Hudshift Size Request
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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!
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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.
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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.
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Loading the current version via freelancer.ini worked like a charm - I noticed it doesn’t compute the shift properly when running widescreen resolutions windowed, but fullscreen works as intended. With the new JFLP, will HudShift’s functionality just be included in that, or will you still need to load the two plugins separately?
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I do all my testing windowed. Just tried with 1280x720, 1244x700 and 1366x768, all looked fine (in space; the first two were done via perfoptions.ini, the third by selecting the res after running the second). They’re all 16:9, though, let’s see what happens with 1300x700 (1.857) - yep, that looks okay, too. Even tried 768x1366 and that worked (more or less :)). My criteria was quite simple, though - the Contact & Weapon Lists touching the edge of the window. What resolution are you using and how is it going wrong?
They’ll still be two separate plugins.