
         "BoxGap" "4"   [$X360]
         "SelectionNumberXPos" "12"
         "SelectionNumberYPos" "4"
         "IconXPos" "8"
         "IconYPos" "0"
         "TextYPos" "70"      [$WIN32]
         "TextYPos" "65"      [$X360]
         "ErrorYPos" "48"
         "TextColor" "SelectionTextFg"
         "MaxSlots"   "6"
         "PlaySelectSounds"   "1"
         "Alpha" "220"
         "SelectionAlpha" "220"
         "BoxColor" "0 0 0 220"
         "SelectedBoxClor" "0 0 0 220"
         "SelectionNumberFg"   "200 187 161 255"
         "NumberFont" "HudSelectionText"
      }   


3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010
hudlayout.res


I have also worked with a friend to develop a perl script that reads the hudlayout.res file and is able to increment a defined value to all the xpos values, this had made updating and testing a lot faster than manually searching for and calculating each value by hand.

Code:

   #!/usr/bin/perl
   use strict;
   
   my $x = $ARGV[1];
   open(my $f, '<', $ARGV[0]);
   open(my $f2, '>', $ARGV[2]);
   my $text = '';
   $text .= $_ while(<$f>);
   $text =~ s/^(s*"xpos"s+"r?)(-?d+)(?=")/$1.($2+$x);/eim;
   my $hud_sections = join('|', [
     'HudWeaponSelection', 'HudKothTimeStatus',
     'HudObjectiveStatus', 'HudProgressBar']);
   $text =~ s/((?:$hud_sections)s+{[^}]*?
       "xpos"s+"r?)(-?d+)(?=")/$1.0/egisx;
   $text =~ s/(HudWeaponSelections+{[^}]*?
       "rightmargin"s+"r?)(-?d+)(?=")/$1.$x/eisx;
   print $fh2 $text;
   


Requires Perl

Run via command line by typing "perl hudlayout.pl hudlayout.res 853 hudlayout.fix.res"
I shall take a look at improving this script in the near future.

853 is the number used to increment each of the xpos values for 48:9 aspect ratio so change this value for other aspect ratios :).

Just remember to adjust the following values by hand afterwards.
HudWeaponSelection rightmargin = 853 (or what ever you increment the file by).
HudKothTimeStatus xpos = 0
HudObjectiveStatus xpos = 0
HudProgressBar xpos = 0
As such I have done the following other res packs, however none of these are tested but should in theory work ok.

hudlayout.res for 3x1680x1050 / 5040x1050 / (48:10)
hudlayout.res for 3x1280x1024 / 3840x1024 / (15:4)
hudlayout.res for 3x1024x768 / 3072x768 / (12:3)

hudlayout.res for 3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010

Note for a ratio of 48:9 the xpos values are incremented by 853.
480x16/9=853.
For a ratio of 48:10 I incremented the xpos values by 768.
480*16/10=768.
For a ratio of 15:4 I incremented the xpos values by 600.
480*5/4=600.
For a ratio of 12:3 I incremented the xpos values by 640.
480*4/3=640.

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PostPosted: 07 Jan 2010, 15:34 
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That is awesome!!!, thanks for your work


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PostPosted: 08 Jan 2010, 10:39 
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5040x1050 works, thanks for figuring it out,


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PostPosted: 08 Jan 2010, 15:36 
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On my computer running at 5760 * 1200, your fix shows the bullet counter/Medic's Uber all the way in the lower right corner of the 3rd monitor.

Every other element is correctly centered tho, getting pretty close


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PostPosted: 08 Jan 2010, 21:03 
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Hey yer I come to notice this the last time I was scout/snpier with the ball/jar recharge var, i've not had time to work on it since my last post, but I sure will this weekend. :D

As for medic, it all appears ok here on the 5760x1080, ill take a look at the 5760x1200 see if I mising anything.



Glad that the other untested HUDs seem to be wokring correctly, Its mostly playable, but of cause a couple of tweaks left :D
Thanks for providing feedback on this btw, appreciated.

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PostPosted: 10 Jan 2010, 18:50 
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Yet another fix :)








I had to also update the following file to move the jar/ball/cloak/sticky charge meter "Resource/UI/HudItemEffectMeter.res"

I shall post fixes for other aspect ratios later.

In the mean time here is the latest fix for 5760x1080 (48:9)...

Working as of 10/Jan/2010.
TF2_HUD_5760x1080_48-9.RTM0001.10_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9)

EDIT:-
TF2_HUD_5760x1080_48-10.RTM0001.10_01_2010.rar for 3x1680x1050 / 5040x1050 / (48:10)
TF2_HUD_3840x1024_15-4.RTM0001.10_01_2010.rar for 3x1280x1024 / 3840x1024 / (15:4)
TF2_HUD_3072x768 _12-3.RTM0001.10_01_2010.rar for 3x1024x768 / 3072x768 / (12:3)

Enjoy.

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PostPosted: 11 Jan 2010, 16:23 
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THAAAANKS again.

Hey BTW, how do you get those overlays with the Achievements requirements, is that something that needs to be turned on somewhere.


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PostPosted: 11 Jan 2010, 18:08 
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The achievments is a TF2 feature, goto the Achievments panel inside the game, and next to each achievment there is a tick box that allows it to be displayed on the HUD, any that you complete automaticly get removed, and any remaining that you selected are displayed :)

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PostPosted: 12 Jan 2010, 07:23 
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Working as of 10/Jan/2010.
TF2_HUD_5760x1080_48-9.RTM0001.10_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9)

EDIT:-
TF2_HUD_5760x1080_48-10.RTM0001.10_01_2010.rar for 3x1680x1050 / 5040x1050 / (48:10)
TF2_HUD_3840x1024_15-4.RTM0001.10_01_2010.rar for 3x1280x1024 / 3840x1024 / (15:4)
TF2_HUD_3072x768 _12-3.RTM0001.10_01_2010.rar for 3x1024x768 / 3072x768 / (12:3)

Enjoy.

The link for the 5040x1050 has an extra 's' at the end, making the link malfunction. I also noticed in your last version that the ammo for minmode was not on the center screen. Minimal problems, keep up the good work :D


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PostPosted: 12 Jan 2010, 10:38 
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The link for the 5040x1050 has an extra 's' at the end, making the link malfunction. I also noticed in your last version that the ammo for minmode was not on the center screen.


Ah, well spotted, thanks, now fixed :)
I had left minimode untouched for any of the layouts xpos values, however if that is a request then I can do another batch quick enough which contains minimode fix also.

Watch this space, for I shall post something later. :)

Minimal problems, keep up the good work :D

Thanks :) I'm glad they are of use to folks. :)

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PostPosted: 12 Jan 2010, 22:19 
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Weird, everything else is working in minmode without the changes. Intriguing.


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PostPosted: 13 Jan 2010, 20:48 
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Minimode fix :)



Working as of 13/Jan/2010.
TF2_HUD_5760x1080_48-9.RTM0002.13_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9)
TF2_HUD_5760x1080_48-10.RTM0002.13_01_2010.rar for 3x1680x1050 / 5040x1050 / (48:10)
TF2_HUD_3840x1024_15-4.RTM0002.13_01_2010.rar for 3x1280x1024 / 3840x1024 / (15:4)
TF2_HUD_3072x768 _12-3.RTM0002.13_01_2010.rar for 3x1024x768 / 3072x768 / (12:3)

Enjoy.

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This is great and exactly what I'm looking for. I'm a new Eyefinity setup owner. My res is 6144x1152. I'm guessing that the setups posted here won't help and I'd have to adjust one on my own?


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PostPosted: 16 Jan 2010, 20:21 
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This is great and exactly what I'm looking for. I'm a new Eyefinity setup owner. My res is 6144x1152. I'm guessing that the setups posted here won't help and I'd have to adjust one on my own?


Nope :D
6144x1152 (2048x1152) is a 48:9(16:9) ratio resolution.
As such you can use the
TF2_HUD_5760x1080_48-9.RTM0002.13_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9).
fix.

All the fixes scale on aspect ratio and are not fixed to a single resolution, just the aspect ratio needs to be the same :)

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PostPosted: 18 Jan 2010, 14:20 
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Thanks Again, i missed the mini GUI, :bowdown


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[quote]This is great and exactly what I'm looking for. I'm a new Eyefinity setup owner. My res is 6144x1152. I'm guessing that the setups posted here won't help and I'd have to adjust one on my own?


Nope :D
6144x1152 (2048x1152) is a 48:9(16:9) ratio resolution.
As such you can use the
TF2_HUD_5760x1080_48-9.RTM0002.13_01_2010.rar for 3x1920x1080 / 5760x1080 / (48:9).
fix.

All the fixes scale on aspect ratio and are not fixed to a single resolution, just the aspect ratio needs to be the same :)

Works great! Thanks!


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Thanks for the great work, I have a question: I read the thread but I was kinda lost on what to do with the hudlayout.res file. I am using the resolution 5760x1200 which is the same aspect ratio as 5040x1050 so I downloaded that file.

Then I have to install perl and run a command? Sorry, I was kinda lost :)

Thanks again


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PostPosted: 01 Feb 2010, 16:12 
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Hey troopergr, no need to install perl and run any commands,

just copy hudlayout.res to ...
SteamSteamAppsteam fortress 2tfscriptshudlayout.res

and, copy HudItemEffectMeter.res into ...
SteamSteamAppsteam fortress 2tfresourceuiHudItemEffectMeter.res

EDIT:- I should explain that this file is used to fix the class charge bars such as ball for scout, jar/bow for sniper, cloak for spy etc.


Both files are supplied in the downloads provided.

The perl script I had put together was to take the orignal hudlayout.res file and automaticly change needed values inside to a defind value for a custom aspect ratio, for example 768 would be the value for 16:10/48:10 ratio.
I thought I would simply post it should anyone else wish to make some custom res packs if they have a funny/non-average setup.
I made the script so that I did not need to search for each individual "xpos" value inside the hudlayout.res file, then increment the values by 768 for example... which takes a while doing it manually, as such this speeds up the process, and was able to make a range of fixes for various ratios real quick, so I just thought I would share it with the community. :)
Please forgive me for any confusion raised.

Good luck & enjoy :)

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PostPosted: 01 Feb 2010, 23:07 
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Thank you, it worked great :)


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wow these are fantastic good job!

Would you mind if I put them on my website to go with my Eyefinity "How-tos"? You will obviously be credited :)


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I would have no objections to you sharing this information, however I cannot take all the credit for these mods (even tho I did make the last set of complete packs of various aspect ratios)... as I feel this was a comunity project, I have merly jumped on the band wagon and completed the last set, although I freely admit I put in many hours for the last release, however I would never have been able to do any of this without previous information provided in this thread from other users whom had made the orignal mods to work with earlier versions of TF2.... Credit where credit is due :)

So if anything if&when crediting, please be sure to give WSGF a shout out also, as it is WSGF whom appeared to get the ball rolling. :)

Perhaps you may also like to share your How-To's with us. :)


Regards
A modest Delph.

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Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

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Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

:welcome
Yes, I beleive it is chatbox.res that requires updating, personally I am quite happy with the text out of my way, but I would be willing to take a look into this... stay tuned.

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[quote]Is there a way to get all the text on the middle screen too? It'd be nice to not have to turn my head to see who typed something or who killed me :)

:welcome
Yes, I beleive it is chatbox.res that requires updating, personally I am quite happy with the text out of my way, but I would be willing to take a look into this... stay tuned.

Awesome :cheers Thanks. How about the kill messages that usually pop up on the top right corner? It'd be nice to have everything on the center screen and just have my side screens for watching my back when I'm planting stickies :P haha

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How about the kill messages that usually pop up on the top right corner?

Oh, did I miss that? I thought I fixed it!
I admit though I have not played TF2 for a while now, pritty much since my last update, just been having toomuch fun in other games lol.

Anychance you could provide us with a screenie?

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It looks like a separate message that only shows when my character gets killed. I just tried to take a screenshot with FRAPS but it's only doing the main screen :( TF2 made a .tga file screenshot also so hopefully that got it. Once I can figure out what program to use to view .tga files :)

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PostPosted: 10 Feb 2010, 14:21 
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The .tga only had the center screen as well. What program do I use to get a screenshot of all 3 screens?

On a side note.. Does anyone have a problem with double-clicking or scrolling down on the mouse wheel not working in TF2 when using SoftTH? Is SoftTH the only program to use to get multiple monitors working on TF2? Sorry for all the noob questions :hide

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PostPosted: 10 Feb 2010, 14:58 
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SoftTH is not the only method for tripple screen, Matrox tripple head to go and ATi's Eyeinfinity also work.

If you are using softTH, then when you hit printscreen button on the keyboard, it should dump a .tga to your "my documents" folder.
This is how I grabbed the tri screen images using SoftTH.

I am looking into moving the chat box atm, its not as simple as I had first thought it would be.
Will likely have to wait till later tonight when I get home from work to be able to test out some settings, playing tf2 in windowed mode via VNC/remote desktop dont prove to be the easyest heh.

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PostPosted: 10 Feb 2010, 19:31 
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I think my .tga viewer is messed up because it keeps only showing one screen. Anyway, it's just the kill message and the box that pops up that shows players' special weapons that show up on the right.

Is there anyway to get this HUD to work on Zombie Panic? :mrgreen:

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PostPosted: 10 Feb 2010, 20:32 
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Ill be honest, I dont play Zombie Panic so I am unlikely to spend hours trying to fix it.
I know it should in principle be the same as tf2/l4d/l4d2/cs/dod etc.
However I have writen a script in perl that will scan a .res file and automaticly increment most the xpos values by a value that you specify.
Check this post in this thread for more info about this script, as it may or may not work for you on zombie panic as it was designed for TF2, this is the best I can offer at this time.

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Any luck with the text centering? 8) Thanks for working on this btw.

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Working on it when ive the time, I have not forgotten or given up yet, just only had about 2 hours in the last couple of days to myself when im not bombared by work or familey duties.

The chatbox is a tricky one, and looks like many other folks have attempted to move it in the past, so im still searching and experimenting to find that magic value that moves it about.

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PostPosted: 14 Feb 2010, 02:35 
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3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010
hudlayout.res


I have also worked with a friend to develop a perl script that reads the hudlayout.res file and is able to increment a defined value to all the xpos values, this had made updating and testing a lot faster than manually searching for and calculating each value by hand.


Do you ever run into issues because you incremented some values that shouldn't have been incremented? Just curious since a blind update of all xpos key/value strings seems kind of risky.

But great job on the script, :D


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PostPosted: 14 Feb 2010, 13:52 
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[quote]

3x1920x1080 / 5760x1080 / (48:9) - working 07/Jan/2010
hudlayout.res


I have also worked with a friend to develop a perl script that reads the hudlayout.res file and is able to increment a defined value to all the xpos values, this had made updating and testing a lot faster than manually searching for and calculating each value by hand.


Do you ever run into issues because you incremented some values that shouldn't have been incremented? Just curious since a blind update of all xpos key/value strings seems kind of risky.

But great job on the script, :D

I had run into issues before yes, tho nothing major, I have now a slightly updated script to counter the ones that required no changes here...

