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PostPosted: 14 Nov 2015, 15:35 
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Joined: 03 May 2014, 02:48
Posts: 5
Is anyone else running into this issue where there will be an invisible horizontal line indoors where the shading is off on half the screen? I've been trying everything but I can't get it to go away, makes indoor combat really tough.

EDIT: I found the fix right after posting here this morning, should have looked around my other forums again before posting here.
To fix the issue I have with the shaders modify "bComputeShaderDeferredTiledLighting=0" in Fallout4Prefs.ini (\My Games\Fallout4\)
Credits to Jorum from GameFaqs http://www.gamefaqs.com/boards/164594-f ... 271?page=1


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2015-11-14_00001.jpg
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Last edited by Zettoz on 14 Nov 2015, 15:43, edited 1 time in total.
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PostPosted: 14 Nov 2015, 15:36 
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Joined: 04 Jun 2011, 21:18
Posts: 34
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.


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PostPosted: 14 Nov 2015, 16:37 
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Joined: 10 Nov 2015, 11:45
Posts: 8
Brett wrote:
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.



Heh reminds me of my old config:
mouse 1 + mouse 2 = walk forward/back
Arrowkeys = strafe left/right/jump/duck
kp Insert = fire
kp_pgdown reload etc

I'm left handed, no idea why ended up with that config but ended up being forced to use WASD when i started playing ARMA - way too many keys to rebind


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PostPosted: 14 Nov 2015, 16:44 
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Joined: 29 Mar 2008, 17:19
Posts: 205
Brett wrote:
tricky wrote:
For anyone that wants to reprogram the keys, here is my AutoHotkey script, it only swaps the keys while the game is active, working great for me as I always use all the numpad keys to move, reload, open etc.


My God, man. Are you left handed?

I'm a righty, but you still remind me of me before I eventually just gave in to modern games and started using WSAD (I *really* didn't want to). Eventually I bought a Logitech G13 and I'm pretty happy with that.



Haha no what happened is that I didn't play Doom and those games when they first came out (was young and partying), and my first real mouse+keyboard game was Terminator: Future Shock (great game). I programmed the numpad for everything and it used reverse mouse look as default. Then I repeated the setup for Duke Nukem 3D which I played for 1,000s of hours and now it's ingrained in me. Every game I use numpad and mouse reverse look. I am horrible at FPS on consoles so I haven't owned a console since Sega Genesis.

I also like how I can just move my keyboard to the left and it feels natural to just mouse and numpad for most everything. I saw a screenshot of someone here that puts their mousepad and mouse on top of their keyboard to bring them closer together, I don't have to do that.

[n/a_][reload__][special_][light__]
[walk][forward][_run___][jump_]
[n/a_][special_][_unused][_____]
[left_][back___][_right__][crouch]
[use/open____][grenade][______]

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PostPosted: 14 Nov 2015, 18:04 
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Joined: 02 Dec 2014, 13:50
Posts: 9
Hi again,

First off, many thx to those working on solutions for multi monitor for FO4!

I asked a question before on page 27 but no replies as of yet.

Is the fix for 5760x1080 only???
Because with bezel correction the whole game shifts to the left and leaves me with a black bar on my right monitor...
Any ideas what might cause this and how i might fix it?


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PostPosted: 14 Nov 2015, 18:27 
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Joined: 08 May 2011, 18:58
Posts: 2286
Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


In MyDocuments Fallout4Prefs.ini edit to this:
iSize H=1080
iSize W=5760

same goes to daragman, did you edit your Bezel Corrected Resolution in the .ini file ? If you take an Ingame screenshot, do you have the black bar on the screenshot or not? what resolution is the screenshot?

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PostPosted: 14 Nov 2015, 18:35 
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Joined: 06 Jul 2015, 02:00
Posts: 3
Haldi wrote:
Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


In MyDocuments Fallout4Prefs.ini edit to this:
iSize H=1080
iSize W=5760

same goes to daragman, did you edit your Bezel Corrected Resolution in the .ini file ? If you take an Ingame screenshot, do you have the black bar on the screenshot or not? what resolution is the screenshot?



Thanks Haldi, I did that before and again, i still can only get the middle and right screen to display the game.. I've had F3 running on all 3 w/o problems, and i havent changed anything in NVcontrols. I greatly appreciate your help.


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PostPosted: 14 Nov 2015, 18:56 
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Joined: 14 Nov 2015, 18:17
Posts: 3
I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.

If you look through the scripts embedded in the SWF files, there is a 'bUseShadedBackground = true;' included in some of them. Setting that to false removes the green boxes. To edit it you will need to click on the word 'true' in the 'ActionScript source' pane, and then go to the corresponding line in the 'Method/Getter/Setter Trait' pane that opens up. Change that from 'pushtrue' to 'pushfalse'. After you save that change, you should see the line in the other pane automatically change to false. You will need to repeat this for every instance of the 'bUseShadedBackgound' you can find.

Do not edit the code in the 'ActionScript source' pane itself, that will cause the game to crash.

Some pictures to help/show the dark green boxes are gone:

Attachment:
fo4_edit.png
fo4_edit.png [ 291.29 KiB | Viewed 5100 times ]

Image
Image

Attached is the HUDMenu.swf with these edits applied.


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PostPosted: 14 Nov 2015, 19:02 
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Joined: 14 Nov 2015, 02:26
Posts: 20
Deryan3 wrote:
a little help please,
I have done all the following but out of the 3 monitors i have the game is only playing on my middle and right monitor, wallpaper is still showing on my left. what do i need to do to have all 3 monitors working?

thank you in advance.


Are all your monitors the same physical size? I have one off sized on and I needed to adjust my Eyefinity (under Resize Desktop) to "Fit". When I tried "Expand", I got what you are describing except the right hand monitor was the one showing the desktop.


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PostPosted: 14 Nov 2015, 19:07 
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Joined: 14 Nov 2015, 02:26
Posts: 20
Galnix wrote:
I figured out how to remove the dark green boxes, at least from the HUD anyway. I'm guessing the process would be similar for other UI elements as well.

If you look through the scripts embedded in the SWF files, there is a 'bUseShadedBackground = true;' included in some of them. Setting that to false removes the green boxes. To edit it you will need to click on the word 'true' in the 'ActionScript source' pane, and then go to the corresponding line in the 'Method/Getter/Setter Trait' pane that opens up. Change that from 'pushtrue' to 'pushfalse'. After you save that change, you should see the line in the other pane automatically change to false. You will need to repeat this for every instance of the 'bUseShadedBackgound' you can find.

Do not edit the code in the 'ActionScript source' pane itself, that will cause the game to crash.


Sorry for my ignorance...is the HUDMenu.SWF something that I can just add to my game or it that embedded in the .ba2 files?


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