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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 26 Jan 2010, 14:37 
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http://www.localhostr.com is the place to do it :)
They rock.

Ah yes +1, thats one I was trying to think of!

EDIT: file recived from Truckchase! and hosted here... http://empire.ispeeds.net/~delphi/wsgf/l4d2/pak01_dir.7z
This uses the same method as the one before; You still need to have hudlayout.res in the .scripts directory.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 01 Feb 2010, 08:05 
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Joined: 17 Jan 2010, 06:04
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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...


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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 01 Feb 2010, 08:57 
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Hey guys; my e-mail must have not gotten to Delphium right...

Huh?? It was recieved and hosted days ago.

EDIT: file recived from Truckchase! and hosted here... http://empire.ispeeds.net/~delphi/wsgf/l4d2/pak01_dir.7z
This uses the same method as the one before; You still need to have hudlayout.res in the .scripts directory.


:-|

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 01 Feb 2010, 19:01 
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Joined: 17 Jan 2010, 06:04
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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... :-/


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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 02:47 
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Joined: 09 Feb 2010, 20:11
Posts: 131
This game runs really laggy for me in triplehead. Is that just the way it is or is it just me? :nudgenudge

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 03:25 
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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?


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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 03:52 
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Joined: 09 Feb 2010, 20:11
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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.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 13:43 
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I am using SoftTH without any lag at all running with max settings @ 5760x1080.



Try this SoftTH config...
Code:
;
   ; SoftTH 1.09 configuration file
   ; by Kegetys, http://www.kegetys.net
   ;
   
   [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?

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 14:15 
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Joined: 09 Feb 2010, 20:11
Posts: 131
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:

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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


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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 14 Feb 2010, 14:30 
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Joined: 27 Dec 2009, 14:27
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Not sure on the differences but glad it works. :)

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