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 Post subject: Unreal Tournament: Detailed report
PostPosted: Thu Apr 13, 2006 5:14 pm 
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==Game Information==

Unreal Tournament is an online FPS from Epic Games and GT Software. Its main competition being Quake 3, it distinguishes itself from the Quake games by focusing on team-based games such as team deathmatch, capture the flag, and assault, rather than free-for-all deathmatch.


==Version==

This information is based on Unreal Tournament: Game of the Year edition with the version 436 patch installed.


==Method==

Go to <gameDir>\system. Open unrealtournament.ini. Find these lines:

FullscreenViewportX=xxxx
FullscreenViewportY=xxx

Change them to set your resolution.

Now open user.ini. Find these lines:

DesiredFOV=90.000000
DefaultFOV=90.000000

Change the values to set your FOV to your preference. I recommend 100 for 16:10 resolutions and 107 for 16:9 resolutions.

==Screen change==

This game is Hor+, dependant on your FOV setting.

Image
1024x768, FOV 90

Image
1280x800, FOV 100


==Supported resolutions==

I have successfully run this game at these resolutions: 1280x720, 1280x768. 1280x800, 1440x900, 1680x1050, 1920x1080, and 1920x1200.


==Singleplayer anomalies==

While there is a singleplayer mode, no one cares. If for some strange reason you do, all of the game screens that are specific to the singleplayer mode are scaled correctly for widescreen.


==Multiplayer support==

Hor+ depends on your FOV, and every server I tried allows FOV adjustments.


==Aspect ratio support==

The game's aspect ratio automatically matches your resolution. But the wider your aspect ratio, the higher the FOV needs to be to maintain Hor+.

Image
1280x720, FOV 107

Image
1280x800, FOV 100

==HUD stretch==

At first glance, the HUD may appear to be stretched horizontally, but it isn't. It's 33% larger in both dimensions.


==Cut-scenes==

Since this is primarily a multiplayer game, the cut-scenes will not be evaluated.


==Grading==

Calculated grade: B+
If this game supported widescreen mode like this without making you edit the .ini files, it would have been certified. It just seems so strange that they would make the engine support widescreen so damn well, and not include an easy way of enabling it, and all games that use the UT engine suffer as a result.

Major unresolved issues:
None.

Minor unresolved issues:
None.

Summary of widescreen-related flaws:
.ini solution.


Last edited by The_cranky_hermit on Sat Aug 19, 2006 11:11 pm, edited 2 times in total.

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 Post subject:
PostPosted: Thu Apr 13, 2006 11:39 pm 
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Very nice report. I think the reason it doesn't allow widescreen without ini tweaks is because when it came out widescreen wasn't really out if it was out at all at a consumer level. The newest versions of the series, '03 & '04, have the FOV selection in game (though they cap at 100 so perfect FOV calculations from my fovCalc program aren't accepted without ini tweaking).

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 Post subject:
PostPosted: Sun Jun 24, 2007 1:24 pm 
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Also along with the hud being 33% bigger so is the cross hair... but you can change the size of the hud but not the cross hair...other then that this works like a charm.. thanks

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 Post subject:
PostPosted: Sun Jul 22, 2007 9:41 am 
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For some reason when I increase the resolution to widescreen. The screen tilts to the right.

Image
Image

I just edited the ini file like described and I also use UT 4.36 GOTY.


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 Post subject:
PostPosted: Sun Jul 22, 2007 10:54 am 
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Uhm, those screenshots aren't widescreen. At what resolution are you running your screen?
Because if your running a 4:3 resolution it's not so strange that the widescreen resolution doesn't fit.

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 Post subject:
PostPosted: Tue Jul 24, 2007 2:50 am 
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ctrlsteef wrote:
Uhm, those screenshots aren't widescreen. At what resolution are you running your screen?
Because if your running a 4:3 resolution it's not so strange that the widescreen resolution doesn't fit.


I have a Philips 190CW TFT monitor. And I use a resoltution of 1440x900. Strangely 1280x1024 works perfect...


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 Post subject:
PostPosted: Tue Jul 24, 2007 3:24 am 
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At what res do you run Windows?

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 Post subject:
PostPosted: Sun Aug 05, 2007 4:51 pm 
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ctrlsteef wrote:
At what res do you run Windows?


I run Windows at 1440x900 as well. But I don't see how that could contribute to the problem? I'm playing at fullscreen mode not windowed..


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 Post subject:
PostPosted: Thu Apr 17, 2008 5:24 am 
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If I set my Y resolution to anything above 1024, it drops back to that figure before loading, no matter what I do. This is on both D3D and OGL.
The X resolution remains at what I set it to, and I get that terrible "falling off the right hand side of the screen" thing aapje gets.

WinXP, 8800GTX, Detonator 169.21

Desktop res is 1920x1200.

I'd put up with 1280x1024 for this game, but that goddamned Fixed Aspect Scaling bug is still present. It simply won't engage.

The funny part is that I'm sure it worked in widescreen on the first startup, then failed after that.


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 Post subject:
PostPosted: Sat May 03, 2008 1:02 am 
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I just ran UT at 1440x900 using Vista32, updated BIOS, 8600GT w/ latest avail driver and Acer2216wbd plug and play - 1440x900 on the desktop. In the nvidia control panel I have opted for "nvidia scaling with fixed aspect ratio".

I used the instructions here to modify the configuration files.
It appears this may not be necessary as I noticed any number of widescreen resolutions available from the preferences / video menu.

I am not sure if this is a function of the new nvidia driver or Vista or what - but wouldn't this qualify as a native solution?



Edited to add; deathmatch against bots in UT (practice session) is my all time favorite gaming experience. What's nice about this is that there are so many options to modify; game speed, difficulty, style, bot skill - that it can always be set up to provide the perfect balance of action and speed, perfectly tailored to the player - always a satisfying gaming experience.
A seemingly endless number of maps at Nali City doesn't hurt either.

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 Post subject:
PostPosted: Sat May 03, 2008 10:47 am 
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Quote:
I am not sure if this is a function of the new nvidia driver or Vista or what - but wouldn't this qualify as a native solution?

Only if EVERY resolution (out of the ones we require) that the game is compatible with work natively. There have been some games that supported everything but 1280x720 or 1280x768 natively, but one of these two had to be put in via .ini edit, making the whole solution .ini for lowest common denominator purposes.

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PostPosted: Fri May 16, 2008 9:35 pm 
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aapje wrote:
For some reason when I increase the resolution to widescreen. The screen tilts to the right.



I just edited the ini file like described and I also use UT 4.36 GOTY.



I had the same problem with Unreal, UT and DS9: The Fallen.

Had to use 1280*800 until I rememred I had to use Win9x compatibility mode (otherwise the game would not run at the correct speed)

Removed the compatibility mode, rez works like a charm, but not a the correct speed (something a quick trip to AMD's website fixed)

It's called AMD's Dual-Core optimiser. I now have to test it with power management enabled, although I think Unreal's engine checks the speed only at launching... But it fixed it for me... DS9 at 1680*1050 (yeah!)


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PostPosted: Sun Jul 06, 2008 2:39 pm 
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My UT'99 supports widescreen naturally... I wonder why. Well I did get mine from Unreal Anthology, and all of thoes games support widescreen.


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PostPosted: Mon Jul 07, 2008 7:43 am 
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It might show you what you can display, but it's highly unlikely you'll be in the right fov for each of them.

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PostPosted: Wed Jul 16, 2008 1:42 pm 
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I can confirm that Unreal Tournament does indeed work with 1920x1200.
I use windows vista 32, 8800gts, with a 26" Benq monitor.


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