Author Topic: Triple Monitor Setup  (Read 16634 times)

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Thank you for posting this.  I was just getting ready to try and set this up with a pair of NVIDIA cards.  Should work exactly the same way.  I was wondering if you found the solution to the main menu being stretched across three displays?  If not, that's something I can live with.  I'm a big fan of Falcon BMS and once I started messing with SoftTH (Direct X Only sorry) and had a taste of triple monitor flight sims....I just had to find a way to make it work in Diaspora.  Even if that meant getting a second card to run SLI instead of two different cards and a software solution.

For those interested in SofTH:

http://www.kegetys.fi/forum/index.php?board=1.0

Again, does not work in OpenGL...yet.  But it rocks DX games.

 
My base resolution is 2560x1600 and my total resolution is 7680x1600.

Where can I find the default values for the tables?

I tried modifying the attached .ini in this thread, by subtracting 1600 then adding 2560 to the position offset for each gauge, but my HUD is not centered at all. Some gauges are OK, some aren't.

For instance, escort view in the attached file is set at 2966, 330, which for me should become 3926,330 (2966-1600+2560) but that doesn't work at all.

It'd be easier if I could play with the default values but I dont know where they are.

Here is a screenshot
« Last Edit: February 22, 2014, 04:46:25 pm by TigerLord »

 

Offline niffiwan

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The default HUD configuration is stored in the R1.1 patch VP file.  It's called "data\tables\Hud_Gauges.tbl" and you need a VP viewer/editor like this one to extract it from the VP  (other VP viewers/editors can be found listed here).  Once you've extracted it, it's a simple text file that can be opened with any text editor like notepad or notepad++.

(I'd add it to this post except that it exceeds the max allowed post size)
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Thanks a lot!

 
Hum... here's is the result with default values and res set to 7680x1600.

Screenshot

Here an edited screenshot to show actual screen boundaries.
Screenshot 2

I don't know how to fix it.  It's not centered on the first monitor so offsetting it won't help much.

If anyone can help me figure it out I'll be happy to do the legwork.
« Last Edit: February 22, 2014, 11:56:10 pm by TigerLord »

 

Offline KyadCK

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Hum... here's is the result with default values and res set to 7680x1600.

Screenshot

Here an edited screenshot to show actual screen boundaries.
Screenshot 2

I don't know how to fix it.  It's not centered on the first monitor so offsetting it won't help much.

If anyone can help me figure it out I'll be happy to do the legwork.

Ya, sure thing. Send me your INI file, I'll see what's wrong.
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Here is a direct link to it.

Thanks so much!
« Last Edit: February 23, 2014, 12:44:35 am by TigerLord »

 

Offline KyadCK

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Here is a direct link to it.

Thanks so much!

-MAY- not work, but it's a quick and dirty fix:

http://pastebin.com/P2uTMcWr

Try this one? Just save it as "Hud_Gauges.tbl" and put it in your "Diaspora\Data\tables\" folder.
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Didnt work. With these settings there's just no visible hud at all.

 

Offline KyadCK

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Didnt work. With these settings there's just no visible hud at all.

Your resolution actually is 7680x1600 right? No Bezel Compensation? If so it could need modifying for 16:10 instead of 16:9, but I want to make sure that's the case first.
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That's correct, it's 7680x1600 as seen in the Diaspora launcher.

 

Offline KyadCK

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That's correct, it's 7680x1600 as seen in the Diaspora launcher.

That is honestly really strange. Talked with some coders, I'm putting it on the Mantis. I couldn't get it working locally, so for now I don't have anything for you. Sorry.
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Offline KyadCK

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Double post I know, but Diaspora coders hang out here and it's directly related.

7680x1600 Eyefinity patch works perfectly with FSO and the BP hud at all relevent resolutions. Diaspora's patch works fine at 5760x1080 with $MAX set to either 5760x1080 or 7680x1600, but the HUD fails to render if resolution is also set to 7680x1600.

---------------------------

BP 7680x1600 HUD:
http://pastebin.com/WLXnZtLL

Works with res set to 5760x1080 and 7680x1600.


