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PostPosted: 25 Aug 2007, 12:13 
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Joined: 21 Aug 2007, 19:47
Posts: 170
==Game Information==

World in Conflict(WiC) is a real time strategy game from Massive and Sierra.
Game story involves an time line in which the U.S.S.R. invades the US.
Multiplayer is more like a FPS as you can join a game at any time.
This game supports Direct X 9 and 10 all screen shots are from the Direct X 9 version.


==Version==

This report is based on the full game. ver. 1.0.0.0[b80]
UPDATE
As of patch 1 WiC is now Hor+

==Method==

The game has native support for wide screen and dual monitor in the style of Supreme Commander.


==Screen change==
This game is Vert-; menus are Horz+; loading screens are displayed displayed correctly in wide screen but are scrunched in 4:3 and 5:4.

5:4


4:3


16:10


16:9



==Supported resolutions==

Tested and working
800x600
1024x768
1152x864
1280x1024
1600x900
1680x1050
1400x1050
1440x900
1920x1080(by maherie)
1920x1200(by maherie)
Untested
1280x720, 1280x768, 1280x800
My monitor only goes to 1680x1050 if others with bigger monitors could test these I will update this section.

==Cut-scenes==

Cut-scenes display correctly at all aspect ratios. The movies are formatted in 16:9 and will letterbox accordingly.
There are three types of Cut-scenes.
Two of which are pre-rendered FMV the 3rd is rendered in engine.

5:4





4:3





16:10





16:9






==Singleplayer anomalies==

None

==Multiplayer support==

Game play is the same as single player.
Multiplayer Lobby is H+


==Aspect ratio support==

The game automatically uses the correct aspect ratio for your resolution but is Vert- in game play.


==HUD stretch==

HUD is stretched vertically for all but wide screen.
In wide screen mode HUD is displayed correctly.

Text is displayed incorrectly at 4:3 and 5:4.


==Summary==

Native support but vert-.
This game is odd... It seems it was written for wide screen then compressed to fit 4:3 and 5:4.
The FOV in normal aspects feels tight, more so in 5:4 and feels very normal in 16:10.


==Grading==
C+


Major unresolved issues: None
Minor unresolved issues: None

Summary of wide screen-related flaws:
Vert- game play.

==Notes==
Devs are looking in to a Hor+ patch
Massive posted a fix for the vert- via a ini key bind
http://www.widescreengamingforum.com/node/8184

===FOV binds===
Thank Dopefish for these


PostPosted: Sat Sep 22, 2007 1:04 pm Post subject: World in Conflict 3840x1024 Reply with quote
Hi guys and gals,

This is my first post here and I am not sure of the format for posting and stuff but I felt i just had to share this info that I got from Massgate support.

At 3840x1024 you cannot spawn on the Seaside SP map unless you change resolution OR:

Link to discussion:
http://www.massgate.net/read.php?28004,40468,41807#msg-41807

And heres the fix.

In your My DocumentsWorld in Conflict folder you create a txt file and name it wicautoexec.txt. You can right-click in the folder and select "New" to create a text file.

Open it and paste the following:


for 16:10 users:

bind p HighFovOn
alias HighFovOn camerahighfov 95.4370607151; bind p HighFovOff
alias HighFovOff camerahighfov 85; bind p HighFovOn


for 16:9 users:

bind p HighFovOn
alias HighFovOn camerahighfov 101.409630521; bind p HighFovOff
alias HighFovOff camerahighfov 85; bind p HighFovOn


for 5:4 users:

bind p HighFovOn
alias HighFovOn camerahighfov 81.3276137053; bind p HighFovOff
alias HighFovOff camerahighfov 85; bind p HighFovOn


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PostPosted: 25 Aug 2007, 15:50 
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Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
==Supported resolutions==

What about these resolutions?

1280x720, 1280x768, 1280x800, 1920x1080

If you didn't test any of these, they need to be in the "untested" list.


==Cut-scenes==

Please provide comparison screenshots. Also tell us if they are FMV or rendered ingame.


==Singleplayer anomalies==

HUD problems are covered in a different section. Were you able to find any widescreen-related flaws in the game that aren't already covered in other report sections?


==Grading==

Calculated grade: C
Potential grade: C+

Major unresolved issues:
None

Minor unresolved issues:
*waiting for your response*

Summary of widescreen-related flaws:
Vert - gameplay

Cranky's coverage estimate: 95.5%


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PostPosted: 25 Aug 2007, 17:20 
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Joined: 21 Aug 2007, 19:47
Posts: 170
ah thanks ill fix that now


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PostPosted: 25 Aug 2007, 18:12 
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Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
==Cut-scenes==

This still needs comparison shots, for both types of cut-scenes.

==Singleplayer anomalies==

You only tested the demo. You need to indicate that you couldn't find any in the demo, but they may or may not exist in the full game.


==Grading==

Calculated grade: C
Potential grade: C+

Major unresolved issues:
None

Minor unresolved issues:
Are 1280x720, 1280x768, 1280x800, 1920x1080, and 1920x1200 supported?
Need cut-scene and FMV comparison shots.
Does the full version have any singleplayer anomalies?

Summary of widescreen-related flaws:
Vert - gameplay

Cranky's coverage estimate: 95.5%


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PostPosted: 25 Aug 2007, 18:21 
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Joined: 21 Aug 2007, 19:47
Posts: 170
ok should be good now let me know what you think


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PostPosted: 25 Aug 2007, 18:35 
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Insiders
Insiders

Joined: 07 Nov 2005, 04:16
Posts: 3010
In the cut-scene section, I recommend getting rid of the "type 1" screenshots. They are FMV just like "type 2," but they aren't all from the same place, while the "type 2" ones are.

Anyway, both types of cut-scenes behave in a way that's called "anamorphic." Your "type 2" FMVs demonstrate this better than your "type 1" ones, so I'd advice just using them. And just call them "FMV," while calling the "type 3" ones "ingame rendered."

==Grading==

Calculated grade: C+

Major unresolved issues: None
Minor unresolved issues: None

Summary of widescreen-related flaws:
Vert - gameplay

Cranky's coverage estimate: 97%


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PostPosted: 25 Aug 2007, 18:39 
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Joined: 21 Aug 2007, 19:47
Posts: 170
they are with in like a frame or 2 and there use a different aspect


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PostPosted: 25 Aug 2007, 18:43 
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Insiders
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Joined: 07 Nov 2005, 04:16
Posts: 3010
Whatever the difference in time is, the camera positioning is different enough to confuse things. For example, in the 5:4 shot, you can see two Burger King signs on the left side of the screen, but in the 16:10 shot, you can barely see the right edge of one sign. And a hor - FMV makes no sense at all.


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PostPosted: 25 Aug 2007, 19:02 
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Joined: 21 Aug 2007, 19:47
Posts: 170
ok should be good now


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PostPosted: 11 Sep 2007, 03:05 
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Joined: 21 Aug 2007, 19:47
Posts: 170
I would like to note that I posted a link to this report on Massives forums and they are looking in to Hor+ in a patch

I will up date this report once i get my hands on my copy on the 18th if any thing needs to be changed.
As of now the game is gold so Hor+ will have to come in a patch.

Here is a link to the thread on Massives forums
http://www.massgate.net/read.php?28004,34677


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