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.
It is currently 11 Dec 2024, 17:26

All times are UTC [ DST ]




Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next
Author Message
 Post subject: Sacred 2: Fallen Angel
PostPosted: 28 May 2009, 12:19 
Offline
Editors
Editors
User avatar

Joined: 06 Mar 2008, 17:20
Posts: 3424


Widescreen Grade: C
Ultra-Widescreen Grade: Incomplete
Multi-monitor Grade: C
4k Grade: Incomplete

Read Full Detailed Report - Sacred 2: Fallen Angel

Sacred 2: Fallen Angel is an action role-playing game. It is the second full game in the Sacred video game series. It is a prequel which takes place 2,000 years before the events of Sacred. Like its predecessor, the game takes place in a fantasy setting. A new game engine means that the game is rendered in perspective correct 3D, whilst retaining the viewpoint found in older isometric games. Video game designer Bob Bates has been involved in its production, the game also includes a video sequence with the power metal band Blind Guardian, who also made a theme song for the game.




4:3


16:10


16:9


3x1



Last edited by scavvenjahh on 14 Aug 2014, 21:14, edited 3 times in total.
Edit


Top
 Profile  
 


 Post subject: Sacred 2 : Fallen Angel
PostPosted: 28 May 2009, 17:40 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
Grade: C+

Vert - is a consequential flaw.

CCE: 100%


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 05 Jul 2009, 02:16 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
I played around with the game "optionsCustom.txt"

First & Foremost once you put an optionsCustom.txt with some values in it, the game will save those settings in options.txt (at least until you modify something else within the game). This means that deleting optionsCustom.txt is not enough to get back original camera.

Since 2000 seemed almost like cheating to me, I tried to find how to get nearly "horizontal+" view.

math follows :
given the original settings which are :
camera.cam1_trackdist_max = 850
camera.cam2_trackdist_max = 850
camera.dng1_trackdist_max = 710
camera.dng2_trackdist_max = 710

those were designed with 1280x1024 in mind

and we're searching for the camera value for 1680x1050

850 / (1280/1024) = Y / (1680/1050)
Y = 850 / (1280/1024) * (1680/1050)
Y = 850 / (5/4) * (16/10)
Y = 1088

so the closest camera distance for horizontal+ gameplay at 1680x1050 would be 1088 for exteriors

so now let's move on to screenshots:
1280x1024 with default exterior 850 zoom


1680x1050 with default exterior 850 zoom (vert-)


1680x1050 with modified 1088 zoom (approx hor+)


As you can see there's a slight difference between real horizontal+ gameplay and what we get here which is a camera going backward (which modifies the way we see the scene a bit more than what would do real horizontal+, unavoidable as far as my current knowledge of the game goes though but shouldn't be a problem since the camera is freely moveable.)

Now, let's move on to values for each resolution :
for 16/10 resolutions:
camera.cam1_trackdist_max = 1088
camera.cam2_trackdist_max = 1088
camera.dng1_trackdist_max = 909
camera.dng2_trackdist_max = 909

for 16/9 resolutions:
camera.cam1_trackdist_max = 1209
camera.cam2_trackdist_max = 1209
camera.dng1_trackdist_max = 1010
camera.dng2_trackdist_max = 1010

for 5040x1050 :
camera.cam1_trackdist_max = 3264
camera.cam2_trackdist_max = 3264
camera.dng1_trackdist_max = 2726
camera.dng2_trackdist_max = 2726

Conclusion :
for triplehead users, 2000 was probably way too low BUT I don't have the hardware to test it out ...
for the others it was probably a bit too high.


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 05 Jul 2009, 10:09 
Offline
Editors
Editors
User avatar

Joined: 06 Mar 2008, 17:20
Posts: 3424
Great stuff ! 8) My loathing math certainly couldn't help me achieve a very accurate solution. Ideally we'd need to calculate the dolly curve + camera angle and adapt it to every ws/TH AR for real Hor+... All that's really needed for satisfying gameplay in Surround was a higher max camera distance though, bearing in mind that 2500+ values kinda ruin the visuals - most textures get heavily degraded, loads of fog flooding the scene and so on. :(

cranky, I'll try and update my ws section ASAP (maybe tomorrow).


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 05 Jul 2009, 12:44 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
Ho I see... too bad about textures & fog ... glad that I could help though 8)

I made the calculations for the main ratio available that cover a majority of resolutions. Though, it's not that difficult to adapt for non standard resolutions or to further tweak resolutions where the ratio is actually a bit off.
(I'm thinking about 1360x768 where the ratio is 1.770833333 ...
whereas a true 16/9 ratio is 1.777777777 ... )

However if anyone wants additional ratio/resolutions calculations done, I'll help as soon as I see it :wink:


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 05 Jul 2009, 23:06 
Offline
Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
cranky, I'll try and update my ws section ASAP

We should still consider this game to be native vert -. The option of pulling the camera back further can be mentioned, but since it's not the same as zooming out, it shouldn't be part of our official solution.


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 06 Jul 2009, 10:52 
Offline
Editors
Editors
User avatar

Joined: 06 Mar 2008, 17:20
Posts: 3424
Makes sense (and spares me some effort).
whismerhill, good job all the same :cheers


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 10 Oct 2009, 13:30 
Offline

Joined: 27 Jul 2006, 18:27
Posts: 75
Thanks for the fix guys, it does seem to work just fine, just one thing, although outside everything works perfectly when I try and say enter a dungeon my programme just hangs and I have to restart the game.

Any similar issues for you guys?!


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 10 Oct 2009, 16:18 
Offline
Editors
Editors
User avatar

Joined: 06 Mar 2008, 17:20
Posts: 3424
Nope, and I playtested this stuff a lot at the time of writing (v.1.40). I'll reinstall the game soon though (waiting for my copy of Ice & Blood!) so I'll have a better answer soon. Unfortunately this resource-hungry game can crash for numerous reasons, so you'll have to investigate the issue a bit further on your own.

Are you positively sure it doesn't happen with the stock settings ?
Did you use a funky value for any camera.dngx setting ?
Does it happen in every and all dungeons, and dungeons only ?
Did you try entering dungeons with different camera setups : Free / Fixed, close / far... ?


Top
 Profile  
 
 Post subject: Sacred 2 : Fallen Angel
PostPosted: 11 Oct 2009, 03:01 
Offline

Joined: 28 Jun 2009, 22:17
Posts: 760
Thanks for the fix guys, it does seem to work just fine, just one thing, although outside everything works perfectly when I try and say enter a dungeon my programme just hangs and I have to restart the game.

Any similar issues for you guys?!

although I am only level 20 or so, at 16/10 ratio I didn't notice any sort of problem like that


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 13 posts ]  Go to page 1, 2  Next

All times are UTC [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron




Powered by phpBB® Forum Software © phpBB Group