Widescreen Gaming Forum

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 Post subject: Age of Mythology
PostPosted: 16 Mar 2008, 07:16 
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Joined: 16 Mar 2008, 01:34
Posts: 10


Widescreen Grade: B
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: B
4k Grade: Incomplete

Read Full Detailed Report - Age of Mythology

Age of Mythology is an RTS set within the major historical mythologies - Greek, Roman, Egyptian. It is in the same play style as Age of Empires II, and with good reason. AOM is from the same developer, and same "series" as AOE2.
From Ensemble Studios, the creators of Age of Empires and Age of Kings, comes Age of Mythology, a game that transports players to a time when heroes did battle with monsters of legend and the gods intervened in the affairs of mortal men.
Taking on the role of one of nine ancient civilizations, players guide their people to greatness by commanding all aspects of their empire: gathering resources, raising massive armies, waging war against enemies, establishing profitable trade routes, building new settlements, enhancing production or military might with improvements, exploring new frontiers, and advancing through four distinct ages.



4:3


16:10


16:9


3x1



Last edited by zoom on 02 Dec 2018, 07:50, edited 4 times in total.
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PostPosted: 16 Mar 2008, 19:29 
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Joined: 07 Nov 2005, 04:16
Posts: 3010
Calculated grade: C
Potential grade: C+

Major unresolved issues:
None

Minor unresolved issues:
Is 1280x768 supported?
Are 1280x800, 1440x900, and 1680x1050 supported?
Are 1280x720 or 1920x1080 supported?
If so, how's the 16:9 support?

Summary of widescreen-related flaws
Command-line solution
HUD stretch
Some GUI stretch

Cranky's coverage estimate: 97.5%


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PostPosted: 17 Mar 2009, 22:29 
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Better late than never - here are the additions needed for definite grading. I used the french game but same versions as the OP (AoM 1.10, Titans 1.3).

As was reported in other solutions threads, the Wiki needs to be corrected : the syntax for setting a custom res is xres= yres= (and not -xres= -yres=). And it's much easier to edit the game's shortcut anyway.


Is 1280x768 supported? Yes.
Are 1280x800, 1440x900, and 1680x1050 supported? Yes.
Are 1280x720 or 1920x1080 supported? Yes, both are.
If so, how's the 16:9 support?Hor+


1360x768 (16:9)





==Cut scenes==

The intro/trailer is a bink video that plays in a fullscreen 1024x768 independently of the in-game resolution (thus stretching on widescreen displays not equipped with some sort of "fixed aspect ratio" scaling).

As can be seen on the screenshots, real-time rendered cut scenes are vastly Hor+ but because the theatrical letterboxing shrinks as the AR gets wider, they're a bit Vert+ too.


==Multiplayer support==

No problem hosting/joining games in all ARs.


==Surround Gaming Support==

Same method, add xres= yres= to your shortcut's Target field. (The SGU entry only forces windowed mode and doesn't even list the Titans expansion, so don't bother.)
Hor+ gameplay, stretched UI except the minimap.

5040x1050




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PostPosted: 18 Mar 2009, 01:22 
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Grade is C.
Command line solution is a consequential flaw.


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PostPosted: 18 Mar 2009, 12:54 
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The "command line" method currently on the Wiki is incorrect and was probably taken from outdated/misleading posts, although the "real" method was posted several times (including as a confirmed solution by Paddy).

Widescreen support can be achieved through
- adding parameters to the shortcut's Target (easy way)
- launching the game through a command line, which is the SAME as using the shortcut method, only more complicated (who'd do that ??)
- creating a user.cfg with the same parameters in My DocumentsMy GamesAge of Mythologystartup (which would be a .ini edit of sorts, but again editing the shortcut's target seems so much easier)

So editing a shortcut is regarded as a more "consequential" flaw than a .ini edit ?
If so, and if we document the third method instead (user.cfg), will the grade be different ?


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PostPosted: 18 Mar 2009, 20:19 
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Command line is the more technically correct way to phrase it. Even if you aren't looking at a command line, if you add parameters to a shortcut, you are still using command line parameters. Also, documenting the command line solution pretty much guarantees that the user will understand how it works. Then they can implement the command line solution themselves alternate ways, the shortcut method being one. I personally prefer to make batch files. There's much less potential for confusion regarding working directories and misplaced quotation marks that way. And if you for some reason rename or move the game's directory, the batch still works.

So editing a shortcut is regarded as a more "consequential" flaw than a .ini edit ?
If so, and if we document the third method instead (user.cfg), will the grade be different ?

I don't think so. The advantage of a .ini edit is that you could reasonably look at a .ini file and figure out what it is you're supposed to change, whereas there's no way you'd ever guess that you're supposed to add "xres= yres=" as command line parameters, or that you're supposed to create a "user.cfg" file in a specific directory and type whatever into it.


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PostPosted: 19 Mar 2009, 12:55 
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I'm still unsure to fully agree :mrgreen: but it makes sense. Thanks for explaining.


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