Hudshift Size Request
-
Did you try deactivating the mod, then tools -> restore backups and activating the mod agaiN?
-
Ya but the program stayed there. so i had to uninstall the game. no biggy for me as im used to uninstalling and reinstalling. its the easyist way to fix something.
But the program doesnt run at 1366x768. nor does FL or Hudshift. but than again its a odd Screen size that iv never heard of. but than again iv been stuck on tech from 2005 to 2008 so im behind everthing. lol.
If theres anyway to get FL to run at the above size and it look and feel like it. that be freaking sweet.
-
Alright. i can use the shattered worlds video target line command to run the game at the setting im wanting ( 1366x768 ) but the problem is that the hud is totaly off the screen. i was wanting to know what aspect ratio is 1366x768 and if Hudshift can move the hud even if using the Swwt command line to gain the screen size.
I only ask as iv tryed everone. but im unable to get the hud to move in place.
or can i use the jason patch to gain the screen size i want? i tryed the instalable patch and it messed with the game so i didnt want to use it.
Thanx ahead
-
1366 x 768 = 16:9
-
Okay, I got SW:WT and had a look. The process:
- clean install of Freelancer (via direct extraction from the cabs);
- installed JFLP, jflpdll and HUD Shift;
- extracted SW:WT;
- added …/jflp/jflpac.dll and hudshift.dll to dacom.ini;
- uncommented the 16:9 section in hudshift.ini.
Since my resolution was already set, Freelancer started fine in widescreen mode. Load a game, though, and I see that font is wrong, as are the inventory and reputation screens. After a bit of mucking about, I tracked it down to DATA\FONTS\fonts.ini - SW:WT uses slightly larger values. Restored the original fonts.ini and everything looks fine, as the attached screenshot demonstrates (at half size).
-
Sweet, Swwt does seem to use rather larger font. which i never noticed til you said it.
could i install the patch with out having to install using the installer?
could i install the dll’s to the patch like that of the hudshift and it work? i just dont see any reason to install it via the installer. and what dll files would i need?
-
I installed Hudshift and jflp.dll via Dacom.ini at which time i opened the game and loaded a game. the hud and everthing was still off the screen. so i closed and reopen ( as i heard that doing that will sometimes reset and get it going ) and everthing seemed to be widescreened. loaded a game and everthing was fine. til i undocked and it all reverted until you close and reopen the game. which than upon docking it does it again.
the only Dll that i didnt install via dacom or use was jflpac.dll as i didnt know where to place it.
To sum it up i did the following.
Installed Hudshift. removed ; from the 16:9 line.
Installed jflp.dll via Dacom.
open game and placed the game on 1366x768 as it gave the option.upon loading save game. it was all fine. until a undock which reverted until you close and reopen the game. which than upon undocking reverts it back.
I wonder if theres a way to total over hual the FL video engine so that it can run at widescreens and roll this all up in to one big tweak. so that its not do this and this.
-
right but that means me having to uninstall the game and the mod. i tryed putting jflpac.dll in exe folder and adding the line to dacom.ini. but it still reverts.
Or am i doing it wrong. if i have to il uninstall the game but i really dont want to have to do that again.
-
I thought that SW:WT had a widescreen shortcut icon on the desktop, might well use the -dx command to launch dsace or whatever.
-
ya there is a widescreen shortcut but it doesnt run FL with out cutting the hud off. you can always run Fl at widescreens. but the problem is the hud moving in to right placement.
which is the problem im having. the game is running widescreen ( no black bars on side of screen ). but the hud is cut off or not even on screen.
-
NVM after some fooling around. i found a fix for it all.
Installed Hudshift used the 16:9 line.
Installed jflp.dll and jflpac.dll via Dacom.ini both to Exe folder
Added ; to Fovx in Cameras.ini, which disabled the file. allowing Hudshift and the Jason patch dlls to run with out it reverting.The only thing that noticed now is some blurry movements due to the high screen size. but thats nothing to worry over. the game will run on morden day systems with out causing any damage. the thing is tweaking and fooling around with FLs engine.
ThanX again adoxa for help
-
I was wanting to post and say that iv got it all running at the screen size i wanted and that it looks good. and post the way i went about doing it
The following steps i know for sure will work for 1366x768/16:9 Aspect Ratio ( Widescreen )
1, Download Jason Dll Hudshift
2, Unzip folder and place jflp.dll and jflpac.dll, in Exe folder.
