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Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 03:53
by gotchaforce
so i bought the game and expect 1680x1050 to be in the options menu.. turns out not even 1280x1024 is in there. Anyways i will see if i can get it to run in 1680x1050 (2005fpw), if anyone can help that would be good as well.

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 05:26
by CaptainValor
Bull-fracking-s***!

What is the matter with these game companies? WAKE THE FRACK UP, YOU BLOCKHEADS! People use widescreen! Integrate it or die, you cheapskates! :evil:

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 05:47
by Tempus

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 07:41
by Paddy the Wak
Those screenshots are probably for the Xbox ... and you would think if the Xbox can do it then the PC could do it.

I don't have the game yet ...
It isn't out in the UK until September ... :(

Isn't this game based on the Unreal engine ? ...
Try adjusting the ini files as for other Unreal based games ...

Usually ...
gamename.ini .... for the resolution.
Look for ...
FullscreenViewportX=800
FullscreenViewportY=600
and change to your desired resolution

and ...

user.ini ... for the FOV
Under the heading ... [Engine.PlayerController] ...look for ...
DesiredFOV=90.000000
DefaultFOV=90.000000
FOVAngle=90.0
and change to your desired FOV.

Hope this helps ... :)

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 08:19
by gotchaforce
wow i made a huge post detailing what i tried, and then ended up fixing it on my own!

hah

this game is strange, there already ARE letterboxes on the screen, but the screenshots dont show the letterboxes.... whatever.

I already found the screen width and height settings, you will have to launch the game and make a profile so you can edit the settings. Then go to "mydefault" and edit these:

FullscreenViewportY=1050
FullscreenViewportX=1680
WindowedViewportY=1050
WindowedViewportX=1680

i cant remember what the defaults are but obviously do whatever your screen is! Oh and this is what threw me off, unlike a ton of other configs out there, this one has the HEIGHT, and THEN the width, thats why it didnt work. However this STILL has the letterbox, i will tinker with the "windowed viewport" and see if i can get them to be smaller or possibly eliminate them :) Right now though this game has a VERY movie like presentation since it looks like a 2.33:1 aspect ratio (instead of 16:9 widescreen), which is what most movies come in.

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 08:32
by Paddy the Wak
Great news that your getting somewhere ... :)
Any chance of some screenshots ... showing before and after the ini changes ?

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 08:52
by gotchaforce
Great news that your getting somewhere ... :)
Any chance of some screenshots ... showing before and after the ini changes ?


yep

http://www.gregoxsen.com/Images/adventrising/

unfortunately the stupid black bars are screwing up our widescreen. Notice how the 4:3 one you can see much more of the top and bottom? if there was only some way to make these black bars not so damn big... ill look into it and possibly replacing them with smaller black bars.

Hmm, theres a GUItexture.utx file in the textures folder, how do i go about accessing utx, i could probably edit it right?

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 09:09
by Paddy the Wak
The FOV doesn't seem to be changing ...
Have you tried changing the FOV in the user.ini ?

also ... .utx can me altered using UnrealEd.exe ... some of the unreal based games come with their own editor. Unfortunately you really have to know how to use it ... it's not easy unless you know what you are doing.

I don't know how to use it but I once managed to change the NVIDIA start up logo The way it's meant to be played on UT2004 ... to have my own picture there. It was a bit of a fiddle not knowing what I was doing but I got there in the end.

anyway ... try the FOV change and good luck ... :)

Advent Rising Retail release! no friggin widescreen!

Posted: 13 Aug 2005, 10:09
by gotchaforce
The FOV doesn't seem to be changing ...
Have you tried changing the FOV in the user.ini ?

also ... .utx can me altered using UnrealEd.exe ... some of the unreal based games come with their own editor. Unfortunately you really have to know how to use it ... it's not easy unless you know what you are doing.

