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 Post subject: SoftTH, DDO and Vista 64
PostPosted: 06 Mar 2009, 22:21 
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Joined: 17 Mar 2007, 01:20
Posts: 169
My group of friends just decided to play DDO.

I don't want to delete Vista, but I am getting the same problems described above... oh well...

EDIT

It works fine if you use SoftTH version 107b.


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 Post subject: SoftTH, DDO and Vista 64
PostPosted: 02 Nov 2009, 18:09 
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Joined: 18 Oct 2009, 10:43
Posts: 17
I have DDO and have tried every setting that I can think of...No dice. I am currently usint 1.07b but I am having the same problem as the first poster. I am using 64bit Win 7 but all my other games have been working fine. About to try compatability settings and see if the game is still launching in dx10 evan though there is a tabb to enable the affects. It might still launch in dx10 mode because of my os.


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 Post subject: Windows 7
PostPosted: 06 Nov 2009, 20:12 
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Joined: 10 Feb 2009, 20:32
Posts: 10
I bought and installed Windows 7 64bit and couldn't get it to work. Luckily disk space is cheap so I just created a new partition and run windows XP and DDO on that and reboot to Windows 7 to do anything else. As my HP printer isn't supported in Windows 7, I had to do it anyway.

Not the best solution but it works great. It would be nice if the video card manufacturers would get a clue and start supporting this themselves instead of us having to rely on some guy who does this part time when he isn't busy with other stuff.


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 Post subject: SoftTH, DDO and Vista 64
PostPosted: 07 Nov 2009, 00:13 
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Joined: 18 Oct 2009, 10:43
Posts: 17
It is working :)!!!

SoftTH 1.07

All I did was set SoftTH ingame 3940x1024 it might crash but when you restart the resolution will be written into the game config...So it will boot at your resolution and run after it makes it threw the loading screen.

Make sure you set the .exe path with -dx9 added into the end of the target so you don't launch in dx10. Right click go to properties look at target, it is in blue. Just push to the right on your arrow key and it will leave the old target. Then push space and add -dx9. Or you can try to set it ingame. But if you launch dx10 it will not work or crash. I think a lot of games still boot in dx10 in vista and win 7 even though it is changed to dx9 ingame. They just don't use the dx10 grafix extras.

The main thing I needed to figure out was the mouseXoffset= 1330 it is normally set to auto and in a lot of games if you right click you will spin uncontrollably. The fix is to test adding a higher or lower number to make it change the direction you spin or slow you down till it stops. Just fire up the game and test then try again till ya get it. :)



Here is my config.



;
; SoftTH configuration file
; by Kegetys
;

[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left & right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format, 'RGB32', 'RGB16' or 'YUV12'.
; antialiasing: Level of forced anti-aliasing
; anisotropic: Level of forced anisotropic filtering
; borderSize: Size in pixels of frame border between monitors that is discarded
; noHotkeys: Set to 1 to disable all hotkeys
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=1280
secondaryHeight=960
secondaryRefresh=auto
secondaryFormat=RGB16
antialiasing=0
anisotropic=0
borderSize=50
sideExtraWidth=0
noHotkeys=1

[Direct3D]
; ** Advanced setting for Direct3D games **
; cylindicalCorretionAngle: Amount of cylindrical correction done, use with sideExtraWidth
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; Set to 2 to force multihead initialization even if game doesn't create device with TH resolution
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; swapOrder: Swap order at which the frame contents are copied
; autoSquash: Automatically squash output to middle monitor if only pretransformed (GUI) elements are drawn
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
cylindicalCorretionAngle=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=0
forceResolutionHeight=0
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
swapOrder=0
autoSquash=0
d3d8dll=auto

[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale game window rectangle to triplehead size
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=1
doScaleMouseCoordinates=0
doScaleFromLeftScreen=0
doScaleWindowRects=0
mouseXoffset= 1330

; Triplehead screenmodes to add to resolutions list (width multiplied by 3 and border added)
; Must be last in this file
[modes]
640x480x60
640x480x75
640x480x85
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1360x768x60
1360x768x75
1360x768x85
1400x900x60
1400x900x75
1400x900x85


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