Code:
#!/usr/bin/perl
   use strict;
   
   my $x = $ARGV[1];
   open(my $f, '<', $ARGV[0]);
   open(my $f2, '>', $ARGV[2]);
   my $text = '';
   $text .= $_ while(<$f>);
   $text =~ s/^(s*"xpos"s+"r?)(-?d+)(?=")/$1.($2+$x);/eim;
   my $hud_sections = join('|', [
     'HudWeaponSelection', 'HudKothTimeStatus',
     'HudObjectiveStatus', 'HudProgressBar']);
   $text =~ s/((?:$hud_sections)s+{[^}]*?
       "xpos"s+"r?)(-?d+)(?=")/$1.0/egisx;
   $text =~ s/(HudWeaponSelections+{[^}]*?
       "rightmargin"s+"r?)(-?d+)(?=")/$1.$x/eisx;
   print $fh2 $text;


This will ignore the following sections,
"HudWeaponSelection"
"HudKothTimeStatus"
"HudObjectiveStatus"
"HudProgressBar"
and only replace xpos values that do not contain C or C- there for anything that is already centered remains untouched.

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PostPosted: 24 Feb 2010, 21:29 
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Hey delph,

The setup info you provided me with is working great, however, I'm having a bit of a problem with the voice notification popup. Currently, it appears right in the middle of the right beziel, so I can't see who's saying what.

Any idea what value I would need to change in order to fix this.

Oh, and I'm interested in having the team chat appear in the center window as well.

Another idea I had was for an inverted HUD...where all of the non-centered screen items appear in the left/right screens, but on the side nearest the center monitor...i think it would involve just including the width of the center monitor and another beziel into the magic number.


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PostPosted: 24 Feb 2010, 22:58 
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Hello all,

Now that we've finally got Bezel Compensation, I've noticed that I'm going to need to modify the my TF2 hudlayout file to custom fit my (current) 5256x1050 resolution. :doh

Can I define specific locations for my heath meter and ammo, or have the above posted HUD files been optimized to scale with specific aspect ratios?

Right now my health/ammo/buildings/etc. are all sitting behind my monitor bezels, which isn't so helpful. :lol: It's a shame having to go back to the stock HUD, leaving my health/ammo in the far corners. If it's possible to mod it, what values do I need to change in the example below?

Code:
   CHealthAccountPanel
      {
         "fieldName"            "CHealthAccountPanel"
         "xpos"               "844"
         "xpos_minmode"         "61"
         "ypos"               "r152"
         "ypos_minmode"         "r134"
         "wide"               "116"
         "tall"              "180"
         "visible"             "1"
         "enabled"             "1"
         "PaintBackgroundType"   "2"
      }


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PostPosted: 24 Feb 2010, 23:26 
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@digitalhigh - I have yet to check voice notification due to time restraints and working on other projects, for team chat you need to look for basechat.res.
As for the inverted hud idea, I had thought about this also to be honest :) although thats a little more tricky to do, lots more experimenting needed.

@Aix - Try incrementing the xpos value by 801. :)

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PostPosted: 05 Mar 2010, 00:00 
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Heres my problem can anyone help?

http://i151.photobucket.com/albums/s159/JDRyder/Untitled-3.jpg

The timer and people left in arena are very out of place. Is there a fix for this?


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PostPosted: 06 Mar 2010, 12:50 
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Welcome to the forums.

Which center hud mod are you using?

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PostPosted: 06 Mar 2010, 16:05 
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Welcome to the forums.

Which center hud mod are you using?


None, I did use pindab0ter HUD2 for about 30mins before finding this, but I uninstalled it, or so I thought.


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PostPosted: 06 Mar 2010, 17:01 
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Subject: Centered HUD for Team Fortress 2

[quote]Welcome to the forums.

Which center hud mod are you using?

Im not using any mods, I uninstalled the only one I every used, which was the pindab0ter HUD2. I deleted the folders the files were in and then verified the to get the defaults back

Would suggest that you check the install documentation to the pindab0ter HUD2 mod for removal instructions. The mods here are designed to work witht he default hud. Otherwise it would appear you need to adjust a couple of "ypos" values that handle the items moving up and down the screen, the timer if I recall is kothtimer, the other I do not know. Check to see if there are any .res files located in the team fortress 2tfscripts and team fortress 2tfresourceui folders, if so, remove them and try again.

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PostPosted: 10 Mar 2010, 04:54 
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Anybody have a chatbox.res file? I'm comfortable with messing with the values, but I don't seem to have that file (I forget where I got the hud layout one.)


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PostPosted: 12 Mar 2010, 21:48 
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do you think you will ever get it sorted for use with strange resolutions now that bezel management is out?

great work by the way :cheers


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PostPosted: 22 Mar 2010, 20:06 
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FYI, if anyone is curious - I got the chat box working by using a left 4 dead one and removing this section:

KeyStateLabel
{
"ControlName" "Label"
"fieldname" "KeyStateLabel"
"visible" "1"
"enabled" "1"
"xpos" "10" [$WIN32]
"xpos" "42" [$X360]
"ypos" "2"
"wide" "300"
"tall" "12"
"textAlignment" "north-west"
}

Then I just moved the box around to where I liked it (I actually left it on the left screen but to the right of it so I could see it easy enough but it didn't obscure the main screen.



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PostPosted: 02 Apr 2010, 08:05 
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Can you guys help me out with 4960x1600 (i.e., 1200x1600 on the sides and 2560x1600 in the middle)? What changes should I make to the xpos values to move the elements to the middle screen? I tried one of your guys' config files (the one with the 3.7 to 1 ratio or so), but no luck.


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PostPosted: 02 Apr 2010, 19:44 
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Try incrementing by ~ 357 to 360.
This should shuffle the HUD back to the inside edges of the middle screen.

EDIT: Try 360 first.
I had done some quick testing and you can use my HUD Editor to calculate how much to shift the HUD by.
I need to add some additonal instructions, however to shift the HUD for a PLP setup enter the resolution of 1 of the portrait monitors, in this case 1200x1600, and set monitors to 1 across and 1 tall, this will still work out how much the xpos values need to be incremened by, which in this case you will need to use the "per screen" result which is 360.

Good luck.

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PostPosted: 08 May 2010, 20:11 
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Hey,

My combat text is off. I have a 5040*1050 setup, and the combat text always appears one screen to the right of where it needs to be.

The file for that part of the hud is as follows:

"Resource/UI/HudDamageAccount.res"
{
"CDamageAccountPanel"
{
"fieldName" "CDamageAccountPanel"
"text_x" ""
"text_y" "0"
"delta_item_end_y" "0"
"PositiveColor" "0 255 0 255"
"NegativeColor" "0 255 0 255"
"delta_lifetime" "2.0"
"delta_item_font" "HudFontMedium"
"delta_item_font_big" "HudFontBiG"
}
}

What do I edit to fix it?


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PostPosted: 23 Jun 2010, 07:00 
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Delph, have you taken a look at the TF2 hud files with the most recent patch? It seems like Valve decided to move every single element that used to be in the single hudlayout.res file into each of their own res files. This would mean that we have to edit about 150 different res files now instead of the 2 previously. Any ideas on how to automate this?


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PostPosted: 23 Jun 2010, 08:02 
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TBH I have not looked at TF2 tri screen for a while, for myself it was just toomuch going on and not enough FPS to satisfy my level of twitch.

They split it all, ughhhh that sucks... I do have a method of automating it, something I started work on last night funny enough.
I started putting together an offline editor comprised of .bat file and .perl scripts.
Last night I got it to work with L4D2, the offline tool extracts all the files needed from what ever .vpk or .gcf files, edits them, then inserts into the relevent folders in the games directory, it is essentially a 1 click fix, but is relient on having perl runtime enviroment installed.
EDIT- I have also managed to work out this morning how to automate the patching of the .vpk and .gcf files also :)

Ill take a look into the TF2 files and get back to you later today with my findings, im still ironing out a few things with the offline editor so may be a few days for fix, hopefully wont be long tho :).

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I can't even play TF2 with SoftTH after Valve's latest updates. Everything is separated and bounces around, lol

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Ill take a look into the TF2 files and get back to you later today with my findings, im still ironing out a few things with the offline editor so may be a few days for fix, hopefully wont be long tho :).

Thanks, I could handle editing the few files by hand but I'm not so good in the programming department :wink:


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PostPosted: 23 Jun 2010, 20:01 
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FIXED :mrgreen:

(apart from 1 item of the Demo Man's HUD to shift, im looking into it while working on extra ratios)

So, I took a look and its still the same 2 or 3 files :)

Hudlayout.res
HudItemEffectMeter.res
and... basechat.res this file (moves the chat box) is not actually included in any of the TF2 files as far as I can find, however it is from L4D2 and just works the same :)

Unfortunately TF2 does not seem to like SoftTH anylonger I spent an hour trying to get it to work and gave up... (looking forward to installing my new ati 5870 E6 :D)
So instead I ran in windowed mode to do the testing.

TIP:- you can type "hud_reloadscheme" into the console to reload all hud files while still in game / connected to a server etc, or bind it to a key, just saves having to restart TF2 between each change.









Simply unpack the following .rar into "team fortress 2tf" to apply this hud fix.

TF2_HUD_5760x1080_48-9.RTM0003.23_06_2010.rar for 3x1920x1080 / 5760x1080 / (48:9)

more ratios to follow soon...

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PostPosted: 23 Jun 2010, 23:21 
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I must be blind, can't believe I missed it. Thanks.


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Thanks you very much ! I'm using TF2_HUD_5760x1600_48-10.RTM0002.13_01_2010.rar. Is there any chance to have a RTM3 version of 48:10 ?

Thanks for your work !


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PostPosted: 01 Jul 2010, 05:54 
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Hey,

My combat text is off. I have a 5040*1050 setup, and the combat text always appears one screen to the right of where it needs to be.

The file for that part of the hud is as follows:

"Resource/UI/HudDamageAccount.res"
{
"CDamageAccountPanel"
{
"fieldName" "CDamageAccountPanel"
"text_x" ""
"text_y" "0"
"delta_item_end_y" "0"
"PositiveColor" "0 255 0 255"
"NegativeColor" "0 255 0 255"
"delta_lifetime" "2.0"
"delta_item_font" "HudFontMedium"
"delta_item_font_big" "HudFontBiG"
}
}

What do I edit to fix it?


I had this same problem. The file you listed isn't at fault, though.

The culprit is the CDamageAccountPanel entry in hudlayout.res. Change the value xpos to 0 and that should fix it.

Delphium, you might want to add CDamageAccountPanel to the list of exceptions for your automated script.


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Thanks you very much ! I'm using TF2_HUD_5760x1600_48-10.RTM0002.13_01_2010.rar. Is there any chance to have a RTM3 version of 48:10 ?

Thanks for your work !


My Motherboard blew up :(
When I eventually get my new pc working, ill take a butchers :)
Alternatively if you want them sooner, you could try manually extracting the needed files (take a look inside RTM3 for 48:9) from the "team fortress 2 client content.gcf" file?? its located somewhere between steam.exe and the tf2 folder, again as no pc I cant double check.


[quote]Hey,

My combat text is off. I have a 5040*1050 setup, and the combat text always appears one screen to the right of where it needs to be.

The file for that part of the hud is as follows:

"Resource/UI/HudDamageAccount.res"
{
"CDamageAccountPanel"
{
"fieldName" "CDamageAccountPanel"
"text_x" ""
"text_y" "0"
"delta_item_end_y" "0"
"PositiveColor" "0 255 0 255"
"NegativeColor" "0 255 0 255"
"delta_lifetime" "2.0"
"delta_item_font" "HudFontMedium"
"delta_item_font_big" "HudFontBiG"
}
}

What do I edit to fix it?


I had this same problem. The file you listed isn't at fault, though.

The culprit is the CDamageAccountPanel entry in hudlayout.res. Change the value xpos to 0 and that should fix it.

Delphium, you might want to add CDamageAccountPanel to the list of exceptions for your automated script.
Cheers, Ill look into it when I am back up and running :)

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Has anyone figured out how to get the "You were Killed by Joe Shmoe" message that shows up on the right side when you get killed onto the center screen yet? Oh, and the Demoman's "Heads" counter also :)

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PostPosted: 15 Jul 2010, 03:47 
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Oh, and how do I force TF2 to launch at 5760 x 1080? It always defaults back to 1920 x 1080 and I have to reset it every time I start it :?

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PostPosted: 15 Jul 2010, 08:15 
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Has anyone figured out how to get the "You were Killed by Joe Shmoe" message that shows up on the right side when you get killed onto the center screen yet? Oh, and the Demoman's "Heads" counter also :)

I intend to look into it, I only just got my pc working in lat couple of days, and ive still a tonne of crap to install yet.

Oh, and how do I force TF2 to launch at 5760 x 1080? It always defaults back to 1920 x 1080 and I have to reset it every time I start it :?

append the shortcut with "-h 5760 -w 1080"

You need to make sure that your shortcut uses the steam.exe and not a steam url shortcut.
Should be something like this...
U:gamesSteamSteam.exe -applaunch 440 -w 5760 -h 1080
not a steam url like this...
steam://rungameid/440

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PostPosted: 15 Jul 2010, 11:24 
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Tried the shortcut but it still doesn't work :( I think it's just something with Nvidia Surround. If I don't have the desktop resolution set to 5760 x 1080 then TF2 defaults to 1920 x 1080. TF2 is the only game that does it too though, weird. Maybe it'll get fixed when a WHQL driver hits :rockout

Thanks for the help on this and the HUD!

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PostPosted: 15 Jul 2010, 16:02 
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Found the files required for sorting out the "head" count for demoman plus the scout and engineer bits.

"Resource/UI/HudItemEffectMeter_Demoman.res"
"Resource/UI/HudItemEffectMeter_Engineer.res"
"Resource/UI/HudItemEffectMeter_Scout.res"

EDIT1:
Also moving the class loadout and cancel buttons from far right to center with...
"Resource/UI/ClassMenu_blue.res"
"Resource/UI/ClassMenu_red.res"

EDIT2:
Also the cancel button in bottom right for when switching teams with...
"Resource/UI/TeamMenu.res"

EDIT3:
Also the main menu, shifting welcome message and recent achievments with...
"Resource/UI/MainMenuOverride.res"

EDIT4:
Map Info, moving "continue" button from far right to enter screen with...
"Resource/UI/MapInfoMenu.res"


I am wokring on this now and will upload packs a bit later. :)

Then I shall update the online editor later or tomorrow.

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PostPosted: 15 Jul 2010, 16:36 
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Sweet! :bowdown

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PostPosted: 15 Jul 2010, 20:53 
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TF2_HUD_5760x1080_48-9.RTM0004.15_07_2010.rar










Other aspect ratio hud fix's to come.
EDIT: I also need to ry find out how to sahift the "continue" button on the MOTD page.

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PostPosted: 16 Jul 2010, 02:46 
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Eggcellent Smithers :cheers hehe

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Ok, I tweaked a few more things, the "press f5 for snapshot" and "you where killed by" objects moved to center screen.

If you wish to run a different aspect ratio or resolution with bezel correction, then take this base pack and run each of the .res files inside though my calc and hud editor.
This pack contains the basic unmodded .res files that are required, and only takes say 5mins at most to get all .res files configured to your display setup.

TF2_HUD_BASE_PACK.RTM0005.16_07_2010.rar

Alternatively, feel free to use one of the pre made packs below, these are created using the base pack + hud editor. :)

TF2_HUD_5760x1080_48-9.RTM0005.16_07_2010.rar
TF2_HUD_5040x1050_48-10.RTM0005.16_07_2010.rar


The other 2 common aspect ratio's to come after lunch :)
EDIT: - a long lunch later :P

TF2_HUD_3072x768_12-3.RTM0005.16_07_2010.rar
TF2_HUD_3840x1024_15-4.RTM0005.16_07_2010.rar

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PostPosted: 16 Jul 2010, 13:50 
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Nice! It'll be great to only have the side monitors for peripheral vision and not constantly have to look around in case you missed something that popped up :rockout

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PostPosted: 16 Jul 2010, 14:22 
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Nice! It'll be great to only have the side monitors for peripheral vision and not constantly have to look around in case you missed something that popped up :rockout

Indded, that is the aim :D
Finding out which files then values it is that need editing is quite time consuming, I spent all of yesterday day (during quiet periods of work) and evening working out the latest tweaks.

