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PostPosted: 03 Mar 2009, 10:12 
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Joined: 27 Feb 2007, 08:08
Posts: 16


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

Read Full Detailed Report - Command & Conquer: Red Alert 3

Command & Conquer: Red Alert 3 is the sequel of Command & Conquer: Red Alert 2. The Soviets are almost dead, the Allies celebrate their victory.
In this hard time dr.Zelinsky invent a time machine. Similar to Einstein's one.
Premier Cherdenko and general Krukov are using device to delete Einstein (responsible for Allies technology advancement) from history and bring victory to motherland.
Trick works and USSR is strong again. However, there are unforeseen consequences.
The Empire of the Rising Sun is trying to conquer the world with their advanced technology and spirit of fight.
Incredible? Welcome to Red Alert.



4:3


16:10


16:9


3x1



Last edited by H0Ju on 13 Nov 2013, 10:24, edited 2 times in total.
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 Post subject: C&C Red Alert 3
PostPosted: 03 Mar 2009, 10:53 
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Joined: 14 Apr 2007, 02:13
Posts: 1514
This has kinda inspired me a little. I'm going to install C&C3 and C&C:RA3 and add these to WSF hopefully. :) Thanks.

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 Post subject: C&C Red Alert 3
PostPosted: 03 Mar 2009, 17:07 
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Joined: 12 Sep 2007, 19:14
Posts: 1560
Thanks for sharing the information. The ultra-low camera setting used in all the SAGE engine RTS titles is very frustrating. Glad to see that there is a fix for RA3.

You can now zoom in way past the surface of the map, and zoom out to a point where they have a permanent fog-of-war effect going on. Probably something to do with graphical performance that they didn't want to have the game engine figure out too many things at once.

That is something I had to disable in my BFMEII mods. I also had to fix the soundFX rendering since the game ties the virtual microphone to the distance from the camera. Have you noticed any of the 3D sound FX being silent or abnormally quiet using this fix? From your screenshot it looks like the shadows are not clipped, so that is an improvement. Also nice to see a HUD that doesn't stretch like Mr. Fantastic. ;)

Alt-Tab back into Red Alert 3 and using the mouse wheel zoom IN and OUT all as far as you want now!

Am I correct in understanding that this allow an infinite zoom? There is no upper limit, or does it just have a much higher ceiling?

This has kinda inspired me a little. I'm going to install C&C3 and C&C:RA3 and add these to WSF hopefully. Smile Thanks.

If you can accomplish this via a memory fix that would probably be much easier than modding an entire game again, especially since I don't have these titles. Although now that EA has dumped the SecuROM garbage from RA3 I might grab it if there is a decent Steam sale.

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 Post subject: C&C Red Alert 3
PostPosted: 03 Mar 2009, 20:15 
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Joined: 27 Feb 2007, 08:08
Posts: 16
That is something I had to disable in my BFMEII mods. I also had to fix the soundFX rendering since the game ties the virtual microphone to the distance from the camera. Have you noticed any of the 3D sound FX being silent or abnormally quiet using this fix? From your screenshot it looks like the shadows are not clipped, so that is an improvement. Also nice to see a HUD that doesn't stretch like Mr. Fantastic. ;)


Good question. I usually play with volume levels low because I'm communicating and planning with my buddies over Skype. =) I'll raise the volume and let you know if the zoom level effects the sound. I had never thought of that.


Am I correct in understanding that this allow an infinite zoom? There is no upper limit, or does it just have a much higher ceiling?


As far as I can tell there's no ceiling after this. But then as I mentioned you get to a point where the game engine fog-of-war (not the map fog-of-war) blackens everything anyways, so it's hard to tell.

If you can accomplish this via a memory fix that would probably be much easier than modding an entire game again, especially since I don't have these titles. Although now that EA has dumped the SecuROM garbage from RA3 I might grab it if there is a decent Steam sale.


I've always loved the RTS and C&C-style games, but very few of them do TH2G properly. RA3 now has potential but Company of Heroes and Supreme Commander are still the poster childs of widescreen RTS.


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 Post subject: 1.8
PostPosted: 14 Mar 2009, 19:57 
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Joined: 27 Feb 2007, 08:08
Posts: 16
Just a quick update to confirm that this hack still works with the latest Red Alert 3 patch for version 1.8.


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 Post subject: Re: 1.8
PostPosted: 28 Mar 2009, 12:20 
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Joined: 19 Feb 2009, 02:31
Posts: 24
Just a quick update to confirm that this hack still works with the latest Red Alert 3 patch for version 1.8.



