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: 09 May 2007, 04:28 
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Joined: 01 Jun 2006, 15:25
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Then that probably means that multiplayer doesn't support widescreen resolutions. This wouldn't be the only Quake III engine game that doesn't support widescreen (Soldier of Fortune II doesn't either).

No it does, I play it just fine in WS.


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PostPosted: 09 May 2007, 07:51 
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Joined: 07 May 2007, 05:24
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Yeah it plays fine in MP internet connecting through all seeing eye etc, just not when you try to play 'solo game' or create game' from the MP menu, that is when I get the error.


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PostPosted: 09 May 2007, 11:34 
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Yeah it plays fine in MP internet connecting through all seeing eye etc, just not when you try to play 'solo game' or create game' from the MP menu, that is when I get the error.

Oh you mean like a local game with bots? Interesting, I need to test that. Hmmm.


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PostPosted: 09 May 2007, 14:11 
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Oh you mean like a local game with bots? Interesting, I need to test that. Hmmm.
Yep exactly, sorry I should have been more specific. :oops:


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PostPosted: 09 May 2007, 16:22 
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Can someone provide comparison screenshots for multiplayer, including the FOV increase?


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PostPosted: 01 Jun 2007, 17:38 
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All of this applies to the MP application since its the only one with the problem.

[Edit - Previous method stopped working]

This was done on a mac but I've had similar results with my pc version. I've set the resolution to 1024x768 and switch r_mode to -1 after the map is loaded and you are waiting to spawn and doing a vid_restart and it would reload the map just fine into the widescreen resolution. Just make sure to switch r_mode back before you quit (6 is 1024x768 for me/restarting doesn't matter as you are quitting).


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PostPosted: 22 Aug 2010, 21:00 
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Joined: 22 Aug 2010, 20:51
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Registered to state that the method posted by the OP works awesome for me. I get full 1920X1200 res with some fish eye for the HUD in MP. I have to set the res back to a much lower one like 800X600 to get XFire to respond though, FYI. If the game crashes, I have to reenter the last line at the end of the config for the FOV number. Other than that, I don't have to do anything unusual for it to work constanly in MP.

I have to use the original executable though and not the one from Ultra Utility, if any of you use that. Not a big deal, since if it is already running, all the UU shortcuts will still work. Hope to get some of these other widescreen mods working soon too! Still working on DS II + BW. :D


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PostPosted: 14 Jul 2017, 08:58 
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Joined: 11 Dec 2008, 23:51
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Location: Germany
Updated DR with correct Weapon FOV. Unfortunately couldn't find a fix for the VERT- Cutscenes.

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PostPosted: 14 Jul 2017, 10:19 
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Joined: 26 Aug 2016, 16:41
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czarman wrote:
Updated DR with correct Weapon FOV. Unfortunately couldn't find a fix for the VERT- Cutscenes.


It's running on Quake 3 engine. Jackfuste has made several hor+ FOV fixes for other Q3 engine games, maybe he could do his magic here too.


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PostPosted: 16 Aug 2017, 05:50 
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Joined: 16 Aug 2017, 05:36
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I tried on a non steam version (1.0.1.0) and not works on 4k! If I set the resolution to 3840x2160 I can see the upper left corner of the menu in zoomed view... if I press Alt+Enter it become windowed mode and I can see the bottom left corner of the menu.
The last usable resolution for me 2560x1440 after this the same error happens as with the 4k!
I do not use the described lines in the autoexec.cfg because I modified these lines in the jaconfig.cfg. I tried with the autoexec.cfg but it isn't work that way neither!


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