There is still a couple of objects that would be nice to get moved, such as the "continue" button on the MOTD page, and possibly a few other menu items like "loading" when connecting to server, mostly minnor things, but other than that I think I have mostly got everything else centered. :D

I have been unable to test tournament mode however as my clan do not have a server at present after letting it go due to finances not so long ago.

I provided the base pack this time so as to make it easier for those of folks that wish to make custom packs to fit bezel compensation. Personaly I avoid using bezel compensation when playing TF2, due to the fact that I want to see every pixel thats going on, and avoid being head shot by a sniper hiding behind a bezel that I did not spot hehe.

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PostPosted: 17 Jul 2010, 21:30 
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Uh oh, something happened. I can't hear my character's voice when I make him say something now and I can't see the text I type after I press Enter.

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PostPosted: 05 Sep 2010, 18:55 
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Hi there,

first, let me thank you for the HUD files, really great work! I have two question regarding them:

[list]
[*] First, the in-game menus (voicemenu for example, where you can call for MEDIC!, say Go!Go!Go! etc.), are still on the left screen. I wasn't able to find the setting for them. Does anyone know where to look?[/*:m]
[*] Second, the "Continue" Button in the server info screen (i.e. the first screen that comes up after connecting to a server, before the map screen) is still on the far right. Also here, I was not able to find a setting.[/*:m][/list:u]

Finally, the files above (at least the 5040 one) have the wrong values for x_minmode in several places. The normal x ones are fine.

Thanks,

Pyl


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PostPosted: 10 Sep 2010, 23:48 
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Has anyone else been having issues with the latest TF2 updates? Or is this in the same boat as L4D2? I can't seem to get the HUD to work (almost at all) when modifying files.


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PostPosted: 11 Sep 2010, 00:05 
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[*] First, the in-game menus (voicemenu for example, where you can call for MEDIC!, say Go!Go!Go! etc.), are still on the left screen. I wasn't able to find the setting for them. Does anyone know where to look?
[*] Second, the "Continue" Button in the server info screen (i.e. the first screen that comes up after connecting to a server, before the map screen) is still on the far right. Also here, I was not able to find a setting.
Ive been looking into these, i spent a long time searching for the continue button on server info, as i managed to move the others.
However you can simply hit enter/return when on said page to skip to the next one.

Finally, the files above (at least the 5040 one) have the wrong values for x_minmode in several places. The normal x ones are fine.
Mini mode is not supported, at least not yet.

Has anyone else been having issues with the latest TF2 updates? Or is this in the same boat as L4D2? I can't seem to get the HUD to work (almost at all) when modifying files.
Works fine for me. Whats your surround resolution, the pack you are using and where have you installed them to?

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PostPosted: 11 Sep 2010, 00:29 
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Error on my end. I think it was because there was a TF2 update while i was editing the files, so when i placed the edited files in the directory the hud was smashed into a small square in the corner of my left monitor. Re-edited the files and same thing again. After re-extracting and re-editing the files all is well.

As a side note, if you are cannibalizing the BaseChat.res file from L4D2, the following lines need to be deleted or you will get a black bar with the text 'Label' at the top of the text box.

Code:

      KeyStateLabel
      {
         "ControlName"      "Label"
         "fieldname"         "KeyStateLabel"
         "visible"          "1"
         "enabled"          "1"
         "xpos"            "10"   [$WIN32]
         "xpos"            "42"   [$X360]
         "ypos"            "2"
         "wide"             "300"
         "tall"            "12"
         "textAlignment"      "north-west"
      }
   


Big Thanks for the support Delphium. :rockout


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PostPosted: 13 Oct 2010, 23:08 
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Fixed "Killed by x" and the special item info.



To make your own custom HUD for bezel compensated resolutions use this base pack that contains the files you need to get started when using the HUD Editor.
TF2_HUD_BASE_PACK.RTM0006.13_10_2010.rar

Alternatively I have updated the pre made packs below.

TF2_HUD_5760x1080_48-9.RTM0006.13_10_2010.rar
TF2_HUD_5040x1050_48-10.RTM0006.13_10_2010.rar


TF2_HUD_3072x768_12-3.RTM0006.13_10_2010.rar
TF2_HUD_3840x1024_15-4.RTM0005.16_07_2010.rar

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PostPosted: 25 Oct 2010, 07:28 
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I really appreciate what Delphium has started, but his modifications don't take account for minimum

hud and many of the elements that i'd like changed, so here is my version:
http://www.mediafire.com/?l6y2g4475uu6cs5
http://www.megaupload.com/?d=PO234PD8

-intro CONTINUE button moved to center screen (TextWindow.res)
-moved back/continue buttons closer together on next screen
-optimized classes hud elements for 5760x1200 resolution with minimum hud
-moved chat window to the bottom right of left screen
-expanded chat window height
-moved spy sapping/engineer elements to top right of left screen
-moved current achievement progress to top left of left screen
-modified kill history (HudDeathNotice) and moved it to top left of right screen


installation instructions:
extract to
SteamsteamappsYOURACCOUNTteam fortress 2tf
1. make sure resource and script folders get extracted here.
2. run tf2, go to options>keyboard advanced, check quick weapon switch
3. go to options multiplayer advanced and enable minimum hud

(steps 2 and 3 are not required, but i optimized the hud for that)

Feel free to add me on steam to play some TF2:
http://steamcommunity.com/id/kx123



still to do, unsure of location:
move talking ( ! ) bubble
move the voice commands (Z,X,C keys by default)


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PostPosted: 25 Oct 2010, 08:16 
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Got a screenie?

Which items did you want/need changing but found was not?
There where some items that I could not find the setting for in order to change, such as the continue button you speak of, which will now be added to the next update.
Things I am still trying to move are the loading map dialog which I have found that adjusting the xpos value does nothing as the dialog is always in the same location, but you can adjust its width and height no problem, strange one, I think it must be hard coded into the bottom right corner.
The other thing is to try and move the voice command / vote menus that are on the far left, again which appear to be hard coded?

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PostPosted: 25 Oct 2010, 08:52 
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-i found where the continue is, its in TextWindow.res
-where are the chat bubble and who is talking located?
i saw that u moved those elements, i couldnt figure out which they were
-im not sure what u mean by the loading map dialogue
-im not sure on the voice/radio commands (ZXC) are but im 99% certain they're not hard coded

heres my screenie:
http://imgur.com/x4dwq.jpg


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I've run the files from the base pack you provided throught your calculator to make the hud for my custom res of 6000x1080.

It all works perfectly apart from one thing. the weapon selection is still on the far right.
Im not 100% sure, but was this meant to be moved or not? Because i still find it frustrating trying to change weapons because i can't see which one i will be switching to.
If i have missed somthing or done somthing wrong then i would apprecition some instruction on how to fix it.
If this element was not intended to be moved, then forgive me for asking and making a nusance.


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PostPosted: 08 Nov 2010, 16:04 
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Added TextWindow.res fix for the calc (need to send files to Ibrin to update the calc).
Still need to create some updated resolution packs that include the TextWindow.res file.

Cullanna, The weapon selection is indeed ment to be moved, check your hudlayout.res file for "HudWeaponSelection".

When using the provided base pack with calc the item should get displayed as "HudWeaponSelection xpos = r0"

For you, this items value should be r905 for a 6000x1080 display.

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PostPosted: 09 Nov 2010, 01:49 
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Hi Delphium

I checked my hudlayout.res file, and found the HudWeaponSelection. the xpos value is at 905.

The following is taken stright from the hudlayout.res file

Code:
HudWeaponSelection
      {
         "fieldName" "HudWeaponSelection"
         "xpos"   "905"
         "wide"   "f0"
         "ypos"    "0"
         "tall"   "480"
         "RightMargin" "0"
         "RightMargin_hidef" "32"
         "RightMargin_lodef" "38"
         "visible" "1"
         "enabled" "1"
         "SmallBoxWide" "72"
         "SmallBoxTall" "54"
         "PlusStyleBoxWide" "90"
         "PlusStyleBoxTall" "63"
         "PlusStyleExpandSelected"   "0.3"
         "LargeBoxWide" "110"
         "LargeBoxTall" "77"
         "BoxGap" "4"   [$WIN32]
         "BoxGap" "4"   [$X360]
         "SelectionNumberXPos" "12"
         "SelectionNumberYPos" "4"
         "IconXPos" "8"
         "IconYPos" "0"
         "TextYPos" "70"      [$WIN32]
         "TextYPos" "65"      [$X360]
         "ErrorYPos" "48"
         "TextColor" "SelectionTextFg"
         "MaxSlots"   "6"
         "PlaySelectSounds"   "1"
         "Alpha" "220"
         "SelectionAlpha" "220"
         "BoxColor" "0 0 0 220"
         "SelectedBoxClor" "0 0 0 220"
         "SelectionNumberFg"   "200 187 161 255"
         "NumberFont" "HudSelectionText"
      }   


despite this value been 905, my weapon selection is still on the far right of my screen. any ideas what could be wrong?


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PostPosted: 09 Nov 2010, 09:31 
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Yes,
For you, this items value should be r905 for a 6000x1080 display.

Try add the r before the 905. :)

If you are using the provided basepack then I may need to check and update it to contain the r.

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PostPosted: 10 Nov 2010, 02:22 
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Sorry i didnt see that r before the 905. I editied the Hudlayout.res file and changed the value to r905, however it didnt make any difference.

Yes i am using the base pack you provided to make the centered hud

Quick part of my hudlayout.res file:
Code:
HudWeaponSelection
      {
         "fieldName" "HudWeaponSelection"
         "xpos"   "r905"
         "wide"   "f0"
         "ypos"    "0"
         "tall"   "480"
         "RightMargin" "0"
         "RightMargin_hidef" "32"
         "RightMargin_lodef" "38"
         "visible" "1"
         "enabled" "1"
         "SmallBoxWide" "72"
         "SmallBoxTall" "54"
         "PlusStyleBoxWide" "90"
         "PlusStyleBoxTall" "63"
         "PlusStyleExpandSelected"   "0.3"
         "LargeBoxWide" "110"
         "LargeBoxTall" "77"
         "BoxGap" "4"   [$WIN32]
         "BoxGap" "4"   [$X360]
         "SelectionNumberXPos" "12"
         "SelectionNumberYPos" "4"
         "IconXPos" "8"
         "IconYPos" "0"
         "TextYPos" "70"      [$WIN32]
         "TextYPos" "65"      [$X360]
         "ErrorYPos" "48"
         "TextColor" "SelectionTextFg"
         "MaxSlots"   "6"
         "PlaySelectSounds"   "1"
         "Alpha" "220"
         "SelectionAlpha" "220"
         "BoxColor" "0 0 0 220"
         "SelectedBoxClor" "0 0 0 220"
         "SelectionNumberFg"   "200 187 161 255"
         "NumberFont" "HudSelectionText"
      }   


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PostPosted: 19 Nov 2010, 03:57 
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How do you install your fix.

I have a Triple monitor with 5760*1080 resolution. I download your fix and after that which file I have to extract?


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PostPosted: 04 Dec 2010, 18:22 
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I haven't played TF2 in a couple of months. Everything was centered with Delphium's fixes the last I played it. Looks like TF2 has had some updates (as usual) and some things went back to the side monitors. Any links to the latest 5760 x 1080 fix? :)

Edit: Never mind. The Oct 13th post stuff is still good :rockout

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PostPosted: 24 Feb 2011, 09:50 
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Can anyone provide me with a centered hud for 6048x1200? I can't seem to figure out how to do this manually.


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PostPosted: 24 Feb 2011, 11:14 
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Can anyone provide me with a centered hud for 6048x1200? I can't seem to figure out how to do this manually.

1. Download this (link removed)
2. Goto http://www.widescreengamingforum.com/fovcalc.php and enter in your monitor config.
3. Extract the .res files found inside the TF2_HUD_BASE_PACK linked above and upload each of these files to the Source Engine HUD editor.
4. For each .res file uploaded, select the correct profile from the menu.
5. Submit the .res file for editing.
6. Download the fixed .res file and place within your TF2 folder.

Example:
Steamsteamappsteam fortress 2tfscripts
Steamsteamappsteam fortress 2tfresourceui

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PostPosted: 25 Feb 2011, 20:17 
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Hey!

First, I would like to thank you for the HUD-files, nice work.
But, I have a problem.

I'm using the TF2_HUD_5760x1080_48-9.RTM0006.13_10_2010.rar one.
I've recently become premium member, and you get a "Distance to nearest living enemy"-info.
Unfortunely, it's way to the left, on the left monitor. I haven't tried the FOVCALC, maybe it's included there?

Here's a screenshot of it:



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PostPosted: 01 Mar 2011, 15:36 
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Looks like this is a custom server and announcement, I am not sure what item that would fall under and I have no way of testing as I dont have a premium account, although I do play on saigns.de and nightteam.com.

This item is not included in the fovcalc tool unfortunately as I do not know what the name of this element so I have not been able to add it to the profiles.

I suspect that the element is not in the main hudlayout.res file and instead will likely be 1 of the many resource/ui/ .res files.
Finding out what file and then which element inside of each file that needs to be adjusted is a bit of searching with a lot of trial and error, which takes a bit of time.

I dont mind taking some time to investigate but I do not have any way of testing it as I am not really willing to pay for a premium account for the ammount I actually get to play TF2 these days which is a couple of hours a fortnight.

I will search the files for a few likely elements but it will be a few days from now as I am extremely busy with other things sadly.

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PostPosted: 02 Mar 2011, 04:13 
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[quote]Can anyone provide me with a centered hud for 6048x1200? I can't seem to figure out how to do this manually.

1. Download this (link removed)
2. Goto http://www.widescreengamingforum.com/fovcalc.php and enter in your monitor config.
3. Extract the .res files found inside the TF2_HUD_BASE_PACK linked above and upload each of these files to the Source Engine HUD editor.
4. For each .res file uploaded, select the correct profile from the menu.
5. Submit the .res file for editing.
6. Download the fixed .res file and place within your TF2 folder.

Example:
Steamsteamappsteam fortress 2tfscripts
Steamsteamappsteam fortress 2tfresourceui





Thanks so much for a lengthy reply.


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PostPosted: 03 Mar 2011, 15:43 
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Looks like this is a custom server and announcement, I am not sure what item that would fall under and I have no way of testing as I dont have a premium account, although I do play on saigns.de and nightteam.com.

This item is not included in the fovcalc tool unfortunately as I do not know what the name of this element so I have not been able to add it to the profiles.

I suspect that the element is not in the main hudlayout.res file and instead will likely be 1 of the many resource/ui/ .res files.
Finding out what file and then which element inside of each file that needs to be adjusted is a bit of searching with a lot of trial and error, which takes a bit of time.

I dont mind taking some time to investigate but I do not have any way of testing it as I am not really willing to pay for a premium account for the ammount I actually get to play TF2 these days which is a couple of hours a fortnight.

I will search the files for a few likely elements but it will be a few days from now as I am extremely busy with other things sadly.


