Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 03 Aug 2013, 15:47 

Replies: 322
Views: 112039


Try running it as admin to see if that helps.

If not you can try getting properties on the dll itself and seeing if it's blocked.

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 20 Jul 2013, 18:54 

Replies: 322
Views: 112039


The background scaling has been fixed locally and I'm working on implementing the ability to modify files outside of packages, as well as .vpk repacking. Thanks for the updated XML. I'll include it in the next build released. Update: I released v1.3. Download it here . It contains the changes in the...

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 01 Jul 2013, 03:11 

Replies: 322
Views: 112039


Here's a new version. There's not much of a change overall. The XML file has had a custompath attribute added so it knows where to write the files. You no longer have to worry about the registry and usernames or paths since the TF2 directory now resides under common. Download v1.2 This version does ...

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 30 Jun 2013, 23:23 

Replies: 322
Views: 112039


To support the new structure it's as simple as editing the XML file and deleting the *\ before the game.

However, I do need to return to this to update for other changes.

I'll be updating the program to add some features but otherwise just the XML needs updated for the current version.

 Forum: Mods, Tweaks, Tools & Tutorials   Topic: Multi-Game Widescreen Fixer

Posted: 01 May 2013, 01:59 

Replies: 1474
Views: 530789


Actually, as long as you are using NVIDIA Surround or AMD Eyefinity, it should get HUD placement directly from the driver.

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 10 Apr 2013, 09:55 

Replies: 322
Views: 112039


I still plan on updating the tool. I've just been so overwhelmed with work these last few months.

 Forum: Detailed Widescreen Reports   Topic: Warhammer 40,000: Space Marine

Posted: 10 Apr 2013, 09:12 

Replies: 56
Views: 23790


I'd have to look again but I thought the cutscenes were fixed?

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

Posted: 01 Jan 2013, 21:14 

Replies: 322
Views: 112039


I'll work on this over the coming weekend.

 Forum: Request/Discuss Game Solutions   Topic: Planetside 2 Vehicle FOV Fix (PS2FOV v1.4)

Posted: 29 Dec 2012, 16:27 

Replies: 116
Views: 120829


I can't even use surround right to begin with. The menu buttons are off-screen and not rendered, the main buttons at the bottom of the screen get pushed down and are hard to use. Various things flicker all over the outside two screens. It's pretty unplayable. I stick with 1920x1080 for now.

 Forum: Multi-Monitor Gaming   Topic: COD Black Ops 2 Multi Monitor support?

Posted: 27 Nov 2012, 07:56 

Replies: 82
Views: 48133


It's still being looked into.

 Forum: Multi-Monitor Gaming   Topic: COD Black Ops 2 Multi Monitor support?

Posted: 18 Nov 2012, 23:26 

Replies: 82
Views: 48133


Potentially good news...

Image

I managed to move one element and stretch another at the same time.

 Forum: Multi-Monitor Gaming   Topic: COD Black Ops 2 Multi Monitor support?

Posted: 18 Nov 2012, 14:33 

Replies: 82
Views: 48133


HaYDeN is on a business trip I think. We were looking into the multiplayer HUD already. It doesn't work the same as it did in previous CoD games. I've been looking into it but haven't found anything that works yet.

 Forum: Multi-Monitor Gaming   Topic: COD Black Ops 2 Multi Monitor support?

Posted: 15 Nov 2012, 00:58 

Replies: 82
Views: 48133


Sorry for not posting earlier here. I've mostly been posting updates to twitter.

The rendering area is limited to 4096 pixels. Anything wider than that and it gets cut off. I am working on this.

Also the HUD and scale of the crosshair need more work. Things are different this time around.

 Forum: Mods, Tweaks, Tools & Tutorials   Topic: Multi-Game Widescreen Fixer

Posted: 24 Oct 2012, 01:50 

Replies: 1474
Views: 530789


The BF3 fix is only meant for single-player. While you can set your own FOV for multi-player, there is no option for single-player. This is why it exists. If you configure the plugin on the right side it says, in all capital letters, "DO NOT USE ONLINE!" While I'm sorry that you got banned, I'm not ...

 Forum: Multi-Monitor Gaming   Topic: Centered HUD for Team Fortress 2

 Post subject: I got the messages. I'll
Posted: 23 Oct 2012, 03:34 

Replies: 322
Views: 112039


I got the messages. I'll look into it when I have some time. I knew I was writing some of the files to the default path and wasn't sure whether they were working right or not. I'll provide a way to specify which folder to output them to. I've got a few things on my list to fix so I'll get to them so...

 Forum: Mods, Tweaks, Tools & Tutorials   Topic: Flawless Widescreen

 Post subject: The thing with VAC bans is
Posted: 10 Oct 2012, 00:39 

Replies: 1251
Views: 816180


The thing with VAC bans is that they are irreversible. If something does happen to trigger a VAC ban then you're pretty much out of luck. It's a risk none of us are willing to take.

 Forum: Detailed Widescreen Reports   Topic: Borderlands 2

Posted: 04 Oct 2012, 01:54 

Replies: 55
Views: 37069


SMAA actually blurs more than FXAA. However, SMAA focuses more on edges than FXAA. This means that shaders are far less likely to get anti-aliased, thus giving a sharper appearance at times. FXAA is great in that it does anti-alias shaders. If you take a screenshot side-by-side comparing FXAA to SMA...

 Forum: Mods, Tweaks, Tools & Tutorials   Topic: Multi-Game Widescreen Fixer

 Post subject: I imagine it's just them
Posted: 28 Sep 2012, 20:48 

Replies: 1474
Views: 530789


I imagine it's just them limiting it to 4096 specifically, not any size of an int.

It's possible to remove this check. It just takes the time and effort to track it down and remove it.

 Forum: Mods, Tweaks, Tools & Tutorials   Topic: Multi-Game Widescreen Fixer

Posted: 28 Sep 2012, 14:02 

Replies: 1474
Views: 530789


A 16-bit int would be -32768 to 32767, not 4000. :)

 Forum: Detailed Widescreen Reports   Topic: Borderlands 2

 Post subject: First picture doesn't have
Posted: 26 Sep 2012, 02:13 

Replies: 55
Views: 37069


First picture doesn't have any anti-aliasing.

Second picture is SMAA, not MSAA.

SMAA looks worse than FXAA in almost every case, and it's also slower than FXAA.
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