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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 22 Jul 2010, 10:05 
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UPDATE:- Valve are looking into the .vpk support.
Info here.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 22 Jul 2010, 12:23 
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I have created a new .vpk HUD mod, have copy the mod to the addons folder, double clicked which claims it installed sucsessfully.
Load game, goto addons, "Delph's 48_9 Eyefinity HUD" addon avaiable, have selected it and clicked install (think i needed to install addon support which is a ~800mb download via steam).
Once the download was complete, I ensured the addon was listed still, which it was.
Started a co-op campaign, create lobby, start loading game....

error message "Server is enforcing consitency for this file: File is left4dead2/pak02_dir.vpk is not allowed to be moddifed."

I dont ever recall a pak02_dir.vpk file in the L4D2 folders, can someone else confirm these files are new?
I know for sure I have never touched them, I just wonder if they are anything to do with the ~800mb addon support that was downloaded via steam? :S

EDIT: after checking pak02 files sizes, they come to 817mb which is about the same as the addon support download from steam, so as these files are fresh they have not been modded... strange.

For anyone interested here is my .vpk file should you wish to have a crack at getting this to work.

NOTE: This issue could be to do with the related issue that Valve are apprently trying to fix as linked in my previous post.

EDIT: Just completed a game file verify check, replaced 1 file (although it did not say what file, I am going to assume pak02_dir.vpk), game now connects to a server, however the HUD does appear to be as standard, not eyefinity shifted. :(

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 23 Jul 2010, 01:43 
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Word of warning, Chet F. of Valve posted this on the Steam forums:
I would also encourage people to not hack the pak file or create work arounds and then try and attach to a vac server.

I don't know how likely it is that our (currently non-functioning) HUD mods might trigger a VAC kick or ban, so exercise your own judgment. The July 21 update for l4d2 also notes this:
Added additional protection for critical files

About as clear as mud. Take what you will from it.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 23 Jul 2010, 08:17 
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:doh ughhh

Clear as mud indeed :(
Just catching up on the syeam forums atm.
EDIT: got a linky to chets comments?

I am quite disapointed like many others over this of cause.
Although I agree that we dont wish to have to hex edit the game files! However a replacement method would be much more ideal.
As I posted on steam before, it would make sense and be so much easier if the game would simply detect the external.res files as much as the likes of TF2 does. - thats hoping tf2 stays that way.

Anyways, cheers for the heads up GA, so long as we dont screw with the consistency checked files and setup the mod in a .vpk system as they now prefer we should be ok.
Im going to sit tight for a while and ride this one out, await for the next update and see if that fixes any issues that some other folks have claimed that makes other mods fail.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 29 Jul 2010, 20:06 
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Good news. Latest game update now recognizes hudlayout.res inside of .vpk addons:

Haven't tested basechat.res yet.

A .vpk addon will now have to be created for every different multi-monitor resolution, but the upside is patches to pak01_dir.vpk are now unnecessary, support is now official so no VAC concerns, and game updates will not break modded HUDs. Once we have a collection of vpk addons created they should (theoretically) be valid forever.

I still need to figure out how to get the addon to show up in the Extras menu in-game, but that's a minor issue. I think the file name convention should be something like this:
Code:
wsgfhud-5040x1050.vpk

I'll also get to work on a standard addoninfo.txt file that we can include for all the vpks (should allow embedding links directly to the WSGF and this thread).

I think we can guess the most commonly used resolutions, but folks with bezel managed configurations should post the exact resolution they need.

Delph, does your HUD calculator keep any records of what resolutions have been submitted by users?

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 29 Jul 2010, 21:36 
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Interesting, I was just loking at this, I can get the vpk listed in the game, you have to add a text file called "addoninfo.txt"
Which contains the following info.
Code:
// The addoninfo.txt file is a metadata file that is required by all Source Engine Add-ons.
   