2A, Unzip folder and place Hudshift.dll in exe folder
4, Added jflpac.dll,jflp.dll,Hudshift.dll to last line of [Libraries] in Dacom.ini file, in exe folder
4A, Place Hudshift.ini in Interface in data folder
5, In Cameras.ini place a ; infront of FOVX that is under winCamera.
6, open hudshift.ini and remove ; from [hudshift] for 16:9 line
7, Open Fl and goto options and choose the video size of 1366x768.
8, open a save game or join your fav server and Enjoy
This is all thanx to adoxa, i just being a smart ass and reposting how to do it. as i know afew will find it hard to do.
Known bugs with this is as follows.
On scanner where players show names run off the scanners.
there is a blur effect ingame when moving or fighting npcs, or using turrert mode. this might just be on my end. so im unsure on this one.
Iv not noticed any other bugs. but im the only one that has ran at this screen size.
Anyways. hope no one minds me spammming again and posting a How to for this screen size.
-
sumanuti wrote:
Yeah, I made a mistake not doing that automatically. The next version will work better, whenever I can get around to it.
jflp.dll
jflpac.dllUse one or the other, not both (if you use jflpac, you don’t need to set fovx; indeed, you can’t, that’s the whole point).
@Terratec: Can you tell me what’s in your dacom.ini & hudshift.ini?
-
I have a 1600x900 screen
this is in hudshift.ini
; Adjustments for 16:9 (1280x720, 1440x810, 1600x900, 1920x1080).
[;HUDShift]
Horizontal = 0.17; Adjustments for 15:9 (1280x768).
[;HUDShift]
Horizontal = 0.127; Adjustments for 16:10 (1280x800, 1440x900, 1600x1000, 1680x1050, 1920x1200).
[;HUDShift]
Horizontal = 0.102; Adjustments for 5:4 (1280x1024; using the 5:4 WinCamera).
[;HUDShift]
Horizontal = -0.033; Adjustments for 5:4 (using the 4:3 WinCamera).
[;HUDShift]
Vertical = 0.026
GaugeBars = 0, 0.026; Swap the contact and weapon lists (for 4:3).
[;HUDShift]
PlayerStatus = -0.7545, 0
TargetStatus = 0.7545, 0; Launch, Bar, …
[Group]
nickname = LocationBar
location = top
position = 43dcc2, 0.0000, 43dcca, 0.1760, 0.5 ; ManeuverFrame
position = , , 43e32a, 0.2950 ; ManeuverTab
position = , , 43e51f, 0.0070
position = 610c1c, 0.0325 ; 2 icons
position = 610c20, -0.0325
position = 610c24, 0.0650 ; 3
position = 610c28, 0.0000
position = 610c2c, -0.0650
position = 610c30, 0.0975 ; 4
position = 610c34, 0.0325
position = 610c38, -0.0325
position = 610c3c, -0.0975
position = 610c40, 0.1300 ; 5
position = 610c44, 0.0650
position = 610c48, 0.0000
position = 610c4c, -0.0650
position = 610c50, -0.1300; Free Flight, Goto, …
[Group]
nickname = ManeuverBar
location = top
position = 4d7bba, 0.0000, 4d7bc2, 0.1760, 0.5 ; ManeuverFrame
position = 4d8bec, 0.0200, 4d8baf, 0.1777, 0.5 ; almost everything
position = , , 4d8cef, 0.2938 ; ManeuverTab
position = , , 4d8d63, 0.2970 ; ManeuverCruiseButton
position = 4d9711, 0.0020, 4d9726, 0.3510 ; region[Group]
nickname = MovementBar
group = LocationBar
group = ManeuverBar[Group]
nickname = NeuralNet
location = top, right
position = 45b95d, 0.4030, 45b965, 0.3660 ; NNBackground (nnbox5)
position = 45b9b5, 0.3620, 45b9bd, 0.3660 ; NNBackground (nnbox7)
position = 45bad9, 0.4560, 45bae1, 0.4590, 1.25 ; NNNavmapButtonRoot
position = 45bbff, 0.5040, 45bc07, 0.4590, 1.25 ; NNInventoryButtonRoot
position = 45bd25, 0.4080, 45bd2d, 0.4590, 1.25 ; NNMissionLogButtonRoot
position = 45be4b, 0.5520, 45be53, 0.4590, 1.25 ; NNPlayerInfoButtonRoot
position = 45bf71, 0.6000, 45bf79, 0.4590, 1.25 ; NNHelpButtonRoot
position = 45c0a1, 0.3600, 45c0a9, 0.4590, 1.25 ; NNChatButtonRoot
position = 45c1c7, 0.3120, 45c1cf, 0.4590, 1.25 ; NNGroupButtonRoot; Message on entering system.
