Hudshift Size Request
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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.
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I thought that SW:WT had a widescreen shortcut icon on the desktop, might well use the -dx command to launch dsace or whatever.
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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.
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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
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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.
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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?
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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
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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 ; ?
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This is in the script
and 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
jflp.dll <<in exe=“” folder<br=“”>jflpac.dll <<in exe=“” folder<br=“”>hudshift.dll < <in exe=“” folder<br=“”>;;EMAURER now include any DLLs used only in development.
@include FL_DevOnlyLibs.inietcetc.
w/s? What do you mean by that?
Thanks for your fast answere</in></in></in>
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Terratec wrote:
<data file=“Data\Interface\hudshift.ini” method=“filereplace” numtimes=“-1” options=“7:2”><dest>[;HUDShift]</dest></data>That won’t work. Using numtimes=“-1” means to repeat it over the entire file, so it’ll end up uncommenting all the [HUDShift] sections. You should have added the comment to the original hudshift.ini (matching the earlier script), rather than removing it. And get rid of numtimes.
jflp.dll <<in exe=“” folder<br=“”>jflpac.dll <<in exe=“” folder<=“” blockquote=“”>Again, use one or the other, both isn’t going to help matters. The only difference between them is that ac stands for anticheat, used to prevent fisheye by preventing fovx modifications.
w/s? What do you mean by that?
An abbreviated form of widescreen.</in></in>
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sumanuti wrote:
data/interface/hudshift.iniPresumably edited to include the comments you test. Why not just put it all in a zip and attach it?
[Initial SP DLLs]
hudshift.dllWhilst it can go here, dacom.ini is probably better for this purpose. This is more intended for on-the-fly adjustments, figuring out the best offsets to use. And obviously only works in SP.
<data file=“Data\Interface\hudshift.ini” method=“filereplace” numtimes=“-1” options=“7:2”></data>
Again, why the use of numtimes? Have you added extra sections? In which case, you really do need to include it, too.
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FINAL script
exe/jflpac.dll
exe/hudshift.dll
data/interface/hudshift.iniFrom hudshift readme:
… or copy it to EXE (former) or DLLS\BIN (latter). The latter
will be loaded every time a game is loaded, allowing positions to be changed
on the fly; the former will only be loaded once.- With both working same way, will use last suggestion.
- The numtimes deleted, so any change (if so) will go to hudshift.ini
Sorry for long code posts, promise its over by me.
Thank You for time spent on this!