Thanks for looking into it.
Btw, you can test it yourself, for a short while. Because they have so you can try the premium features for 15min each day. All you have to do is type premium. Atleast on the server I mostly play, and tried, which is the "2fort only" one.


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PostPosted: 25 Mar 2011, 03:43 
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new here, just wondering about the charge bar of certain items, seems to appear off to the far right still. i did all the stuff mentioned in this thread, still the same.

i've noticed though that it seems there is no line for those particular items? is there some site i can check the proper name of all the items?


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PostPosted: 07 Apr 2011, 15:01 
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Which items do you mean?
I have accounted for the charge bars in the packs and the editing tool.

As you can see form these screenshots they have been moved.
http://www.widescreengamingforum.com/forum/viewtopic.php?p=180021#p180021

Please try take a sdcreen shot of your setup and get back to us to see if we can help you. :)

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PostPosted: 10 Apr 2011, 23:16 
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i mainly use minimal mode..

so it's all the cloaking watches, all of the soldiers trumpet/etc buffs, all of the sandwiches, the sandman, and the jarate.


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PostPosted: 12 Apr 2011, 19:35 
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i mainly use minimal mode.

Ahhh, mini mode, unfortunately mini mode is not currently supported by the hud editor, sorry.
It is on the list of things to do however!

If you really need mini mode, I would take the hud editor fixed .res files you have made, and use something like "winmerge" to compare them to the orignals in the base pack.
Any changes to the fixed files will be highlighted, you can then try going through and find each items mini mode xpos values and increment them by whatever value the hud calc gives you for example: 853 for a 5760x1080 res.

Good luck!

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PostPosted: 16 Apr 2011, 01:03 
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ahh thank you thank you thank you. fixed. but now i think cause of the update, i can't get the head/revenge counter to work. =(

w/e maybe it'll get fixed, counting head etc. isn't that useful to me anywho.

again thank you for your help.


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PostPosted: 25 Apr 2011, 00:05 
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Is anyone else crashing at the main menu when using this fix now? It was working great for me at 6048x1080. I'm guessing the hatless update screwed something up? If I remove all of the hudfix files and then replace them once the game is launched I can get it to work, but then the chat window is still way off to the left. (not great for admining) Any ideas?


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PostPosted: 25 Apr 2011, 01:15 
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I noticed this today also, I have yet to investigate this, I suspect it needs a revised basepack with newer .res files.

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PostPosted: 25 Apr 2011, 01:18 
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Crashing for me too :(

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PostPosted: 26 Apr 2011, 16:00 
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Using a new set of .res files unpacked form the most recent "team fortress 2 content.gcf" archive file and passing them through the hud editor I have managed to run the game at 4800x900 with the hud centered.
There is a couple of bugs like weapon selection missing and a couple of menu items that need adjusting.

Will post back once I have more info / a set of packs for users to use.

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PostPosted: 01 May 2011, 22:37 
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Any luck yet? :?

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PostPosted: 01 May 2011, 23:07 
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It works in full screen TH (5760x1080), just there is no weapon selection bar on the right so some bits will need tweaking.
Using the new .res files with the hud editor seems to fix the issue, although I need to make some updates to the hud editor to bring it up to speed with some of the new changes, it is still possible to move most items to the center with it.

TF2_HUD_BASE_PACK.beta0007.01_05_2011.rar

Here is my beta of 5760x1080 TF2_HUD_5760x1080_48-9.beta0007.01_05_2011.rar

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PostPosted: 02 May 2011, 02:29 
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Thanks! Only thing I notice not centered is the chat.

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PostPosted: 07 May 2011, 07:49 
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game crashes on startup since latest update 2011-05-06

USING MY old update:

I really appreciate what Delphium has started, but his modifications don't take account for minimum

hud and many of the elements that i'd like changed, so here is my version:
http://www.mediafire.com/?l6y2g4475uu6cs5
http://www.megaupload.com/?d=PO234PD8

-intro CONTINUE button moved to center screen (TextWindow.res)
-moved back/continue buttons closer together on next screen
-optimized classes hud elements for 5760x1200 resolution with minimum hud
-moved chat window to the bottom right of left screen
-expanded chat window height
-moved spy sapping/engineer elements to top right of left screen
-moved current achievement progress to top left of left screen
-modified kill history (HudDeathNotice) and moved it to top left of right screen


installation instructions:
extract to
SteamsteamappsYOURACCOUNTteam fortress 2tf
1. make sure resource and script folders get extracted here.
2. run tf2, go to options>keyboard advanced, check quick weapon switch
3. go to options multiplayer advanced and enable minimum hud

(steps 2 and 3 are not required, but i optimized the hud for that)

Feel free to add me on steam to play some TF2:
http://steamcommunity.com/id/kx123



still to do, unsure of location:
move talking ( ! ) bubble
move the voice commands (Z,X,C keys by default)


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PostPosted: 28 May 2011, 02:01 
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Thanks! Only thing I notice not centered is the chat.


I can confirm the same. That's the only thing I've noticed so far. I ran your basepack files through your calculator for my 6048x1080 setup. I did notice the basechat.res is missing from the supplied rar -- easiest enough to find.


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PostPosted: 20 Jun 2011, 17:47 
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Not sure if you still watch this thread or not.

After installing the HUD fix, every time i launch the game it will get through the valve, and source splash screens, then it will get to the loading screen, and then stop responding and crash.

problem on my end, or have you seen this before?


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PostPosted: 25 Jun 2011, 00:36 
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game crashes on startup since latest update 2011-05-06

USING MY old update:

[quote]I really appreciate what Delphium has started, but his modifications don't take account for minimum

hud and many of the elements that i'd like changed, so here is my version:
http://www.mediafire.com/?l6y2g4475uu6cs5
http://www.megaupload.com/?d=PO234PD8

-intro CONTINUE button moved to center screen (TextWindow.res)
-moved back/continue buttons closer together on next screen
-optimized classes hud elements for 5760x1200 resolution with minimum hud
-moved chat window to the bottom right of left screen
-expanded chat window height
-moved spy sapping/engineer elements to top right of left screen
-moved current achievement progress to top left of left screen
-modified kill history (HudDeathNotice) and moved it to top left of right screen


installation instructions:
extract to
SteamsteamappsYOURACCOUNTteam fortress 2tf
1. make sure resource and script folders get extracted here.
2. run tf2, go to options>keyboard advanced, check quick weapon switch
3. go to options multiplayer advanced and enable minimum hud

(steps 2 and 3 are not required, but i optimized the hud for that)

Feel free to add me on steam to play some TF2:
http://steamcommunity.com/id/kx123



still to do, unsure of location:
move talking ( ! ) bubble
move the voice commands (Z,X,C keys by default)


Do you have a 5760 x 1080 one?

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PostPosted: 25 Jun 2011, 02:26 
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I need to create some new packs for the latest game updates.

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I need to create some new packs for the latest game updates.


It would be most appreciated!


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PostPosted: 27 Jun 2011, 13:25 
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I've had TF2 since the Orange Box release.. i really should try it out some day.

Hopefully I'll have more luck with Delphiums' HUD solution than i did for L4D2


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PostPosted: 27 Jun 2011, 13:32 
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By following the instructions I posted months back, I have got a working 5760x1080 centered HUD.

It is not 100% perfect, as a bunch of items have been moved around since the latest updates and thus the hud editor needs some updates itself to reflect this, once I have worked them out, ill post back!

In the mean time, using the current hud editor profiles, I have managed to get a working hud.
I will post the 4 most common resolution packs + basepack for creating your own bezel corrected hud later this evening.

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PostPosted: 27 Jun 2011, 13:49 
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Thanks! :bowdown

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PostPosted: 29 Jun 2011, 16:15 
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As stated here is a set of beta packs since the latest game updates.
These are not perfect and are considered BETA, but they do fix a lot of the main items including the chat window, making the game very playable again in eyefinity/surround etc.

These packs are for the 4 most common aspect ratios.

TF2_HUD_3072x768_12-3.BETA0007.29_06_2011.rar
TF2_HUD_3840x1024_15-4.BETA0007.29_06_2011.rar
TF2_HUD_5040x1050_48-10.BETA0007.29_06_2011.rar
TF2_HUD_5760x1080_48-9.BETA0007.29_06_2011.rar

Here is the set of files from which I worked from and processed using the hud editor tool in my signature.
You can use the base pack for creating a set of custom resolutions such as support for bezel compensation, again using the hud editor tool.
TF2_HUD_BASE_PACK.BETA0007.29_06_2011.rar

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PostPosted: 14 Jul 2011, 03:02 
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"1.) Extract the .res file for your game." Link in the Source HUD Tool page is dead.

Trying to get 6044x1200 at the mo'.


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PostPosted: 14 Jul 2011, 09:28 
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"1.) Extract the .res file for your game." Link in the Source HUD Tool page is dead.

Trying to get 6044x1200 at the mo'.

HUD tool updated :)

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PostPosted: 14 Jul 2011, 13:17 
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Sweet.

Though the link to the WSGF HUD Editor isn't working.

http://widescreengamingforum.com/fovcalc.php. The one mentioned in this post, whci i got to from teh extaction guide:

It never ends, eh?


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PostPosted: 14 Jul 2011, 13:17 
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Sweet.

Though the link to the WSGF HUD Editor isn't working.

http://widescreengamingforum.com/fovcalc.php. The one mentioned in this post, which i got to from teh extraction guide:

It never ends, eh?


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PostPosted: 14 Jul 2011, 16:37 
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Thanks Delphium, your HUD Editor has helped me a lot during the last couple of months I've been using Eyefinity.

I was eagerly waiting for you to update the editor to work with the new version of TF2. Now that you have, I noticed a glitch:



I cannot see the whole preset list so I cannot select the correct preset for all of the files. This happens with Firefox 5 and IE 8 with and without adblock.

Is it working for everybody else?


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 Post subject: WanhaPatu wrote:Thanks
PostPosted: 14 Jul 2011, 17:28 
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Thanks Delphium, your HUD Editor has helped me a lot during the last couple of months I've been using Eyefinity.

I was eagerly waiting for you to update the editor to work with the new version of TF2. Now that you have, I noticed a glitch:



I cannot see the whole preset list so I cannot select the correct preset for all of the files. This happens with Firefox 5 and IE 8 with and without adblock.

Is it working for everybody else?

I am just about to leave the office, I shall investigate when I get home.

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PostPosted: 17 Jul 2011, 17:18 
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Looks like it's working now. I just used the default HudItemEffectMeter for sniper, sodapopper, and soldier as those aren't shown in the menu. So far so good on 6048x1080


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PostPosted: 18 Jul 2011, 16:36 
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Yes indeed, it seems to work now. Thanks! Gotta go and play :)


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 Post subject: Hey guys,i have got
PostPosted: 14 Aug 2011, 12:42 
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Hey guys,i have got 5760x1080,i have the centre hud fix fine,my my gun selection is still on far right monitor,can this be fixed?

thx


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?


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PostPosted: 16 Aug 2011, 22:47 
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Hey guys,i have got 5760x1080,i have the centre hud fix fine,my my gun selection is still on far right monitor,can this be fixed?

thx

Not that I know yet, nor do I have the time to play with it to find out at present.
I would suggest checking out the .res files provided in the master .gcf pack.
Open "SteamSteamAppsteam fortress 2 content.gcf" with "GCFScape"
Look in the "roottfresourceui" folder for the .res files, one of these, although I have not yet worked out which, will contain some hud items and position settings.
HUDWeaponSelection.res may be a good place to start.

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PostPosted: 19 Aug 2011, 00:19 
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Can someone post the 5760 * 1200 files, the instructions are written for Left 4 Dead in the calculator, still i managed to open the team fortress 2 content.gfc but there are so many .res files and no one is called hudlayout.res....

Thanks for any help


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 Post subject: New member here but been
PostPosted: 11 Sep 2011, 11:11 
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New member here but been checking out this forums for couple of months now. After just starting playing Tf2 just recently and using all the fixes provided here to custom make my own res files using Delphium's Awesome tool i noticed that the gun selection HUD wasnt working due to some updates to the game i guess so i decided to give this a shot and figure it out on my own and i found the way to do it.

The fix its inside HudLayout.res all its needed aside from the changes the online tool does is to add under HudWeaponSelection a value for "RightMargin" which is 0 by default, so in my case i'm using 825 and works perfect. I hope this helps out a bit.

Also to move the Headshot counter on the sniper HudItemEffectMeter_Sniper.res has to be edited just like the demoman , engineer , etc etc. The value to change is "xpos"

I hope this helps some of the guys that still working on their UI.

Thanks again Delphium for your HUD Editor.

Attached files


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PostPosted: 11 Sep 2011, 11:49 
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Hey Knight2000 :welcome

Nice work, it has been a while since I have been able to sit down and work out some of the fixes for the latest updates, thank you for reporting back.
I shall look at implimenting these updated tweaks in the coming days. :)

EDIT: Calc updated added Sniper, Soldier and SodaPopper items.
The right margin entry under the weapon selection in the hudlayout will take a little longer to fix, however I shall look into this soon.

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PostPosted: 12 Sep 2011, 08:40 
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Hey Knight2000 :welcome

Nice work, it has been a while since I have been able to sit down and work out some of the fixes for the latest updates, thank you for reporting back.
I shall look at implimenting these updated tweaks in the coming days. :)

EDIT: Calc updated added Sniper, Soldier and SodaPopper items.
The right margin entry under the weapon selection in the hudlayout will take a little longer to fix, however I shall look into this soon.


Did you ever manage to find how to move the Voice Menu Box too? i have been looking thru all the files and i cant find any reference to it. However i have managed to
get the Vote Box to the middle also, Tips, Camera mode tips and Map Name to the middle too while on spectator mode. Working on getting the Replay box centered right now. Here's a quick Screenie.



Attached files


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PostPosted: 12 Sep 2011, 09:32 
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Excellent work!
When you know which bits require further adjustments please let me know so I may make addtional updates to my tool :D

Will be nice to have TF2 fully up to scratch again after the hoard of updates that have been released since I was able to spend time working out what was what.
Thanks again!

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 Post subject: Delphium wrote:Excellent
PostPosted: 12 Sep 2011, 20:28 
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Excellent work!
When you know which bits require further adjustments please let me know so I may make addtional updates to my tool :D

Will be nice to have TF2 fully up to scratch again after the hoard of updates that have been released since I was able to spend time working out what was what.
Thanks again!


Yea i completely forgot to post where the changes need to be made. Here we go:

Map Name : Spectator.res under MapLabel
Camera Tip : Spectator.res under SwitchCamModeKeyLabel & SwitchCamModeLabel
Mouse Key Fwd tip : Spectator.res under CycleTargetFwdKeyLabel & CycleTargetFwdLabel
Mouse Key Rwd tip : Spectator.res under CycleTargetRevKeyLabel & CycleTargetRevLabel

Now for the Vote Announcement Box we need to extract an aditional file tho its called VoteHud.Res and the following has to be changed :

Votepassed, Voteactive, CallvoteFailed, Votefailed and VoicesetupDialog.

I'll keep working on the other little details but i still cant find the Voice Menu entry anywhere. If anybody has seen a custom HUD outthere where they managed to moved that please let me know.


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PostPosted: 15 Sep 2011, 09:35 
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To everyone who makes their own fixes and posts screenshots:

UPLOAD THE FILES AS WELL PLEASE!


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PostPosted: 27 Oct 2011, 03:39 
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I've not seen many people posting 30" files for games and so annoyingly I have to edit all my games myself. But I figured since I'm doing that I might as well share my files so others won't have to bother.

