Full HUD display From top left: Level (round) Prestige Points (pp, blue bar) Life Money On the top right: Item carried Zombrex Case and mission barsBottom right: Zombies killed.
In video gaming, the HUD (heads-up display) is the method by which information is visually relayed to the player as part of a game's user interface.
It takes its name from the head-up displays used in modern aircraft.
The HUD is frequently used to simultaneously display several pieces of information including the main character's health, items, and an indication of game progression (such as score or level).
Dead Rising 2 [ ]
In Dead Rising 2 PC version, the HUD can be removed.
Instructions to edit HUD files [ ]
Instructions to edit HUD files
Download Gibbed.DeadRising2.Tools
Follow the Opening and recompiling files tutorial:
On your PC, open the Dead Rising 2 folder and go to data/frontend
Back up your ingame.big file before modifying it
Unpack ingame.big by dragging the file to Gibbed.DeadRising2.Unpack.exe (you may have to drag ingame.big to the Gibbed's folder first)
If gibbed's does not work. Drag ingame.big to the Gibbed's folder first
Open the HUD text file you would like to edit
Edit the HUD file, replacing "true" with "false".
Save the HUD file
Repack the ingame.big folder
Rename the folder ingame.big
If necessary, return the ingame.big file to the data/frontend folder
Start the game.
Removing parts of the HUD [ ]
Incorrect: Military arrives at data/frontend/fecmn.big/hud_messages.txt
Ingame.big graph [ ]
The data/frontend/ingame.big file has has 78 files, with a total of 13 other hud files.
By changing true to false in these files...
File
Removes
data/frontend/ingame.big/hud.txt
Only need to change one word in one line:
StateNormal="true"
to "false".
Location to change
cFEAnim normal
{
AnimateA="true"
AnimateScaleX="true"
AnimateScaleY="true"
StateNormal="false"
cFEKeyFrame Frame0
Refers to other files in fecmn.big:
cFELockBox inventory
{
ARMode="LockToTop"
cFEScreen c_hud_inventory
{
Ref="hud_inventory.txt"
}
}
Main sections
cFEScreen HUD
cFEWidget Main
cFEWidget player
cFEScreen c_hud_overlays
cFEScreen c_hud_missions
cFELockBox inventory
cFEScreen c_hud_worldlocation
cFEScreen c_hud_npc
cFEScreen c_hud_reticle
cFEScreen c_hud_messages
cFESubScreenManager hud_boss_battle
cFEScreen c_hud_infobar
cFESubScreenManager c_hud_microgame
cFEScreen c_hud_zombrex
cFEAnim normal
cFEWidget w_day_night
cFEScreen c_hud_cinematic
cFEScreen c_screen_fade
cFEBitmap w_cine_placeholder
Removes everything :
From top left:
REMOVES
Level number (blue circle)
Prestige Points (pp, blue bar)
Life bar
Money
Inventory (Items carried)
Zombrex
Case and mission bars
Zombies killed
Black spot behind arrow
Transmitter
Survivor dialogue - text of characters and Chuck
Store names when Chuck first walks into a store
Time until military arrives
The Guide arrow is not removed
See gallery below
data/frontend/ingame.big/hud_player.txt
Sections
cFEScreen hud_player
cFELockBox cFELockBox_kills
cFELockBox cFELockBox_healthbar
cFELockBox drinks
Removes:
REMOVES everything on the top left
Level number (blue circle)
Prestige Points (pp, blue bar)
Life
Money
Zombies killed meter
BUGS:
The transmitter button will not disappear once it pops up.
