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Just like in real life. :)
Same here, but circles are stretched to the sides without that fix, and the aiming circle is still stretched so that's being done somewhere else.
I saw a trailer video for GOF in the GOG thread and the stretching was actually painful to see, as if they'd adjusted the aspect ratio in the wrong direction.
Hook
You should be able to set your resolution by running config.exe rather than changing a file manually. If you've changed a file to something other than one of the defaults, the results can be undefined.
Hook
(h*4.0)/(w*3.0)
to use numbers other than 4.0 and 3.0. I tried full screen with 1600x1200 and (h*5.0)/(w*3.0) worked for the compass, but the aiming circle was squashed even more.
If part of your screen is getting cut off, I have no idea what to do to fix that. It may be a conflict between your desktop resolution and what you have the game set for, if they're different.
Playing in windowed mode has several advantages. I can use shift-tab to open the Steam interface (assuming I added the game to my library as a non-Steam game) to chat or even check the forums... and I get a lot of chat requests. Steam also uses F12 to take screen shots, and it works better than F8 in the game. My gamma adjusting program needs windowed mode to work. I can alt-tab out of the game (after going to a menu for safety reasons) to look at a map, which I do a lot. I often have a quick look at the code while playing. And while this one is only applicable to mods, I can make a quick change to console.c, then alt-tab back to the game and press F4 to execute whatever code I just wrote. It's just nice to have your computer available without having to exit the game and restart.
Hook
http://www.piratesahoy.net/threads/omg-it-worked-d-widescreen-aop2.16867/
Here's the section of text that I saved.
quote
Well after a a lot of trial and error attempts I found a way to trick the game into running a wide-screen format without cutting parts off the screen.
First off I use a 1920 by 1080 24 inch screen at an aspect of 16:9, so unless you have a 16:9 screen this will not work for you, you will have to recalculate the resolution setting yourself.
open the "engine.ini" file
Set "full_screen" to 0
set "screen_x" to 1920
here comes the interesting bit even though my screen is a hight of 1080 we are going to set it to 1440
set "screen_y" to 1440
Start the game,
nothing is cut off,
Can you fill me in on the calculation you used? I am the worst at math. I'm running 1680x1050 usually (16:10).
On my super high res 24" I have run it up to 3200 X 1440. I've noticed using a variety of resolutions on my big screens (32" and 42") that it looks best using 1600x900.
One problem with any of the widescreen resolution settings is that you cut off your RPGs feet from view in most places, the ships appear just slightly taller and you are zoomed in slightly. This can be very annoying with the ships.
Lots of folks have asked if there is a fix for the camera zoom problem and I found it though fiddling with the best combinations for widescreen.
First you need to go into Program/SEA_AI/AICameras
Find this code:
SeaFreeCamera.Perspective = 1.285;
// Ship camera paramerets
SeaShipCamera.Perspective = 1.285;
Change to:
SeaFreeCamera.Perspective = 1.885;
// Ship camera paramerets
SeaShipCamera.Perspective = 1.885;
By doing this you will be able to zoom out much more which I like very much for sea battles.
I've fiddled with this a lot and can say from experience that if you set it any higher than 1.9 you will start to see bending distortions.
I'm still trying to figure out which perspective or view line I can modify for land zoom so I can see my RPG's feet again. I will find it.
Have fun! :onya
MK
unquote
AOP2 would be wonderful if it were released with TEHO graphics and aspect ratio and fixes for things like the Tenochtitlan bug (which is easy to fix -- I even managed that one myself).
If you're ever forced to run in a window with borders and title bar, you might have some luck setting a desktop theme where the title bar is black and as small as possible while still allowing you to click on the min/max/close icons, then running with the window maxed. I had to do this with one game that kept throwing error messages in a dialog box and they didn't show up in full screen mode. After a while, I no longer noticed the window.
How does the game look if you use either windowed or full screen mode set to the highest resolution that config.exe has in the menu?
Hook
Consider this. You have an image that is perfectly square. You have a display that's three times as wide as it is tall. How do you display that image on that screen?
You either display the full height of the image, and have black bars at each end or cut off the top and bottom of the image so it displays the full width. In the second case you're losing data. In the first case, the data doesn't exist to fill the rest of the screen. You might stretch the image horizontally, but it will look terrible. You could try a combination of stretching the image and cutting off the top and bottom... this is probably even worse.
It's a lot easier to display a wide image on a narrow screen. Movies do this all the time, using a technique called "pan and scan" so the most important parts of the wide screen show on the narrow one.
But in reverse, where does the data come from to fill the black bars on the rest of the screen?
In the case of static screens, like menus and such, the developer would have to provide a different picture for each screen resolution, then accept that there may be a bit of stretching in some. For a 3D scene, the frame can be made wider, with some distortion at the edges... we already see a bit of that fisheye lens effect at times. COAS appears to have a fixed frame aspect ratio, and I don't know if it can be changed without getting into the engine source code. I don't have a variety of super wide screens to do any testing, either.
There may be things that can be done in the code we have. For example, the zoom might be able to be changed so that you get everything in the scene in the wide screen, but the picture would be zoomed out, making the character smaller so you can see the feet and rooftops. The fisheye effect would be even worse in that case. We'd have to adjust the position of the items in the battle interface, but that can be done.