[Group]
nickname = Arrival
location = top, left
position = 45ac02, -0.4500, 45ac0a, 0.2400 ; ArrivalText; Mission objective (like when you press N).
[Group]
nickname = Objective
location = top
position = 4bb2a2, -0.5160, 4bb2aa, 0.2560 ; MissionObjectiveText; Communications window.
[Group]
nickname = Comm
location = top, left
position = 4cb7db, -0.5100, 4cb7e3, 0.2290 ; CommText
position = 4cd798, -1.0680, 4cd7a6, 0.6500, 2.392 ; window; All the chat positions are only set once, so restart to see changes.
; The entire chat output window must fit on screen, or the whole lot disappears.; Chat output window.
[Group]
nickname = ChatMsg
location = bottom, left
position = 5ceec4, -0.5100, 5ceec8, 0.2500 ; MsgWin; Chat output window during trade.
[Group]
nickname = ChatMsgTrade
location = bottom, left
position = 5ceed4, -0.2750, 5ceed8, 0.0450 ; MsgWin (during trade); Chat input window.
[Group]
nickname = ChatBox
location = bottom
position = 66da30, -0.2300, 5ceee4, -0.2650 ; ChatTextInputDisplay; Contact list.
[Group]
nickname = TargetStatus
location = bottom, left
position = 4e0f63, -0.3405, 4e0f6b, -0.2430, 0.91 ; TargetBackground
position = 4e1548, -0.3860, 4e1550, -0.3080, 1.5 ; TargetCloseButton
position = 4cfb69, -0.2670, 4cfb71, -0.2340 ; ContactListScroll
position = 4cfb92, -0.3230, 4cfba0, -0.2410 ; Origin of inner items
position = 4e098d, -0.2960, 4e09a1, -0.3670 ; Target Status icon
position = 4e0a80, -0.3870, 4e0a94, -0.2900 ; wireframe
position = 4e0fe7, -0.4105, 4e0fef, -0.3700 ; TargetMinimizedFrame
position = 4e10ff, -0.4880, 4e1107, -0.2000 ; TargetShipName
position = 4e1145, -0.4880, 4e1158, -0.2000
position = 4e1180, -0.4880, 4e1188, -0.2180 ; SubtargetName
position = 4e11e2, -0.4880, 4e11f0, -0.2180
position = 4e1247, -0.2620, 4e124f, -0.2370 ; TargetPreviousButton
position = 4e12b4, -0.2620, 4e12bc, -0.2680 ; TargetNextButton
position = 4e12ef, -0.4110, 4e12f7, -0.3700 ; TargetScanButton
position = 4e1394, -0.4110, 4e12f7, -0.3700 ; TargetTractorButton
position = 4e1401, -0.4450, 4e1409, -0.3700 ; TargetCommButton
position = 4e143e, -0.4450, 4e1446, -0.3700 ; TargetRequestGroupButton
position = 4e14db, -0.2020, 4e14e3, -0.3700 ; TargetTradeButton
position = 4e158e, -0.3430, 4e1596, -0.3700 ; SwitchToContactList
position = 4e1622, -0.3770, 4e162a, -0.3700 ; SwitchToTarget
position = 4e168f, -0.4790, 4e1697, -0.3700 ; NextEnemyButton
position = 4e16d9, -0.2780, 4e16e1, -0.3700 ; FormationList
position = 4e175c, -0.4900, 4e1764, -0.3610 ; TargetRankText
; Target opening.
position = 4e3046, -0.3750, 4e304e, -0.2700
position = 4e3076, -0.4790, 4e307e, -0.4000
position = 4e308e, -0.4790, 4e3096, -0.3700
position = 4e30be, -0.4110, 4e30c6, -0.4000
position = 4e30d6, -0.4110, 4e30de, -0.3700
position = 4e3106, -0.4110, 4e310e, -0.4000
position = 4e311e, -0.4110, 4e3126, -0.3700
position = 4e314e, -0.4450, 4e3156, -0.4000
position = 4e3166, -0.4450, 4e316e, -0.3700
position = 4e318c, -0.4450, 4e3194, -0.4000
position = 4e31a4, -0.4450, 4e31ac, -0.3700
position = 4e31de, -0.3430, 4e31e6, -0.4000
position = 4e31f6, -0.3430, 4e31fe, -0.3700
position = 4e3226, -0.3770, 4e322e, -0.4000
position = 4e323e, -0.3770, 4e3246, -0.3700
position = 4e326e, -0.4105, 4e3276, -0.4000
position = 4e3286, -0.4105, 4e328e, -0.3700
; Target closed region (arrow instead of crosshair).