data/frontend/ingame.big/hud_missions_abovemap.txt
REMOVES
Case and mission messages box on watch screen and map screen
data/frontend/ingame.big/hud_worldlocation.txt
Removes store name at bottom left when Chuck walks into a store
data/frontend/ingame.big/hud_bossbattle.txt
No noticeable change
data/frontend/ingame.big/hud_combo_card_lrg.txt
No noticeable change
data/frontend/ingame.big/hud_combo_room_key.txt
No noticeable change
data/frontend/ingame.big/hud_infobar.txt
No noticeable change
sections
cFEScreen hud_infobar
cFEWidget w_floating_text
cFEWidget w_zombie_grapple
cFELockBox cFELockBox_ticker
cFELockBox cFELockBox_combocard
data/frontend/ingame.big/hud_missions.txt
No change. Already all false in file
sections
cFEScreen hud_missions
cFELockBox cell_phone
cFELockBox cell_phone_poker
cFELockBox cFELockBox_missions
cFELockBox guide_arrow
data/frontend/ingame.big/hud_online.txt
No noticeable change
data/frontend/ingame.big/hud_screen_fade.txt
No noticeable change
data/frontend/ingame.big/hud_watch.txt
No noticeable change
data/frontend/ingame.big/hud_zombrex.txt
No noticeable change
data/frontend/ingame.big/timeslate.txt
sections
cFEScreen hud_timeslate
cFEWidget w_main
cFEWidget frame
cFEWidget info
cFEWidget five_minutes_left
cFEWidget one_minute_left
cFEWidget overtime_unlocked
cFEAnim fadein
fecmn.big graph [ ]
The data/frontend/fecmn.big contains 7 hud files.
By changing true to false in these files...
File
Removes
All that remains of icons is gray squares
data/frontend/fecmn.big/hud_overlays.txt
Changing all the words to true to false:
REMOVES
joystick/keyboard button next to the item
removes the item name
REMOVE THE ITEM ICONS
There are 14 item icons File="action_icon_..." and one ImageFile="action_icon_attack". These 14 lines are repeated 10 times.
14 item icons and imagefile
File="action_icon_attack"
File="action_icon_attributeboost"
File="action_icon_clothes"
File="action_icon_comboitem"
File="action_icon_door"
File="action_icon_durability"
File="action_icon_investigate"
File="action_icon_key"
File="action_icon_magazine"
File="action_icon_money"
File="action_icon_recovery"
File="action_icon_revive"
File="action_icon_save"
File="action_icon_zombrex"
ImageFile="action_icon_attack"
Removing these lines removes the item icons.
But what remains is a gray box with an arrow pointing to the item, which turns black when Chuck gets close.
Examples
hud_overlays.txt Example 1
Changing all the words "false" to "true":
removes the joystick/keyboard button next to the item,
removes the item name
Item icon is still present.
hud_overlays.txt Example 2
All trues are replaced by false.
Using // at the beginning of the line makes the line a hidden comment. Adding // before File="action_icon_clothes" disables that line.
There are 10 File="action_icon_clothes".
The first File="action_icon_clothes" was disabled.
The clothes icon continues to show up, but when Chuck walks close to another icon, it changes into a small wrench.
This indicates that there are different sized icons for the same group of items, and that when one icon is removed, it is replaced by another.
Because all trues where set to false:
the item name disappears.
joystick/keyboard button next to the item name disappears.
hud_overlays.txt Example 3
All trues are not replaced.
All 14 icon lines but ImageFile="action_icon_attack" are hidden with //
The item icon disappears.
Because all "true"s remain:
the item name remains.
joystick/keyboard button next to the item remains
hud_overlays.txt Example 4 everything but gray box removed
All trues are replaced by false.
All 14 icon lines AND ImageFile="action_icon_attack" are hidden with //
The item icon disappears.
the item name disappears.
joystick/keyboard button next to the item disappears.
What remains is a gray box with an arrow pointing to the item, which turns black when Chuck gets close.
No inventory or Zombrex bar
data/frontend/fecmn.big/hud_inventory.txt
REMOVES
Inventory (Items carried)
Zombrex
Does NOT remove case and mission.
example of text which would be removed.
data/frontend/fecmn.big/hud_messages.txt
Removes
time until military arrives
Survivor dialogue - text of characters and Chuck
survivor killed message
Main sections and where to remove time until military arrives.