I don't know how to use it but I once managed to change the NVIDIA start up logo The way it's meant to be played on UT2004 ... to have my own picture there. It was a bit of a fiddle not knowing what I was doing but I got there in the end.

anyway ... try the FOV change and good luck ... :)


ahh i didnt think of that

i hope theres an alternative, FOV isnt my favorite thing to do since it makes everything look all fisheye lens'd

no FOV seems to be in the .cfg...

damn

i just played the game for about 1 and a half hours, great story so far, action is pretty damn good too. At first having the black bars is a little disorienting but you get sort of used to it, i would still love to use the whole screen :cry:

Advent Rising Retail release! no friggin widescreen!

Posted: 19 Aug 2005, 18:52
by Betelgeuse
The game seems to use the correct FOV and does not appear stretched at 1920x1200, however the annoying black bars at the top and bottom make it look like it's in 2.33:1 aspect ratio. Any idea if there's any way to get rid of that?

Advent Rising Retail release! no friggin widescreen!

Posted: 19 Aug 2005, 20:10
by Paddy the Wak
If you take a look at the screenshots provided by gotchaforce you will see that after the resolution change the picture/view is just stretched/enlarged to the widescreen resolution width ...
The view is no wider and the top and bottom is being chopped off even more than in the 4x3 resolution shot (disregarding the black bars) ...

I think this shows that the FOV is not correct when at the widescreen resolution .. and seems to be exactly the problem that Battlefield 2 has only this time with the added annoyance of the black bars at the top and bottom.

Here are the screenshots provided by gotchaforce ...

http://www.gregoxsen.com/Images/adventrising/

Advent Rising Retail release! no friggin widescreen!

Posted: 19 Aug 2005, 21:46
by Betelgeuse
If you take a look at the screenshots provided by gotchaforce you will see that after the resolution change the picture/view is just stretched/enlarged to the widescreen resolution width ...
The view is no wider and the top and bottom is being chopped off even more than in the 4x3 resolution shot (disregarding the black bars) ...


Yes, I think you're correct it does look stretched.

Advent Rising Retail release! no friggin widescreen!

Posted: 20 Aug 2005, 21:07
by kyleb
It isn't stretched, it is just that you loose the top and bottom of your view, the same as Battlefield 2. However, since the game has the black bars; all you have to figure out is how to get rid of the black bars and shift the hud around a bit and you are good to go. If the game comes with a ucc.exe then adjusting it to work right with widescreen would be simple. Unfortunately I doubt it does, so it is up to the developers to patch it.

Oh yeah, comparing the pics it looks like the targeting rectile is in the wrong spot when widescreen resolutions are forced as well. So if your aim feels off, just try aiming about down and to the right a bit of what you want to hit.

Advent Rising Retail release! no friggin widescreen!

Posted: 23 Aug 2005, 02:13
by kyleb
Finally got the game and found out how to get decent widescreen. In the default.ini is the setting:

Widescreen=False

Switch that to true and the black bars are gone, but everything but the menu and the loading screen displays with the right aspect-ratio. Unfortunally that is only when you use a 4:3 resolution, as when forcing a widescreen resolution, the 3d view is streached vertically and makes everyone look tall and skinny. But I'm playing at 1600x1200 with widescreen on and streached to fit and it looks nice.

Unfortunally I can't AA to work, or the "full" shadows; anyone have any clues on either of those?

Advent Rising Retail release! no friggin widescreen!

Posted: 23 Aug 2005, 16:16
by Paddy the Wak
Hello ...
Thanks for that info... :D
It sounds really promising ... but ... all the variations etc ... I'm a little confused... :?

The easiest way to understand what is going on is with screenshots.
Is there any chance you could show us 3 in-game screenshots from the same saved position at the various settings so we can compare them?

- Normal 4x3 ... Widescreen=False
- 4x3 with Widescreen=True
- At a widescreen resolution with Widescreen=True

Thanks.

Advent Rising Retail release! no friggin widescreen!

Posted: 23 Aug 2005, 22:09
by kyleb
I'm afraid it is still going to be confusing with pics, but I will do my best be as clear as possible:


Default 4:3, Widescreen=False

Fine for 4:3 displays, but sucks for widescreen displays.


