Orcs Must Die! - Wide Screen out of box support, vert - camera
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
Orcs Must Die! - Wide Screen out of box support, vert - camera
I picked up this game off of steam and I have to admit it is extremely fun if you like Tower Defense style game play. It's a mix of FPS and tower defense, similar in fashion to Sanctum. Except with orcs, and a story line.
While the game out of the box supports the multi-screen resolutions it has a couple of major draw backs.
1. The main menu is vert-
2. The game play cameras are vert-
While I do see this as a draw back, the game has one thing going for it that will help us.
1. The files are flat
Every texture, config file, mesh, etc... are contained in zip files in the games folder.
I've just started looking into them right now to see what can be tweaked.
So far, it looks like the "datademo.zip" file contains the most useful files for us.
Nested under that in the "controls" folder features the .cfg files for the 3 camera views, which contain FOV and X / Y /Z offset modifiers.
While the game out of the box supports the multi-screen resolutions it has a couple of major draw backs.
1. The main menu is vert-
2. The game play cameras are vert-
While I do see this as a draw back, the game has one thing going for it that will help us.
1. The files are flat
Every texture, config file, mesh, etc... are contained in zip files in the games folder.
I've just started looking into them right now to see what can be tweaked.
So far, it looks like the "datademo.zip" file contains the most useful files for us.
Nested under that in the "controls" folder features the .cfg files for the 3 camera views, which contain FOV and X / Y /Z offset modifiers.
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
OK.... the dev's put in a
OK.... the dev's put in a file authentication somewhere. I've got to re-install real the game.
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
I've been able to get around
I've been able to get around the file authentication by dumping the zips to the root folder of the game, and zeroing out the zips. It is now checking for the content in the folders where I can edit them vs the zip files.
Allowing me to mod the control files for the cameras to adjust the FOV settings.
Attached are some of the screen shots of the 3 different cameras with different FOV settings
Right - 75 (stock settings)
Center - 85 (stock settings)
Left - 120 (modified)
Allowing me to mod the control files for the cameras to adjust the FOV settings.
Attached are some of the screen shots of the 3 different cameras with different FOV settings
Right - 75 (stock settings)
Center - 85 (stock settings)
Left - 120 (modified)
Looks great m8 ! Could you
Looks great m8 ! Could you please post the FOV solution so we can update the game's Detailed Report ? You can edit it by yourself if you prefer, cheers.
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
thales100 wrote:Looks great
Looks great m8 ! Could you please post the FOV solution so we can update the game's Detailed Report ? You can edit it by yourself if you prefer, cheers.
Will do. Give me a bit to put together a procedure. Still poking around trying to see if I can fix the title menu.
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
Hmm... looks like they left
Hmm... looks like they left the leaderboard scoring multipliers on the computer. I might be the top now ... :: whistles innocently:: Think it shows?
Only 870,000,000+ ?
Only 870,000,000+ ? 0:)
Thanks a lot to EvilEngineer
Thanks a lot to EvilEngineer for this solution 8) , ive edited and included it in the game's Detailed Report.
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
I've also been toying around
I've also been toying around with making level mods. Right now simply modifying wave counts and compositions to make the game longer and harder.
Here is my break down of how, and the results.
http://www.robotentertainment.com/forum/topic/Manual-adding-waves-first-level-mod
Some screen shots of the newly modded level. Notice the wave counter in the top right has updated to reflect all the waves.
Also the first shot shows what happens when you mess up... strange things appear.
Here is my break down of how, and the results.
http://www.robotentertainment.com/forum/topic/Manual-adding-waves-first-level-mod
Some screen shots of the newly modded level. Notice the wave counter in the top right has updated to reflect all the waves.
Also the first shot shows what happens when you mess up... strange things appear.
- scavvenjahh
- Editors

- Posts: 3424
- Joined: 06 Mar 2008, 17:20
I knew these zip files were a
:twothumb I knew these zip files were a good omen... Great stuff. I'll post an updated, 100% Hor+ DR ASAP.