Main sections:
cFEScreen hud_messages
cFELockBox cFELockBox_speaker
cFEWidget w_pp_display
cFEWidget w_key_item
cFEWidget w_single_line
cFEWidget w_double_line -- change all "true"s in this section to "false" to remove TIME UNTIL MILITARY ARRIVES
cFEWidget w_firebomb_time
cFEWidget w_tk_escape
military arrives sections in game text :
03109 Sept. %d, %d:%02d AM
03110 Sept. %d, %d:%02d PM
03111 -$%s
03112 TIME UNTIL MILITARY ARRIVES:
Military arrives text smaller screenshot
Section:
cFEWidget text_group
{
cFEWidget text_container
{
X=0.10938
Y=0.00004
W=0.78125
H=1.00001
cFEText w_text
{
REMOVED
}
cFEText w_text2
{
Text="12957 IDS_HUD_MISSIONFAILED"
Font="arialblk46"
Justify="center"
DropShadow="true"
DropShadowX=0.00100
DropShadowY=0.00100
X=-0.00001
Y=0.25000
}
All double lines removed, including military arrives
cFEWidget w_double_line changed sections true to false
cFEWidget w_double_line
{
Y=0.44444
H=0.11111
A=0.00000
cFEWidget frame
{
Y=0.48754
H=0.50001
cFEWidget grunge
{
X=0.14000
Y=-1.07598
W=0.72000
H=2.22698
ScaleX=0.90000
ScaleY=0.95000
cFEBitmap statusBg1
{
File="HUD_grunge_line"
X=-0.19444
Y=-0.10058
W=1.38889
H=0.71846
R=0.00000
G=0.00000
B=0.00000
ScaleX=0.90000
ScaleY=-0.90000
}
cFEBitmap statusBg
{
File="HUD_grunge_line"
X=-0.19444
Y=0.38213
W=1.38889
H=0.71846
R=0.00000
G=0.00000
B=0.00000
ScaleX=0.90000
ScaleY=0.90000
}
cFEBitmap grunge1
{
File="HUD_grunge1"
TopMask=0.32000
BottomMask=0.32000
X=0.00521
Y=-0.85272
W=0.55556
H=2.69421
R=0.00000
G=0.00000
B=0.00000
}
cFEBitmap grunge2
{
File="HUD_grunge2"
TopMask=0.42000
BottomMask=0.22000
X=0.48264
Y=-1.11091
W=0.55556
H=2.69421
R=0.00000
G=0.00000
B=0.00000
}
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
StateTrigger="false"
X=-0.19444
Y=-3.54692
cFEKeyFrame Frame0
{
A=0.00000
ScaleX=0.85000
}
cFEKeyFrame Frame10
{
Time=10
A=0.00000
ScaleX=0.86111
}
cFEKeyFrame Frame17
{
Time=17
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
EaseScale=2.60000
A=0.50196
ScaleX=0.87222
}
cFEKeyFrame Frame45
{
Time=45
ScaleX=0.90000
}
}
}
cFEWidget spot_grunge
{
X=0.38438
Y=-0.47499
W=0.15938
H=0.99999
ScaleY=1.92000
cFEWidget spot_group
{
X=-0.27940
Y=-0.29998
W=0.31372
H=1.59987
ScaleX=1.50000
ScaleY=0.90000
cFEBitmap spot
{
File="HUD_grunge_spot"
TopMask=0.29000
BottomMask=0.29000
X=-0.50000
Y=-0.50000
W=2.00000
H=2.00000
R=0.00000
G=0.00000
B=0.00000
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
A=0.00000
ScaleX=0.50000
ScaleY=0.50000
}
cFEKeyFrame Frame3
{
Time=3
A=0.00000
ScaleX=0.50000
ScaleY=0.50000
}
cFEKeyFrame Frame11
{
Time=11
ScaleX=0.58889
ScaleY=0.58889
}
cFEKeyFrame Frame30
{
Time=30
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
ScaleX=0.76667
ScaleY=0.76667
}
cFEKeyFrame Frame45
{
Time=45
A=0.78431
ScaleX=0.90000
ScaleY=0.90000
}
cFEKeyFrame Frame120
{
Time=120
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
}
}
}
}
cFEWidget spot_group1
{
X=1.28919
Y=0.65001
W=0.31372
H=1.59987
ScaleX=1.70000
ScaleY=1.10000
cFEBitmap spot
{
File="HUD_grunge_spot"
TopMask=0.45000
BottomMask=0.21000
X=-0.50000
Y=-1.25006
W=2.00000
H=2.00000
R=0.00000
G=0.00000
B=0.00000
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
A=0.00000
ScaleX=0.50000
ScaleY=0.50000
}
cFEKeyFrame Frame5
{
Time=5
A=0.00000
ScaleX=0.40000
ScaleY=0.40000
}
cFEKeyFrame Frame12
{
Time=12
ScaleX=0.58889
ScaleY=0.58889
}
cFEKeyFrame Frame30
