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I had only short opportunity
Posted: 11 Nov 2011, 10:29
by pudel
I had only short opportunity to check the game last night....was late. But have same issue as everybody else when running on 5760x1080 Surround (which was automatically detected), that menu seems to be "unplayable". At least the character creation was messed up. Game was running okay on high settings and 8xAF/8xAA. Had around 40 FPS. But with old driver (285.27) and no other "tricks".
Would be great to have a proper fix for this menu-crap and happy to donate the work, as developers doesnt seem to care at all.
OK, poking around in the
Posted: 11 Nov 2011, 10:53
by EvilEngineer
OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.
I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()
Code: Select all
function initSize()
{
var _loc3 = __width ==0? (_width) : (__width);
var _loc2 = __height==0? (_height) : {__height);
_xscale = _yscale = 100;
this.setSize(_loc3, _loc2);
}
Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.
EvilEngineer wrote:OK, poking
Posted: 11 Nov 2011, 11:05
by thales100
OK, poking around in the interface.bsa file for some answers....
Nice, thanks for posting EvilEngineer. :onethumb
EvilEngineer wrote:OK, poking
Posted: 11 Nov 2011, 11:40
by Cullanna
OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.
I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()
Code: Select all
function initSize()
{
var _loc3 = __width ==0? (_width) : (__width);
var _loc2 = __height==0? (_height) : {__height);
_xscale = _yscale = 100;
this.setSize(_loc3, _loc2);
}
Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.
So for those of us that dont know a lot about all this coding stuff.....
Is there an easy way to edit this and fix the menus? or not really possible?
Thanks
PS. Good luck HaYDeN, hope a fix isnt far away =D
Just got it working on
Posted: 11 Nov 2011, 11:44
by iDavros
Just got it working on tri-sli 480 gtx 3d surround.
When I first started it kept crashing to the desktop after running for a couple of minutes. Could even make it to the character creation screen.
To fix it I've had to lower the textures to medium. Everything else is on max.
Why high textures should break the game for me is very odd though!
bakersville123 wrote:You may
Posted: 11 Nov 2011, 12:06
by Falcon1
You may have to play on one screen until someone makes a UI mod that supports this. The UI is really an XML framework that text is brought into by the game. With other than expected resolutions the text can be put in the wrong place so it is not accessible.
This is good news. So we will have a working and clean solution without having to mess with third party programmes, memory injection or similar things. Only a matter of time.
So if this is just an ATI fanboy trolling, to him I say: How is it that with almost every game release there seems to be issues with ATI cards, you guys can't use physx properly, and you don't have CUDA. Nvidia is also the preferred card for 3D productivity software. So suck it.
This isn't helpfull at all and even partly wrong.
Falcon1 wrote:This is good
Posted: 11 Nov 2011, 12:12
by Kayden
This is good news. So we will have a working and clean solution without having to mess with third party programmes, memory injection or similar things. Only a matter of time.
Only problem is the mod tools have not been released and Bethesda said they are working hard on it, but will not give an eta. A clean solution is more than likely going to happen later rather than sooner unfortunately.
That's true for sure. But at
Posted: 11 Nov 2011, 12:19
by Falcon1
That's true for sure. But at least I am going to play this game 200+hours, so a later solution is better than nothing.
Updated post titles to better
Posted: 11 Nov 2011, 12:26
by g00seberry
Updated post titles to better reflect the current state of the game.
EvilEngineer wrote:OK, poking
Posted: 11 Nov 2011, 12:26
by Hyunkell
OK, poking around in the interface.bsa file for some answers.... and I've found the culprit. .swf files >.<
To make the game cross platform compatible they exported all the menus in .swf format aka flash. Looking through the actual coding it is all in ActionScript2.0 as it uses the old "_stage", "_global" and other references.