Not everyone cares about fisheye distortion. I've seen flight simmers who zoom out far enough to see the leading edges of both wings on the screen at once... but do you think they can read the instruments? I'm the opposite: I zoom in so the instruments appear actual size on my monitor and use a head tracking device to look around. At least the scenery out the window is more impressive that way. And the runway is the right size.
And actually, my 1920x1080 monitor is 16:9, or 1.777. The 1600x1200 mode is 1.333. I got the compass round, and don't find the other stretching to be objectionable. 1.777/1.3333 is 4/3.
I should experiment more.
Hook
I think the aspectratio is only used for scaling stuff in the battle Interface and land interface. It's interesting that the icons in the spyglass are automatically scaled so they're the same size on everyone's monitor, but the HUD is not. The aspect ratio does not appear to affect the stretching of the 3D view. I'm still thinking about that one.
Hook
So, in a break from Sea Dogs tradition, I have defaulted the crosshair to off, and you can press a key to turn it on or off again. While the crosshair is off, the guns act like they do in third person mode, aiming automatically. If the crosshair is visible, you can fire an aimed shot. A new player who doesn't know about this feature can still fire the cannons. Aimed fire only while the crosshair is visible makes the process very intuitive. Press C (for crosshair or cannons) to turn the crosshair on or off.
I wanted to do this for PotC 7 years ago, but could never find the code. So researching the aspect ratio problem was a major help.
I had to go find someone to fight to test this, and got my first CTD in almost 200 hours of play when I dismasted his ship. Pretty stable program, I think. :)
I still keep the aspect ratio problem in the back of my mind and think about it occasionally while sailing between islands which usually takes about an hour for each island hop. Eventually I may find a solution.
Thanks again.
Hook
What versions of the Storm engine games have you played, and have any of them looked right on your monitor? If even one of them looks right we can see how they set up the engine.ini file.
Hook
Hook
You might find information on this at the PA forums, which is where I saw it. I'm not sure where to look or I'd have already found it.
Tell me again why you're not using windowed mode, which should solve your problems.
Hook
Now, this is going to sound wild, but there are a couple of ways to verify it. It appears that if you select one of the largest resolutions the config program gives you, depending on which one has the proper aspect ratio, it doesn't actually run in windowed mode at that resolution but at the full resolution of your monitor.
I have a 1920x1080 monitor, and I selected 1600x1200. If the image was actually 1600, it wouldn't fill my monitor, and it does. And it shouldn't! And I wasn't expecting it to, but it was fine... which surprised me at the time.
This means that if you select one of these resolutions for windowed mode, you should get full resolution.
Screen shots taken in TEHO and COAS are both 1920x1080, even though the resolution is different in the config program. The compass is the same size in the screen shots in both programs, and it shouldn't be.
If you're not getting a proper screen with 1600x1200 resolution set in COAS, then something else is messing it up. Don't try to process the size with the control panel, let it default. Actually, I haven't done anything in my nVidia control panel for either game, it just uses the defaults on everything.
Also, make sure your monitor is configured to interpret the HDMI signal as PC. Mine defaulted to TV, which did bad things to the image.
I'm still looking into this. In the mean time try windowed at one of the highest resolutions config offers, and don't do any processing in the nVidia control panel. See how big the screen shot are.
Hook
You can always adjust it back or reset the monitor to defaults if it causes problems. It shouldn't affect your desktop.
Hook
If you have made a profile for COAS in the nVidia control panel, write down what you changed and delete the profile. You can add settings back later. This is necessary so that we know that the profile isn't messing up your game and if it's not done then later adjustments may give unwanted results.
Run the COAS config.exe and set the screen resolution to 1600x1200 and uncheck the full screen box so the game runs in a window. Save.
Run the game. Look at the main screen you get after the intro videos are finished. Does it fill the monitor? If it does, then go into the game and make sure the 3D views fill the monitor. If they don't, or if the opening menu does not fill the monitor, proceed to the next step. If the opening menu isn't right, you can do everything from there.
Go into your monitor's menu and find the settings to adjust the image size and position on your screen. They're usually called something like geometry. If you have black bars at the sides, adjust the width so the image fills the screen. You may want to do other geometry adjustments to make sure the image is the right size and correctly centered. Consult your monitor's manual for further information. Different screen resolutions often require different geometry adjustments.
Once you've got it where you want it, exit the game. Does the desktop look right? If you've never done any geometry adjustments on your monitor, you might want to do them for the desktop as well. Get the desktop looking the way you want.
Run the config.exe program for TEHO, and set the resolution where you want it and make sure you're running in windowed mode. Save. Run the game. Does it look right? If not, do the geometry adjustments until it does. Exit the game.
Check your desktop again as above.
Make sure videos look right. Do the geometry adjustments if necessary, then test the other programs to make sure that didn't mess them up.
Run COAS. Does the opening menu look right? If so, and if everything else looked right, congratulations, you're done.
If you want to make changes to COAS in the nVidia control panel, do this now, one setting at a time, and test them by running the game. If any of the settings cause the image to be wrong, revert it back to what it was before.
If this doesn't help, ask at PA or the other forums that do mods for COAS. They might be able to help.
Hook