{
Time=30
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
ScaleX=0.76667
ScaleY=0.76667
}
cFEKeyFrame Frame45
{
Time=45
A=0.78431
ScaleX=0.90000
ScaleY=0.90000
}
cFEKeyFrame Frame120
{
Time=120
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
}
}
}
}
cFEWidget spot_group2
{
X=0.49511
Y=-0.12501
W=0.31372
H=1.59987
ScaleX=2.20000
ScaleY=1.30000
cFEBitmap spot
{
File="HUD_grunge_spot"
TopMask=0.31000
BottomMask=0.40500
X=-0.50000
Y=-0.50000
W=2.00000
H=2.00000
R=0.00000
G=0.00000
B=0.00000
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
A=0.00000
ScaleX=0.50000
ScaleY=0.50000
}
cFEKeyFrame Frame10
{
Time=10
ScaleX=0.58889
ScaleY=0.58889
}
cFEKeyFrame Frame30
{
Time=30
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
ScaleX=0.76667
ScaleY=0.76667
}
cFEKeyFrame Frame45
{
Time=45
A=0.78431
ScaleX=0.90000
ScaleY=0.90000
}
cFEKeyFrame Frame120
{
Time=120
A=0.00000
ScaleX=0.90000
ScaleY=0.90000
}
}
}
}
cFEWidget spot_group6
{
Y=0.05000
ScaleY=0.50000
cFEBitmap grunge
{
File="HUD_grunge1"
X=-1.17643
Y=-2.35000
W=2.50973
H=6.00000
R=0.00000
G=0.00000
B=0.00000
ScaleX=0.60000
ScaleY=0.50000
RotX=0.00000
RotY=0.00000
RotZ=0.08727
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
AnimateScaleY="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame10
{
Time=10
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
ScaleX=0.90000
ScaleY=0.80000
}
cFEKeyFrame Frame45
{
Time=45
}
}
}
cFEAnim trigger
{
AnimateA="false"
StateTrigger="false"
X=-2.41172
Y=-8.55000
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame10
{
Time=10
A=0.00000
}
cFEKeyFrame Frame30
{
Time=30
}
}
}
cFEWidget spot_group7
{
X=0.68622
Y=-0.15000
W=0.99997
ScaleX=-0.80000
ScaleY=0.40000
cFEBitmap grunge
{
File="HUD_grunge3"
X=-1.17643
Y=-2.35000
W=2.50973
H=6.00000
R=0.00000
G=0.00000
B=0.00000
ScaleX=0.60000
ScaleY=0.50000
RotX=0.00000
RotY=0.00000
RotZ=0.08727
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
AnimateScaleY="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame10
{
Time=10
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
ScaleX=0.90000
ScaleY=0.80000
}
cFEKeyFrame Frame45
{
Time=45
}
}
}
cFEAnim trigger
{
AnimateA="false"
StateTrigger="false"
X=-3.09803
Y=-8.35000
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame10
{
Time=10
A=0.00000
}
cFEKeyFrame Frame30
{
Time=30
}
}
}
}
cFEWidget virus_group
{
R=0.19608
G=0.27451
B=0.39216
cFEAnim trigger
{
AnimateA="false"
StateTrigger="false"
Y=-8.97490
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame15
{
Time=15
A=0.00000
}
cFEKeyFrame Frame45
{
Time=45
}
}
}
cFEAnim trigger
{
AnimateA="false"
StateTrigger="false"
cFEKeyFrame Frame0
{
}
cFEKeyFrame Frame60
{
Time=60
}
cFEKeyFrame Frame105
{
Time=105
A=0.00000
}
}
}
cFEWidget text_group
{
cFEWidget text_container
{
X=0.10938
Y=0.00004
W=0.78125
H=1.00001
cFEText w_text
{
}
cFEText w_text2
{
Text="12957 IDS_HUD_MISSIONFAILED"
Font="arialblk46"
Justify="center"
DropShadow="false"
DropShadowX=0.00100
DropShadowY=0.00100
X=-0.00001
Y=0.25000
}
cFEAnim w_blue
{
AnimateR="false"
AnimateG="false"
AnimateB="false"
StateFocus="false"
X=-0.14001
Y=-4.00000
cFEKeyFrame Frame0
{
R=0.51765
G=0.94902
}
cFEKeyFrame Frame1
{
Time=1
R=0.51765
G=0.94902
}
}
}
cFEAnim trigger
{
AnimateA="false"
StateTrigger="false"
Y=-4.00000
cFEKeyFrame Frame0
{
A=0.00000
}
cFEKeyFrame Frame15
{
Time=15
}
}
}