So here is my 8120x1600 files for Team Fortress 2 that work as of this post. This is for 3x30" usually that is 7680x1600 but with bezel compensation it's about 8120x1600. And since all these 30" monitors seem to have roughly the same sized bezel I figured the files would still be useful.

Link
http://dl.dropbox.com/u/7299662/Keep/TF2%20Custom%20UI%20for%208120x1600%20%28aka%203x30%20Inch%20Displays%20with%20Bezel%20Compensation%29.rar

Inside you'll find two folders simply drag those to your team fortress 2 folder and it should ask you to merge these folders with one or two that already exist and you just select yes and it may ask the same thing to replace some files say yes there too. I'd recommend backing up your own folders and files before using this for obvious reasons.

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Now for the Vote Announcement Box we need to extract an aditional file tho its called VoteHud.Res and the following has to be changed :

Votepassed, Voteactive, CallvoteFailed, Votefailed and VoicesetupDialog.

Didn't work when I tried, ended up moving the whole vote layer to the right in the HudLayout.res. So if there were some element that is supposed to be on right edge, its out of picture now.

I'll keep working on the other little details but i still cant find the Voice Menu entry anywhere. If anybody has seen a custom HUD outthere where they managed to moved that please let me know.

Yeah, seems to be HudMenu, and that is so "low" level that its either in some generic Source file, or hardwired and not on any editable file. The HudLayout.res contains entry for it, but doesn't contain coordinates and adding them didn't help.


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PostPosted: 04 Nov 2011, 13:19 
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:welcome baldur

Thank you for taking the time to sign up and post your findings, as I suggested to knight2000 i would love to update the fovcalc tool with the latest changes.
I will try to add what you have identified already some time soon.

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PostPosted: 04 Nov 2011, 17:26 
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My own current edited files for 3x 1920x1200 without bezel compensation.

Based on latest original files on 2011.11.04.
Currently hasn't been tested for tournament, training or coaching hud mods and doesn't include any minihud mods.

Just attached, tried to link too but spam filter wouldn't allow it.

Increment used is 768


Edits:

HudLayout.res:
HudPlayerStatus
HudWeaponAmmo
HudItemEffectMeter
HudMedicCharge
HudDemomanCharge
HudBowCharge
HudWeaponSelection
HudWeaponSelection RightMargin
CHudAccountPanel
CHealthAccountPanel
DisguiseStatus
BuildingStatus_Spy
BuildingStatus_Engineer
HudFlashlight
HudDeathNotice
HudHistoryResource
HudLocation
HudVoiceSelfStatus
HudVoiceStatus
HudHintKeyDisplay
Overview
HudControlPointIcons
HudChat
HudDemomanPipes
AchievementNotificationPanel
CriticalPanel
HudArenaClassLayout
HudArenaVsPanel
HudAchievementTracker
HudInspectPanel
NotificationQueuePanel
CHudVote
NotificationQueuePanel.res:
NotificationQueuePanel

BaseChat.res:
HudChat

ClassSelection.res:
Class
EditLoadoutButton
ResetButton
ClassMenuSelect
TFPlayerModel

FreezePanel_Basic.res:
FreezePanelBase
ItemPanel

HudItemEffectMeter.res:
HudItemEffectMeter

HudItemEffectMeter_Demoman.res:
HudItemEffectMeter

HudItemEffectMeter_Engineer.res:
HudItemEffectMeter

HudItemEffectMeter_ParticleCannon.res:
HudItemEffectMeter

HudItemEffectMeter_Raygun.res:
HudItemEffectMeter

HudItemEffectMeter_Scout.res:
HudItemEffectMeter

HudItemEffectMeter_Sniper.res:
HudItemEffectMeter

HudItemEffectMeter_SodaPopper.res:
HudItemEffectMeter

HudItemEffectMeter_Spy.res:
HudItemEffectMeter

IntroMenu.res:
Skip
Continue
Back
ReplayVideo

MapInfoMenu.res:
MapInfoContinue
MapInfoBack

Spectator.res:
MapLabel
SwitchCamModeKeyLabel
SwitchCamModeLabel
CycleTargetFwdKeyLabel
CycleTargetFwdLabel
CycleTargetRevKeyLabel
CycleTargetRevLabel
TipLabel
ItemPanel

TeamMenu.res:
CancelButton
TeamMenuSelect

TextWindow.res:
OK


File sources:

BaseChat.res from Source 2007 Binaries 2.gcf, identical file also in Multiplayer OB Binaries.gcf.

Rest from Team Fortress 2 Content.gcf


The FovCalc as current:

HudLayout.res: Doesn't tick NotificationQueuePanel or CHudVote and ticks HudArenaPlayerCount that isn't supposed to be moved.
NotificationQueuePanel.res: Doesn't exist.
BaseChat.res: Ok
ClassSelection.res: Under old name, doesn't tick Class, ResetButton or TFPlayerModel and ticks CancelButton that isn't supposed to be moved. FreezePanel_Basic.res: Doesn't exist.
HudItemEffectMeter*.res: Ok, not all separate ones listed but could use just putting all under one heading instead of one for each.
IntroMenu.res: Doesn't tick ReplayVideo, but haven't seen this screens video playback being used, so probably doesn't matter.
MapInfoMenu.res: Doesn't exist.
Spectator.res: Doesn't exist.
TeamMenu.res: Ok
TextWindow.res: Ok


Found several replay related files in "Multiplayer OB Binaries.gcf", but none seem to affect the top left hand "Press F6 to save a Replay of this life!" message after you die.

Also missing the HudMenu files (the z, x, c as default voice&text messages, server side voting plugins etc. windows) and HudMessage files (Some server plugin sent noninteractive messages in top left corner).

Would appreciate if anyone has any files/links where those have been relocated, for any Source game HUD.

Attached files TF2Hud-2011.11.04-5760x1200-no-bc.zip (24.3 KB)


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 Post subject: Files for 3x1920x1080
PostPosted: 07 Nov 2011, 14:27 
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Hopefully identical set of files for 3x 1920x1080 without bezel compensation or 3x 1920x1200 with bezel compensation.
Friend has been using these for few days with x1200 with BC, but haven't tested them myself as much.

Increment used is 853.

Attached files TF2Hud-2011.11.04-5760x1080-no-bc.zip (24.3 KB)


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PostPosted: 15 Nov 2011, 07:10 
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Thanks Baldur!!!

But I have 3 concerns:
- the hud inst in the courners of the middle screen, it's kind of towards the midle, like it'd be on a 4;3 screen
- is it possibel to make this hud for 1920x1200 no bezel compensation?
- are there viewmodel mods to get rid of the third hand on soldier using the original or the spy watch, or is there a way not to render the viewmodel on the side monitors at all?



I made custom hud last year, somewhere in the beginning of this thread, but valves constant updates keep breaking it.

Surely it'd be easier for them to fix it, can't they just add some console/launcher commands for eyefnity/surround? Is there a petition we could sign to get this implemented? I emailed GabeN myself, but never got a response :(


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 Post subject: kohan69 wrote:- is it
PostPosted: 18 Nov 2011, 19:06 
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- is it possibel to make this hud for 1920x1200 no bezel compensation?

Did that one first, check few messages back.


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 Post subject: 2011.12.16 HUD additions
PostPosted: 16 Dec 2011, 19:58 
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My files updated to include the two new files in todays patch.

Contain latest files as of 2011.12.16.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_Pomson.res: HudItemEffectMeter
HudItemEffectMeter_SpyKnife.res: HudItemEffectMeter



Attached files TF2Hud-2011.12.16-5760x1080.zip (25.8 KB) TF2Hud-2011.12.16-5760x1200.zip (25.8 KB)


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 Post subject: Addition to last post
PostPosted: 20 Dec 2011, 13:57 
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Addition to last post:

The 5760x1080 version also works fine with 5760x1200 with bezel correction.
TF2:s file to be used depends only on final aspect ratio and not the exact resolution.
So in reality the 5760x1200 is for 3x 16:10 without bezel correction and the 5760x1080 is for 3x 16:9 without bezel correction or for 3x 16:10 with bezel correction.

I can also make a set for 3x16:9 with bezel correction, if someone supplies the necessary offset.
The correct offset is probably about 1005 if the game resolution is about 6100x1080, but I'm not going to start tweaking the BC settings and then testing if stuff get cut up etc. if there isn't anyone interested in that file set.
Basically to calculate the necessary offset for bezel corrected resolutions, you need to double the bezel compensation extra resolution and calculate for that, so 5760x1080 bezel corrected to 6100x1080 leads to extra width of 340, which is doubled to 680, so the resolution used for the FOV tool should be 6440x1080 which gives offset of 1004.

Or the FOV tool could be made do that itself, currently with the "Using bezel compensation" checkbox and putting the real resolution into the boxes, the HUD will be cut off from the sides, with elements starting from halfway between monitors instead of center monitor outer edge.


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PostPosted: 28 Dec 2011, 18:32 
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Thanks Baldur, that 5760x1080 works great for me.
I usually prefer bezel compensation, and use 6048x1080 resolution with my Dell 2312hm's. TF2 just seems to update so often, that i'm really happy that i got working hud at all...


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Baldur, I saw that the charge bar of ubercharge and the demo charge that they are displayed on the right monitor, is this broken by valve or is it something you could fix? I'm using 3x1920x1080


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Baldur, I saw that the charge bar of ubercharge and the demo charge that they are displayed on the right monitor, is this broken by valve or is it something you could fix? I'm using 3x1920x1080


Maybe i misunderstand something here, or we dont use same setting's but i have demo charge, ubercharge, scout's hype on the center monitor right corner, as it should be...


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 Post subject: Japam wrote:P-Storm
PostPosted: 13 Jan 2012, 03:45 
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[quote]Baldur, I saw that the charge bar of ubercharge and the demo charge that they are displayed on the right monitor, is this broken by valve or is it something you could fix? I'm using 3x1920x1080


Maybe i misunderstand something here, or we dont use same setting's but i have demo charge, ubercharge, scout's hype on the center monitor right corner, as it should be...

Dunno what's wrong, but I get a zoomed in fov with playing. It happened today when I started up the game, dunno how it is possible :(
Someone experiences the same?

To test it, I had stand on the same spot and changed my resolution, the left side staid the left side, but less stretched :( Some for the right side.


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 Post subject: Patch Notes
PostPosted: 15 Jan 2012, 10:54 
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From patch notes for 2012.01.11 patch:
Source Engine Changes (TF2, DoD:S, HL2:DM):

  • Limit the effective FOV of players using wide-screen resolutions with aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar can be changed to remove the restriction or make the restriction also apply to full-screen players.



So basically Valve intentionally fucked multimonitor support from Hor+ to Ver- to not give any advantage.

Friend also encountered that many servers were kicking him for having modified hudlayout.res after that patch.

Haven't personally been able to play for last few weeks because of RL stuff taking all my time, cannot confirm either of these.

But seems to me that TF2 and multimonitor and/or modified HUDs won't happen anymore except on servers with specific, non-default, config.


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PostPosted: 15 Jan 2012, 11:58 
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From patch notes for 2012.01.11 patch:
Source Engine Changes (TF2, DoD:S, HL2:DM):

  • Limit the effective FOV of players using wide-screen resolutions with aspect ratios wider than 1.85:1. The sv_restrict_aspect_ratio_fov ConVar can be changed to remove the restriction or make the restriction also apply to full-screen players.



So basically Valve intentionally fucked multimonitor support from Hor+ to Ver- to not give any advantage.

Friend also encountered that many servers were kicking him for having modified hudlayout.res after that patch.

Haven't personally been able to play for last few weeks because of RL stuff taking all my time, cannot confirm either of these.

But seems to me that TF2 and multimonitor and/or modified HUDs won't happen anymore except on servers with specific, non-default, config.



:O noooo say it ain't so! bastards :-(

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 Post subject: Now that's just plain
PostPosted: 16 Jan 2012, 05:23 
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Now that's just plain retarded... Why don't they just limit our audio to stereo sound instead? Or force us to use keyboard only? I dunno if there's any forum discussion on this very issue but there has got to be some way of getting the people's voices heard for those with multi-monitor setups. I refuse to support Valve if they're going to force this kind of change into the Source engine by default.

Nobody should be limited in any way just because they have fancier rigs than others. To have a better gaming experience is the sole reason why some of us spend extra to get a 2nd video card or monitor to complete our setup. Valve should be the last developers in the world to fall to this kind of utter nonsense of restricting FOV to super-widescreen players.

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PostPosted: 16 Jan 2012, 09:10 
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I dunno if there's any forum discussion on this very issue

http://forums.steampowered.com/forums/showthread.php?t=2479530 is all i see for now.

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Finally had time to test myself.

Multimonitor in full-screen still works on default server settings as before.

sv_pure = 2 didn't kick me for having modified files, so my friends kicks were either a fluke, or a unintended feature that has been fixed already.

sv_restrict_aspect_ratio_fov defaults to 1, which means it doesn't affect if you use multimonitor in full-screen mode, specific servers can put it into 2, which does affect full-screen users.

So for server on defaults and full-screen player, nothing has changed. Full-screen user might get that restricted FOV on specific servers, but those will probably be a minority.

For windowed player with overwide window, that won't work on default settings server anymore, but specific servers can set that convar into 0 to allow windowed gaming at overwide aspect ratios.


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PostPosted: 17 Jan 2012, 06:14 
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Even with those settings, I don't understand the point for that cvar. I game in fullscreen anyway... so it seems like it won't affect me much... still... just wtf is this setting for? And to what end? If Valve wants to set a limiting standards, then they might as well start by ensuring that everyone plays via keyboard, uses stereo audio, 640x480 resolution, 256/16 colors, and a hardlock of 60fps. I tell ya man... unless I am missing some oddball point, I just don't see the need for a cvar like this for any server.

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PostPosted: 03 Feb 2012, 00:43 
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I can confirm that it's working in fullscreen, but in windowed mode it's very zoomed in. This renders the game completely unplayable in windowed mode when playing in eyefinity/surround. Valve is taking a significant step backwards.


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I'm just getting into soft th, I have a 30 inch dell and two 20 inch dells. Total resolution in game of 4960*1600.
The game is working perfectly fullscreen with no lag, but how do I get the hud to be correct.
Ideally I want to have the hud only on the centre screen so that it is in the same spot as when the other two side screens are turned off.


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 Post subject: Beathord wrote:I'm just
PostPosted: 13 Feb 2012, 15:52 
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I'm just getting into soft th, I have a 30 inch dell and two 20 inch dells. Total resolution in game of 4960*1600.
The game is working perfectly fullscreen with no lag, but how do I get the hud to be correct.
Ideally I want to have the hud only on the centre screen so that it is in the same spot as when the other two side screens are turned off.


Some instructions...
http://widescreengamingforum.com/forum/8671/centered-hud-team-fortress-2?page=15#comment-167245

The last "base pack" provided by me...
http://widescreengamingforum.com/forum/8671/centered-hud-team-fortress-2?page=17#comment-167271
Although this is a few months old, most the elements still work.

Or you can get the latest hud files by extracting them from your local tf2 install content, by opening up "team fortress 2 content.gcf" located in your steam/steamapps/ folder with a tool called GCFScape.
Then you would use them to upload to the tool in the instructions.