And newest too :) Thanks for this hack i just love it <3


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 Post subject: C&C Red Alert 3
PostPosted: 28 Oct 2009, 16:41 
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Joined: 22 Jan 2009, 13:37
Posts: 8
==Game Information==

Command & Conquer: Red Alert 3 is the sequel of Command & Conquer: Red Alert 2. The Soviets are almost dead, the Allies celebrate their victory.
In this hard time dr.Zelinsky invent a time machine. Similar to Einstein's one.
Premier Cherdenko and general Krukov are using device to delete Einstein (responsible for Allies technology advancement) from history and bring victory to motherland.
Trick works and USSR is strong again. However, there are unforeseen consequences.
The Empire of the Rising Sun is trying to conquer the world with their advanced technology and spirit of fight.
Incredible? Welcome to Red Alert.

==Version==

The report applies to version 1.10 and 1.00. There shouldn't be much changes in other versions.

==Method==

Native Hor+, not native for 5:4 other than 1280x1024 and 1280x768. TH and DH too.
To activate these resolutions, you have to modify C:Documents and Settings[user name]Aplication dataRed Alert 3Profiles[profile name]Options

==Screen change==

Game is Hor+ except for cinematics (anamorphic 16:9), Vert- for TH and DH

5:4 900x720


4:3 960:720
]

16:10 1152x720


16:9 1280x720


5:4 900x720


4:3 960x720


16:10 1152x720


16:9 1280x720


==Supported resolutions==

Runs at every resolution available in Windows.

List of widescreen resolutions the game successfully ran at: 1440x900, 1440x810, 1920x1080, 1152x720, 1280x720, 1680x1050.
List of widescreen resolutions that were not tested: 1280x800, 1920x1200, 1600x900.
List of widescreen resolutions the game fails to run at: ???

==Singleplayer anomalies==

Anomalies - none.

==Multiplayer support==

Red Alert 3 offers multiplayer without any problems.

==Surround support==

I don't have TH2G or Radeon 5xxx. But I'm going to buy one of these.
I saw this game in 2880x900, but it was almost unplayable due to small zoom abilities.

==HUD stretch==

HUD doesn't stretch, remains at screen borders.

==Cut-scenes==

C&C without cutscenes is not C&C. The game offers 16:9 anamorphic cutscenes and Hor+ (but still with black stripes) rendered scenes.

5:4 900x720


4:3 960x720


16:10 1152x720


16:9 1280x720



5:4 900x720


4:3 960x720


16:10 1152x720


16:9 1280x720


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 Post subject: C&C Red Alert 3
PostPosted: 28 Oct 2009, 17:53 
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Joined: 07 Nov 2005, 04:16
Posts: 3010
Thanks for posting this.

I had made a special request for 5:4 shots, and the reason is because I have a theory. Normally with a hor + game, we assume 4:3 represents baseline behavior, and wider aspect ratios will expand on that horizontally. But for this game, if you look at the 4:3 and widescreen shots carefully, it's not that simple.

Here's a composite picture - the 16:10 shot is monochrome, and the 4:3 picture is in color, pasted over it:


16:10 is both hor + and vert + - it shows too much vertically, and everything is smaller than it should be.

But, let's try doing the same thing with 16:9 and 5:4:


This represents almost perfect hor + behavior.

So, my theory is that there are TWO baseline aspect ratios. 5:4 is baseline non-widescreen, and 16:9 is baseline widescreen. Any non-baseline aspect ratio will have the same horizontal FOV as the corresponding baseline, and will be vert -/+ from there.

For example, 4:3 will be vert - from the 5:4 baseline (monochrome):


And 16:10 (monochrome) will be vert + from the 16:9 baseline:


And TH will be vert - from the 16:9 baseline. I used to have some screenshots that documented this, but it looks like the frog ate my 16:9 shot.

So, as far as grading goes, I believe the right approach would be to consider it hor + in a flawed way (a blemish), and call the TH support vert -.


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 Post subject: C&C Red Alert 3
PostPosted: 28 Oct 2009, 17:59 
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Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
Also, I can confirm that 1280x768, 1280x800, and 1920x1200 are supported. 1280x768 needs to be edited in, though.

Grade: B-
Potential grade: B

Minor outstanding DR omissions:
Is 1680x1050 supported?

FOV issues, vert - TH, and .ini solution are blemishes.

CCE: 99.5%


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PostPosted: 20 Apr 2010, 20:32 
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Joined: 11 Apr 2010, 22:29
Posts: 37
I don't understand how you set high resolutions in the game.
Mine shows a maximum of 1680x1050. (eyefinity)


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