Yeah that worked downloading the http://empire.ispeeds.net/~delphi/wsgf/l4d2/left4dead2-5760x1080_27_12_2009.rar and then adding the "r1000" to the "xpos" Thx for the help :)
:rockout glad it worked out ;)
L4D1/2 is rather awesome tri screen :D
Time permitting, I shall try my best to provide a complete set of HUD fixes for the 12:3, 15:4 and 48:10 ratios to go along with the 48:9 fix, sometime in the later end of this week. :onethumb
Doh! Unfortunately it seems this fix gets one kicked from official "VAC" servers. Oddly, the file it was complaining about wasn't the file in question, however. I'll look into it more tonight and see if perhaps something got changed in the offending file by accident.
Oh well. Otherwise this game is amazing on 3 monitors.
Is it perhaps something to do with sv_pure settings on a server?
Perhaps. I should clarify; I was kicked from one server immediately until I replaced the original vpk file. The message said something like "this server enforces the file version for . When I replaced the original vpk file and renamed the hudlayout.res file (which may not have been necessary) I was able to successfully join and play on the same server. This server was VAC enabled, but I didn't test it on any other servers. I didn't get a chance to continue testing last night because of family issues. Hopefully I'll be able to resume testing tonight.
update Got a first reply from Valve. Unfortunately they misunderstood my question, so I wrote back to clarify.
Did Valve happen to understand and provide an answr at all?
I would assume it is ok to use it, as it is fine for the likes of TF2 also :S
The consensus from user reports is that the mod should be OK to use, as is the TF2 fix.
Unfortunately the ticket I submitted to Valve keeps getting closed without an answer, so I am continually reopening it. If this continues I will look to redirect my approach, maybe even with a polite EECB. After all, multi-mon gaming is poised and ready for significant growth, so companies need to take our concerns seriously.
Also sorry I haven't been on this project for awhile. Real life sorta came unhinged in long-term fashion. I'll keep tabs on the thread and do what I can. Great to see some other guys stepping in to help out, BTW.
It looks like the pak01_dir.vpk file that GenAdmission was nice enough to supply us with is unfortunately out of date, causing the server to enforce version checks on the first file it finds. For me that was instructor_lessons.txt. I used GCFScape to extract the modded version and compared it to the non modded version and found that there were some updates to my non-modded version.
I tried then to use GCFScape to unpack the contents and re-pack them for distribution, but my first attempt failed because GCFScape unpacks all other vpk files as well, resulting in 2GB of data. Unfortunately I have to head to bed; I've got a couple early meetings tomorrow. If nobody else can I'll take another whack at it later, but at least we know the issue; we've got to just get an updated version of the pak01_dir.vpk file and remove the hudlayout.res and repack it.
Hmmm interesting, and makes sense... also interestingly enough for the TF2 mods I had done there was no need to edit the .vpk file, all that was required was to extract the hudlayout.res and another .res files for a charge bar (for use with sniper bow/jar, sniper cloak, scout ball etc).
Thus I wonder if the same would therefore apply here by using the non-modded .vpk and just placing the .res files in the appropriate location.
I successfully made a modded pak01_dir.vpk file from the newest version and verified that it works just fine online, however I don't have anywhere to host it. Could someone here take my upload?
EDIT: Something was wrong with my proxy server that hid the post above, rendering this post unnecessary. Proceed at your own risk! (of wasting your time)
Hey guys; my e-mail must have not gotten to Delphium right... I'm going to try dropbox as a host; let's see if this works:
You still need the appropriate hudlayout.res from GenAdmission's fix. This just messes up the pointer to the hudlayout.res inside the vpk file, so it needs to look outside the file. I'll write a tutorial on how to hack your own vpk file later if I have time...
Weird, I see it now but I didn't last night. I wonder if my ISP is doing some sort of proxy caching or something. I wonder how much more I'm missing... :-/
No issues here whatsoever; in fact this is one of the few games I can run at eyefinity resolution w/ 4x AA enabled comfortably. You've definitely got the system for it; I'm not sure what could be wrong... you're not enabling AA or ANISO via CP on top of it being enabled in-game are you?
No issues here whatsoever; in fact this is one of the few games I can run at eyefinity resolution w/ 4x AA enabled comfortably. You've definitely got the system for it; I'm not sure what could be wrong... you're not enabling AA or ANISO via CP on top of it being enabled in-game are you?
Nope, enabling all of that from the game itself. I'm using SoftTH though. Even the YouTube videos of watched of people using SoftTH seemed like their L4D2 was laggy too.
Cooler Master Cosmos II | ASUS X99-Deluxe | Thermaltake Water 3.0 Extreme S | 5930k @ 4.5GHz | 32GB G.Skill Ripjaws V 3200MHz | SLI GTX 1080 Ti's | Samsung 960 Pro NVMe M.2 SSD | Corsair AX1500i | 3DMark Fire Strike Ultra - 13,780 | Windows 10 Pro 64-bit | Nvidia Surround® 3 x BenQ XL2735 | Samsung CHG90 Auxiliary Monitor
[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left&right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format: 'RGB32', 'RGB16', 'RGB16D' or 'RGB32CUDA'.
; uploadMethod: Method used to upload image to secondary card(s): 'blit', 'D3D' or 'D3DCUDA'
; forceAffinity: Set to 1 to force process affinity to all processors/cores.
; borderSize: Size in pixels of frame border between monitors that is discarded
; sideExtraWidth: Width difference between middle and side monitors, or 'auto' to autodetect from desktop resolution
; noHotkeys: Set to 1 to disable all hotkeys
; noOSD: Set to 1 to disable on-screen display when changing settings
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=auto
secondaryHeight=auto
secondaryRefresh=auto
secondaryFormat=RGB16D
uploadMethod=blit
forceAffinity=0
borderSize=0
sideExtraWidth=auto
noHotkeys=0
noOSD=0
[Direct3D]
; ** Advanced setting for Direct3D games **
; lensCorrection: Lens correction, set to 1 to enable support. >1 to enable by default
; lensCorrectionEdge: Lens correction edge offset
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
; altResetBehaviour: Do not reset lost main device after secondary device initialization (WDDM crash workaround)
lensCorrection=0
lensCorrectionEdge=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=5760
forceResolutionHeight=1080
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
autoSquash=0
altResetBehaviour=0
d3d8dll=auto
[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale focus window WindowRect
; doScaleClientRects: Scale focus window ClientRect
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
doScaleClientRects=1
mouseXoffset=auto
; Triplehead screenmodes to add to resolutions list (width multiplied by three and border added)
; width x height x refresh rate in Hz
; 'auto' adds current primary monitor desktop resolution
; Must be last in this file
[modes]
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
1920x1080x60
auto
EDIT: just a thought... have you tried to run it without SLI enabled?
I just tried it and it errored out with "Failed to create D3D device" :( I have my Anisotropic on 16x. Would that matter?
Edit: Never mind. I didn't get the whole thing in the cut & paste :) It's not laggy anymore, thanks! What in the world did you change in the config that made that huge difference? :shock:
Cooler Master Cosmos II | ASUS X99-Deluxe | Thermaltake Water 3.0 Extreme S | 5930k @ 4.5GHz | 32GB G.Skill Ripjaws V 3200MHz | SLI GTX 1080 Ti's | Samsung 960 Pro NVMe M.2 SSD | Corsair AX1500i | 3DMark Fire Strike Ultra - 13,780 | Windows 10 Pro 64-bit | Nvidia Surround® 3 x BenQ XL2735 | Samsung CHG90 Auxiliary Monitor