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PostPosted: 16 Jun 2010, 17:29 
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hmm thats not right, that looks like the hud has been shifted 1 too many monitors...
Would you mind taking a screenie of the data you entered into the calc so as I can see what you entered and where the red markers are lining up?

Only thing I can think of at the mo is that...
a) you edited the same file twice.
b) portrait mode was selected (new feature added yesterday?) that shifts the hud by 1 extra screen.

Please let me know BRPunk as I am egar to get this resolved for you. :)

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PostPosted: 17 Jun 2010, 17:45 
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:cheers



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PostPosted: 17 Jun 2010, 17:50 
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:cheers

:D

Working results... I like this ;)

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PostPosted: 18 Jun 2010, 07:49 
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Both TF2 and L4D2 are working gorgeously now. I can't thank you enough Delph. I played 4 hours of L4D2 this afternoon and I haven't played since I got eyefinity simply because the HUD drove me crazy. :bowdown


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PostPosted: 23 Jun 2010, 04:20 
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Is there a way to move the chat box to the center screen in L4D2 like in L4D?

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PostPosted: 23 Jun 2010, 08:09 
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Is there a way to move the chat box to the center screen in L4D2 like in L4D?

There is...

http://www.widescreengamingforum.com/forum/viewtopic.php?p=184863#p184863
I have already added the basechat.res profile to the editor so it will already support moving this, however you will need to do a hex edit on the following file

SteamSteamAppscommonleft 4 dead 2left4dead2pak01_dir.vpk

Follow step 4b http://www.widescreengamingforum.com/forum/viewtopic.php?p=193742#p193742
however search for "basechat" and replace with say "masechat"

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PostPosted: 20 Jul 2010, 15:20 
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UPDATE:
Added extra .res file profiles for TF2, adding support for shifting extra items such as death message, snapshot, various menu items, buttons and text.

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PostPosted: 07 Aug 2010, 00:24 
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UPDATE: v1.6
Added support for Alien Swarm.

Changed bezel calculation method so that the calc now uses the total surround resolution including bezel and compares it to the native surround resolution and monitor count.
This makes it easier than having to work out how many pixels are between each monitor for the bezel compensation.

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PostPosted: 18 Aug 2010, 23:47 
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UPDATE: v1.6b
Switched requirement for native surround resolution to use native resolution of a single monitor instead.
Added auto detection support for bezel compensated resolutions when the display is setup in the span/compensated mode.

Both of which I hope should aid towards making this more clear and user freindly.

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PostPosted: 08 Nov 2010, 16:28 
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UPDATE: v1.6c
Added support for game Bloody Good Time.
Added an extra profile for TF2 for the TextWindow.res file.

I am currently looking into how I can add support for a complete base pack for each of the supported games, so that users need not upload each individual .res file 1 at a time, but rather the entire collection for a single game, which the calc will go though each one of the .res files inside and increment them accordingly.
Idealy the base packs would be hosted already so that a user can select a game and input the monitor setup to get a complete custom pack in return.

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