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Centered HUD for Team Fortress 2
http://www.wsgf.org/phpBB3/viewtopic.php?f=68&t=15556
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Author:  Baldur [ 20 Aug 2012, 14:21 ]
Post subject:  Bomb carrier fix

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)

Author:  Downtown1 [ 20 Aug 2012, 18:09 ]
Post subject:  Baldur this is getting to be

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?

Author:  c1em3ntchua [ 21 Aug 2012, 07:49 ]
Post subject:  Thank you Baldur for the

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)

Author:  dopefish [ 22 Aug 2012, 12:12 ]
Post subject:  Ok, here is the little tool I

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).

Author:  Baldur [ 22 Aug 2012, 16:18 ]
Post subject:  dopefish wrote:Ok, here is

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.

Author:  dopefish [ 22 Aug 2012, 21:57 ]
Post subject:  Yeah, I planned to add

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.

Author:  dopefish [ 22 Aug 2012, 23:17 ]
Post subject:  Also, this is the weapon

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.

Author:  Baldur [ 23 Aug 2012, 14:54 ]
Post subject:  dopefish wrote:Also, this is

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.

Author:  Baldur [ 23 Aug 2012, 15:39 ]
Post subject:  Another small mod

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.

Author:  dopefish [ 24 Aug 2012, 02:47 ]
Post subject:  Updated XML for the changes

Updated XML for the changes you listed:

http://pastebin.com/9dE0mPG5

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