cFEAnim trigger
{
AnimateA="false"
AnimateScaleX="false"
AnimateScaleY="false"
StateTrigger="true"
Y=-0.91667
cFEKeyFrame Frame0
{
Interpolation="ease"
EaseIn=1.00000
EaseOut=0.00000
EaseScale=2.60000
A=0.00000
ScaleX=1.10000
ScaleY=1.10000
}
cFEKeyFrame Frame1
{
Time=1
ScaleX=1.10000
ScaleY=1.10000
}
cFEKeyFrame Frame5
{
Time=5
ScaleX=1.10000
ScaleY=1.10000
}
cFEKeyFrame Frame150
{
Time=150
Interpolation="ease"
EaseIn=0.00000
EaseOut=1.00000
EaseScale=2.60000
ScaleX=1.10000
ScaleY=1.10000
}
cFEKeyFrame Frame160
{
Time=160
Event="MsgEnd"
A=0.00000
ScaleX=1.10000
ScaleY=1.10000
}
}
}
data/frontend/fecmn.big/hud_npc.txt
No noticeable change. npc stands for non-player character. file has line npc_health could be health bars for characters when you leave them in other rooms. Sullivan's green bar shows up clearly in safe house.
Files also present: name_backing, red_meter, npc_dying_select
data/frontend/fecmn.big/hud_cinematic
No noticeable change
data/frontend/fecmn.big/gs_hud_common.txt
Main sections
cFEScreen GSHudCommon
cFEShape black
cFEWidget count_down
cFEWidget w_minigame_timer
cFEWidget result_group
cFEWidget w_status
cFEWidget points
cFEScreen hudnpc
cFEScreen sync_warning
Removes names of items and the button to press to use or take that item
data/frontend/fecmn.big/hud_reticle.txt
No noticeable change
A reticle is a net of fine lines or fibers in the eyepiece of a sighting device, such as a telescope, a telescopic sight, a microscope, or the screen of an oscilloscope.
Removing the Guide arrow [ ]
Dead Rising 2
Open data/models/special
rename the files to anything different:
guide_arrow.big
guide_arrow.tex
The "black stain" remains, which was behind and surrounded the arrow, modifying the above ingame.big file removes this.
Why change the name and not just delete it? This is because it is good to still have the file just in case you ever want the arrow back.
Off the Record
The Dead Rising 2 method does not work for Off the Record - the game crashes at the start up screen. Removing these two files also causes the game to crash.
Instead with Gibbed, open:
Dead Rising 2 Off The Record\data\models\special\guide_arrow.big
With a text editor open:
bigfile.xml in the guide_arrow.big folder created by gibbeds
bigfile.xml looks like this:
<?xml version="1.0" encoding="utf-8"?>
<files version="2">
<entry name="Combined Vertices 8" alignment="32">Combined Vertices 8</entry>
<entry name="Combined Vertices 12" alignment="32">Combined Vertices 12</entry>
<entry name="Combined Indices 2" alignment="32">Combined Indices 2</entry>
<entry name="_ATTRIBUTE_" alignment="4">_ATTRIBUTE_</entry>
<entry name="UsedShaders.txt" alignment="4">UsedShaders.txt</entry>
<entry name="MatArray" alignment="4">MatArray</entry>
<entry name="MatTextureInfoArray" alignment="4">MatTextureInfoArray</entry>
<entry name="_COLLPRIMS_" alignment="4">_COLLPRIMS_</entry>
<entry name="SceneDescription" alignment="4">SceneDescription</entry>
<entry name="persistent.big" alignment="256">persistent.big</entry>
<entry name="SceneHeader" alignment="4">SceneHeader</entry>
</files>
Delete all the lines except this:
<?xml version="1.0" encoding="utf-8"?>
<files version="2">
<entry name="UsedShaders.txt" alignment="4">UsedShaders.txt</entry>
<entry name="persistent.big" alignment="256">persistent.big</entry>
</files>
Repack the folder with Gibbed.