Would it be OK to store OMDblanks.zip on the WSGF server ?
Would it be OK to store OMDblanks.zip on the WSGF server ?
- skipclarke
- Founder

- Posts: 7358
- Joined: 13 Oct 2003, 05:00
Are the menus still Vert-
Are the menus still Vert- with the FOV mod?
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
Yes, main menu is still vert-
Yes, main menu is still vert- for some reason.
I've found supposedly the file it is using for the mainmenu. But modifications to it don't seem to do anything, so they might have added it right into the .exe
essentially all the menus are derived from .swf files.
Honestly, the mainmenu is the only draw back right now. Every other nested menu correctly letterboxes to fit without stretching or vert-.
I've found supposedly the file it is using for the mainmenu. But modifications to it don't seem to do anything, so they might have added it right into the .exe
essentially all the menus are derived from .swf files.
Honestly, the mainmenu is the only draw back right now. Every other nested menu correctly letterboxes to fit without stretching or vert-.
scavvenjahh wrote: I knew
:twothumb I knew these zip files were a good omen... Great stuff. I'll post an updated, 100% Hor+ DR ASAP.
Would it be OK to store OMDblanks.zip on the WSGF server ?
I created OMDblanks (post), and as such give permission for you to host them on the WSGF server if you wish to do so.
I don't have a premium rapidshare account, so otherwise I think the file will just stay live as long as people are downloading it.
Just to be absolutely clear, all credit for the actual widescreen fix and other modding work done goes to EvilEngineer, he's the one putting all the work into this. I just opened the door.
Alex
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
Thanks Alex for the original
Thanks Alex for the original OMDblank, didn't know who to give credit, aside from your link in the post on the official forum.
Also... sadly with the patch today, it broke >.<
I figured out after examining your OMDblanks that Robot was using a simple CRC32 check on the zips to verify the files. After a while of hunting I found a way to spoof the crc32 my self. I've updated all of the zips today after the patch and included the new dlc blanks as well.
Honestly, the dlc zip files look to be the best way to house future mods (despite Robot not liking that idea at all). The latest DLC seems to hierarchically be taken as the master file invalidating anything duplicates in the data folder. So... a mod housed in the latest dlc zip, with a spoofed crc32, and presto... a packaged mod!
I've also started a new site to house the OMD files and the wave generator i'm putting together. So if you have anything for OMD, I can gladly host it Alex.
New blank zip files:
http://evilworkshop.net/OMD/files/OMDnewblanks.zip
Also... here is a mod that they refused to have visible on the Robot forums. It requires having the data unpacked first, then using this new zip with a modified tech tree file to zero cost upgrade for the new DLC content. This I had to make simply because they added new content that required skulls to upgrade... but no new way to earn more skulls.
0 Skull DLC upgrade cost:
http://evilworkshop.net/OMD/files/0skullDLC.zip
Also... sadly with the patch today, it broke >.<
I figured out after examining your OMDblanks that Robot was using a simple CRC32 check on the zips to verify the files. After a while of hunting I found a way to spoof the crc32 my self. I've updated all of the zips today after the patch and included the new dlc blanks as well.
Honestly, the dlc zip files look to be the best way to house future mods (despite Robot not liking that idea at all). The latest DLC seems to hierarchically be taken as the master file invalidating anything duplicates in the data folder. So... a mod housed in the latest dlc zip, with a spoofed crc32, and presto... a packaged mod!
I've also started a new site to house the OMD files and the wave generator i'm putting together. So if you have anything for OMD, I can gladly host it Alex.
New blank zip files:
http://evilworkshop.net/OMD/files/OMDnewblanks.zip
Also... here is a mod that they refused to have visible on the Robot forums. It requires having the data unpacked first, then using this new zip with a modified tech tree file to zero cost upgrade for the new DLC content. This I had to make simply because they added new content that required skulls to upgrade... but no new way to earn more skulls.
