Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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 Post subject: Success
PostPosted: 13 Jun 2005, 05:11 
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Joined: 13 Jun 2005, 05:07
Posts: 2
The +szx/y + fov solution worked like magic on my laptop (1440x900) w/ ATI 9700 gfx. NOW, I cant wait to try it on my HT system @ 1280x720... on a 110" screen! :twisted:

*stocks up on Doritos and Pepsi*

Lock 'N Load boys... its gonna be a looong night

(Would be REALLY nice if they add this feature directly into the game though, before its release....)


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PostPosted: 13 Jun 2005, 08:01 
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Joined: 11 Jun 2005, 18:20
Posts: 5
Yes, I've got 1280x720 working properly on my X800xl, but with their method of cutting off the top and bottom. It's playable, but it's a very confining view. 27 inches of wide screen, but a tiny fov. It's like playing through a ski mask. Never in my wildest dreams did I think a developer would solve the widescreen issue this way. It sucks.

But it is pretty, and it is playable. (mostly, just not happy about it)

Time to go play with the fov options... since no one else has got it working, I don't expect to have any more luck.


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PostPosted: 13 Jun 2005, 08:20 
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Joined: 11 Jun 2005, 18:20
Posts: 5
C_Doc,

Would you please describe in detail how you got the + fov working? Could you cut and past your target line for us?

I've tried:
+fov 1.1
+ fov 1.1
and a few other things... (up to 1.5 just so I could obviously see if it worked)

no luck so far.


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PostPosted: 13 Jun 2005, 09:31 
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Joined: 27 Jul 2004, 17:42
Posts: 3436
@ Contra33 ...
i did what shpankey said and it worked great!!!


@ C_Doc ...
The +szx/y + fov solution worked like magic


How ? ... :?

If you read these posts you will see that what shpankey suggested hasn't worked for anyone else ... all of the screenshots posted so far have the top and bottom chopped off.
Have we all been doing it wrong ? ... I really hope so ! ... :shock:

So far there is no actual proof that the FOV hack works ... someone please prove it with a couple of comparison screenshots ... the same view before and after the FOV change... :wink:


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PostPosted: 13 Jun 2005, 14:14 
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Joined: 13 Jun 2005, 14:11
Posts: 1
Has anyone been able to use any 16:10 res other than 1680x1050? I want to run it at a little less res so I can bump up the AA on my 6600GT. Any suggestions?


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PostPosted: 13 Jun 2005, 19:01 
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Joined: 08 Jun 2005, 17:32
Posts: 2
It gives you a lot more to the sides, than it takes from the top and bottom.


Looking at those images on page 2, there isn't anything added to the sides. You can still only see 7.5 crates on the top on the right, and the left side view cuts off at the same place where the wall is broken...

Guess I'll just go back to 1280x960 for now and hopefully my framerate will at least go up... Luckily the powerstrip 1280x960 I have setup pretty much fills my 16:9 hdtv (although i'm not quite sure why this is), so even though it's a bit stretched, at least I won't be getting picked off by as many snipers from up above :)


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PostPosted: 13 Jun 2005, 20:44 
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Joined: 13 Jun 2005, 05:07
Posts: 2
Perhaps my wording earlier wasnt too clear..

I used the +szv and +szy in the shortcut to get native resolution out of both my laptop 16:10 @ 1440x900 and my home theater system 16:9 @ 1246x700 (custom ATI resolution to fit exactly the output of my projector)

The FOV I changed was in modsbf2SettingsVideoDefault.con and having gone back and changed again to 1 and 1.5 to see if it made any difference... it didnt, so the FOV part can be termed inconclusive so far... However I do have full-screen native formats, which is what I wanted to begin with, with little-to-no stretching, and no tunnel vision..

The map in this shot appears a bit stretched, but things like scopes, etc look fine...


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PostPosted: 14 Jun 2005, 04:10 
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Joined: 14 Jun 2005, 04:07
Posts: 1
Until the FOV can be changed, widescreen in this game is a disadvantage. Sucks too. I consider this to be a bug.


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PostPosted: 14 Jun 2005, 20:37 
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Joined: 25 Feb 2005, 04:37
Posts: 8
Timer Removal

If anyone hosts a server and wants to take that time limit off (works in singleplayer too)

Open up the file gpm_cq.py with notepad, it's under Battlefield 2 Standalone Demo Servermodsbf2pythongamegamemodes

Locate the line

host.registerHandler('TimeLimitReached', onTimeLimitReached, 1)

Place a # in front of it so it appears like

#host.registerHandler('TimeLimitReached', onTimeLimitReached, 1)

This will make the 12 min timer still appear but once it hits 0:00 the clock will disappear and you will be able to play until the tickets expire.

Not really a solution for correct wide setup but, hopefully something to smile about :D


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PostPosted: 14 Jun 2005, 21:02 
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Joined: 11 Jun 2005, 15:47
Posts: 15
BlindRat, according to planetbattlefield.com forums, this will get you banned from EA's Master server list. So do that at your own risk.

Now back to BF2 WS solution :)


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