position = 4e3442, -0.4020, 4e3450, -0.3710
; Target open.
position = 4e34b3, -0.4650, 4e34bb, -0.1710
position = 4e34df, -0.3970, 4e34e7, -0.1710
position = 4e350b, -0.3970, 4e3513, -0.1710
position = 4e3537, -0.4310, 4e353f, -0.1710
position = 4e3563, -0.4310, 4e356b, -0.1710
position = 4e3592, -0.2950, 4e359a, -0.1710
position = 4e35c1, -0.3290, 4e35c9, -0.1710
position = 4e35e9, -0.3630, 4e35f1, -0.1710
position = 4e3792, -0.3790, 4e37a7, -0.2660
; Target closing.
position = 4e37f0, -0.3750, 4e37f8, -0.2700
position = 4e39a0, -0.4790, 4e39a8, -0.3700
position = 4e39b8, -0.4790, 4e39c0, -0.4000
position = 4e39e5, -0.4110, 4e39ed, -0.3700
position = 4e39fd, -0.4110, 4e3a05, -0.4000
position = 4e3a2a, -0.4110, 4e3a32, -0.3700
position = 4e3a42, -0.4110, 4e3a4a, -0.4000
position = 4e3a6f, -0.4450, 4e3a77, -0.3700
position = 4e3a87, -0.4450, 4e3a8f, -0.4000
position = 4e3aa4, -0.4450, 4e3aac, -0.3700
position = 4e3abc, -0.4450, 4e3ad4, -0.4000
position = 4e3afc, -0.3430, 4e3b04, -0.3700
position = 4e3b14, -0.3430, 4e3b1c, -0.4000
position = 4e3b44, -0.3770, 4e3b4c, -0.3700
position = 4e3b5c, -0.3770, 4e3b64, -0.4000
position = 4e3b8c, -0.4105, 4e3b94, -0.3700
position = 4e3ba4, -0.4105, 4e3bac, -0.4000; Cruise Charging, Turret View and the like.
[Group]
nickname = SpecialMode
location = bottom
position = 4d5de2, -0.2430, 4d5dea, -0.2630 ; CruiseProgressText
position = 4daf4f, -0.5130, 4daf57, -0.2900 ; SpecialModeText
position = 4dafa3, -0.5130, 4dafab, -0.3210 ; SpecialModeTextCancel; The speed/gauge window (but not the gauge bars).
[Group]
nickname = GaugeBox
location = bottom
position = 4d501a, 0.0050, 4d5022, -0.3650 ; Background2
position = 4d509e, 0.0050, 4d50a6, -0.3760 ; HealthBar
position = 4d5104, 0.0050, 4d513d, -0.3660 ; ShieldBar
position = 4d51cc, 0.0050, 4d51d4, -0.3550 ; PowerBar
position = 4d5312, 0.0050, 4d5322, -0.3650 ; VelocityText/ThrustText; The gauge bars; might have to be set separately, depending on the camera.
[Group]
nickname = GaugeBars
location = bottom
position = , , 4d57b4, 735, -1000 ; power
position = , , 4d5848, 745, -1000 ; shield
position = , , 4d5892, 755, -1000 ; hull[Group]
nickname = Gauges
group = GaugeBox
group = GaugeBars; Weapon list.
[Group]
nickname = PlayerStatus
location = bottom, right
position = 4da9a1, 0.3387, 4da9a9, -0.2430, 0.91 ; StatusBackground
position = 4dad15, 0.3830, 4dad1d, -0.3070, 1.5 ; StatusCloseButton
position = 4da233, 0.2950, 4da247, -0.3670 ; Player Status icon
position = 4da2fa, 0.4180, 4da30e, -0.2900
position = 4daa25, 0.4101, 4daa2d, -0.3700 ; StatusMinimizedFrame
position = 4dab80, 0.2700, 5d8768, -0.1990 ; WeaponNumberText
position = 4dabf4, 0.2880 ; WeaponText
position = 4dac2f, 0.4580 ; AmmoText
position = 4dad85, 0.3410, 4dad8d, -0.3710 ; HudRepairButton
position = 4dadd5, 0.3470, 4daddd, -0.3590 ; RepairCountText
position = 4dae23, 0.3970, 4dae2b, -0.3710 ; UseBatteryButton
position = 4daea8, 0.4040, 4daeb0, -0.3590 ; BatteryCountText
position = 4daefc, 0.4900, 4daf04, -0.2340 ; WeaponListScroll
; Player opening.
