Hey kids,
Well I picked up this game because I thought it looked cool - I'll reserve my judgement when I've played a bit more of the game. It was developed by the same guys that bought us Painkiller - you be the judge of whether that's a good or bad thing.
Anyway, The game is Vert-, but the menu's/cut-scenes/reticle are all centred and scale correctly. I started a thread on Steam:
http://steamcommunity.com/app/231330/di ... 742840043/It's the usual Unreal engine affair, so I started with the usual edits:
The ADVEngine.ini (Located in Mydocs\mygames\Deadfall Adventures\ADVGame\config\..)
Locate:
[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainXFOV
Change to
[Engine.LocalPlayer]
AspectRatioAxisConstraint=AspectRatio_MaintainYFOV
So that makes the game scale to the proper aspect ratio - and it looks good, but then you get your guns out :/ Another common problem our community faces in the weapon/hand scaling. As you can see the weapons and notepad etc don't scale well at all.
So the guns/compass/notebook don't scale - they are all zoomed :/ Which usually means its a job for the big wiggs Helfiax/Hayden/Dopefish and whoever is smarter/better than me really
BUT this game comes with a nifty little config ADVWeapons.ini and in it I found this:
ZoomedTargetFOV=60
ZoomedMeshTranslation=(X=0,Y=0,Z=0)
ZoomedMeshRotation=(Yaw=0,Pitch=0,Roll=0)
ZoomedMeshScale=1
ZoomedMeshFOV=0 <---change this to 120 (more or less if you want)
Presto, it worked! So now the guns/compass/and notebook scale
The is the issue of having to zoom said items in first, but after that it appears to stick - not sure whether it will stay that way after an area load, but it would just require zooming in again. It's far from perfect, but I'm a simple man, with simple tools. There is probably a setting that can be adjusted to perhaps forgo the zooming in bit - but at the end of the day I don't want to mess around with too much
Head to that thread to show support and/or see screens.