Centered HUD for Team Fortress 2

Discussions about getting games to run in a Multi-Mon setup.
Baldur
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Updated HUD files

Post by Baldur »

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)
kompis
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Hey guys, I'm new to the

Post by kompis »

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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dopefish
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814 is right, and the value

Post by dopefish »

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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kompis
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Thanks man! that worked

Post by kompis »

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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dopefish
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When I put together a GUI for

Post by dopefish »

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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kompis
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I'm sure many newbs like

Post by kompis »

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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dopefish
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Here's a screenshot of what I

Post by dopefish »

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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Delphium
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dopefish wrote:Here's a

Post by Delphium »

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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dopefish
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Here is the initial release

Post by dopefish »



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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Delphium
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When running it on my system,

Post by Delphium »

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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That makes sense. I wasn't

Post by dopefish »

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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Delphium
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Dopefish, might you be

Post by Delphium »

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: Select all

HLExtract.exe -p "source_file.vpk" -d "destinationfolder" -e "rootscriptshudlayout.res"
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dopefish
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I'll look into it. The tool

Post by dopefish »

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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Delphium
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dopefish wrote:I'll see what

Post by Delphium »

I'll see what I can do.

<3
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dopefish
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I've fixed all of the display

Post by dopefish »

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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Delphium
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Dude thats awesome, massive

Post by Delphium »

Dude thats awesome, massive props to you sir ;)
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dopefish
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Alright, I think I have

Post by dopefish »

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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c1em3ntchua
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Joined: 19 Aug 2012, 03:57

Awesome program! It worked at

Post by c1em3ntchua »

Awesome program! It worked at first, but after reinstalling Steam and Team Fortress 2, I'm getting this error.

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dopefish
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I uploaded a version that

Post by dopefish »

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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c1em3ntchua
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An error has occurred within

Post by c1em3ntchua »

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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