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PostPosted: 28 Aug 2012, 23:31 
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That makes sense. I wasn't aware people switched between Eyefinity and extended mode.

I'll add a setting that lets you manually set the display count.

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 Post subject: Dopefish, might you be
PostPosted: 30 Aug 2012, 13:10 
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Dopefish, might you be interested in integrating Nem's HLExtract tool, it is a command line based version of GCF Scape.

It would be neat if your tool integrated with HLExtract/HLLib to extract the required files and put them in the correct folder for the user.

I was toying with this once before when trying to create a simple 1 click does it all tool, syntax below...
Code:
HLExtract.exe -p "source_file.vpk" -d "destinationfolder" -e "rootscriptshudlayout.res"

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PostPosted: 31 Aug 2012, 01:15 
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I'll look into it. The tool is actually open-source so I might just port it over to a managed C# library.

Edit:
Nevermind, he includes a C# wrapper.

I'll see what I can do.

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PostPosted: 31 Aug 2012, 08:19 
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I'll see what I can do.

<3

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PostPosted: 01 Sep 2012, 06:08 
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I've fixed all of the display options. There were more issues than just non-Eyefinity/Surround being detected.

Unfortunately I've started implementing HLLib before fixing those issues. This means that I won't be able to release it until HLLib is fully integrated.

There's some good news and bad news related to HLLib.

Bad:

  • I have to rewrite and restructure many things related to the XML parsing.

  • This will delay the next version release.



Good:

  • The XML file has more options now. You now have to specify the directory for the game (i.e. "team fortress 2") and there's now a element that describes which .gcf file you're using.

  • Steam's directory is now read from the registry and it will automatically use the right directory for the game.

  • No more dragging and dropping. It will extract the files, modify them, and then place them in the game's directory.



Here's a screenshot of my current progress:

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PostPosted: 01 Sep 2012, 10:34 
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Dude thats awesome, massive props to you sir ;)

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 Post subject: Alright, I think I have
PostPosted: 02 Sep 2012, 04:48 
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Alright, I think I have something working for me.

Download v1.1

Please let me know how this version works.

It should automatically determine your Steam and Team Fortress 2 directory.

When you push Start, it will extract the .res files to the TF2 directory and then modify them. If the files already exist it will overwrite them.

This should make it nice and easy whenever TF2 is patched since you can just open the app, press start, and be done.

The only thing I'm unsure of is that due to how the XML file is set up currently, the files that get extracted from multiplayer ob binaries.gcf will end up within the hl2 directory in the TF2 directory. I'm unsure of whether TF2 will still load these files from that directory or whether they have to reside in the tf directory.

Take screenshots and let me know how this version works for you.

Thanks.

Oh, and feel free to try and create XML files for other Source-based games.

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PostPosted: 09 Sep 2012, 03:24 
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Awesome program! It worked at first, but after reinstalling Steam and Team Fortress 2, I'm getting this error.



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PostPosted: 09 Sep 2012, 10:57 
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I uploaded a version that shows the stack traces so I can figure out what's wrong.

Please try this version and paste the error.

https://www.widescreenfixer.org/projects/SourceHudEditor-v1.1d.7z

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PostPosted: 09 Sep 2012, 13:53 
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Joined: 19 Aug 2012, 03:57
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An error has occurred within this application.

Value cannot be null.
Parameter name: path

at System.IO.Directory.GetParent(String path)
at SourceHudEditor.SourceHudEditor..ctor()
at SourceHudEditor.Program.Main()


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