:welcome & :searchplease

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PostPosted: 14 Feb 2012, 16:35 
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List of current entries that need editing when making own files:

HudLayout.res:
HudPlayerStatus
HudWeaponAmmo
HudItemEffectMeter
HudMedicCharge
HudDemomanCharge
HudBowCharge
HudWeaponSelection
HudWeaponSelection RightMargin
CHudAccountPanel
CHealthAccountPanel
DisguiseStatus
BuildingStatus_Spy
BuildingStatus_Engineer
HudFlashlight
HudDeathNotice
HudHistoryResource
HudLocation
HudVoiceSelfStatus
HudVoiceStatus
HudHintKeyDisplay
Overview
HudControlPointIcons
HudChat
HudDemomanPipes
AchievementNotificationPanel
CriticalPanel
HudArenaClassLayout
HudArenaVsPanel
HudAchievementTracker
HudInspectPanel
NotificationQueuePanel
CHudVote

NotificationQueuePanel.res:
NotificationQueuePanel

BaseChat.res:
HudChat

ClassSelection.res:
Class
EditLoadoutButton
ResetButton
ClassMenuSelect
TFPlayerModel

FreezePanel_Basic.res:
FreezePanelBase
ItemPanel

HudItemEffectMeter.res:
HudItemEffectMeter

HudItemEffectMeter_Demoman.res:
HudItemEffectMeter

HudItemEffectMeter_Engineer.res:
HudItemEffectMeter

HudItemEffectMeter_ParticleCannon.res:
HudItemEffectMeter

HudItemEffectMeter_Raygun.res:
HudItemEffectMeter

HudItemEffectMeter_Scout.res:
HudItemEffectMeter

HudItemEffectMeter_Sniper.res:
HudItemEffectMeter

HudItemEffectMeter_SodaPopper.res:
HudItemEffectMeter

HudItemEffectMeter_Spy.res:
HudItemEffectMeter

HudItemEffectMeter_Pomson.res:
HudItemEffectMeter

HudItemEffectMeter_SpyKnife.res:
HudItemEffectMeter

IntroMenu.res:
Skip
Continue
Back
ReplayVideo

MapInfoMenu.res:
MapInfoContinue
MapInfoBack

Spectator.res:
MapLabel
SwitchCamModeKeyLabel
SwitchCamModeLabel
CycleTargetFwdKeyLabel
CycleTargetFwdLabel
CycleTargetRevKeyLabel
CycleTargetRevLabel
TipLabel
ItemPanel

TeamMenu.res:
CancelButton
TeamMenuSelect

TextWindow.res:
OK


File sources:

BaseChat.res from Source 2007 Binaries 2.gcf, identical file also in Multiplayer OB Binaries.gcf.

Rest from Team Fortress 2 Content.gcf

ALSO:
If making a set for bezel compensated resolution, you need to double the extra resolution caused by the BC for entering into the FOV calc.
So 3x 1920x1200 with real resolution of 5760x1200 and resolution of 6100x1200 after BC would have 340 pixels of extra resolution from BC and would need to be entered into the FOV calc as 6440x1200, otherwise edges of the HUD items will end up in the BC compensation zone and won't be shown fully.


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PostPosted: 13 May 2012, 15:37 
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Hello WSGF! First post for me here, but I've been hanging around here for awhile. Great forum :)

Soooo, let's get to the point:

I used Delphiums fix for some time, but a couple of months ago I wanted to try other HUDs. I used FrankenHUD (version 41) a few weeks, and then I switched to Garm3nHUD (TCF-XL). I have modded both of them to work with 5760x1080. So if there are any people out there who'd like to try any of them out, the files are attached below :)

There may be some elements that I haven't moved, that's probably because I didn't know how, or some feature I never use. But most things are where they are supposed to be.

Attached files FrankenHUD - 41 - 5760x1080.zip (416.2 KB) Garm3nHUD - TCF XL - 5760x1080.zip (603.6 KB)


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PostPosted: 14 May 2012, 11:10 
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Hello WSGF! First post for me here, but I've been hanging around here for awhile. Great forum :)

Soooo, let's get to the point:

I used Delphiums fix for some time, but a couple of months ago I wanted to try other HUDs. I used FrankenHUD (version 41) a few weeks, and then I switched to Garm3nHUD (TCF-XL). I have modded both of them to work with 5760x1080. So if there are any people out there who'd like to try any of them out, the files are attached below :)

There may be some elements that I haven't moved, that's probably because I didn't know how, or some feature I never use. But most things are where they are supposed to be.

Welcome to WSGF Jerka, nice first post, thank you for sharing these :)

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 Post subject: Pyromania Update
PostPosted: 29 Jun 2012, 10:42 
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My files updated to include the new file in Pyromania patch.

Contain latest files as of 2012.09.29.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_SniperFocus.res: HudItemEffectMeter


Attached files TF2Hud-2012.09.29-5760x1080.zip (27.5 KB) TF2Hud-2012.09.29-5760x1200.zip (27.7 KB)


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PostPosted: 08 Jul 2012, 02:27 
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My files updated to include the new file in Pyromania patch.

Contain latest files as of 2012.09.29.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_SniperFocus.res: HudItemEffectMeter



And these files are dragged into the root folder for TF2?


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PostPosted: 08 Jul 2012, 02:29 
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At least thats where I assume they go (Not double posting, editing this post because I was impatient and clicked reply twice....)


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 Post subject: Extraction location
PostPosted: 12 Jul 2012, 19:22 
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And these files are dragged into the root folder for TF2?

under Steamsteamappsteam fortress 2tf

I probably should add a readme or something, the info is earlier in this monster thread.


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 Post subject: Sleeping Dogs update
PostPosted: 05 Aug 2012, 08:13 
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My files updated to include the new file in Sleeping Dogs patch.

Contain latest files as of 2012.08.05.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification
HudItemEffectMeter_Cleaver.res: HudItemEffectMeter

(Seems I typoed the last sets date, just noticed)

Attached files TF2Hud-2012.08.05-5760x1080.zip (28.2 KB) TF2Hud-2012.08.05-5760x1200.zip (28.2 KB)


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 Post subject: Mann Vs. Machine patch
PostPosted: 19 Aug 2012, 10:01 
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My files updated to Mann Vs. Machine patch.

Contain latest files as of 2012.08.19.
Not tested for tournament, training or coaching hud and doesn't include any minihud mods.

Might not contain all necessary new mods yet.

5760x1080 version uses offset of 853
5760x1200 version uses offset of 768

Changelist:

File: Modification

Added:
HudItemEffectMeter_PowerupBottle.res: HudItemEffectMeter
HudMannVsMachineStatus.res: CurrencyStatusPanel

Modified:
HudLayout.res: HudWeaponAmmo

Updated to new base file versions with same edits:
HudLayout.res
ClassSelect.res
FreezePanel_Basic.res
Spectator.res

Attached files TF2Hud-2012.08.19-5760x1080.zip (31.1 KB) TF2Hud-2012.08.19-5760x1200.zip (31.1 KB)


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PostPosted: 19 Aug 2012, 11:42 
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Thanks for the updated files Baldur.

First of all, I am relatively new to TF2 HUD modding. I have edited Baldur's files to accommodate users with 6080 x 1080 resolution. Offset used is 923.

I have encountered some problems with the bomb carrier progress meter and the three circular indicators though. It does not show up on Surround resolutions. Check out the two pictures for reference. Said meter is located at the bottom center of the screen. Tried editing MvMBombCarrierProgressPanel.res but does not work. Any ideas?

Edit: MvMBombCarrierProgressPanel.res only affects the meter. I have yet to find the file that changes the positions of the three circular indicators.

Attached files TF2Hud-2012.08.19-6080x1080.rar (28.5 KB)


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 Post subject: c1em3ntchua wrote:I have
PostPosted: 19 Aug 2012, 19:30 
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I have encountered some problems with the bomb carrier progress meter and the three circular indicators though. It does not show up on Surround resolutions. Check out the two pictures for reference. Said meter is located at the bottom center of the screen. Tried editing MvMBombCarrierProgressPanel.res but does not work. Any ideas?

Didn't even know those indicators existed :D
They aren't showing on extra-wide even when running without any modded files and I had only ran the new patch unmodded with triple-screen.
I will take a look at that within 24h.


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PostPosted: 20 Aug 2012, 01:07 
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I wrote a CLI program that will modify all these files for me (including the mini mode one).

Some things still need fixed, like the bomb progress, weapon info when spectating others, etc.

I also managed to center the loading screen. I'm still working on the main menu background.

To center the loading screen and unstretch it,

StatSummary.res:

MainBackground:
Change xpos from 0 to whatever number you usually use (mine is 919).
Change wide to 854.

As long as a single monitor is 16:9, 854 will work. If you use 16:10 or something else you'll need to change the 854 to 480 * your aspect-ratio.

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PostPosted: 20 Aug 2012, 06:36 
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... weapon info when spectating others ...

Spectator.res, ItemPanel, unless you mean something else. Listed on my first post with very long list of edited places. I really need to collect them all back to one place. :)

The bomb carrier indicators seem to live in HudMannVsMachineStatus.res, under UpgradeLevelContainer with names UpgradeProgressTrack, UpgradeLevel1, UpgradeLevel2, UpgradeLevel3 and UpgradeLevelBoss. The UpgradeProgressTrack is again a container for MvMBombCarrierProgressPanel.res.
Based on the current values (all center + bottom aligned) they should work right away, but they probably are BELOW the visible area on the extra-wide for some reason. Don't work without any modded files either, so its Valve side bug.
Going to take a stab at them after I get back home in the evening.


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 Post subject: Bomb carrier fix
PostPosted: 20 Aug 2012, 14:21 
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The fix to the bomb carrier icons not showing on extra-wide was to change the UpgradeLevelContainer and UpgradeProgressTrack "wide" "640" value pairs into "wide" "f0" in HudMannVsMachineStatus.res like most of the 480 tall containers were set in other files.

New sets of my files with this mod included.

Anyone know a real way to do a bug report? Steam Support seems to be the only way, and they don't really have suitable categories for bug reports.



Attached files TF2Hud-2012.08.20-5760x1080.zip (31.1 KB) TF2Hud-2012.08.20-5760x1200.zip (31.1 KB)


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PostPosted: 20 Aug 2012, 18:09 
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Baldur this is getting to be pretty comprehensive and with lots of files being changed all the time. Might I suggest using something like GitHub to track your changes?


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 Post subject: Thank you Baldur for the
PostPosted: 21 Aug 2012, 07:49 
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Thank you Baldur for the fix.

Files for 6080x1080 based on Baldur's set.

Attached files TF2Hud-2012.08.20-6080x1080.zip (30.5 KB)


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Ok, here is the little tool I wrote.

It's a command-line application.

Run it like so:
tf2hud.exe 919 tf2hudir

Replace 919 with whatever number you use for your setup, and then the directory should be a directory with unmodified files in it.

You can configure what gets changed by editing the XML file. You can add/remove files to be modified and force values by applying a newvalue attribute.

I'll work on wrapping a GUI around it later this week.

You can download it here:
TF2Hud v1.0

Let me know how it works (or if it doesn't).

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PostPosted: 22 Aug 2012, 16:18 
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Ok, here is the little tool I wrote. ...

Some minor points for the utility:
It doesn't currently give any error if some of the base files are missing from the directories you point it to.
StatSummary background width is hardcoded.
Original values output to command prompt during processing have their front r:s stripped away (just graphical).

One possibility would be to ask for both display resolution, and BC-resolution, and calculate the necessary values from that instead of asking for the offset value.
And the StatSummary background should probably be based on the display resolution, and not the BC resolution.

Anyone tested how close to the truth I am with my estimate that to calculate the necessary offset for BC:d resolution, you need to calculate for a resolution with double BC (for example 3x1920x1080 @ 6000x1080 would need offset calculated for 6240x1080) so that elements don't end up starting beneath the bezels?
I don't personally use BC and haven't remembered to test that when I had time.


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 Post subject: Yeah, I planned to add
PostPosted: 22 Aug 2012, 21:57 
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Yeah, I planned to add support for all the little things when I made a GUI for it. This was just a quick CLI tool to get up and running for myself.

The StatSummary background is actually based on a simple 16:9 aspect-ratio, regardless of desktop resolution or bezel-corrected resolution.

480 * 1.777777 = 854 (rounded up).

So for other aspect-ratio players, it's just a matter of multiplying it by 1.6 (16:10), 1.3333 (4:3), 1.25 (5:4), or whatever else they might have.

To figure out the number you need to use is pretty simple.

6056x1080 (bezel-corrected 5760x1080)

6056 - 5760 = 296
296 / 2 = 148
148 + 1920 = 2068
2068 / 1080 = 1.9148148148148148148148148148148
480 * 1.9148148148148148148148148148148 = 919.111 (919 rounded down)

If you don't use bezel-correction, you can just do 480 * your single-monitor aspect-ratio.


Update:
I uploaded a new version

  • Fixes a cosmetic display where it doesn't show the r, c, c-, or f when updating the value.

  • Everything is color-coded now.

  • If a file or panel is not found it will let you know in red letters.



When I make the GUI for it I'm probably going to rename it so it can encompass other Source-based games as well. That way anyone can just make their own XML configuration file for the specific game and have it work.

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 Post subject: Also, this is the weapon
PostPosted: 22 Aug 2012, 23:17 
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Also, this is the weapon information I was talking about before:



I'd like to find where that's at and move it to the center as well.

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PostPosted: 23 Aug 2012, 14:54 
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Also, this is the weapon information I was talking about before: ...

Yeah, the value I gave earlier was the mod for that for normal TF2.
Seems MVM uses Tournament version of the spectator HUD so we need to edit SpectatorTournament.res/itempanel/xpos.
Doesn't seem to contain anything else that needs to be edited.

Second stage map loading mods for StatSummary.res:
MapInfo/Background/xpos & wide
MapInfo/MapImage/xpos
MapInfo/ContributedLabel/xpos

Main menu background seems to be hardcoded, MainMenuOverride.res contains settings for most of the main menu items, but the background one is only used to overlay another picture in front of the normal background and doesn't do anything right now.


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 Post subject: Another small mod
PostPosted: 23 Aug 2012, 15:39 
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Found how to move the tabs on top left of the screen behind main screen buttons.
Need to add the normal offset to CharInfoPanel.res/Sheet/tabxindent value for Items, LobbyContainer.res/Sheet/tabxindent for QuickPlays and to econstorev2StorePanel.res/Sheet/tabxindent for Store.
Replay one is in another file: Multiplayer ob binaries.gcf, hl2resourceuireplaybrowsermainpanel.res, put that into tf2resourceuireplaybrowser and edit the same Sheet/tabxindent value.


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PostPosted: 24 Aug 2012, 02:47 
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Updated XML for the changes you listed:

http://pastebin.com/9dE0mPG5

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 Post subject: Updated HUD files
PostPosted: 24 Aug 2012, 13:03 
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New file sets with all the previously talked mods.
Made with dopefishs TF2Hud utility.

Also included set of unedited files for making your own set more easily.
Remember that currently you need to edit the XML if you don't have 1920x1080 monitors, search for "854" and change the two entries.

(I really need to do proper documentation of all the edited entries, but not today.)

Attached files TF2Hud-2012.08.24-5760x1080.zip (43.6 KB) TF2Hud-2012.08.24-5760x1200.zip (43.6 KB) TF2Hud-2012.08.24-Base.zip (43.4 KB)


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 Post subject: Hey guys, I'm new to the
PostPosted: 24 Aug 2012, 22:30 
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Hey guys, I'm new to the whole triple monitor gaming thing and so far its been great. But I'm having issues centering the hud for tf2, I'm sorry if this is stupid but I couldn't for the life of me figure out how to use that tool or how to edit any of those files :( I'm using a bezel corrected res of 5990x1200 and using dopefish's earlier post I did the math and came up with the number 814. I just have no idea how to work it into those files so if anyone could do that for me or help in person to do it I would GREATLY appreciate it.


