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PostPosted: 03 Oct 2009, 23:53 
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I have to reenter my resolution in the user.ini before I run the game, as the game resets the resolution back to 1024x768 every time I have played it. Loading a saved game doesn't set the correct resolution either. Making the user.ini read-only doesn't help either. Anyone found a fix for this?


I believe I figured out how to make user.ini keep the correct resolution. I sort of stumbled on the solution in Vista so I don't know if its possible in Win7 or XP, but here's what I did:
[edit: first make sure all the settings in user.ini are set how you want them]
1. right-click User.ini
2. click Properties
3. click the Security tab
4. click the Edit button near middle of window

Now you should see a new window titled "Permissions for user.ini" with two main areas in the window. The top part is "Group or user names" and the bottom part is permissions for those group/user names.

note:There is a different set of permissions for each group/user name.

5. in the permissions area check the box in the "deny" column to deny "Write" permission.

6. click on each group/user name in the top area of the window and repeat step 5. (I had three different group/user names to deny writing)

Perhaps denying all the groups/users is overkill, but it doesn't seem to cause a problem and it does actually prevent DX:IW from changing your preferred resolution to one of the default ones each time you exit the game.

note: for some reason if I go to the Video Options in the game menu it says I'm using 1600x1200, but I'm actually using 1920x1080(I know its 1920x1080 because I used the guide to hex edit the FOV to be correct for 16:9)

Also I just wanted to echo that for some reason the game set the Multisampling to 9 in user.ini when it should be an even number [2-8] to activate it.

Lastly I think someone who has just installed DX:IW should get all their settings worked out before denying write permissions to user.ini


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PostPosted: 11 Oct 2009, 22:14 
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Joined: 03 Oct 2009, 22:53
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open the Engine.d2u file with a hex editor


I have almost no experience with hex editing. I did the FOV change as described, but I didn't understand why that changed what it did or how one would figure that out.

So what hex strings would you change in the Engine.d2u file with a hex editor? What would you change them to? What effect would that have on the game?


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PostPosted: 13 Aug 2010, 07:49 
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What about the FovAngleDegrees=90.000000 setting inside "Default.ini"?


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PostPosted: 02 Sep 2010, 15:45 
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What about the FovAngleDegrees=90.000000 setting inside "Default.ini"?
This setting found under [Editor.EditorEngine] is for the Unreal Editor. It is present in all UE-based titles but never affects the game itself.

This is IEEE encoding: 00 00 AA 42 is the hex representation of the 32-bit single-precision float 85.0.

So, if you want to use a FOV larger than 128, you probably need to use the IEEE encoding. For example, for a 150.0-degree FOV, try changing 00 00 AA 42 to 00 00 16 43. For 180.0 degrees, use 00 00 34 43.

(I haven't actually tested this, but in theory it should work...)
Although proper multi-mon gameplay requires way higher values than these, daremo was right! :cheers Huge thanks to him for pointing me to the right direction.




A couple more tips...

Deux Ex Widescreen Utility:
http://forums.anandtech.com/showthread.php?t=2088245
Handy tool to instantly adjust the resolution, gameplay FOV and UI scale - but only supports 16:10 and 16:9.

Resolution constantly reset in user.ini:
First run the game and select a 4x4 digit res from the video options menu, i.e 1600x1200 or 1280x1024. Then you can edit user.ini and your new resolution will stick.




Updated sections of the DR follow.

==Cut-scenes==

Intro & ending FMVs stretch. (The bink files are 4:3 videos including letterboxing; without the black bars the intro is a ~17:9 movie whereas the endings are 16:10.)

4:3 (1280x960)


16:10 (1440x900)


16:9 (1600x900)


Real-time cutscenes and dialog scenes are Vert- in widescreen. This may be fixable by editing the [ConversationCamera] settings of Default.ini, but I'm not sure what changes to make. See Surround section for more details.
4:3 (1280x960)


16:10 (1440x900)


16:9 (1600x900)


==Surround Gaming Support==

Same method. The FOV formula is obviously not the same as for widescreen, though but here are "good enough" values for my native res...

