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PostPosted: 18 Aug 2008, 18:03 
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Joined: 27 Feb 2007, 00:20
Posts: 185
I'm trying to get WoW across 2 22" (1680x1050x2) monitors using softth but it keeps crashing.

Here's my softth log and softth config file:

Code:
SoftTH: SoftTH v1.07 by Kegetys (D3D9)
   SoftTH: Loading configuration C:UsersMattSoftTH.cfg
   SoftTH: Can't open config C:UsersMattSoftTH.cfg
   SoftTH: Loading configuration C:GamesWorld of WarcraftSoftTH.cfg
   SoftTH: Load DLL C:Windowssystem32d3d9.dll (auto)
   SoftTH: Activating Win32 hooks...
   STHook: Hooks: Attached
   SoftTH: Direct3DCreate9 (ver 32)
   SoftTH: OpenProcess failed with error 0x00000005
   SoftTH: Attempting debug access...
   SoftTH: OpenProcess done.
   SoftTH: Adapter 0: nvd3dum.dll, NVIDIA GeForce 8800 GT  with SoftTH v1.07 by Kegetys (D3D9)
   SoftTH: Adapter 1: nvd3dum.dll, NVIDIA GeForce 8800 GT
   SoftTH: Direct3DCreate9 (ver 32)
   SoftTH: Adapter 0: nvd3dum.dll, NVIDIA GeForce 8800 GT  with SoftTH v1.07 by Kegetys (D3D9)
   SoftTH: Adapter 1: nvd3dum.dll, NVIDIA GeForce 8800 GT
   SoftTH: 
   SoftTH: CreateDevice 1680x1050 60Hz 22bf 77df
   SoftTH: Focus window: 'World of Warcraft'
   SoftTH: Overriding resolution to 3360x1050
   SoftTH: Requested mode 3360x1050 not triplehead
   SoftTH: Warning! Requested lockable backbuffer, not supported.
   SoftTH: Using D3DCREATE_FPU_PRESERVE
   SoftTH: 2 backbuffer(s): 3360x1050
   SoftTH: SwapEffect 1, PP Flags 00000001, Behaviour Flags 00000042
   SoftTH: CreateDevice failed!: D3DERR_INVALIDCALL
   SoftTH: Direct3DCreate9 (ver 32)
   SoftTH: Adapter 0: nvd3dum.dll, NVIDIA GeForce 8800 GT  with SoftTH v1.07 by Kegetys (D3D9)
   SoftTH: Adapter 1: nvd3dum.dll, NVIDIA GeForce 8800 GT



Code:
;
   ; SoftTH configuration file
   ; by Kegetys <kegetys[ät]dnainternet.net>
   ;
   
   [config]
   deviceIDLeft=1
   deviceIDright=-1
   secondaryWidth=1680
   secondaryHeight=1050
   secondaryRefresh=60
   secondaryFormat=RGB32
   antialiasing=4
   anisotropic=0
   borderSize=0
   sideExtraWidth=0
   noHotkeys=0
   
   [Direct3D]
   ; ** Advanced setting for Direct3D games **
   cylindicalCorretionAngle=0
   hideNondefaultDevices=0
   forceHorizontalFOV=0
   forceResolutionWidth=3360
   forceResolutionHeight=1050
   force16bitDepth=0
   sleepBeforeRead=2
   useMultihead=1
   delayedPresent=0
   swapOrder=0
   autoSquash=0
   d3d8dll=auto
   
   [hooks]
   doHooking=1
   doScaleMouseCoordinates=0
   doScaleFromLeftScreen=0
   doScaleWindowRects=0
   mouseXoffset=auto
   
   ; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
   ; Must be last in this file
   [modes]
   640x480x60
   640x480x75
   640x480x85
   800x600x60
   800x600x75
   800x600x85
   1024x768x60
   1024x768x75
   1024x768x85
   1280x960x60
   1280x960x75
   1280x960x85
   1280x1024x60
   1280x1024x75
   1280x1024x85
   1600x1200x60
   1600x1200x75
   1600x1200x85
   


Help?


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PostPosted: 18 Aug 2008, 20:00 
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Joined: 06 May 2006, 12:46
Posts: 1640
Code:
SoftTH: Adapter 0: nvd3dum.dll, NVIDIA GeForce 8800 GT  with SoftTH v1.07 by Kegetys (D3D9)
   SoftTH: Adapter 1: nvd3dum.dll, NVIDIA GeForce 8800 GT

Code:
;
   deviceIDLeft=1
   deviceIDright=-1


deviceIDRight looks ok. Sure your deviceIDLeft isn't 0?

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PostPosted: 19 Aug 2008, 01:03 
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Joined: 28 May 2007, 03:10
Posts: 845
This is a guess but
deviceIDLeft=

should be 1 if in windows desk panel the checked 'primary' monitor is 1 and should be 0 if the checked monitor is 2.


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PostPosted: 19 Aug 2008, 15:18 
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Joined: 17 Mar 2007, 01:20
Posts: 169
See my post near the end of this topic:

[url]http://www.widescreengamingforum.com/node/7833]

Does that help? I only played WoW for a week but I had it working.


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PostPosted: 19 Aug 2008, 17:39 
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Joined: 17 Mar 2008, 22:17
Posts: 72
If your running wow across only two monitors, you dont need to use softTH. via your graphics card you can merge the monitors to one big monitor @ 3380x1050 (one continuous display). Only need SofTH if you are running three monitors or more


;
; SoftTH configuration file
; by Kegetys
;

[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
; antialiasing: Level of forced anti-aliasing
; anisotropic: Level of forced anisotropic filtering
; borderSize: Size in pixels of frame border between monitors that is discarded
; noHotkeys: Set to 1 to disable all hotkeys
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=1680
secondaryHeight=1050
secondaryRefresh=60
secondaryFormat=RGB16
antialiasing=0
anisotropic=0
borderSize=0
sideExtraWidth=0
noHotkeys=0

[Direct3D]
; ** Advanced setting for Direct3D games **
; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; swapOrder: Swap order at which the frame contents are copied
; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
cylindicalCorretionAngle=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=0
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
swapOrder=0
autoSquash=0
d3d8dll=auto

[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale game window rectangle to triplehead size
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=1
mouseXoffset=auto

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]

1680x1050x60


Also be sure to edit your WTF.conf file and add 5040x1050 to your resolution if thats the resolution that you wanna run


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PostPosted: 19 Aug 2008, 19:07 
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Joined: 27 Feb 2007, 00:20
Posts: 185
snip


I'm on Vista. This doesn't work on Vista.

Vroshnak, that may help. I'll try it when I have time.

Thanks


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PostPosted: 19 Aug 2008, 23:00 
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Joined: 28 May 2007, 03:10
Posts: 845
Even keeping both monitors separate maybe running wow in a window might work?


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PostPosted: 20 Aug 2008, 02:12 
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Joined: 17 Mar 2007, 01:20
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Wait softth doesn't work with only two monitors.


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PostPosted: 20 Aug 2008, 02:20 
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Sorry I don't have much to offer in the way of solutions, but I have a question. Wouldn't running a game on 2 screens split your avatar down the middle? Is that a workable way to play?

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PostPosted: 25 Aug 2008, 16:45 
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Joined: 21 Apr 2006, 17:17
Posts: 643
Generally dual-screen gaming presents that problem, which is why a lot of people don't do it. With two projectors it can be a workable solution, though.

You generally need an odd number of monitors for multi-screen gaming in order to avoid the bezel problem.


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