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Old 03-22-10, 08:02 AM   #121
R3D
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Originally Posted by Flopper View Post
Are you on XP SP2? I had to install the Microsoft Windows Application Compatibility Toolkit and enable DelayDLLInit as described here:

http://alexbret.perso.cegetel.net/in...lay_Resolution

Well, I don't know that I had to, but I did, and right after that instead of a CTD it would give me the message, "Can not initialize 3d engine." At that point I only had to fiddle with it a few more hours before it worked.

Good luck!
it bloody worked m8.. first try with the compatabilty toolkit got it working like a charm.

thanks seeadler/floopy and CO!!

maybe this should be part of the readme so as to give those with issues something to try?
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Old 03-22-10, 08:11 AM   #122
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Amazing Reece

The centered screen is the best solution posible for maps, but will you also implement it for normal screens?

I suppose you will be limited for now to Layout Bar (Already done, as I see) and maps, right?

That's probably the easiest solution, considering that there are many interfaces out there.
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Old 03-22-10, 08:42 AM   #123
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I don't know if this will help anyone but i'm going to post it all the same.

Over the last week I have been playing with Windows 7 32bit and 64bit. In my playtime I have noticed that activating a lot of mods which contain a lot of objects (for want of a better word) risk causing CTDs when you use the High Res Fix. The same mods will load with no problem when using SH3 native res (i.e. no High Res Fix and native set to 1024 * 768) .

It is possible that those experiencing CTDs are loading too many object heavy mods. Therefore I suggest you use a basic install to test this high screen mod BEFORE activating any other mods. If it works, you can slowly ramp up yer mods till you reach a limit (i.e. you get a CTD near the end of campaign load).

Some people test mods using Missions rather than the campaign. After a lot of starting and restarting I would suggest you test by starting a new campaign in 1st Flot. in 1941. This way you get the VIIc and Kiel - this is the one test that tends to cause CTDs when you have object heavy mods.

I hope this helps people isolate their CTD problems.

For comparison my rig is:
MSI 690i (reference) Motherboard
E6600 Dual Core @ 2.4GHz (no overclocking)
4 GB decent Ram (Giel and Crucial combo)
2*650MB GTS8800 in SLI mode
Windows 7 64 bit ultimate

Object limits have most probably been one of the distinguishing factors of the variety of supermods, with each supermod having their own rules as to what does and doesnt end up in the final release. Some people like enhanced graphical effects, others like populated harbours etc. So each supermod team has had to make tough decisions as to what gets included.

Perhapps the way forward is to have object heavy harbours when in a habour and then save and remod to have enhanced graphical effects and a 3d interior boat when at sea.

Its a change in mod philosophy admittedly and it would require the ability to change mods mid patrol but it might just take the 'whole' SH3 experience to a new level.

Coincidently, why is it 'tough' to remod in mid-patrol ?

Cheers,

UG
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Old 03-22-10, 09:08 AM   #124
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Apologies if this has been brought up already, but I am wondering if it is not possible to stretch the interface with the widescreen mod, similary to what was done in the hi-res mod.

So have the correct aspect ratio for 3d and stretched 2d interface components....

Can this be done as an interem solution?

Cheers,
G
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Old 03-22-10, 09:08 AM   #125
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Amazing Reece

The centered screen is the best solution posible for maps, but will you also implement it for normal screens?

I suppose you will be limited for now to Layout Bar (Already done, as I see) and maps, right?

That's probably the easiest solution, considering that there are many interfaces out there.
Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc, I have lost contact with Rubini at the moment!
To Rubini, you PM box is full could you free up some space please!
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Old 03-22-10, 09:14 AM   #126
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Quote:
Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc,
For us interface modders the best thing would be that you guys work with the standard interface (Or GWX) and simply put in those 2D screens an aditional image on the right, filling the now empty gap with a flat black graphic background. Since it is to be used as background, it can be added last in order after all other entries, and only a slight modification to the initial page entry would suffice to acomodate it.
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Old 03-22-10, 10:11 AM   #127
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Quote:
Originally Posted by Reece View Post
Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc, I have lost contact with Rubini at the moment!
I noticed that when centering or locking onto a target the "center" crosshair (for lack of better term) is off to the right... I thought that for that reason the periscope views would need to be centered. Pardon me if I've said something foolish... I have no shame!