Diaspora 7680x1600 HUD:
http://pastebin.com/P2uTMcWr

Works with res set to 5760x1080, but fails to render the entire HUD with it set to 7680x1600.

---------------------------

I do not know what the problem is, but if I had to narrow it down, it would be something that Diaspora has and BP does not. I'm thinking the radar, but I can't provide any proof. Any ideas?
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Offline niffiwan

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You didn't update the max res for the 2x Viper HUDs :)

Code: [Select]
...
#Gauge Config

$Ship: Viper Mark VII
$Color: ( 91, 175, 40 )
$Font: 4
$Base: (4800, 900)
$Required Aspect: Wide Screen
$Min: (3840, 720)
$Max: (5760, 1080)
...
#Gauge Config

$Ship: Viper Mark VIIe
$Color: ( 91, 175, 40 )
$Font: 4
$Base: (4800, 900)
$Required Aspect: Wide Screen
$Min: (3840, 720)
$Max: (5760, 1080)
...
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
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Offline KyadCK

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You didn't update the max res for the 2x Viper HUDs :)

Code: [Select]
...
#Gauge Config

$Ship: Viper Mark VII
$Color: ( 91, 175, 40 )
$Font: 4
$Base: (4800, 900)
$Required Aspect: Wide Screen
$Min: (3840, 720)
$Max: (5760, 1080)
...
#Gauge Config

$Ship: Viper Mark VIIe
$Color: ( 91, 175, 40 )
$Font: 4
$Base: (4800, 900)
$Required Aspect: Wide Screen
$Min: (3840, 720)
$Max: (5760, 1080)
...

I blame the fact it is 3 AM, plus my general lack of knowlege of BSG, though I should have known the Viper. Thank you for fixing that very simple error I just spent 2-3 hours on. You can read the #SCP logs later and laugh at me. :blah:

Anyway, TigerLord, try this one:
http://pastebin.com/eaf5RsFB

It works, I confirmed it.

niffiwan: If you did include the old Eyefinity HUD, you should probably include this one. In fact, I should make it future proof for the next decade and just make it work with tri-4k screens, but I don't trust myself this late at night. Besides, the new HUD code should be in by then I'd imagine.
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OMG I'm so sorry I made you spend 3h on this! But it worked perfectly :)

Proof

May I ask what the problem was? I'm building myself a curved screen with three projectors and will probably have a new weird resolution to deal with.

 

Offline KyadCK

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OMG I'm so sorry I made you spend 3h on this! But it worked perfectly :)

Proof

May I ask what the problem was? I'm building myself a curved screen with three projectors and will probably have a new weird resolution to deal with.

It's no problem.

Change the $MAX resolution and ONLY the $MAX resolution of the working TBL to your total resolution. Do it for each ship that is labeled to use "Wide Screen".

The reason for this is because the HUD code will handle scaling all on it's own. The HUD elements do not change in size, so with a base-res of tri-900p screens and a minimum of tri-720p screens, it will scale up to any triple 16:9 or triple 16:10 resolution perfectly, so long as it is between $MIN and $MAX. So if your resolution goes us, adjust $MAX accordingly.

The reason it did not work before was I only edited the Raptor, and not the Viper used in the first mission. Unlike FSO which only has one "Master HUD", Diaspora chose to make a HUD per ship, since they show the cockpit and each is different.
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Gotcha!

I had to re-adjust "Messages" and "Target Monitor" to 1605 since they showed on the first monitor.

Otherwise everything works fine!

  

Offline karajorma

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If it's okay with you guys, I'll include this file in the final 1.1 patch. I'll credit KyadCK and niffiwan of course.

Since everything in Diaspora is under CC sharealike, I should ask you if it's okay to re-release in this way.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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Offline niffiwan

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Honestly, if you credit me for this I'll feel like a moocher - Kyad did all the work :)
Creating a fs2_open.log | Red Alert Bug = Hex Edit | MediaVPs 2014: Bigger HUD gauges | 32bit libs for 64bit Ubuntu
----
Debian Packages (testing/unstable): Freespace2 | wxLauncher
----
m|m: I think I'm suffering from Stockholm syndrome. Bmpman is starting to make sense and it's actually written reasonably well...