16:9, Widescreen=False

Now we have a widescreen resolution, but the the vertical feild of view smaller and the HUD is steached horisonally.


16:9, Widescreen=True

Now the HUD is fine, but the feild of view is streached vertically so everything looks tall and skinny.


4:3, Widescreen=True

Now everything looks tall and skinny and the HUD is squished horizontally. But if your let your display stretch it to widescreen, everything comes out looking just about proper. Actually, stretching it to 16:9 like I have been doing makes it just a bit stretched; but the aspect ratio should come out perfect when stretching the 4:3 Widescreen=True image to 16:10.

Advent Rising Retail release! no friggin widescreen!

Posted: 23 Aug 2005, 23:47
by Paddy the Wak
Thanks for the screenshots ... they have made things a lot clearer ... although I have found it quite hard to get my head around what is going on.

but the aspect ratio should come out perfect when stretching the 4:3 Widescreen=True image to 16:10.
I think you are right.
I did a little playing around ... I think it proves what you think in that quote ...

I took your 800x600 shot for the Default 4x3 Widescreen=False in to Photoshop then I pasted the 4x3 Widescreen=True over the top.
I made the True one semi transparent and then squash it down at the top and bottom until the two guys lined up over each other as best I could.
This layer's size now being 800x500 ... what a coincidence ... 16:10 ... 1920x1200 !... :shock:

My brain hurts ... :D

I could be wrong ... but I think this means that those black bars in the original Default 4x3 Widescreen=False are hiding an image that has the correct FOV for a widescreen ... 16:10.
I think this is so that it looks and feels right when the black bars are on for those using a 4x3 screen.
and so ...
I think this means that the ... 4x3 Widescreen=True ... image does have the correct widescreen FOV with nothing chopped off top and bottom ... when stretched to 16:10 ... 8)

1600x1200 stretched to 1920x1200 is going to need that AA though ... :cry:

What a brain twister ... and very strange :?

Thanks again ... :)

Advent Rising Retail release! no friggin widescreen!

Posted: 24 Aug 2005, 00:57
by kyleb
I'm pretty sure the deal is the game was designed for the Xbox werer 480i/p games are rendered at 640x480 or whatever and the dashboard "widescreen" setting simply controls the FOV and letterboxing. It is odd though that
Widescreen off
is clearly letterboxed to 16:9 while with
Widescreen on
you can see a little more of the ceiling molding on the top and a little more of the tiles at the bottom. So I'm guessing they designed the "widescreen" option on 16x10 pc monitors without thinking about the fact that Xboxs would more likely played with widescreen on 16:9 TVs. Oh well, at least we can play the game in widescreen.

1600x1200 stretched to 1920x1200 is going to need that AA though ... :cry:


No kidding, I'm playing at 1600x1200 on a 852x480 plasma and I could still use some AA. I have a thread about the issue started on their official help forum that doesn't even have a single reply. Feel free to help make some noise about the problem and hopefully we can get a fix:

AA thread

Advent Rising Retail release! no friggin widescreen!

Posted: 24 Aug 2005, 09:49
by Paddy the Wak
Just a thought with regard to the AA ...
Some games ...
Pariah for example (which also uses the Unreal engine) requires that you disable Post Render FX in order to get AA to work.
Splinter Cell Chaos Theory (also Unreal based) requires that HDR Rendering is turned off in order to get AA.

May be it is something like this ?

Advent Rising Retail release! no friggin widescreen!

Posted: 24 Aug 2005, 21:51
by kyleb
There isn't really post-render effects in Advent Rising best I can tell, well maybe for some of the powers effects and such but that should just break AA when it happens like in Max Payne 2 with bullet time and such. I did dissable all the advanced graphics options though just on the chance something there was holding it back, unfortionally that didn't get me any AA. I'm really not sure what the issue could be, I'd just like to see a fix.