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 Post subject: Now that's just plain
PostPosted: 16 Jan 2012, 05:23 
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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.

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PostPosted: 16 Jan 2012, 09:10 
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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.

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PostPosted: 16 Jan 2012, 19:31 
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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.


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PostPosted: 17 Jan 2012, 06:14 
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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.

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PostPosted: 03 Feb 2012, 00:43 
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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.


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PostPosted: 13 Feb 2012, 10:00 
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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.


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 Post subject: Beathord wrote:I'm just
PostPosted: 13 Feb 2012, 15:52 
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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

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PostPosted: 14 Feb 2012, 16:35 
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Joined: 03 Nov 2011, 15:01
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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.


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PostPosted: 13 May 2012, 15:37 
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Joined: 20 Dec 2011, 17:14
Posts: 1
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)


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PostPosted: 14 May 2012, 11:10 
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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 :)

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