If those views could stay locked to the left it would definitely give more flexibility as to what to do with the extra space, like extra large guages.
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Old 03-22-10, 10:21 AM   #128
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Originally Posted by Gian View Post
Apologies if this has been brought up already, but I am wondering if it is not possible to stretch the interface with the widescreen mod, similary to what was done in the hi-res mod.

So have the correct aspect ratio for 3d and stretched 2d interface components....

Can this be done as an interem solution?

Cheers,
G
I sure hope not. I already traded away one of my brand new widescreens to my wife for an old 19 inch a couple months back as I couldn't stand those oval wheels and aob finders and such. Personally, I'd rather just play at 1024 x 768 rather than be on some rubbery acid trip, but that's me.
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Old 03-22-10, 10:24 AM   #129
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Quote:
Originally Posted by Hitman View Post
For us interface modders the best thing would be that you guys work with the standard interface (Or GWX) and simply put in those 2D screens an aditional image on the right, filling the now empty gap with a flat black graphic background. Since it is to be used as background, it can be added last in order after all other entries, and only a slight modification to the initial page entry would suffice to acomodate it.
Hi Hitman,

We are doing exactly this: just finishing a basic interface also to know better at the end the mod limitations. Now we already have a lot of knowledges on this matter, this way we can help the really GUIs guys to make things yet better. When you start to adapt yours GUIs to it please contact us at first. We can share a lot of useful knowledge that can make the work more easier&quick.

@Reece: I will organize my PM box in some minutes...
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Old 03-22-10, 10:27 AM   #130
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Quote:
Originally Posted by Flopper View Post
I noticed that when centering or locking onto a target the "center" crosshair (for lack of better term) is off to the right... I thought that for that reason the periscope views would need to be centered. Pardon me if I've said something foolish... I have no shame!

If those views could stay locked to the left it would definitely give more flexibility as to what to do with the extra space, like extra large guages.
The peri/UZo/Binos views&aims is already fixed. Look at that videos on the first post. Just wait a bit more and you will have a completed basic adaptation to the WS.
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Old 03-22-10, 10:57 AM   #131
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The peri/UZo/Binos views&aims is already fixed. Look at that videos on the first post. Just wait a bit more and you will have a completed basic adaptation to the WS.
Doh!
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Old 03-23-10, 11:31 AM   #132
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I'm sticking this thread due to its importance
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Old 03-23-10, 12:59 PM   #133
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With regards to the GUI, wouldn't it be possible to just port over the GUI/Interface from SHIV since it will allow for different resolutions and then make changes (or mods) from there?

I still, for the life of me, can't believe somebody decided to lock the resolution at 1024x768 in the first place. Even back when this game was first released 1024x768 was way too low.
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Old 03-23-10, 05:00 PM   #134
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I'm sticking this thread due to its importance
Thanks Hitman,

I also think that it is a basic issue that probably is interesting for all we here. Even the guys that yet don't have a WS monitor will have one soon.

And the idea here in this thread is really to we interchange ideas, founds and suggestions on the matter, to any mod or sh3 installation.

By the way, i already finished the main work, I'm only testint it on the stock game and standard GWX 3.0 and finally will make the guide to "make it yourself" and also tricks and tips to porting any GUI to this mod.
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Old 03-23-10, 10:07 PM   #135
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Have now done the 3 main dials, Nav map, and now attack map:

If anyone wants to use/test etc here is a download link, the readme has the installation instructions:
http://www.filefront.com/15897935/WS...ls_adjust.rar/
Please let me know how it goes in case I stuffed it up!!
Note that you have to install Seeadler's WS mod with cfg file set to 1360 x 768 resolution.

Very interesting, but 1360x768? That is sort of an oddball resolution. If I read correctly, it's the 768 that has to stay the same and that's why the 1360x768 resolution is the maximum?

The reason I am asking is because I have a 2560x1600 and a 1920x1080 monitor and am not sure how this resolution will work (outside of native resolution looks horrible). Is it possible to have a 16:10 aspect ratio OR 16:9"? If I am going to use the WS fix, there is no way I can set my 30" panel to 1360x768 and have look anywhere near decent.

Am I reading your post correctly i that we must use a resolution of 1360x768?
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