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CY:G wrote:The patch for

Posted: 24 Aug 2012, 13:27
by helifax
The patch for unlocking resolution is out:

http://blog.metaclassofnil.com/?p=92


Interesting:) That is a wrapper actually...that could explain why some things are not as they should...like texts and other thingies:)

Edit: The wrapper doesnt work for me... However I can select my surround resolution ingame only to see a complete black screen:(

Upon investigation I found the following: the dll file actually increases the resolution of the renderer..which gives better details! but IT DOENST make the game work on eyefinity/surround;))

Not having much luck yet with

Posted: 24 Aug 2012, 13:59
by Bifurk8
Not having much luck yet with the DSFix, yet. Seems to work relatively well on a single screen at 1920x1080, but I'm also getting a black screen at 5760x1080. The game doesn't stop responding, since I can still hear the menus reacting to key presses. It looks like the black screen is unrelated to DSFix, since I get it with and without it when trying to set the resolution to 5760x1080.

Bifurk8 wrote:Not having much

Posted: 24 Aug 2012, 14:17
by helifax
Not having much luck yet with the DSFix, yet. Seems to work relatively well on a single screen at 1920x1080, but I'm also getting a black screen at 5760x1080. The game doesn't stop responding, since I can still hear the menus reacting to key presses. It looks like the black screen is unrelated to DSFix, since I get it with and without it when trying to set the resolution to 5760x1080.


Indeed! If you want to see what DSFix does...set a huge resolution inside it start the game make a screen and than the same without DSFix... You will see a huge diff in detail and quality...

I am looking inside the black screen thingy...although have no idea how to make it render:))

Edit: Found something interesting... In portrait mode the game still doesnt render even if the AR is 3150/1680 closer to 16:9. So I suspect the game is capped to the 2000 Horizontal resolution or something.... rather than an aspect ratio...

Hmm tried it with the lower one supported bu the game 3x800x600. Same result....

I really hope you find a way

Posted: 24 Aug 2012, 14:33
by CY:G
I really hope you find a way to fix this game, it would look amazing in Triple screens with the art style.

I also get black screens with any triple head resolution :(

More interesting

Posted: 24 Aug 2012, 15:08
by helifax
More interesting stuff:

1680x1050 works. (Landscape mode)
1050x1680 works. (Portrait mode)

but
1800x800 doesnt work. so I dont believe is a resolution lock. However the only 2 things that differ are:
- The video driver tries to split the image on 3 screens rather than 1
- The AR is different than the standard ones.

If 1 is very far fetched and could mean an incompatibility between the engine and the driver ( never heard of it but still it can exist) I am inclined to believe the 2nd one:) as being the bugger here...

So...no idea what to do from here:))

So sad you got stuck ,

Posted: 24 Aug 2012, 16:22
by CY:G
So sad you got stuck :(, hopefully you can think of something else, I have faith in you hehe.

Anybody else having an issue

Posted: 24 Aug 2012, 19:07
by Bifurk8
Anybody else having an issue with walking/running when using an Xbox 360 controller? Pretty frequently I'll have the left stick pushed all the way forward and be running, only to suddenly start walking while still pushing it all the way forward. Left/Right and then back to forward gets me running again but it's really annoying. It could just be my controller on the fritz, but I haven't had this problem in any other game.

Are you using your Stamina???

Posted: 24 Aug 2012, 19:48
by CY:G
Are you using your Stamina??? If you hold B while running you will sprint, once your stamina runs down you can no longer run.

I didn't know that about

Posted: 24 Aug 2012, 22:44
by Bifurk8
I didn't know that about Stamina, thanks! Turns out that I wasn't using my Stamina up, but the left stick on my controller is having issues. I swapped it out with a spare wired controller and it works fine now.

helifax wrote:So...no idea

Posted: 25 Aug 2012, 01:17
by Link0
So...no idea what to do from here:))


The only way from here is to madness.

I've went ahead and dusted off SoftTH for some experiments, and ran the game at 3840x3073 (5:4 aspect ratio). This surprisingly worked fine, so it's clearly not a resolution lock but has to do with the aspect ratio.

With Crossfire AMD 6970's I

Posted: 25 Aug 2012, 02:15
by Hellrazor
With Crossfire AMD 6970's I usually run games at 5760x1200, however I too experience the black screen (game still running) when selecting full screen, using the DSfix or not. This is so FRUSTRATING!!!

(No subject)

Posted: 25 Aug 2012, 03:45
by HaYDeN

HaYDeN to the rescue!

Posted: 25 Aug 2012, 04:24
by Amon Amarth
HaYDeN to the rescue!

dark souls aspect ratio fix

Posted: 25 Aug 2012, 09:21
by chichi007
find way to the correction aspectio

editing "data.exe" search value 16:9 (398ee33f) change this to 4.8 (9a999940)

launch game in windowed mode....i know...is horrible, launch tool "winexp" uncheck ws_dlgframe in style and for size and position left top to zero and width height 5040x1050 , window state maximized.....

this is a windowed full screen aspect ratio correct...but texture to bad!!! performance down...!

ds2fix do not accept 5040x1050 black screen border..

in waiting other correction "dsfix" you can try this.....sorry for my english lol

Now you really got my

Posted: 25 Aug 2012, 12:20
by helifax
Now you really got my attention:)) I spent half a day yesterday without success, but I knew it was a trick to it... Was it the Aspect Ratio that was making the whole screen black?

Best Regards,
Helifax

Plugin for Flawless

Posted: 25 Aug 2012, 13:45
by HaYDeN
Plugin for Flawless Widescreen is now available - only addresses the rendering issue at this stage.

HaYDeN wrote:Plugin for

Posted: 25 Aug 2012, 14:57
by helifax
Plugin for Flawless Widescreen is now available - only addresses the rendering issue at this stage.


Fascinating job!!! How did you manage to find out that jmp that was causing the problem?? I understood why you changed it to an unconditional jump since later on there is a compare that is only valid when using 3x resolutions...but how did you manage to reach here in the 1st place??

Best regards,
Helifax

Turns out GWFL is detecting

Posted: 25 Aug 2012, 16:12
by HaYDeN
Turns out GWFL is detecting the code modification, previously it wasent a issue because GWFL didnt appear to work properly on Windows 8, but managed to get it working, as a result the fix crashes after a very short duration.....

Now uses a difference approach, shouldn't crash now.

HaYDeN wrote:Turns out GWFL

Posted: 25 Aug 2012, 16:38
by helifax
Turns out GWFL is detecting the code modification, previously it wasent a issue because GWFL didnt appear to work properly on Windows 8, but managed to get it working, as a result the fix crashes after a very short duration.....

Now uses a difference approach, shouldn't crash now.


Aha now I know why it crashed constantly on xlive.dll :D

Edit: it seems it still crashes......even after the plugin update...

helifax wrote:HaYDeN

Posted: 25 Aug 2012, 16:39
by HaYDeN
[quote]Plugin for Flawless Widescreen is now available - only addresses the rendering issue at this stage.


Fascinating job!!! How did you manage to find out that jmp that was causing the problem?? I understood why you changed it to an unconditional jump since later on there is a compare that is only valid when using 3x resolutions...but how did you manage to reach here in the 1st place??

Best regards,
Helifax

It was the code below it causing the problem, obviously the jump stops that code from executing and is a acceptable execution path anyway.

If you wish to discuss specifics, you can add me on Steam or Gtalk.