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[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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 Post subject: The Ball
PostPosted: 29 Oct 2010, 19:32 
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Joined: 26 Jan 2010, 01:51
Posts: 354
What is it with the damn unreal engine? The Ball does not work with eyefinity. Its just like UT3 where its really zoomed in and I can barely see the weapon im holding.


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 Post subject: Re: The Ball
PostPosted: 30 Oct 2010, 15:56 
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Joined: 14 Oct 2003, 13:52
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*resists urge to make pithy comment about Epic*

...

:mrgreen:


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 Post subject: Re: The Ball
PostPosted: 30 Oct 2010, 16:17 
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Joined: 24 Sep 2006, 16:57
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It's disappointing. I was interested in this game, thought it looked a bit original, but being basically an Unreal mod I knew there was pretty much no chance of it being anything but vert- and so didn't buy it. Shame!

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 Post subject: Re: The Ball
PostPosted: 13 Nov 2010, 22:38 
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Joined: 06 Mar 2008, 17:20
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It's disappointing. I was interested in this game, thought it looked a bit original, but being basically an Unreal mod I knew there was pretty much no chance of it being anything but vert- and so didn't buy it. Shame!
Actually, it's a tiny bit better than that...

5:4, 4:3, 16:10 and 16:9 are the only aspect ratios natively supported, and the default FOV is 90 in 4:3 BUT the game has some crude widescreen toggle that natively applies FOV 100 to both 16:10 and 16:9.

I will post a Confirmed Solution with screenshots soon, and maybe a full-fledged DR later but here's a teaser.

According to FOVCalc, 16:10 requires FOV 100.6 to be Hor+. 100 is close enough. The Ball is natively Hor+ in 16:10 !
It's a bit loo low for 16:9 though, but a simple .ini edit can fix that.
Unfortunately the maximum FOV value that the game will register is 120. That's not nearly enough for 15:4 TH, not to mention Eyefinity.

Whoever is responsible for this particular handling of widescreen resolutions (Teotl or Epic ?), I hope they'll continue their effort in that direction - the limited FOV and Vert- weapons are the only obstacles to satisfying multi-mon support in The Ball and so many other UE3/UDK games...


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 Post subject: Re: The Ball
PostPosted: 29 Nov 2010, 08:32 
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Joined: 31 Jul 2006, 14:58
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When I saw this I was like "oh great somebody made a whole game based off half life 2's gravity gun and a giant ball" :D

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 Post subject: Re: The Ball
PostPosted: 01 Dec 2010, 11:52 
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Joined: 06 Mar 2008, 17:20
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And the sad thing is, a Source version would've been so much better widescreenwise :(


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