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Orcs Must Die! - Wide Screen out of box support, vert - camera
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Author:  EvilEngineer [ 18 Oct 2011, 02:35 ]
Post subject:  Orcs Must Die! - Wide Screen out of box support, vert - camera

I picked up this game off of steam and I have to admit it is extremely fun if you like Tower Defense style game play. It's a mix of FPS and tower defense, similar in fashion to Sanctum. Except with orcs, and a story line.

While the game out of the box supports the multi-screen resolutions it has a couple of major draw backs.

1. The main menu is vert-
2. The game play cameras are vert-


While I do see this as a draw back, the game has one thing going for it that will help us.

1. The files are flat
Every texture, config file, mesh, etc... are contained in zip files in the games folder.

I've just started looking into them right now to see what can be tweaked.

So far, it looks like the "datademo.zip" file contains the most useful files for us.
Nested under that in the "controls" folder features the .cfg files for the 3 camera views, which contain FOV and X / Y /Z offset modifiers.

Author:  EvilEngineer [ 18 Oct 2011, 03:08 ]
Post subject:  OK.... the dev's put in a

OK.... the dev's put in a file authentication somewhere. I've got to re-install real the game.

Author:  EvilEngineer [ 18 Oct 2011, 16:36 ]
Post subject:  I've been able to get around

I've been able to get around the file authentication by dumping the zips to the root folder of the game, and zeroing out the zips. It is now checking for the content in the folders where I can edit them vs the zip files.

Allowing me to mod the control files for the cameras to adjust the FOV settings.
Attached are some of the screen shots of the 3 different cameras with different FOV settings

Right - 75 (stock settings)
Center - 85 (stock settings)
Left - 120 (modified)


Attached files

Author:  thales100 [ 18 Oct 2011, 16:59 ]
Post subject:  Looks great m8 ! Could you

Looks great m8 ! Could you please post the FOV solution so we can update the game's Detailed Report ? You can edit it by yourself if you prefer, cheers.

Author:  EvilEngineer [ 18 Oct 2011, 17:20 ]
Post subject:  thales100 wrote:Looks great

Looks great m8 ! Could you please post the FOV solution so we can update the game's Detailed Report ? You can edit it by yourself if you prefer, cheers.


Will do. Give me a bit to put together a procedure. Still poking around trying to see if I can fix the title menu.

Author:  thales100 [ 18 Oct 2011, 23:00 ]
Post subject:  Great !

Great ! :twothumb

Author:  EvilEngineer [ 18 Oct 2011, 23:11 ]
Post subject:  Hmm... looks like they left

Hmm... looks like they left the leaderboard scoring multipliers on the computer. I might be the top now ... :: whistles innocently:: Think it shows?



Attached files

Author:  thales100 [ 18 Oct 2011, 23:15 ]
Post subject:  Only 870,000,000+ ?

Only 870,000,000+ ? 0:)

Author:  thales100 [ 19 Oct 2011, 17:22 ]
Post subject:  Thanks a lot to EvilEngineer

Thanks a lot to EvilEngineer for this solution 8) , ive edited and included it in the game's Detailed Report.

Author:  EvilEngineer [ 22 Oct 2011, 02:28 ]
Post subject:  I've also been toying around

I've also been toying around with making level mods. Right now simply modifying wave counts and compositions to make the game longer and harder.

Here is my break down of how, and the results.

http://www.robotentertainment.com/forum/topic/Manual-adding-waves-first-level-mod

Some screen shots of the newly modded level. Notice the wave counter in the top right has updated to reflect all the waves.
Also the first shot shows what happens when you mess up... strange things appear.



Attached files

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