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Thanks Baldur!!!But I have

Posted: 15 Nov 2011, 07:10
by kohan69
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 :(

kohan69 wrote:- is it

Posted: 18 Nov 2011, 19:06
by Baldur
- is it possibel to make this hud for 1920x1200 no bezel compensation?

Did that one first, check few messages back.

2011.12.16 HUD additions

Posted: 16 Dec 2011, 19:58
by Baldur
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)

Addition to last post

Posted: 20 Dec 2011, 13:57
by Baldur
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.

Thanks Baldur, that 5760x1080

Posted: 28 Dec 2011, 18:32
by Japam
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...

Baldur, I saw that the charge

Posted: 28 Dec 2011, 20:03
by P-Storm
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

P-Storm wrote:Baldur, I saw

Posted: 29 Dec 2011, 23:16
by Japam
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...

Japam wrote:P-Storm

Posted: 13 Jan 2012, 03:45
by P-Storm
[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.

Patch Notes

Posted: 15 Jan 2012, 10:54
by Baldur
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.

Baldur wrote:From patch notes

Posted: 15 Jan 2012, 11:58
by Delphium
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 :-(

Now that's just plain

Posted: 16 Jan 2012, 05:23
by sixshot
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.

sixshot wrote: I dunno if

Posted: 16 Jan 2012, 09:10
by Delphium
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.

Multi-monitor still works

Posted: 16 Jan 2012, 19:31
by Baldur
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.

Even with those settings, I

Posted: 17 Jan 2012, 06:14
by sixshot
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.

So the behavior is different

Posted: 03 Feb 2012, 00:43
by -Sn1PeR-
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.

I'm just getting into soft

Posted: 13 Feb 2012, 10:00
by Beathord
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.

Beathord wrote:I'm just

Posted: 13 Feb 2012, 15:52
by Delphium
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

List of current entries that

Posted: 14 Feb 2012, 16:35
by Baldur
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.

Hello WSGF! First post for me

Posted: 13 May 2012, 15:37
by jerka
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)

jerka wrote:Hello WSGF! First

Posted: 14 May 2012, 11:10
by Delphium
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 :)