   "AddonInfo"
   {
        addonSteamAppID         550                  // 550 is the app ID for Left 4 Dead
        addontitle              "Delph's 48:9 Eyefinity & Surround HUD"               // Add-on title that shows up in Add-ons list. ~20 chars max
        addonversion            1.0                  // Version number of add-on version of the form <major>.<minor>
        addontagline            "Eyefinifty & Surround HUD"               // Add-on tagline or wrap-up- a short description. ~100 chars max
        addonauthor             "Delphium@WSGF"               // Name/alias of the author
        addonSteamGroupName     "Widescreen Gaming Forum"               // (Optional) Steam group related to the add-on. We use this to construct a URL to the group page.
        addonauthorSteamID      "Delphium"               // (Optional) Steam ID of author. We use this to construct a URL to the author's page.
        addonContent_Campaign   0               // This addon provides muliple connected maps with a finale
        addonURL0               "http://www.widescreengamingforum.com/forum/viewtopic.php?f=57&t=17516"      // An html home page for the add-on that includes a download link.
   
        // short description that appears in the Add-on list screen...
        addonDescription        "Delph's Eyefinity & Surround HUD for 48:9 aspect ratio resolutions"
   }


With the .res files located in "scripts" and "resource/ui" folders.

EDIT: Here is my test mod for 5760x1080 it includes basechat and scoreboard.

+1 to naming convention.
Unfortunately the calc does not store stats yet.

EDIT: For the addoninfo content above, I would recommend we can also stick to a convention :onethumb

EDIT:



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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 29 Jul 2010, 22:22 
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hmmmmm....I just tried an Official Dedicated server and my modded HUD was ignored. Not sure what is going on since HUD is active in Addons menu and loads fine in SP. Out time for now so I'll have to test more later.

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 29 Jul 2010, 22:35 
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Ok, so I just done some more testing...

Playing Campaign mode with friends on the following server types...
Offcial Dedicated = Not working
Best Available Dedicated = Working
Local Server = Working

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 30 Jul 2010, 17:05 
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.vpk addons for...

5760x1080
5040x1050

3x4:3 and 3x5:4 aspect ratios to come tomorrow as I ran out of time today.

Each pack contains hudlayout.res, basechat.res and scoreboard.res.

Working on "best available dedicated" and "local host" servers.
"offcial dedicated" ignores the addon.

To install, place the .vpk file into your addons folder...
"Steam/SteamApps/common/left 4 dead 2/left4dead2/addons"

GA, I was thinking of sticking to the wsgf-l4d2_hud-5040x1050.vpk naming convention, with the following convention for the addoninfo.txt file, although I am open to suggestions :) ...
Code:
// The addoninfo.txt file is a metadata file that is required by all Source Engine Add-ons.
   
   "AddonInfo"
   {
        addonSteamAppID         550                  // 550 is the app ID for Left 4 Dead
        addontitle              "WSGF - L4D2 5040x1050 Eyefinity & Surround HUD"   // Add-on title that shows up in Add-ons list. ~20 chars max
        addonversion            1.0                  // Version number of add-on version of the form <major>.<minor>
        addontagline            "WSGF - L4D2 5040x1050 Eyefinity & Surround HUD"   // Add-on tagline or wrap-up- a short description. ~100 chars max
        addonauthor             "Delphium@WSGF + GeneralAdmission@WSGF"      // Name/alias of the author
        addonSteamGroupName     "Widescreen Gaming Forum"            // (Optional) Steam group related to the add-on. We use this to construct a URL to the group page.
        addonContent_Campaign   0                     // This addon provides multiple connected maps with a finale
        addonURL0               "http://www.widescreengamingforum.com/forum/viewtopic.php?f=57&t=17516"      // An html home page for the add-on that includes a download link.
        addonDescription        "Centered L4D2 HUD for 5040x1050 Eyefinity & Surround users - from the WSGF community"      // short description that appears in the Add-on list screen...
   }

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 Post subject: Re: L4D2 Center HUD fix
PostPosted: 30 Jul 2010, 21:45 
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Great work, Delph. I'm out on a family excursion today. Will check in and get back to work this weekend. ;)

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