1) Resolution
DocumentsDeus Ex - Invisible Waruser.ini
FullscreenViewportY=1050
FullscreenViewportX=5040

2) FOV
Program FilesDeus Ex Invisible WarSystemEngine.d2u
Replace all 3 instances of 00 00 AA 42 with 00 00 9A 43 (equivalent to decimal FOV 308)

3) UI
Program FilesDeus Ex Invisible WarSystemDefault.ini
fov__d=21 (scale of the "wheel" interface)
AssumedUIScreenWidth__d=1680 (your single-screen width)
AssumedUIScreenHeight__d=480 (default height)
(AssumedUI only affects font sizes and subsequently vertical position of text paragraphs. Dialog choices and incoming messages are always displayed on the left-hand screen, but at least all texts look fine with this setting.)

4:3, default: FOV 85 (00 00 AA 42), fov__d=67, AssumedUI 640x480


48:10, FOV 308 (00 00 9A 43), fov__d=21, AssumedUI 1680x480


FMVs stretch. Obviously, cropping them as explained by the OP won't help.


Real-time cut-scenes are Hor+...


...with lots of strange camera angles.
4:3, default ConversationCamera


48:10, default ConversationCamera


You can fix some of these by editing the [ConversationCamera] settings in Default.ini. I don't know exactly how, but dividing all Angle and Dist values by two is much better already.
Code:
[ConversationCamera]
   SlightAngle=7.5
   AboveAngle=30.0
   ShoulderAngle=7.5
   ShoulderMult=0.7
   HeadMult=0.25
   FaceScalar=0.38
   SideTightDist=1.0
   SideMidDist=1.5
   SideAboveDist=1.0
   SideAbove45Dist=1.0
   ShouldersLeftDist=1.0
   ShouldersRightDist=1.0
   HeadTightDist=1.2
   HeadMidDist=2.75
   HeadLeftDist=1.2
   HeadRightDist=1.2
   HeadSlightLeftDist=1.2
   HeadSlightRightDist=1.2
   StraightAboveDist=1.16
48:10, "fixed" ConversationCamera


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PostPosted: 02 Sep 2010, 16:46 
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Same .ini+hex method as widescreen: http://www.widescreengamingforum.com/node/

1) Resolution
DocumentsDeus Ex - Invisible Waruser.ini
FullscreenViewportY=1050
FullscreenViewportX=5040

2) FOV
Program FilesDeus Ex Invisible WarSystemEngine.d2u
Replace all 3 instances of 00 00 AA 42 with 00 00 9A 43 (equivalent to decimal FOV 308)

3) UI
Program FilesDeus Ex Invisible WarSystemDefault.ini
fov__d=21 (scale of the "wheel" interface)
AssumedUIScreenWidth__d=1680 (your single-screen width)
AssumedUIScreenHeight__d=480 (default height)

4:3, default: FOV 85 (00 00 AA 42), fov__d=67, AssumedUI 640x480


48:10, FOV 308 (00 00 9A 43), fov__d=21, AssumedUI 1680x480


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PostPosted: 03 Sep 2010, 00:50 
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Although proper multi-mon gameplay requires way higher values than these, daremo was right! Huge thanks to him for pointing me to the right direction.


Why? What happens at 146.271558 (0x84451243)?


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PostPosted: 09 Sep 2010, 10:58 
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It's just not enough: gameplay is vastly Vert-.


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PostPosted: 10 Sep 2010, 20:04 
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It's just not enough: gameplay is vastly Vert-.


That is odd. What is also odd is that you are apparently the first surround user who actually did this method.


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PostPosted: 06 Nov 2010, 02:44 
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Joined: 06 Nov 2010, 02:42
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I've followed everything in this thread and it is not working for me.
Trying to get it to run at 1680x1050
Using Windows 7, evga GTX 470
steam version of the game

The only thing that changed after following all these steps is all the text in the game is very tiny and unreadable.


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PostPosted: 23 Apr 2011, 23:48 
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Joined: 30 Mar 2006, 09:16
Posts: 156
goddammit I hate when reports get so messy and the clear solution is spread across several posts.

do I need to edit the "assumed" thing in default.ini as well for proper widescreen gameplay? was this missed in the OP?

the op talks about changing the FOV based on 85, and on 90


What does the game use as default on 4:3 and what should I be basing my changes on? (why even bother talking about a base FOV the game does not use - confuses people)


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