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PostPosted: 01 Sep 2011, 06:05 
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Time to start a thread at Tripwire forums? Seems like a pretty easy fix.


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PostPosted: 01 Sep 2011, 11:49 
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Time to start a thread at Tripwire forums? Seems like a pretty easy fix.


I'll update the Detailed Report of this game tonight and work on this, i was finally able to download the beta last night.


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 Post subject: I made a thread
PostPosted: 01 Sep 2011, 15:07 
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I made a thread yesterday

http://forums.tripwireinteractive.com/showthread.php?t=58576

Have on reply from someone who was speaking to a dev via PM, they said multi-monitor support should improve by launch or shortly after

I was speaking to Yoshiro earlier about this using pm's and he said that when the game is released (or in a later update) the eyefinity compatibility will be vastly improved.

So I expect it will be fixed either during beta or when the game is released


I would rather hear it straight from a dev but there you have it.

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PostPosted: 01 Sep 2011, 17:47 
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I made a thread yesterday


Cool, thanks S.T.A.L.K.E.R. .


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 Post subject: I was fiddling with the
PostPosted: 01 Sep 2011, 23:15 
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I was fiddling with the ROEngine.ini file, found these commands


NumHorizontalDisplayArray=0
NumVerticalDisplayArray=0
BezelCorrectionX=0
BezelCorrectionY=0



I changed "NumHorizontalDisplayArray" to 3 (3 monitors, I would assume. I know almost nothing about UE3 engine) and one thing I noticed was in the in-game settings menu the Aspect Ratio shows two additional settings, "Multi-Monitor Landscape' and "Multi-Monitor Portrait". They don't appear to actually do anything right now but might do something come launch.

Not sure what the BezelCorrectionX/Y does either. Some of you more knowledgeable guys might know.

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PostPosted: 02 Sep 2011, 00:49 
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I was fiddling with the ROEngine.ini file, found these commands


NumHorizontalDisplayArray=0
NumVerticalDisplayArray=0
BezelCorrectionX=0
BezelCorrectionY=0


If that info is already in the .ini file, then I believe Tripwire is absolutely serious about implementing strong multi-monitor support. It would be great to have a UE3 game in the solid 'Win' category.

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PostPosted: 02 Sep 2011, 06:33 
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Got this game working, played it, the aspect ratio seemed fine (you can change it to 16:9 in the game mode?). Not overly scientific though. HUD stretching is kind of a bummer I guess.


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PostPosted: 03 Sep 2011, 16:02 
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No .ini editing here. In my options menu I was giving multi-monitor landscape and portrait options by default. Also the correct resolution options were available.

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PostPosted: 08 Sep 2011, 18:02 
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Good News Everyone! [h6](You read this in Professor Farnsworth's voice, don't deny it)[/h6]

Eyefinity is deliberately disabled atm due to performance problems and the iffy HUD. I've heard it will be improved after release though, which is fine by me! (5760 x 1200 here!)


That's a post by a Rising Storm Dev, not quiet an official dev but working very closely with TWI. They've had the game and been modding for ever a year for the Rising Storm Mod.

Then a reply (to PsYcH0_Ch!cKeN post) by Yoshiro from TWI

What he said. It will be coming with full support post launch.

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 Post subject: Good news, thanks
PostPosted: 08 Sep 2011, 18:09 
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Good news, thanks S.T.A.L.K.E.R.. :onethumb


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