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 Post subject: Unreal Tournament 2004
PostPosted: 21 May 2006, 21:13 
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Joined: 07 Nov 2005, 04:16
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Widescreen Grade: B
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: B
4k Grade: Incomplete

Read Full Detailed Report - Unreal Tournament 2004

Unreal Tournament 2004 is an online FPS from Epic Games and Infogrames, and the follow-up to the previous entry Unreal Tournament 2003. Assault mode returns, and a new strategy-oriented mode called Onslaught is added. Possibly more notable are vehicles throughout the maps, some of which require multiple pilots to operate completely.


4:3


16:10


16:9


3x1



Last edited by The_cranky_hermit on 03 Mar 2015, 11:16, edited 3 times in total.
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PostPosted: 28 Aug 2006, 16:54 
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Added 2560x1600 support based on Ruaviator's testing


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PostPosted: 28 Aug 2006, 17:40 
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Joined: 15 Apr 2005, 23:27
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110* FOV works well at 1680x1050 on ONS :) i prefer 4:3 on DM though personally, to much to distract with widescreen :P

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PostPosted: 24 Dec 2006, 19:01 
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Joined: 24 Dec 2006, 18:56
Posts: 764
You can scale also your hud under User.ini


[Engine.HUD]
bSmallWeaponBar=true
bHideHUD=false
HudOpacity=200.000000
HudScale=0.764894
HudCanvasScale=1.000000
bMessageBeep=true
bShowWeaponInfo=true
bShowWeaponBar=True
bShowPersonalInfo=true
bShowPoints=true
bCrosshairShow=true
bShowPortrait=True
bNoEnemyNames=False
CrosshairScale=1.200000
CrosshairOpacity=0.900000
CrosshairStyle=0
ConsoleMessageCount=3
ConsoleFontSize=4
MessageFontOffset=0
bShowPortraitVC=True
CrossHairColor=(B=255,G=255,R=255,A=255)

Only don't know what canvasscale exactly does.


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PostPosted: 24 Dec 2006, 19:44 
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Does this actually prevent the HUD from stretching? If it does, and you can demonstrate this with a pair of screenshots, UT2004 can be upgraded to a B+.


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PostPosted: 25 Dec 2006, 14:05 
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Joined: 24 Dec 2006, 18:56
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What resolution pics do you want to see?


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PostPosted: 25 Dec 2006, 16:11 
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Anything 4:3 and anything 16:10 will do. Preferably 1024x768 and 1280x800, but higher resolutions will do. Just make sure you either use thumbnails or resize them to 640x480 and 768x480. Also, make sure you tell us what settings you are using for each setting that's relevant (resolution, FOV, HUDScale, and HUDCanvasScale).


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PostPosted: 26 Dec 2006, 14:15 
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Joined: 24 Dec 2006, 18:56
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Did found someting usefull.

http://utforums.epicgames.com/showthread.php?p=24725256
I don't know if it works because i haven't my widescreen monitor yet. I've tested these screenshots on my 19'ich crt monitor

Normal 1280x1024


Normal 1280x800


hudscale ,25 1280x1024


hudscale ,25 1280x800


canvasscale ,5 1280x1024


canvasscale ,5 1280x800


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PostPosted: 26 Dec 2006, 23:18 
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Seems to me that HUD scaling won't do anything to solve the stretching. It scales the HUD in both dimensions, and you need to shrink it in the X component without changing the Y component in order to undo the stretching.


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PostPosted: 27 Dec 2006, 10:22 
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Joined: 24 Dec 2006, 18:56
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More then that i don't know of the hud so, it probably will be the same grade? :( :P


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