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Nirth: The journal used to be cut off. Is it gone?
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drennan: See this post for my widescreen fix. I made it for the retail version, I don't have the GOG edition, so I can't verify if it works.
I just tried it out right now, it seems to work, but the sound was all jacked up.
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doccarnby: I just tried it out right now, it seems to work, but the sound was all jacked up.
As the fix itself doesn't change anything in regards to sound, this suggests the GOG edition is a different version than the one the fix was made for. Thanks for testing it!
It works for me but I barely played any, I just wanted to see if it works. I'm going to continue tomorrow and play some, I can't wait! Finally I can play this game. :D

FYI, I had no sound issues but this game has many reports on many different sound issues so it could something entirely independent from the fix.

Drennan@ What exactly did you do to make the journal work? Also, the weapons usually were stretched and they seem to have correct aspect as well.
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Nirth: Drennan@ What exactly did you do to make the journal work? Also, the weapons usually were stretched and they seem to have correct aspect as well.
I modified several UnrealScript classes to take aspect ratio of the game window into account. It should work with any ratio now, not just 16:10.
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Nirth: Drennan@ What exactly did you do to make the journal work? Also, the weapons usually were stretched and they seem to have correct aspect as well.
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drennan: I modified several UnrealScript classes to take aspect ratio of the game window into account. It should work with any ratio now, not just 16:10.
Impressive. I'm using 1920x1080 @ 16:9 and it works (so far).

You should definitely submit this solution to WideScreenGamingForum. :)
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doccarnby: I just tried it out right now, it seems to work, but the sound was all jacked up.
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drennan: As the fix itself doesn't change anything in regards to sound, this suggests the GOG edition is a different version than the one the fix was made for. Thanks for testing it!
I just re-tried it, and it seems to work, no sound issues at all!
It seems to work under Direct3d mode, but if I use it for 3dFX mode (which is recommended for some of the special bells and whistles ingame effects) with anything higher than 1024x768, things look kinda jaggy, and I get blurred text.

My machine has a 1366x768 native resolution.
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Post edited April 22, 2013 by Baggins
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Nirth: The journal used to be cut off. Is it gone?
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drennan: See this post for my widescreen fix. I made it for the retail version, I don't have the GOG edition, so I can't verify if it works.
Tried the fix, but it doesn't seem to work for the glide version for me. I get the new resolution options, but when I click to switch the resolution, it just "blinks black" for a second and stays at the old one (1600 x something, can't remember). I even tried messing with the nglide settings, but nothing changed. Does this fix only work for the Direct 3D version?
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drennan: See this post for my widescreen fix. I made it for the retail version, I don't have the GOG edition, so I can't verify if it works.
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haydenaurion: Tried the fix, but it doesn't seem to work for the glide version for me. I get the new resolution options, but when I click to switch the resolution, it just "blinks black" for a second and stays at the old one (1600 x something, can't remember). I even tried messing with the nglide settings, but nothing changed. Does this fix only work for the Direct 3D version?
According to nGlide's webpage:

Does nGlide support widescreen monitors?
Yes, nGlide supports 16:9 and 16:10 widescreen resolutions. For these, you can set original 4:3 aspect ratio to avoid image stretching.

When you run the nGlide config you can only choose 4:3 or stretched so you'll have to choose between D3D WD with this fix, 4:3 or stretched but with nGlide emulation. I think nGlide emulation offers better eye candy but I'm not sure.
Post edited May 05, 2013 by Nirth
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haydenaurion: Tried the fix, but it doesn't seem to work for the glide version for me. I get the new resolution options, but when I click to switch the resolution, it just "blinks black" for a second and stays at the old one (1600 x something, can't remember). I even tried messing with the nglide settings, but nothing changed. Does this fix only work for the Direct 3D version?
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Nirth: According to nGlide's webpage:

Does nGlide support widescreen monitors?
Yes, nGlide supports 16:9 and 16:10 widescreen resolutions. For these, you can set original 4:3 aspect ratio to avoid image stretching.

When you run the nGlide config you can only choose 4:3 or stretched so you'll have to choose between D3D WD with this fix, 4:3 or stretched but with nGlide emulation. I think nGlide emulation offers better eye candy but I'm not sure.
Damn, that's what I thought. I'm willing to forgo the glide for widescreen if i'm not going to be missing out on too much not playing the glide version. Might give the D3D version a test run and see what it looks like. Thanks.
There is a substantial graphical improvements as far as special effects, dynamic lighting, transparencies (maybe even improved multi-layered skybox as used in the original Unreal), reflections, etc by playing with glide support. This was how the game was meant to be played.

http://www.1up.com/do/blogEntry?bId=9091474

D3D makes things much darker, and light sources are bland, d3d version is overall aesthetically bland in a game engine that's already showing its age this doesn't help much.

The same goes for the original Unreal game, which shares the same engine. It was designed for Glide in mind. There were areas reflections that were truly something to behold, that one loses by playing direct 3ds/open gl modes.

It's a shame that no one has modded a glide to directx10/11 driver, like they did for Deus Ex which access all the bells and whistles of glide-only effects but taking advantage of modern system. Deus Ex was also built on the Unreal 1 engine, so I'm not sure it would be all that difficult to make the modded graphics driver?.

Anyone see if the DirectX 10 renderer works with Undying?

http://kentie.net/article/d3d10drv/

(note the multi-pass through multi-layered transparent skyboxes in Unreal!)

There are apparently enhanced OpenGL renderers that try to do the same thing (but doesn't emulate all of the improved effects that the directx10 renderer allows for);

http://www.cwdohnal.com/utglr/
Post edited May 06, 2013 by Baggins
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Baggins: Anyone see if the DirectX 10 renderer works with Undying?

http://kentie.net/article/d3d10drv/
I think someone here on the forum tried but I don't recall which thread it was. I might try but I suspect it won't work, you would need someone with coding experience to make it work specifically for Undying as the files on that site are intended for other games.
Well if you try to test it out, let us know what you find out! Maybe it will inspire someone to make update for Undying specifically.
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Baggins: Well if you try to test it out, let us know what you find out! Maybe it will inspire someone to make update for Undying specifically.
Well, I tried just on random the files in kentie's DX10 renderer provided for Unreal Tournament. It made the game detect DX10 as the DirectX option for GPU API but an two different errors arrived when I try to start the game and I had to reinstall to make normal DX work.

I also sent him an e-mail, he answered with this:
"Hi, Sorry, doesn't work and can't work, as there aren't any of the right mod
files available for Undying."

Pity, I had such hope. I wonder if it's possible to get widescreen working in nGlide so you have both the extra eye candy and widescreen but since nGlide is an emulation it's possible it will be less stable and suffer some performance issues but I haven't continued on my playthrough long enough to make that assesment.
Shame. I wonder if there are any modders willing to look into the game and seeing what needs to be done to make it possible?