0 Skull DLC upgrade cost:
http://evilworkshop.net/OMD/files/0skullDLC.zip
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EvilEngineer
- Posts: 115
- Joined: 22 Oct 2010, 04:23
Modding procedure:1.
UPDATE!!
Modding procedure:
1. Download the OMD zeroed out zip files. (Thanks to AlexV for the original OMDblanks) New patch invalidated the existing zeroed out files, so here are some new ones that work. Also includes the new dlc zip files (zeroed out of course).
http://evilworkshop.net/OMD/files/OMDnewblanks.zip
2. Unpack (datademo.zip, datademoart.zip, data.zip, dataart.zip) to the /data folder. In that order too. There are files in the ~demo zip files that need to be overwritten with the those from the main data / dataart.zip files. If you have the DLC zip files unpack them in order 1,2, etc.
3. Move the original .zip files to a backup folder.
4. Unpack the OMDnewblanks.zip to the Orcs Must die! folder.
5. At this point you should be able to edit any of the files that have been unpacked.
6. Now open up /orcs must die!/data/controls/ folder
7. Open any one of the Default(left / right/ center).cfg files that you want to change.
8. Change "CameraDefaultFOV" to the FOV setting you want. The rest of the settings change the position behind, and is dependent on which camera you choose.
9. Save the file, and open the game up.
10. enjoy!
Modding procedure:
1. Download the OMD zeroed out zip files. (Thanks to AlexV for the original OMDblanks) New patch invalidated the existing zeroed out files, so here are some new ones that work. Also includes the new dlc zip files (zeroed out of course).
http://evilworkshop.net/OMD/files/OMDnewblanks.zip
2. Unpack (datademo.zip, datademoart.zip, data.zip, dataart.zip) to the /data folder. In that order too. There are files in the ~demo zip files that need to be overwritten with the those from the main data / dataart.zip files. If you have the DLC zip files unpack them in order 1,2, etc.
3. Move the original .zip files to a backup folder.
4. Unpack the OMDnewblanks.zip to the Orcs Must die! folder.
5. At this point you should be able to edit any of the files that have been unpacked.
6. Now open up /orcs must die!/data/controls/ folder
7. Open any one of the Default(left / right/ center).cfg files that you want to change.
8. Change "CameraDefaultFOV" to the FOV setting you want. The rest of the settings change the position behind, and is dependent on which camera you choose.
Code: Select all
<strong>CameraDefaultFOV=120.0</strong>
CameraCharacterOffsetX=0.0
CameraCharacterOffsetY=0.0
CameraCharacterOffsetZ=165.0
CameraPositionOffsetX=-500.0
CameraPositionOffsetY=-15.0
CameraPositionOffsetZ=65.0
9. Save the file, and open the game up.
10. enjoy!
- scavvenjahh
- Editors

- Posts: 3424
- Joined: 06 Mar 2008, 17:20
Mods: any reason my previous
Mods: any reason my previous post was deleted? I can't think of anything obviously objectionable in it, but if you let me know, perhaps I can re-write it in a better way, or avoid making a similar mistake in future posts...
Hey AlexV, wich post, this
Hey AlexV, wich post, this one ?
http://widescreengamingforum.com/forum/forums/multi-monitor-gaming/multi-monitor-gaming/17908/orcs-must-die-wide-screen-out-box-suppo?page=1#comment-233337
http://widescreengamingforum.com/forum/forums/multi-monitor-gaming/multi-monitor-gaming/17908/orcs-must-die-wide-screen-out-box-suppo?page=1#comment-233337
No, that one is still there!
No, that one is still there! :-)
I wrote another post about the dlc zip files that should be #16, but it's disappeared.
I wrote another post about the dlc zip files that should be #16, but it's disappeared.
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