Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 19 Nov 2011, 16:04 
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Okej, that goes just for resolution right? but other grass and item distances and things i can put up right?



Yes thats it.


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PostPosted: 19 Nov 2011, 16:12 
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Joined: 18 Nov 2011, 17:40
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Thank you both of you! it realy runs great!
What I found out on my 5 min test was just the map and map/quest markers issue, otherwise is so wow.... thanks alot for a great fix!


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PostPosted: 19 Nov 2011, 16:14 
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Thank you both of you! it realy runs great!
What I found out on my 5 min test was just the map and map/quest markers issue, otherwise is so wow.... thanks alot for a great fix!


Please check carefully in the game's Detailed Report, under Multi-Monitor Specific Solution, the instructions concerning the map ok.


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PostPosted: 19 Nov 2011, 16:29 
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Joined: 28 Nov 2010, 22:18
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Just snagged Hayden's fix, working nicely looks amazing! Just in case someone has the info to save me digging through all this thread (WSGF is slow from this location) What are the ini settings that can fix how the shadows glitch out with triple wide. It seems they're flickering between their near and far LOD's quite a bit, making them a might jittery.


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 Post subject: HaYDeN wrote:vernacular
PostPosted: 19 Nov 2011, 16:30 
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Joined: 12 Nov 2011, 15:03
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[quote][quote]Anyway Hayden released his fix which is awesome!!!!!! You should check it out in the Detailed Report!

I just got it, It's friggin awesome. The only glitch is the items displayed in my inventory are darkened. At least everything is where it's supposed to be and I don't have to Alt+Tab to activate it.
Good stuff, Hayden.

I know why they are darkened, I did think this to myself but dismissed it - as if maybe its adding atmosphere cause I was in a dark area. I shoulst fix that right now.

Basically I was trying to take a shortcut :)
I took the liberty of doing a comparison because I wasn't sure myself, but yeah, it looks like there's something weird going on here with darkened objects:

Seems you already went and fixed that within minutes, lol.

I also cannot set a custom width and height. When I set it to 6000x1080 and start the game all the HUD elements and menus are invisible. I can't change the HUD overlay to spanned it's greyed-out no matter what I check or uncheck. When I fast travel the mapfix isn't disabled when I reach the new area until I hit TAB, but that's not a big deal because I have TAB macro'd to my mouse since I'm always hitting TAB in this game.

Oh well, close enough. You seem the perfectionist type so you'll probably be tweaking it more regardless.


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 Post subject: helifax wrote:these 1680
PostPosted: 19 Nov 2011, 16:36 
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Joined: 09 Feb 2006, 00:23
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these 1680 are predefined values for the center screen. THey are taken into account only if you load the CT table before the game. Like I said, if you open the CT table and just replace any 5230, 1743, 1680 with your actuall resolution values it would not matter. These 3 values are written just one time, when the CT is loaded. Afterwards they don't matter.
As for the MAP:
Enter the map by pressing M
EXIT the map by pressing M
if the map is exited by pressing Tab the hud is broken!!!! Just think it as a toggle!

And yes lets make a petition to bathesda to give us the source code:))) so we can properly do this from the game:))


ah, i see, i was pressing M during loading screen to stretch hud so i can read it on right monitor, thanks, but I think we all can agree while helifax was a great temporary work around for the last week, HaYDeN is the true master of ellegance!

and we greatly thank both of you!!!

now let me get to the other 50 things i hate about the game *check nexus*


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PostPosted: 19 Nov 2011, 16:40 
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Joined: 10 Nov 2011, 23:23
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Just snagged Hayden's fix, working nicely looks amazing! Just in case someone has the info to save me digging through all this thread (WSGF is slow from this location) What are the ini settings that can fix how the shadows glitch out with triple wide. It seems they're flickering between their near and far LOD's quite a bit, making them a might jittery.


I think the shadows are jittery because they are moving with the sun, you can see them move roughly every 5 seconds, thats when i notice them jitter.

Maybe if you could find an option to update the shadows per second, it would look smoother.


In Skyrim.ini, add under display

fSunShadowUpdateTime=0
fSunUpdateThreshold=2.0
fShadowBiasScale=0.6

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 Post subject: thales100 wrote:Fandal
PostPosted: 19 Nov 2011, 16:41 
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Joined: 18 Nov 2011, 17:40
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[quote]Thank you both of you! it realy runs great!
What I found out on my 5 min test was just the map and map/quest markers issue, otherwise is so wow.... thanks alot for a great fix!


Please check carefully in the game's Detailed Report, under Multi-Monitor Specific Solution, the instructions concerning the map ok.

Hehe saw it swiftly but didnt take my time to read that part thorught, ^^ still the thing that while moving and such, when not facing towards a marker, it moves in sideways, like the towns moved on the map, but had to try the map after I read that M-button part trough, which looks awsome, I'm truly thankfull! :D


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 Post subject: Thank you!!!
PostPosted: 19 Nov 2011, 16:54 
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Joined: 19 Nov 2011, 16:47
Posts: 5
My first post ever, but I had to register to say this: THANK YOU HAYDEN! I have been lurking in this thread since launch, and have been eagerly awaiting Hayden's fix...I just applied it. It's beautiful, it really is. I'm amazed at what Hayden and Helifax were able to accomplish considering how hampered they've been by Bethesda. You have done what Bethesda should have done, and you have both done it amazingly well. I just donated to the Chip In; I really wish I could afford more, because the work that's been done is amazing. I am so grateful, thank you!


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PostPosted: 19 Nov 2011, 17:02 
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Joined: 06 Nov 2008, 01:08
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My first post ever


:welcome


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