position = 4dcd56, 0.3710, 4dcd5e, -0.2700
position = 4dcd86, 0.4101, 4dcd8e, -0.4000
position = 4dcd9e, 0.4101, 4dcda6, -0.3700
position = 4dcdce, 0.3410, 4dcdd6, -0.4000
position = 4dcde6, 0.3410, 4dcdee, -0.3710
position = 4dce16, 0.3470, 4dce1e, -0.4000
position = 4dce2e, 0.3470, 4dce36, -0.3590
position = 4dce5e, 0.3970, 4dce66, -0.4000
position = 4dce76, 0.3970, 4dce7e, -0.3710
position = 4dce9c, 0.4040, 4dcea4, -0.4000
position = 4dceb4, 0.4040, 4dcebc, -0.3590
; Player closed region (arrow instead of crosshair).
position = 4dd049, 0.4000, 4dd05a, -0.3710
; Player open.
position = 4dd0c4, 0.3000, 4dd0cc, -0.1710
position = 4dd0f3, 0.3060, 4dd0fb, -0.1600
position = 4dd122, 0.3570, 4dd12a, -0.1710
position = 4dd151, 0.3650, 4dd159, -0.1600
position = 4dd21c, 0.3760, 4dd22d, -0.2670
; Player closing.
position = 4dd287, 0.3710, 4dd28f, -0.2700
position = 4dd373, 0.3410, 4dd37b, -0.3710
position = 4dd38b, 0.3410, 4dd393, -0.4000
position = 4dd3a8, 0.3470, 4dd3b0, -0.3590
position = 4dd3c0, 0.3470, 4dd3c8, -0.4000
position = 4dd403, 0.3970, 4dd40b, -0.3710
position = 4dd41b, 0.3970, 4dd423, -0.4000
position = 4dd44b, 0.4040, 4dd453, -0.3590
position = 4dd463, 0.4040, 4dd46b, -0.4000
position = 4dd493, 0.4101, 4dd49b, -0.3700
position = 4dd4ab, 0.4101, 4dd4b3, -0.4000and this in dacom.ini
@include FL_Dev.ini
[DACOM]
IgnoreDACOMEnv = true
DllPath = .\[Libraries]
;;;dosfile.dll
ReadFile.dll ;optimized read-only version of dosfile.dll
x86math.dll
EngBase.dll
system.dll
RP8.dll
SoundStreamer.dll
SoundManager.dll
Deformable2.dll
Thorn.dll
Shading.dll
RendComp.dll
alchemy.dll
ximage.dll
.\flmaterials.dll;;EMAURER now include any DLLs used only in development.
@include FL_DevOnlyLibs.ini[System]
VMeshLibrary
DirectX8 ; implements IID_IRenderPipeline, IID_IVertexBuffer under dx8
SoundManager
SoundStreamer
TextureLibrary
MaterialAnimation
MaterialBatcher
Alchemy
FxRuntime[Engine]
Animation
Hardpoint
Deformable
RenderManager
FLAppearance
VMeshWire[RenderManager]
VMesh
TriMesh ; keep trimesh above sphere mesh –
SphereMesh ; subsystems attempt to create objects in oreder listed[TriMesh]
tristrips = 0[RenderPipeline]
MGSDB= FLConfigDatabase.txt;DEVICE_GAMMA = false ; forces gamma control off
;TEXTURE_ALLOW_DXT = false ; forces dxtn support offALPHAREF = 0 ; d3drenderstate: default alpha ref
ALPHATESTENABLE = true ; d3drenderstate: basic alpha test
ALPHAFUNC = 5 ; d3drenderstate: D3DCMP_GREATER
LOCALVIEWER = false ; d3drenderstate: specular highlights
zfunc = 4 ; default z compare func is D3DCMP_LESSEQUAL;FPU_PRESERVE = false ; should Direct3D save and restore the FPU state every time it needs to modify the FPU state.
;MULTITHREADED = false ; request multithread-safe behavior. This causes Direct3D to take the global critical section more frequently.; vertex processing flags are mutually exclusive
; regardless of what the user asks for if the device cant support hw-tl the user gets sw-tl
HARDWARE_VERTEXPROCESSING= true
;MIXED_VERTEXPROCESSING= true
;SOFTWARE_VERTEXPROCESSING= true;LOCAKABLE_BACKBUFFER= false ; should the device allow the backbuffer to be locked
USE_SYSLOCK= false ; should resources (vb, ib, texture) take a windows wide critical lock when in use
HANDLE_SWAPLOSS= false ; should rp attempt to handle device loss internally?
