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PostPosted: 12 Nov 2011, 06:37 
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Joined: 11 Nov 2011, 22:11
Posts: 4
[quote] My first post here, Greetings all,
I am having the exact same issue as above. ...
Any ideas on the Hor streatched picture to start?

Hey Baer, welcome to WSGF, try my .ini file, it runs great here, its set to 5760x1200, if it doesnt work i would suggest to reinstall Nvdia drivers, btw im running beta 285.79.

(link removed)

OK, this worked. I copied that INI to my INI and it worked, now I have the menu all zoomed in. really disappointing. also running the New Beta Drivers as well. whats up with the two hottest games this year not really supporting Surround Views.


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PostPosted: 12 Nov 2011, 06:58 
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Joined: 11 Nov 2011, 21:02
Posts: 15
I have them compiling now, but I'm still working on figuring out how to use my powers for the good of mankind resize things properly.

Here's how to get them to compile:


  1. Go download this 1.5GB monstrosity: http://www.udk.com/download (You need all of about a couple megs of it in the end...)

  2. Load up the decompiled InterfaceMod folder as a project in Flash Pro

  3. Open one of the .fla files (I've been testing with startmenu.fla since it's the first thing to come up)

  4. Edit the publish settings for the .fla file so that it publishes the .swf as Flash Player 8 and AS 2.0

  5. Click "Settings" next to the ActionScript 2.0 dropdown in the Publish Settings config and add the CLIK classpath as the FIRST classpath in the list. (CLIK is the Scaleform stuff you downloaded along with the Unreal Engine crap in the 1.5GB download above. For example, my first classpath is "E:UDKUDK-2011-10DevelopmentFlashCLIK")

  6. Give publishing a try



One issue is that the .fla file is supposed to embed the font used in the menu, and I don't happen to have that font installed. I'll be tracking those down at some point (I think it's just Futura).

Once you get through all that, you can get all goofy and move the logo around and pretend you're funny by putting "LOL" over everything. Oh, and I suppose this opens things up for the masochists who want to start creating interface mods...



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PostPosted: 12 Nov 2011, 06:58 
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Joined: 14 Feb 2010, 13:39
Posts: 761






Not quite happy with it yet, still a few bugs.

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PostPosted: 12 Nov 2011, 07:03 
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Joined: 11 Nov 2011, 21:02
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Not quite happy with it yet, still a few bugs.


Great work. Mind if I ask how you're going about this?


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PostPosted: 12 Nov 2011, 07:21 
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Joined: 22 Oct 2010, 04:23
Posts: 115
Funny thing is, if we could get the swf files to recompile and work... we need to add just one line.

Stage.scaleMode = "showAll";

that is it... the only thing needed to add to 1 as file.

On the menus that is...
The view port for the model is still going to be screwed up.


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 Post subject: EvilEngineer wrote:Funny
PostPosted: 12 Nov 2011, 07:33 
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Joined: 11 Nov 2011, 21:02
Posts: 15
Funny thing is, if we could get the swf files to recompile and work... we need to add just one line.

Stage.scaleMode = "showAll";

that is it... the only thing needed to add to 1 as file.

On the menus that is...
The view port for the model is still going to be screwed up.


I have it compiling; see about three posts up. Where do you propose setting the scaleMode? I've given that a try, but I'm not seeing any effect.


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 Post subject: Scratch that. I found a
PostPosted: 12 Nov 2011, 07:43 
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Joined: 11 Nov 2011, 21:02
Posts: 15
Scratch that. I found a place to put it. Makes the start menu look great. I'll give the Inventory screen a look in a minute.



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PostPosted: 12 Nov 2011, 07:46 
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Joined: 22 Oct 2010, 04:23
Posts: 115
Scratch that. I found a place to put it. Makes the start menu look great. I'll give the Inventory screen a look in a minute.



Mines still screwing up on the compile =/

I can get the start screen to work, but inventorymenu.swf bombs the game on load.


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PostPosted: 12 Nov 2011, 07:51 
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Joined: 11 Nov 2011, 21:02
Posts: 15
I'm getting the same thing out of the inventory. What compiler errors are you getting? I had to change "__get_instance()" to "instance" in a few places.


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PostPosted: 12 Nov 2011, 07:57 
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Joined: 22 Oct 2010, 04:23
Posts: 115
Pretty much the same thing. just calls in the .as files for "__get__instance"
for StartMenu the startmenu.as at lines 424,448,453,460,469
for InventoryMenu the InventoryLists.as @ lines 96,102 and SharedCenteredList.as @ line 52


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