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PostPosted: 25 Aug 2012, 00:53 
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814 is right, and the value for the centered loading screens is 768.

Attached files kompis-5990x1200.7z (18.6 KB)

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 Post subject: Thanks man! that worked
PostPosted: 25 Aug 2012, 01:13 
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Thanks man! that worked flawlessly. My experience in tinkering with files is mostly editing .ini's and using files others already made so I was kind of stumped as to how to get your tool working :P never actually had to make my own custom files for anything but I guess I better get used to it since quite a few games take tinkering to work right in Surround/Eyefinity.
Now to get L4D2 sorted out, any reason why the FOV calc page keeps giving me an error when I try to upload a file there?


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PostPosted: 25 Aug 2012, 02:39 
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When I put together a GUI for the application it would just be a matter of extracting the HUD files with GCFscape and then pointing this tool to that directory.

I'll probably make it so you can choose which XML file to load so that there can be one for TF2, L4D, or any other Source game that might need it.

The only reason I even started playing TF2 again is because of MvM.

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 Post subject: I'm sure many newbs like
PostPosted: 25 Aug 2012, 04:03 
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I'm sure many newbs like myself would appreciate a simple GUI. And hell, I don't even really play either TF2 or L4D except on a rare occasion but I want all my games in perfect working order with Surround for when that time I do decide to play comes :D


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PostPosted: 25 Aug 2012, 10:17 
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Here's a screenshot of what I have so far:



It's nearly complete. I just need to create a simple log window that displays the status of the modifications.

I'm using my DetectDisplays library that I use with Widescreen Fixer so it should automatically detect your settings as long as you have AMD or NVIDIA.

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 Post subject: dopefish wrote:Here's a
PostPosted: 25 Aug 2012, 23:57 
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Here's a screenshot of what I have so far:



It's nearly complete. I just need to create a simple log window that displays the status of the modifications.

I'm using my DetectDisplays library that I use with Widescreen Fixer so it should automatically detect your settings as long as you have AMD or NVIDIA.


Nice work, this is a must have tool and much closer to what I wanted to achieve but could not.

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PostPosted: 27 Aug 2012, 07:52 
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Here is the initial release of the GUI version.

Download v1.0

It hopefully will detect your display settings automatically (and not crash during startup).

If there are any errors or issues let me know.

The only thing not working at the moment that I can think of is the ability to copy text from the log window; it doesn't work.

Instructions on use:

  • Extract all of the necessary .res files with GCFscape to some directory

  • Start up SourceHudEditor

  • Select the XML file for the game you're modifying

  • Drag and drop the directory with the extracted .res files to the grey area in the window

  • Press start

  • THIS WILL OVERWRITE THE FILES



Let me know how this works for you.

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PostPosted: 28 Aug 2012, 11:51 
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When running it on my system, i drag the folder with all the extracted .res files from baldur's base pack and the tool says that it is shifting by 0 and makes no changes to any of the files...



EDIT: OK it seems that when I run it while my desktop is in eyefinity/spanned mode the tool will make the correct changes, however when running the tool while the desktop is in extended mode, it uses the value of 0, even tho the resolution of 5760x1080 has been manually entered in.

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PostPosted: 28 Aug 2012, 23:31 
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That makes sense. I wasn't aware people switched between Eyefinity and extended mode.

I'll add a setting that lets you manually set the display count.

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 Post subject: Dopefish, might you be
PostPosted: 30 Aug 2012, 13:10 
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Dopefish, might you be interested in integrating Nem's HLExtract tool, it is a command line based version of GCF Scape.

It would be neat if your tool integrated with HLExtract/HLLib to extract the required files and put them in the correct folder for the user.

I was toying with this once before when trying to create a simple 1 click does it all tool, syntax below...
Code:
HLExtract.exe -p "source_file.vpk" -d "destinationfolder" -e "rootscriptshudlayout.res"

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PostPosted: 31 Aug 2012, 01:15 
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I'll look into it. The tool is actually open-source so I might just port it over to a managed C# library.

Edit:
Nevermind, he includes a C# wrapper.

I'll see what I can do.

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PostPosted: 31 Aug 2012, 08:19 
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I'll see what I can do.

<3

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PostPosted: 01 Sep 2012, 06:08 
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I've fixed all of the display options. There were more issues than just non-Eyefinity/Surround being detected.

Unfortunately I've started implementing HLLib before fixing those issues. This means that I won't be able to release it until HLLib is fully integrated.

There's some good news and bad news related to HLLib.

Bad:

  • I have to rewrite and restructure many things related to the XML parsing.

  • This will delay the next version release.



Good:

  • The XML file has more options now. You now have to specify the directory for the game (i.e. "team fortress 2") and there's now a element that describes which .gcf file you're using.

  • Steam's directory is now read from the registry and it will automatically use the right directory for the game.

  • No more dragging and dropping. It will extract the files, modify them, and then place them in the game's directory.



Here's a screenshot of my current progress:

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PostPosted: 01 Sep 2012, 10:34 
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Dude thats awesome, massive props to you sir ;)

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 Post subject: Alright, I think I have
PostPosted: 02 Sep 2012, 04:48 
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Alright, I think I have something working for me.

Download v1.1

Please let me know how this version works.

It should automatically determine your Steam and Team Fortress 2 directory.

When you push Start, it will extract the .res files to the TF2 directory and then modify them. If the files already exist it will overwrite them.

This should make it nice and easy whenever TF2 is patched since you can just open the app, press start, and be done.

The only thing I'm unsure of is that due to how the XML file is set up currently, the files that get extracted from multiplayer ob binaries.gcf will end up within the hl2 directory in the TF2 directory. I'm unsure of whether TF2 will still load these files from that directory or whether they have to reside in the tf directory.

Take screenshots and let me know how this version works for you.

Thanks.

Oh, and feel free to try and create XML files for other Source-based games.

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PostPosted: 09 Sep 2012, 03:24 
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Awesome program! It worked at first, but after reinstalling Steam and Team Fortress 2, I'm getting this error.



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PostPosted: 09 Sep 2012, 10:57 
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I uploaded a version that shows the stack traces so I can figure out what's wrong.

Please try this version and paste the error.

https://www.widescreenfixer.org/projects/SourceHudEditor-v1.1d.7z

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PostPosted: 09 Sep 2012, 13:53 
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An error has occurred within this application.

Value cannot be null.
Parameter name: path

at System.IO.Directory.GetParent(String path)
at SourceHudEditor.SourceHudEditor..ctor()
at SourceHudEditor.Program.Main()


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PostPosted: 10 Sep 2012, 02:06 
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Can you take a screenshot of the error window and post it?

There should be files and line numbers included in it.

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PostPosted: 10 Sep 2012, 13:41 
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That's weird, there weren't any.



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PostPosted: 12 Sep 2012, 00:08 
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Thank you Dopefish for your continuing support here. I really appreciate it.

Getting the same error here.


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PostPosted: 14 Sep 2012, 06:04 
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Can you do me a favor?


  • Open regedit

  • Go to HKEY_CURRENT_USER ▶ Software ▶ Valve ▶ Steam

  • Look in the right window for ModInstallPath

  • Paste the path here in a reply



Thanks.

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PostPosted: 14 Sep 2012, 19:06 
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There is no ModInstallPath, but there is a SourceModInstallPath. C:Program Files (x86)SteamSteamAppssourcemods

I tried an older version of the standalone app and it appears to work fine.


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PostPosted: 15 Sep 2012, 04:34 
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The older version doesn't check the registry for anything.

Which directory is TF2 located in?

For example, mine is located in:
E:Steamsteamappsteam fortress 2

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PostPosted: 15 Sep 2012, 18:57 
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Correct. it should be like that for everyone.

Edit: well, actually mine is in C:Program Files (x86)... if you want to get that technical, but it should be somewhere ending in SteamTeam Fortress 2 for everyone unless they use the steam dev feature to install it to another directory.


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PostPosted: 15 Sep 2012, 20:43 
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The reason I asked is that SourceHudEditor relies on ModInstallPath in the registry to get the user from. If you do not have that key in the registry then this program will fail, which is what it's currently doing.

I need to find another way to get that user then.

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PostPosted: 16 Sep 2012, 03:44 
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I don't see any mention of my steam username in the registry.

The only thing I can think of is if you have the program ask for it, or use the process of elimination for folder names, like not common, not downloading, not sourcemods, not temp so it must be xxxxx. But then you would run into issues of multiple accounts on 1 PC, or if there is another folder in there for some reason.

steam.log contains it,
CsComm Session Jul-16-2010 16:06:25.909 [4868] CreateSession(XXXXXXXX,47771,3)=0 attempt 1

On my system this file is getting kind of large (>30MB) so idk if it would be worth pulling from there.


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Managed to get it working again by adding the ModInstallPath registry manually. Thanks dopefish for the awesome program, makes life so much easier. :D

Edit: As for the registry, you could probably call TF2 install directory from here?

Code:
Windows Registry Editor Version 5.00
   [HKEY_LOCAL_MACHINESOFTWAREWow6432NodeMicrosoftWindowsCurrentVersionUninstallSteam App 440]
   &quot;DisplayIcon&quot;=&quot;H:Steamsteamgames\033bdd91842b6aca0633ee1e5f3e6b82f2e8962f.ico&quot;
   &quot;DisplayName&quot;=&quot;Team Fortress 2&quot;
   &quot;HelpLink&quot;=&quot;http://support.steampowered.com/&quot;
   &quot;InstallLocation&quot;=&quot;h:steamsteamapps&lt;user&gt;team fortress 2&quot;
   &quot;Publisher&quot;=&quot;Valve&quot;
   &quot;UninstallString&quot;=&quot;&quot;H:Steamsteam.exe&quot; steam://uninstall/440&quot;
   &quot;URLInfoAbout&quot;=&quot;http://www.valvesoftware.com/&quot;
   &quot;NoRepair&quot;=dword:00000001
   &quot;NoModify&quot;=dword:00000001
   


This probably only works for 64-bit version of Windows. The 32-bit version may not include the Wow6432Node in the registry. I won't know though.


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PostPosted: 24 Sep 2012, 22:16 
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New "unofficial" XML for dopefishes SourceHudEditor.

Includes edits for new HUD element in 2012.9.21 patch.

HudMannVsMachineStatus.res, InWorldCurrencyPanel, xpos and xpos_minmode

Attached files Team Fortress 2 HUD.xml_.zip (1.4 KB)


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 Post subject: hey dopefish your hud
PostPosted: 05 Oct 2012, 08:44 
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hey dopefish

your hud editor looks great i just tested it.

it loads okay its just the game path is correct but I have multiple steam accounts and it just seems to be extracting onto one account and there is no way to change or edit the path.

how can I fix this or is there a work around ?

cheers


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PostPosted: 22 Oct 2012, 17:39 
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Two bugs to dopefish, tried to send as PM first.

First:
Would seem that the wide for the StatSummary.res backgrounds isn't working right with my resolution.
It's calculating value of 480 for me on 5760x1200 resolution, when it should be 768, leading to too narrow background images.

Second:
The files ending under "profileteam fortress 2hl2resourceui" aren't getting read by the game. So those need to me moved to under "profileteam fortress 2tfresourceui" like the rest of them. Easiest is to see that the chat window is in its original position if you delete the leftover basechat.res from the right place and go with just the utility extracted one.


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 Post subject: I got the messages. I'll
PostPosted: 23 Oct 2012, 03:34 
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I got the messages. I'll look into it when I have some time. I knew I was writing some of the files to the default path and wasn't sure whether they were working right or not. I'll provide a way to specify which folder to output them to.

I've got a few things on my list to fix so I'll get to them soon hopefully.

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PostPosted: 07 Dec 2012, 06:48 
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dopefish, this is a great program but I just can't seem to get it to work correctly. Can someone tell me the exact steps necessary? Which .res files do I extract and where are they exactly?

I'm totally lost having not messed around with modifying my interface for so long.

Also I'm curious, how comes TF2 isn't supported in your other program, Widescreen Fixer? I'd be willing to donate $20 if you added support for TF2 to that. Another $20 if you added Left 4 Dead 2 too :D

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Hey guys. I've been having a really hard time trying to fix the HUD on my copy of TF2. I can't get any of the community made tools to work for various reasons. Is someone please able to modify the files for a 6032x1200 resolution and upload them somewhere for me? I would really appreciate it!!!! :oops:


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PostPosted: 11 Dec 2012, 17:50 
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MonolithNZ wrote:
Hey guys. I've been having a really hard time trying to fix the HUD on my copy of TF2. I can't get any of the community made tools to work for various reasons. Is someone please able to modify the files for a 6032x1200 resolution and upload them somewhere for me? I would really appreciate it!!!! :oops:


The older version of DopeFish's tool should work, version 1.0. Just follow the directions. Everything but the MvM stuff will be centered. You can edit the HudMannVsMachineStatus.res file and set your resolution's offest for the xpos and xpos_minmode values. Of just take the 2 minutes to search+replace the .res files for your offset.


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PostPosted: 01 Jan 2013, 18:55 
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Dopefish's tool kind-of works for me, but I don't think he's got the positions for UI elements quite right for 5760x1080. Before running his tool I even nuked my scripts and resource folders so it would create fresh copies of the files.

The elements aren't quite centered correctly on the middle screen, and it's hard to show this in a screenshot without the bezels, so I won't bother attaching one. But the elements bleed into the left and right screens quite a bit. Not sure if this is only since the most recent patch, since this is the first time I've tried to use his tool.

The other issue is that resource/UI/BaseChat.res isn't touched either, so the chat box is still in the bottom left of the leftmost screen, making it difficult to read what's going on.

Does anyone have a pre-packaged HUD for 5760x1080 where the UI is centered on the middle screen w/ the chatbox at the bottom left of the middle screen as well? Or am I asking to much? :P

I used to have this, I created it from a couple of hud fixes I found on this site, but those file links have long since gone dead, and the latest Source update has reset all my customizations back to default.


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PostPosted: 01 Jan 2013, 21:14 
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I'll work on this over the coming weekend.

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PostPosted: 02 Jan 2013, 02:15 
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dopefish wrote:
I'll work on this over the coming weekend.


I would be forever in your debt.


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Hello,

Thanks for all the hard work. Is there any fix for the current version? I tried both versions of dopefish's tool. Im not sure where the .xml files are to import. and for the updated version, it detects the wrong path for my install, so I just moved the files to the correct install path after it was made and the hud was gone. I was able to fix it by removing the hudlayout.res file.

Thanks! :rockout:


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PostPosted: 28 Mar 2013, 21:10 
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I'll upload my files which are for 5760x1200. Here is what I needed/did to get it to work. It's not perfect but at least all the main HUD elements are centred and it works for MvM.

1. In the archive is a list of where the necessary base files can be extracted from.
2. Use HLExtract from Nem's HLLib tools to extract these files. I think the link in this thread still works but if not just Google it.
3. Extract the files into a similar directory structure, replacing the "root\hl2" bit with something like "TF2HUD" i.e. for file BaseChat.res:

source: root\hl2\resource\ui\BaseChat.res ---> destination: TF2HUD\resource\ui\BaseChat.res

4. I used v1.0.7 of DopeFish's SourceHudEditor as that one worked for me. Drag and drop the TF2HUD directory you created into the HudEditor and let it do its magic.
5. Then finally copy the directories in TF2HUD (namely "resource" and "scripts") into \Steam\SteamApps\{username}\team fortress 2\tf\

Enjoy!