; a poor substitue for app-side management but makes tool building easier
;VIEWSPACE_LIGHTS = false;TEXTURE_CUBEMAPS = false
[;TextureLibrary]
;(TEXTURE_LOD_LOAD_MIN= 128) while this would work for other apps; freelancer’s perfoptions.ini will override whatever setting this has.[SoundManager]
;HEADPHONES 1, STERO 2, QUAD 7, SURROUND 8
;speakerConfiguration = 2 ;set only if you want to override Windows setting
createAll2dInSoftware = true
3D_SW_Algorithm = Light
use2DHW = true
use3DHW = true
maxSoundChannels = 24 ; was 30. changed for Beta -psw
;pci - force HW mixing until Library default is changed
FORCE_FREQ_CONTROL_TO_SW = false
max3DPan = 15[Alchemy]
;EMAURER added this line to fix problem with runtime alchemy running out of vertex buffer
;maxVertices and maxIndices are now determined by alchemy based on the particle pools
;Alchemy.maxVertices ~= 11100
;Alchemy.maxIndices ~= 28200Alchemy.useMaterialBatcher = false
; (note: 1000 is default poolsize)
FxBasicAppearance.poolSize = 1000 ; each particle can generate: 4 verts 6, indices
FxRectAppearance.poolSize = 400 ; each particle can generate: 4 verts 6, indices
FxPerpAppearance.poolSize = 250 ; each particle can generate: 4 verts 6, indices
FxOrientedAppearance.poolSize = 0 ; each particle can generate: 4 verts 6, indices
FLBeamAppearance.poolSize = 680 ; custom app from flalchemy.dll: each particle can generate: 5 verts 24 indices
FLDustAppearance.poolSize = 250 ; custom app from flalchemy.dll: each particle can generate: 4 verts 6 indices
;–-------------------- total = 2600 -------;
;
FxMeshAppearance.poolSize = 500 ; generates meshes not particles; need enough of these for all tradelane rings in a system.
FxParticleAppearance.poolSize = 100 ; generates effects not particles[BatchedMaterials]
Type = .*OcOt[MaterialMap] ; evaluation of material map happens in reverse order listed so put more specific last
; –------ da standard maps ------------------------
EcEtOcOt= DcDtOcOt ; EMAURER: exporter generates EcEtOcOt but there is no implementation of it right now.
DcDtEcEt= DcDtEt ; STRAVIS: should already be happening but the exporters dont seem to be making the conversion; -------- freelancer specific maps: from dalibs\shading.dll ------------------------
name = ^alpha_mask.* = DcDt ; these are materials that would otherwise get mapped to translucent textures and batched
name = ^alpha_mask.*2side = DcDtTwo ; we arent using alpha for blending – just for maskingname = ^detailmap_.* = BtDetailMapMaterial
name = ^tlr_material$ = NebulaTwo
name = ^tlr_energy$ = NebulaTwo; -------- freelancer materials: from flmaterials.dll -----------------
;name = ^nomad.$ = NomadMaterial —> this must be commented out
name = ^nomad.$ = NomadMaterialNoBendy
name = ^n-texture.$ = NomadMaterialNoBendy
name = ^ui_. = HUDIconMaterial
name = ^exclusion_.* = ExclusionZoneMaterialName= ^c_glass$ = HighGlassMaterial
Name= ^cv_glass$ = HighGlassMaterial
Name= ^b_glass$ = HighGlassMaterial
Name= ^k_glass$ = HighGlassMaterial
Name= ^l_glass$ = HighGlassMaterial
Name= ^r_glass$ = HighGlassMaterial
Name = ^planet._glass$ = GFGlassMaterial
Name = ^bw_glass$ = HighGlassMaterial
Name = ^o_glass$ = HighGlassMaterial
Name = ^anim_hud.$ = HUDAnimMaterial
name = ^sea_anim.*$ = PlanetWaterMaterialName = ^null$ = NullMaterial
-
I have a 1600x900 screen
this is in hudshift.ini
; Adjustments for 16:9 (1280x720, 1440x810, 1600x900, 1920x1080).
[[b];HUDShift]
Horizontal = 0.17maybe you just forgot to delete the ; ?