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#21 taplonaplo

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Posted 08 October 2008 - 06:17 AM

Is it possible to make it work with dimensions you put in during the install? (Like with the Widescreen Mod?)
I am using 1440*900, which is one step higher on the resolution scale if I'm correct. I have no idea if this mod will work, but it should, only my screen will do a rescaling or show black borders. Not that that is a big issue, but still; the question remains.

Nice work though! A replay of PS:T is now more a question of when instead of if.

I am working on something like that rightnow.

#22 khay

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Posted 08 October 2008 - 06:23 AM

Welcome to SHS! :)

In case you guys add the other resolutions as options, do you think it would be possible to include 1024x600? I know it seems a bit strange, but it`s the native resolution of Eee PC 1000 Series.

#23 Qwinn

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Posted 08 October 2008 - 07:37 AM

1024x600? I know it seems a bit strange, but it`s the native resolution of Eee PC 1000 Series.


Lol... Jesus. Pretty soon they're just going to have a three inch high screen that encircles your head, and you have to spin it to see everything...

Qwinn

Edited by Qwinn, 08 October 2008 - 07:39 AM.


#24 ghostdog

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Posted 08 October 2008 - 11:09 AM

If you all agree I'll make a 1280x768 edition of the UI , since it seems this resolution is supported by many LCDTV's and Laptops and it's the closest thing to 1280x800 so it won't be that hard to make.

As for a bigger resolution than 1280x800 of the same proportions like 1440x900 or 1680x1050, I don't think it's necessary to make. The text and all game elements would just show very small. My monitor's native resolution is 1680x1050 and the 1280x800 shows great. I've even tried it with my 32' lcdTV and it looks great, so just let your monitor upscale it and it would be fine. The game art is so well done that it looks fantastic.

As for EEEPC support , can you really play this game at such a high resolution? :)

Edited by ghostdog, 08 October 2008 - 11:15 AM.


#25 Qwinn

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Posted 08 October 2008 - 12:25 PM

Either that or 1280x720 works for me. Thanks!

#26 khay

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Posted 08 October 2008 - 01:41 PM

Yes, the Eee PC is a wonderful little machine! Mine has (well, will have, but that`ll be soon!) 1.6Ghz, 2GB RAM and a 320GB hard drive. Slightly older games that don`t need good video cards run very well on it (think PST, BG, IWD, Heroes 3, Half-Life, Diablo, Fallout, Arcanum).

#27 Gelrof

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Posted 09 October 2008 - 01:43 AM

I'll try it on the 1280*800 resolution then. Great work on the mod!
I loved the game and really want to do a replay. To be able to do just that and having the comfort of widescreen and higher resolutions is just fantastic.

#28 taplonaplo

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Posted 12 October 2008 - 03:19 PM

From the Codex thread by elricbk:
Small utility for BMP patching. Works from 2 secs on 640x480 res to 10-12 on 1680x1050 (depends on final filesize). Saves about 30 megs of zipped mod size. Usage:
Code:
BMPPatch NewScreenWidth NewScreenHeight
Should be placed into original gamedir (where jrnlpic.bif and interface.bif are situated). If you include this file into mod, mod should be run with .bat file like this:
Code:

BMPPatch.exe 1024 768
1024_768_UI_Pack.exe

http://rapidshare.co...PPatch.zip.html


with AT_INTERACTIVE_EXIT a bat can be called... now if it only read the base values from the exe...

Edited by taplonaplo, 12 October 2008 - 03:25 PM.


#29 ghostdog

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Posted 13 October 2008 - 06:35 AM

That is a nice utility. Could it be intergrated into WeiDU or mabe made to run automatically (with a tp2 weidu commmand) when installing the UI mod?

#30 ghostdog

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Posted 13 October 2008 - 06:44 AM

Ok, I've made a 1280x768 version of the mod. Go here : http://www.shsforums...showtopic=37314 to check it out.

Edited by ghostdog, 13 October 2008 - 07:03 AM.


#31 Gelrof

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Posted 29 October 2008 - 06:27 AM

I'm getting some warnings during the install:

[DGRACE.DLG.DLG] saved 394 states, 1438 trans, 9 strig, 436 ttrig, 206 actions
override/dgrace.dlg copied to PST-1280x800-UI/Backup/0/override.dgrace.dlg, 100432 bytes
Copied [dgrace.dlg] to [override/dgrace.dlg]
[./override/dhargri.dlg] loaded, 28511 bytes
[dhargri.dlg.DLG] loaded
[dhargri.dlg] created from [DHARGRI.DLG.DLG]
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("Soego_Exposed", "GLOBAL", 0)
~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("Soego_Exposed", "GLOBAL", 0)
~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("Soego_Exposed", "GLOBAL", 0)
~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("Soego_Exposed", "GLOBAL", 0)~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~!GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("DN_Soego_Killed", "GLOBAL", 1)~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
WARNING: cannot verify trigger ~GlobalOrGlobal("Know_Soego_Rats", "GLOBAL", "Soego_Journal", "GLOBAL")
Global("Soego_Exposed", "GLOBAL", 0)~: Failure("cannot find an argument of the right type")
Warning at src/dparser.mly.49
Adding DHARGRI.DLG to internal list of available DLGs

Anything I should worry about?

Note: installing under CrossOver Games.

#32 ghostdog

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Posted 29 October 2008 - 06:49 AM

No , these are the standard warnings from the storefix script, there should be no problem.

#33 Gelrof

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Posted 29 October 2008 - 07:15 AM

OK, thanks a lot.