Attachments:
TF2_HUD_5760x1200-2013-03.rar [41.49 KiB]
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I still plan on updating the tool. I've just been so overwhelmed with work these last few months.

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Thanks for the tool, it's pretty cool. Are you planning on updating the tool for the latest TF2 content change?


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My current set for 5760x1200 in vpk-format.

Doesn't include new weapons for last 6 months, but otherwise should fine.
I'll comb through the old changelogs in the next few days and make a new XML & basefileset for the 1.0.7 tool.


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Baldur wrote:
My current set for 5760x1200 in vpk-format.

Doesn't include new weapons for last 6 months, but otherwise should fine.
I'll comb through the old changelogs in the next few days and make a new XML & basefileset for the 1.0.7 tool.


Where does the .vpk go? Which directory ?


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wuudogg wrote:
Baldur wrote:
My current set for 5760x1200 in vpk-format.

Doesn't include new weapons for last 6 months, but otherwise should fine.
I'll comb through the old changelogs in the next few days and make a new XML & basefileset for the 1.0.7 tool.


Where does the .vpk go? Which directory ?

Ah.

The new directory for custom files is: "Steam\steamapps\common\Team Fortress 2\tf\custom\"
.vpk:s go right into that directory, for loose files you have to create separate subdirectory and then put them as they would go under the old "\tf\" directory.


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Thank you Baldur. It seems that Steam moved my data with this latest update and left an old tf2 directory under my \username.

Thanks again this works like a charm!



Baldur wrote:
wuudogg wrote:
Baldur wrote:
My current set for 5760x1200 in vpk-format.

Doesn't include new weapons for last 6 months, but otherwise should fine.
I'll comb through the old changelogs in the next few days and make a new XML & basefileset for the 1.0.7 tool.


Where does the .vpk go? Which directory ?

Ah.

The new directory for custom files is: "Steam\steamapps\common\Team Fortress 2\tf\custom\"
.vpk:s go right into that directory, for loose files you have to create separate subdirectory and then put them as they would go under the old "\tf\" directory.


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Any news on an updated XML file for the tool? The old file structure doesn't exist anymore so it doesn't currently create the files I could move to the new directory.


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Sp12 wrote:
Any news on an updated XML file for the tool? The old file structure doesn't exist anymore so it doesn't currently create the files I could move to the new directory.

Any update with someone who got this to work? Would be so helpful


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To support the new structure it's as simple as editing the XML file and deleting the *\ before the game.

However, I do need to return to this to update for other changes.

I'll be updating the program to add some features but otherwise just the XML needs updated for the current version.

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Here's a new version.

There's not much of a change overall. The XML file has had a custompath attribute added so it knows where to write the files.

You no longer have to worry about the registry and usernames or paths since the TF2 directory now resides under common.

Download v1.2

This version does not contain any recent XML updates or anything. I do not have the time to go through each resource file and update it to the latest version of TF2. However, anyone with time and interest can update the XML file. :) And, while not tested, you should be able to create XML files for other Source-based games and they'll work.

The only plan I really have for future versions is automatic VPK packing.

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dopefish wrote:
Here's a new version.

There's not much of a change overall. The XML file has had a custompath attribute added so it knows where to write the files.

You no longer have to worry about the registry and usernames or paths since the TF2 directory now resides under common.

Download v1.2

This version does not contain any recent XML updates or anything. I do not have the time to go through each resource file and update it to the latest version of TF2. However, anyone with time and interest can update the XML file. :) And, while not tested, you should be able to create XML files for other Source-based games and they'll work.

The only plan I really have for future versions is automatic VPK packing.

Nice work Dopefish, appreciate you taking the time to focus on the tool. :) :cheers:

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How do you use this?

I just started playing TF2 on an eyefinity setup cause a friend kept on telling me to try MvM.

So I tried downloading the latest attachment but what do you do with it? The first post doesn't tell me much and it seems kinda outdated. Do I just copy this stuff to my steamapps directory? I'm running 5760x1200 if it matters.


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I'll try to make an updated XML during this weekend. Been putting it off for way too long.


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Updated XML for SourceHudEditor 1.2.7

Should be up to date up to 2013.07.12 patch.

New entries:
HudItemEffectMeter_Heavy.res, HudItemEffectMeter, xpos and xpos_minmode
HudItemEffectMeter_Sapper.res, HudItemEffectMeter, xpos and xpos_minmode

Support for basechat.res is in the works. For now you can copy it from either older set you might have (hasn't changed) or get the original from Steam\steamapps\common\Team Fortress 2\hl2\resource\UI, edit manually (xpos of HudChat) and put it with rest of the edited files under Steam\steamapps\common\Team Fortress 2\tf\custom\SourceHudEditor\resource\UI

Width of the loading screen backgrounds might be wrong (not wide enough, they get edited wrong for at least me).

If you find some elements that need moving, poke it in here and I'll look into it.
Unfortunately there doesn't seem to be a way to move the voice command menu.


Attachments:
File comment: XML up to 2013.07.12 patch
Team Fortress 2 HUD.zip [1.34 KiB]
Downloaded 422 times
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I have a really stupid question.... I can't get it to work and I think it's because I am not installing it correctly. Are there any instructions on the correct method with steam?


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The background scaling has been fixed locally and I'm working on implementing the ability to modify files outside of packages, as well as .vpk repacking.

Thanks for the updated XML. I'll include it in the next build released.

Update:
I released v1.3.

Download it here.

It contains the changes in the XML file above, as well as the modifying non-packaged files. It also will use vpk.exe in the game's directory to create a .vpk package of the modified files.

Let me know how/if it works for you.

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When I try and run the latest version this is the error I receive dopefish:

Image

Software:
    7680x1600 Surround Resolution (3x2560x1600)
    Windows 8 Pro 64-bit (Not 8.1)
    320.49 NVIDIA Drivers
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Try running it as admin to see if that helps.

If not you can try getting properties on the dll itself and seeing if it's blocked.

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Thank you for your reply. The DLL files were being blocked. I didn't even know Windows 8 had that feature (I just upgraded) :doh:

However now I have a new problem. This is the error I'm receiving now. This occurs if I run it normally or "Run as Administrator" from the contextual menu.

Image

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I wonder if the registry path has changed for Windows 8?

I'll try to add a fallback method if it can't detect the path.

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PostPosted: 30 Oct 2013, 19:58 
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Updated XML for SourceHudEditor 1.3

Should be up to date up to 2013.10.29 patch.
Moved the new HUD item for the Halloween event.

New entries:
HudLayout.res, HudSpellMenu, xpos and wide=f0

If you find some elements that need moving, poke it in here and I'll look into it.
Unfortunately there doesn't seem to be a way to move the voice command menu.


Attachments:
File comment: 2013.10.29
Team Fortress 2 HUD.zip [1.4 KiB]
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I was looking at what was being called in the registry, and there was a missing / on one of the entries in the registry. Appears to be working now. Weird.

dopefish wrote:
I wonder if the registry path has changed for Windows 8?

I'll try to add a fallback method if it can't detect the path.


Happens in Win7 as well, run-as admin.

Code:
An error has occurred within this application.

Value cannot be null.
Parameter name: path

   at System.IO.Directory.GetParent(String path)
   at SourceHudEditor.SourceHudEditor..ctor()
   at SourceHudEditor.Program.Main()



EDIT:
Ok, Added ModInstallPath to the registry. Now it launches with this error:
Attachment:
Untitled.png
Untitled.png [ 10.76 KiB | Viewed 7322 times ]

Code:
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
   at SourceHudEditor.SourceHudEditor.ComboBoxXmlSelection_SelectedIndexChanged(Object sender, EventArgs e)
   at System.Windows.Forms.ComboBox.OnSelectedIndexChanged(EventArgs e)
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at SourceHudEditor.SourceHudEditor.LoadSettingsFromRegistry()
   at SourceHudEditor.SourceHudEditor.SourceHudEditor_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18052 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v4.0.30319/mscorlib.dll
----------------------------------------
SourceHudEditor
    Assembly Version: 1.3.0.0
    Win32 Version: 1.3.0.0
    CodeBase: file:///E:/dload/SourceHudEditor-v1.3/SourceHudEditor.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18047 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Windows.Forms/v4.0_4.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System.Drawing
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18021 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Drawing/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18044 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System/v4.0_4.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
Library.DetectDisplays
    Assembly Version: 1.0.0.0
    Win32 Version: 1.0.0.0
    CodeBase: file:///E:/dload/SourceHudEditor-v1.3/Libraries/Library.DetectDisplays.dll
----------------------------------------
System.Xml
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Xml/v4.0_4.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Configuration
    Assembly Version: 4.0.0.0
    Win32 Version: 4.0.30319.18060 built by: FX45RTMGDR
    CodeBase: file:///C:/Windows/Microsoft.Net/assembly/GAC_MSIL/System.Configuration/v4.0_4.0.0.0__b03f5f7f11d50a3a/System.Configuration.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


I can hit Continue, and the program appears to work. I enter my res and screen number and hit start and get this:
Code:
An error has occurred within this application.

Could not find a part of the path 'E:\Games\Steam\common\team fortress 2\tf\custom\SourceHudEditor\resource\ui\econ'.

   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.DirectoryInfo.InternalGetFiles(String searchPattern, SearchOption searchOption)
   at SourceHudEditor.LogWindow.MakeChangesToHudFiles()This application will now exit.


The SourcHudEditor log window shows:
Attachment:
Untitled2.png
Untitled2.png [ 137.24 KiB | Viewed 7330 times ]


It appears to be looking for Team Fortress 2 in Steam\common\ instead of steam\steamapps\common\


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Could you let me know which path it was looking for, which path you had, and what you changed to correct it?

This way I can try to fix it. Thanks.

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So there's no way to center the chat window yet?

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GitDat wrote:
So there's no way to center the chat window yet?

It has been a long while but i'm sure I used the base_chat.res file form the l4d2 hud mod and it worked.

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GitDat wrote:
So there's no way to center the chat window yet?

That was fixed in SourceHudEditor 1.3.


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I was wondering if someone could answer this. Isn't CS:GO a source engine game? I know it's pretty heavily modified compared to CS:S, however it seems relatively the same. If so, can one use the same technique to center/scale the HUD in CS:GO?


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Amon Amarth wrote:
I was wondering if someone could answer this. Isn't CS:GO a source engine game? I know it's pretty heavily modified compared to CS:S, however it seems relatively the same. If so, can one use the same technique to center/scale the HUD in CS:GO?

AFAIK only needs a suitable XML file that tells the utility what files and entries to modify.
I don't own CS:GO so I cannot make and test such XML.


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Updated XML for SourceHudEditor 1.3

Should be up to date up to 2014.02.07 patch.
Finally moved the killstreak weapon HUD item from 2013.11.21 patch.

New entries:
HudItemEffectMeter_Killstreak.res, HudItemEffectMeter, xpos and xpos_minmode

If you find some elements that need moving, poke it in here and I'll look into it.
Unfortunately there doesn't seem to be a way to move the voice command menu.


Attachments:
File comment: 2014.02.07
Team Fortress 2 HUD.zip [1.41 KiB]
Downloaded 498 times
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Thanks for keeping the XML updated. :)

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Some Steam update has broken SourceHudEditor.
On start it gives following error:

Quote:
An error has occurred within this application.

Path cannot be the empty string or all whitespace.
Parameter name: path

at System.IO.Directory.GetParent(String path)
at SourceHudEditor.SourceHudEditor..ctor()
at SourceHudEditor.Program.Main()

So I would suspect that the registry entry you use to detect where the files are isn't there anymore.
Could something be done about this or can manual game location selection be added?


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Download Version 1.4

Fixed issue with registry key no longer existing.

Thanks to Baldur for all the work.


I'm going to get the code cleaned up soon and throw it up on GitHub.

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Hi dopefish,

I just found your SourceHudEditor and would love to try it out.

It doesn't work for me because I've installed Team Fortress 2 to my D:\ drive instead of the default location on C:\ drive.

Can I configure the Game Path?

Image


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I didn't even think of that. :/

I'll see what I can do.

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zjspeed wrote:
Hi dopefish,

I just found your SourceHudEditor and would love to try it out.

It doesn't work for me because I've installed Team Fortress 2 to my D:\ drive instead of the default location on C:\ drive.

Can I configure the Game Path?

I have just created a symlink from the default Steam location to the right one.
Open a command prompt in \Steam\steamapps\common\ and use command:
Code:
mklink /d "Team Fortress 2" "path_to_tf2"

So I made a symlink from "E:\Steam\steamapps\common\" to "C:\Steam\SteamApps\common\Team Fortress 2\".

With XP you need additional program to do the same.
With Vista don't delete the symlink in GUI, it will delete the pointed data too.
With 7 and 8 you can delete from GUI without problems.


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PostPosted: 30 Oct 2014, 20:56 
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Joined: 03 Nov 2011, 15:01
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Updated XML and Schema for SourceHudEditor 1.4

Should be up to date up to 2014.10.29 patch.
Moved spell and kart HUD items.

You need to replace the current XML and Schema.xsd with included ones and put the steamapps in your Steam directory so that the included hudspellselection.res ends up in Steamsteamapps\common\Team Fortress 2\tf\resource\ui\

Current version of SourceHudEditor expects "fieldname" tag in each entry, but the Valve supplied one doesn't include those, so for now I had to include edited version of the base file.

New entries:
HudItemEffectMeter_Kartcharge.res: HudItemEffectMeter, xpos and xpos_minmode
HudSpellSelection.res: HudSpellMenu, xpos and if_killstreak_visible, xpos

If you find some elements that need moving, poke it in here and I'll look into it.
Unfortunately there doesn't seem to be a way to move the voice command menu.


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File comment: 2014-10-29
Team Fortress 2 HUD 2014-10-29.zip [4.2 KiB]
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PostPosted: 31 Oct 2014, 17:59 
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:cheers:

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PostPosted: 08 Nov 2014, 15:55 
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Thank you so much for keeping this tool up to date. It works great and I really love playing Team Fortress 2 :onethumb:

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PostPosted: 02 Sep 2016, 14:00 
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Joined: 15 Nov 2011, 15:48
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Doing some searching on the web and came across this thread. Sorry for bumping an old thread but just downloaded and tried the editor and seems it doesn't work for me. I'm guessing its functionality was broken from the many patches since then. Anyone know if there's an updated version out there or a way to fix this one?


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PostPosted: 05 Nov 2016, 21:16 
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Joined: 01 Jul 2010, 20:01
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Haven't touched this in a while, it appears FOV is locked down and can only be changed in full screen mode now? Also haven't seen any modified HUDS for mutli-mon lately. Aside from going into the configs and editing everything manually are there any 5760x1080 or 3840x1080/1024 HUDS out there?


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PostPosted: 06 Nov 2016, 20:40 
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I've tried quite a few huds and found that ToonHud (http://toonhud.com/) is the most surround friendly. It certainly isn't perfect (menus appear on the outer monitors), but in-game most of the information that the default hud pushes to the sides is on the middle monitor.

For the previous (September) release of ToonHud I did have a fiddle with positions of chat and kill-feed, but those have been lost since the October Halloween update. Fairly sure that TH doesn't provide a mechanism for me to alter file level elements unfortunately.

My 'sort of' eyefinity hud : http://toonhud.com/user/eyefinity/theme/Q0MZO5GI/

Ever joined a game of TF2 when it's already started and have the 'metal doors' on your side monitors? Type "hud_reloadscheme" into your console to make them go away.

Cheers :)

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