I'm pretty sure what we are looking for is in the _Packages.gfx.cor.UIComponent in the function initSize()
Code: Select all
function initSize()
{
var _loc3 = __width ==0? (_width) : (__width);
var _loc2 = __height==0? (_height) : {__height);
_xscale = _yscale = 100;
this.setSize(_loc3, _loc2);
}
Also in the _Packages.gfx.utils.Contraints
function addElement
seems to do some of the math for setting up the bounds of the visible box.
How did you extract the .bsa files?
I wouldn't mind getting my fingers dirty and mess around with those files.
All i want is a working
Posted: 11 Nov 2011, 12:51
by thales100
All i want is a working solution, the faster the better, maybe 99.99% of multi-mon users do agree with this.
i don't know about evileengineer, but i
Posted: 11 Nov 2011, 12:52
by Pittyh
i don't know about evilengineer, but i used a tool called "FO3 Archive Utility" to extract files from the BSA.
once the BSA was extracted i used a program called Sothink SWF editor to open the SWF Files.
Thats as far as my knowledge goes.
Pittyh wrote:i don't know
Posted: 11 Nov 2011, 12:59
by Hyunkell
i don't know about evilengineer, but i used a tool called "FO3 Archive Utility" to extract files from the BSA.
once the BSA was extracted i used a program called Sothink SWF editor to open the SWF Files.
Thats as far as my knowledge goes.
Cheers!
I'll see if I can come up with anything useful.
NV Surround, 285.79
Posted: 11 Nov 2011, 13:13
by kilmoor
NV Surround, 285.79 5760x1200, vsync modified, all maxed except 2xaa and 8xaf (not fully tweaked yet) and very playable with 2x GTX570 SLI. Mouse acceleration set to 0, still a little dodgy. Confirming that the menu issue is ruining the surround experience. Not being able to see the selected item stats is a no-go. I felt the need to post because there is strength in numbers!
Maybe also try a opensource
Posted: 11 Nov 2011, 13:14
by Pittyh
Maybe also try a opensource flash editor instead, because the Sothink editor is not free and has limitations.
heres some opensource swf editors
http://blog.dreamcss.com/flash/free-flash-editors/
i'm currently installing http://www.flashdevelop.org/community/viewtopic.php?f=11&t=8987&sid=1c78599f0335ceb44bbe95116070a856
see how it goes.
I decompiled the UI .swf's
Posted: 11 Nov 2011, 13:55
by Hyunkell
I decompiled the UI .swf's and had a look at what's going on.
As EvilEngineer already pointed out, pretty much every UI screen has an initSize() function,
which could most likely be modified to scale the UI correctly.
Unfortunately I have zero knowledge decompiling / recompiling actionscript, so I'm stuck here.
Maybe someone else more knowledgeable in this field will have more success.
Where woud i find to auto
Posted: 11 Nov 2011, 14:16
by Spyah
Where woud i find to auto setup my graphics card . cause i do not have the triplescreen res. option.
i can only choose a 1 screen resolution .. :(
You have to edit the
Posted: 11 Nov 2011, 14:20
by Hyunkell
You have to edit the resolution manually in:
My DocumentsMy GamesSkyrimSkyrimPrefs.ini
you're looking for:
iSize H=1080
iSize W=6016
this is my resolution 6016x1080, use the correct values for your monitor setup.
Hey Spyah,To run at your
Posted: 11 Nov 2011, 14:42
by Bifurk8
Hey Spyah,
To run at your native desktop resolution instead of being limited to 1 screen, use the SkyrimLauncher.exe or launch from Steam. Then go to Options. Then click Default. Skyrim will autodetect your resolution but it will not show up in the Resolution field. That will remain blank. Then adjust the rest of the settings how you'd like without messing with the Aspect Ratio or Resolution fields.
Alternatively, go to My DocumentsMy GamesSkyrim and edit SkyrimPrefs.ini. You can change the resolution in that file by editing isize H=1080 and isize W=5760 or whatever your preferred resolution is.
Hmm I have played for about
Posted: 11 Nov 2011, 14:50
by CILLER
double post, (I have no clue why)
Please remove.