Ultrawde and eyefinity support

There is no peace among the stars: the Imperium of Man is beset on all sides by all kinds of threats. Among them is the Orks, a barbaric and warlike xeno race. One of their fiercest leaders, Grukk Face-Rippa, leads his Red Waaagh! in the Sanctus Reach system...
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Ang
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Ultrawde and eyefinity support

Post by Ang »

I a running the game at 5760x1080 however the game is not scaled properly. Is there anyway to change the FOV or force the game to scale properly? People using 21:9 monitors maybe noticing this too, but not to the extent that 48:9 users are.

I believe this game is in vert-, so the wide I go the vertical FOV decreases.

imgur Screen shots

pRZArA7.jpg @5760x1080
pe9rLYp.jpg @1820x1080
Ang
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Re: Ultrawde and eyefinity support

Post by Ang »

Also certain UI elements are horizontally stretched - this is not a big deal but affects the presentation at wider resolutions. Some examples are the opening GW splash graphic, the opening movie and the title screen space wolves graphic (the menu text and graphic are ok). Others are the Turn change graphics. and the background graphic for the bottom UI.

One item of notice is that the skirmish setup map (where you pick units based on points) is scaled properly and you can zoom out quite a fair distance, but once you start the skirmish your zoom out is limited to a certain distance.

I have checked the config files in mydocuments and will check the game folder as well, but there's no indication of a FoV value or a zoomout limit.
pipfromslitherine
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Re: Ultrawde and eyefinity support

Post by pipfromslitherine »

We haven't built the images to that kind of ultra-wide ratio, so they will be stretched.

Cheers

Pip
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Ang
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Re: Ultrawde and eyefinity support

Post by Ang »

Not to worry and I really appreciate the help! I took your advice and did some testing and made the changes to the MAPVIEW file in Data.

- note you cannot edit and save the file directly to the folder, you'll need to move the file in and out via dragging

Here are the contents of the file

PITCH 50 <---the initial pitch in degrees of he camera
ZOOM 285 <---the initial zoom level of the camera; the lower the number the greater the zoom in
ZOOMLIMIT 750 <---the maximum zoom out level; the higher the number the greater the zoom out
ROTATE 85 <---the initial radial angle of the camera; interval of 90 degrees sets the camera straight on the edges
FOV 82 <---traditional FoV angles; the smaller the number the narrower FoV, at very high numbers the fish eye effect is noticeable
ZOOMINLIMIT 45 <---the maximum zoom in level; lower numbers represent extreme zoom and are not useful however too high of a number and you will not be able to zoom as close as you may want
PITCHLIMIT 40 <---this is the amount of play when using the pitch function of the camera; use your initial pitch value to calculate your total swing in this case i go plus or minus 40 for 50 so 10 degrees (over the shoulder cam) to 90 degrees (top view with the ability to rotate) don't set this value higher than 90 minus your initial pitch value, if you want 0 to 90 set both values to 45

Pictures off of imgur:
http://i.imgur.com/CtWpNHL.jpg
http://i.imgur.com/Do5AyZD.jpg
http://i.imgur.com/UpZoI6o.jpg
http://i.imgur.com/7eZ1UdQ.jpg
zakblood
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Re: Ultrawde and eyefinity support

Post by zakblood »

i also use a custom camera view, just didn't use it in testing, only on my own games and in the editor, so glad you also got it working and sorted
Ang
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Re: Ultrawde and eyefinity support

Post by Ang »

@zak

Thanks for the reply, and yes I am happy i got it working too. I play a *bunch* of games using eyefinity. I should recheck armageddon as well as that game had a similar issue of being too zoomed in.

I appreciate the help from you guys!
Ang
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Re: Ultrawde and eyefinity support

Post by Ang »

Hi again guys!

I am really enjoying my time with this game, and I love the mega-wide view! it gives me a great view of the battlefield.

I have another question, i noticed in "TWEAKS" that there may be a way to scale the "buttons" when mousing over to attack, move etc.

I think it is due to my screen resolution is so large width wise. Is this possible -i've linked an image to explain what I mean. Part of the issue is if the buttons appear too close to the bottom of the screen mousing over causes the screen to scroll or the buttons to disappear, so I need to position the unit more to the top of the screen to avoid this. Its more of a quality of life tweak for me.

Thanks for any help!

http://i.imgur.com/ZZCaqkB.jpg - normally scaled buttons at 1920 x 1080
http://i.imgur.com/DdLRRQp.jpg - very large buttons at 5760 x1080 (assumption is that they are 3 time bigger)
WolfMother
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Re: Ultrawde and eyefinity support

Post by WolfMother »

Ang wrote: http://i.imgur.com/ZZCaqkB.jpg - normally scaled buttons at 1920 x 1080
http://i.imgur.com/DdLRRQp.jpg - very large buttons at 5760 x1080 (assumption is that they are 3 time bigger)
The game resizes elements I tell it to. When the screen resolution goes up, it'll add padding between (example the buttons above end turn) to compensate for the screensize. The UI was tested based on the default resolutions you see in the options menu. It hurts my artist brain seeing the 5760x1080 screenshot, but I don't even think I could have tested that with my current monitor! Right now the priorities for the game are bug fixes, balance and tweaks to make the game solid. After that I'll be looking into UI improvements.
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Ang
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Re: Ultrawde and eyefinity support

Post by Ang »

I appreciate the response, I am pretty sure there are users who play this game (and games in general) at aspect ratios greater than 16:9 (or less than for that matter). It's why we game on PC!

The game works fine for me, and getting response from the devs shows how far gaming has come by acknowledging its end users.

That being said, I'd happily help to test any possible fixes for this, just let me know.

Thanks WolfMother!
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