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PostPosted: 25 May 2012, 23:01 
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I noticed that in the report it claimed that SoftTh was tested and works.

I tried last night, however when I try and set the aspect ratio to 16:9 to select my custom resolution, the game crashes.

Anyone that got it to work, can you reply with what you did to make it work?

20x30x20 (1490x1600) PLP

My typical SoftTH process for steam games:

1) Copy the config and dll to the directory containing the .exe.
2) make my left most monitor my primary
3) launch the game, it only launches in the left monitor
4) goto video settings and select 16:9, see my custom res from the config, select it, apply, and softTH kicks in appropriately


Any help is appreciated.


Woops, checked that on accident, was thinking of a different game. Sorry man, I dunno.


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PostPosted: 28 May 2012, 20:10 
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OK guys, I can confirm that SoftTh works with CS:GO.

FYI: My setup:
20x30x20 PLP
Resolutions: 20 = 1200x1600 : 30 = 2560x1600 (Total = 4960x1600)
With Bezel compensation, the resolution I use in SoftTH = 5360x1600

I followed the standard process for SoftTh, but unfortunately I was unable to select 16:9 aspect ratio without the game crashing. and there was no way to apply the settings on the primary monitor since it was sut off at the low resolution.

So I found that the config file and the dll need to go into the bin folder (C:Program Files (x86)SteamsteamappscommonCounter-Strike Global Offensivebin)
Then I put the following in the "set launch options" [ -w 5360 -h 1600 ] in the properties in steam. That way the game launches at the correct resolution.
as always i have my left most monitor set as the primary.

Here is the config I am using:
Code:
[main]
   renderResolution=5360x1600
   nonlocalFormat=RGB32
   keepComposition=0
   smoothing=1
   debugD3D=0
   zClear=0
   vsync=0
   tripleBuffer=0
   screenshotFormat=jpg
   dllPathD3D9=auto
   dllPathDXGI=auto
   dllPathD3D11=auto
   [overrides]
   forceResolution=0
   antialiasing=0
   processAffinity=0
   FOVForceHorizontal=0
   FOVForceVertical=0
   
   [head_primary]
   sourceRect=0,0,1200,1600
   screenMode=1200x1600
   
   [head_1]
   devID=1
   sourceRect=1400,0,2560,1600
   transportResolution=2560x1600
   transportMethod=local
   noSync=0
   fpsLimit=0
   
   [head_2]
   devID=2
   sourceRect=4160,0,1200,1600
   transportResolution=1200x1600
   transportMethod=local
   noSync=0
   fpsLimit=0


The Hud scaled poorly just like it does with eyefinity, but I downloaded flawless widescreen, and it fixed the scaling perfectly.
1 last note, for a resolution the same as mine I used a different value for the safezone fix
I used: /safezonex=.47000

That puts it almost to the edges of the 30"

Screens:
With the bad scaled HUD


With Flawless widescreen fix, and /safezonex=.47000

Image

Image


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PostPosted: 28 May 2012, 20:53 
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Joined: 14 Feb 2010, 13:39
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Flawless widescreen actually supports SoftTH detection (including bezel compensation) - when you have odd size monitors you must add a directive to the config file to get it to detect properly, this is because from a calculational perspective it's difficult for it to know if the top and bottom of the larger display is on the same grid axis without "guessing" so you must tell it, Here's an example of what you would put in your SoftTH config for a 3x1 grid.

[FWS]
;GridX must be set to the number of horizontal monitors and GridY must be
;set to the number of vertical monitors.
FWS_GridX=3
FWS_GridY=1

You shouldn't have to adjust anything manually.

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PostPosted: 30 May 2012, 20:42 
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Thanks hayden, i will give that a shot


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PostPosted: 08 Jun 2012, 19:04 
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Hayden,

So i tried adding that to the SoftTH config, and the HUD is still the same.

Resolutions:

20"=1200x1600 / 30"=2560x1600 / 20"=1200x1600

With 200 pixels of bezel correction on each side of the 30"

Total res = 5360x1600



Based on where the hud ends up by deafault, i dont think [FW] is taking into account the bezel correction as it sits 1/3 under the bezel.
If I use safezonex .47000 it moves to the correct spot.


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 Post subject: Update
PostPosted: 21 Jun 2012, 20:37 
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Joined: 27 Apr 2012, 01:24
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I just update Flawless Widescreen and CS:GO hud is no longer centered.


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 Post subject: There's a HUD size under
PostPosted: 15 Aug 2012, 03:07 
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safezonex 0.333
hud_scaling 0.5

Image

this gets the HUD centered and its a fairly reasonable size. unfortunately the icons at the top (I'm guessing kill stats) get larger whenever they get reordered, so you have to re-run the "hud_scaling 0.5" again to fix it (health ammo etc stays small as normal).

for some reason they took out the "wait" command so you can't just write a quick alias fixhud "hud_scaling 0.5; wait 1; fixhud"; fixhud ... oh well.

EDIT: after playing this for a little while, it seems that the radar (minimap) scales inversely with hud_scaling (i.e. its 2x as big on 0.5 as on 1.0) and also every time someone gets a kill the icons on top get larger again (plus the kill notifications). also the text like "you have leveld up" or your own kill notifications are too big at 0.5 they obscure the crosshair every time making you extremely vulnerable after a kill.


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PostPosted: 15 Aug 2012, 17:59 
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Joined: 11 Nov 2011, 08:06
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I've had some issues with my Chat and Kill Boxes at my Resolution of 5040x1050.

In the Images i posted my chat box is way too off on the Y Axis and my Killbox is HUGE. Also when im playing on regualr servers my HUD Scale Keeps changing back to 0.75 every few seconds after changing it to 0.25 with the Flawless Widescreen Fixer.

Programs im using are Flawless Widescreen Fixer with hud_scale 0.25 and SafeZoneX 0.33333

Any thoughts on what i can do to fix or adjust this?

Attached files


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PostPosted: 17 Aug 2012, 22:55 
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Joined: 22 Aug 2007, 19:00
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Ok I think there's a few more important bugs in surround mode:

1) missing damage direction indicator (100% sure about this one) - when you get shot it doesn't have any visual indication. its there in 1920x1080
2) when you shoot enemies your crosshair doesn't turn red (50% sure about this one, i was using a green xhair earlier though so maybe I didn't notice the colors changing)

To be honest it's pretty unplayable with #1/#2 even if the HUD is fixed not to overlap with your crosshair since they are both hit indicators

I posted these bugs here http://forums.steampowered.com/forums/showthread.php?t=2263804 but who knows if they'll ever get around to them


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 Post subject: Update broke fix
PostPosted: 31 Aug 2012, 07:21 
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Joined: 27 Apr 2012, 01:24
Posts: 5
Update broke fix


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