The Gibbed created guide_arrow_big folder can remain in the special folder without the game crashing.
arrow splotch name
The arrow splotch in Texmod is named: DEADRISING2.EXE_0xC590AD40
Removing the Local Player Pos [ ]
When a player is in Debug Mode a green line showing Chuck's location is on the top of the screen.
This can be removed by editing your user.ini or master.ini file, this line should read:
RenderLocalPlayerPosition="false"[1]
Game location names [ ]
The location names which are displayed in the HUD when Chuck walks into an area is found in the data/datfile.big/fe_map_f1.csv file.
Potential coding to explore [ ]
In missions.txt , section cMissionDefinition Tutorial2_Katey:
cMissionRaiseDialog HideZombieCount1
{
DialogName = "HIDE_ZOMBIES"
}
Other sections:
cMissionRaiseDialog Timeslate1
{
show_time_until_rescue = "true"
}
cMissionRaiseDialog hide_zombrex
{
hide_zombrex_counter = "true"
}
Comparison of ingame.big OTR with DR2 [ ]
File:Comparison of data frontend ingame.big OTR and DR2.doc
OTR is the new file (underlined),
DR2 is the struck - crossed out old file
bigfile.xml
em_huge_drawpoker.txt
em_huge_killerbj.txt
em_huge_roulette.txt
em_huge_sdadhuge.txt
em_slot_barnyard.txt
em_slot_burning.txt
em_slot_cashdiet.txt
em_slot_drcash.txt
em_slot_kingcrwn.txt
em_slot_lapdance.txt
em_slot_megaman.txt
em_slot_monsters.txt
em_slot_reelitin.txt
em_slot_roaring.txt
em_slot_sugardad.txt
em_slot_turkeys.txt
em_slot_yachtfun.txt
gameend.txt
hud.txt
hud_battlecage.txt
hud_bossbattle.txt
hud_combo_card_lrg.txt
hud_combo_room_key.txt
hud_infobar.txt
hud_missions.txt
hud_missions_abovemap.txt
hud_online.txt
hud_photocamera.txt
hud_player.txt
hud_screen_fade.txt
hud_watch.txt
hud_worldlocation.txt
hud_zombrex.txt
ig_autosave.txt
ig_clothing.txt
ig_combocards.txt
ig_notebook.txt
ig_pictureviewer.txt
ig_tutorials.txt
igcasefile.txt
iggameover.txt
igoverlay.txt
igpause_master.txt
igtransition.txt
map_all.txt
map_loading.txt
map_prologue.txt
mg_common.txt
mg_fitnessbike.txt
mg_gatehack.txt
mg_golfbooth.txt
mg_gyroscope.txt
mg_mechanicalbull.txt
mg_moneybooth.txt
mgem_golfbooth.txt
pokertable.txt
status.txt
timeslate.txt
tut_art_bg.txt
tut_bikemodifications.txt
tut_blank.txt
tut_cases.txt
tut_checkpointsave.txt
tut_closegate.txt
tut_combo_card.txt
tut_combo_room_key.txt
tut_coop.txt
tut_e3_thanks.txt
tut_economy.txt
tut_escortingsurvivors.txt
tut_guidearrow.txt
tut_juice.txt
tut_levelingup_pp.txt
tut_magazines.txt
tut_ruinedbike.txt
tut_photography.txt
tut_photography2.txt
tut_sandbox.txt
tut_saving.txt
tut_scoopcue.txt
tut_scratch_card.txt
tut_time.txt
tut_trainchase.txt
tut_zombrex.txt
tut_zombrex2.txt
Off the record ingame.big file with HUD removed [ ]
Gallery [ ]
data/frontend/ingame.big/hud_player.txt [ ]
Scroll bar, items bar, black arrow splotch, and zombrex meter still appear. Arrow key would regularly be there, except it was
removed Time until military arrives still appears
Icons still appear and store information (hud_worldlocation.txt) still appear.
All information on watch screen appears