Hudshift Size Request
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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 ; ?
-
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>
-
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>
-
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.
-
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!
-
I noticed on several machines that the new Hudshift isnt calculating the correct ratios for 16:9 and 16:10. Doing it the “old” way via the ini, everything is alright. Tried it with 19201080 and 19201200 on a few comps.
-
Hey, that FLMM script is from Flak.
I saw this on your plugins page today and was overjoyed. I was actually just coming on the forums to ask about the auto not working - I’ll try loading it from freelancer.ini instead!
Edit: Oh, and while I’m here, the numtimes=“-1” tells FLMM to replace for the whole file. If you don’t have the numtimes parameter, I think FLMM defaults to 1 and only does the operation once. Not that it really matters in this case, but considering the nature of find-and-replace operations I use it everywhere. Also, FLMM is ancient and really needs to go.