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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Unplayable -- too big for screen?
- Malth
- OldUnreal Member
- Posts: 25
- Joined: Fri Feb 11, 2011 5:33 am
Unplayable -- too big for screen?
So I've had an issue lately that's essentially made this game unplayable. Regardless of what resolution I pick, it's like the game is projected onto a monitor much larger than mine so only about 3/4 of the game is actually visible. Also, when I hit escape for the menu, the mouse cursor is more or less stuck in the top left hand corner. If I try to move it even slightly, it goes haywire, jumping to the middle of the screen or otherwise disappearing. The same thing happens with or without the 227 patch.
Screenshot:
Specs:
Windows 10 v.1703
AMD Ryzen 1600
8GB DDR4 @ 2666MHz
GTX 960
MSI Tomahawk B350
Screenshot:
Specs:
Windows 10 v.1703
AMD Ryzen 1600
8GB DDR4 @ 2666MHz
GTX 960
MSI Tomahawk B350
- Hyper
- OldUnreal Member
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- Contact:
Re: Unplayable -- too big for screen?
What happens if you press tab and type "setres 800x600"?
If that does not help, edit your Unreal.ini file:
Change it later to a resolution supported by your monitor.
If that does not help, edit your Unreal.ini file:
Code: Select all
[WinDrv.WindowsClient]
WindowedViewportX=800
WindowedViewportY=600
WindowedColorBits=32
FullscreenViewportX=800
FullscreenViewportY=600
FullscreenColorBits=32
- Smirftsch
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Re: Unplayable -- too big for screen?
If nothing helps, try to delete Unreal.ini (all settings you've made are gone then).
Sometimes you have to lose a fight to win the war.
- Masterkent
- OldUnreal Member
- Posts: 1469
- Joined: Fri Apr 05, 2013 12:41 pm
Re: Unplayable -- too big for screen?
If you use screen scaling, you should check "Disable display scaling on high DPI settings" in the properties of Unreal.exe. [Properties -> Compatibility -> Disable display scaling on high DPI settings]
- Malth
- OldUnreal Member
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- Joined: Fri Feb 11, 2011 5:33 am
Re: Unplayable -- too big for screen?
That did the trick! Totally forgot I had scaling turned on even.If you use screen scaling, you should check "Disable display scaling on high DPI settings" in the properties of Unreal.exe. [Properties -> Compatibility -> Disable display scaling on high DPI settings]
Now is there anyway to make the in-game gui bigger...?
-
- OldUnreal Member
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Re: Unplayable -- too big for screen?
Options -> Preferences -> Video -> Font Size.Now is there anyway to make the in-game gui bigger...?
- Malth
- OldUnreal Member
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- Joined: Fri Feb 11, 2011 5:33 am
Re: Unplayable -- too big for screen?
I meant the HUD. Looking around, I don't think there is.Options -> Preferences -> Video -> Font Size.Now is there anyway to make the in-game gui bigger...?
- Masterkent
- OldUnreal Member
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- Joined: Fri Apr 05, 2013 12:41 pm
Re: Unplayable -- too big for screen?
Unfortunately, the native HUD is not scalable. For making HUD items bigger, you have to either set a lower resolution or replace the reference HUD implementation with a custom HUD that draws bigger icons and text (the latter approach is usually not applicable to online game).
If you want to play the single-player campaign without mods that might draw something in HUD, you could try to use mutator PrototypeSPHUD.
If you want to play the single-player campaign without mods that might draw something in HUD, you could try to use mutator PrototypeSPHUD.
Last edited by Masterkent on Fri Aug 04, 2017 8:01 am, edited 1 time in total.
- Smirftsch
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Re: Unplayable -- too big for screen?
the font is- somewhat. In UWindow.int check for:
[FontStyle]
SmallFont=UWindowFonts.Tahoma10
SmallFontBold=UWindowFonts.TahomaB10
MedFont=UWindowFonts.Tahoma20
MedFontBold=UWindowFonts.TahomaB20
while SmallFont is probably the one you are looking for (in UMenu I assume).
Could be scaled perhaps to
SmallFont=UWindowFonts.Tahoma12
SmallFontBold=UWindowFonts.TahomaB12
or so. Unfortunately, the menubar etc. ain't scaled accordingly, so anything bigger is definitely cut off. Maybe something to work on.
[FontStyle]
SmallFont=UWindowFonts.Tahoma10
SmallFontBold=UWindowFonts.TahomaB10
MedFont=UWindowFonts.Tahoma20
MedFontBold=UWindowFonts.TahomaB20
while SmallFont is probably the one you are looking for (in UMenu I assume).
Could be scaled perhaps to
SmallFont=UWindowFonts.Tahoma12
SmallFontBold=UWindowFonts.TahomaB12
or so. Unfortunately, the menubar etc. ain't scaled accordingly, so anything bigger is definitely cut off. Maybe something to work on.
Sometimes you have to lose a fight to win the war.
- Masterkent
- OldUnreal Member
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- Joined: Fri Apr 05, 2013 12:41 pm
Re: Unplayable -- too big for screen?
I don't see problems with scaling GUI windows, except that UWindow.int provides an incomplete set of fonts:
This set should also include
Without such entries, the current implementation
Code: Select all
[FontStyle]
SmallFont=UWindowFonts.Tahoma10
SmallFontBold=UWindowFonts.TahomaB10
MedFont=UWindowFonts.Tahoma20
MedFontBold=UWindowFonts.TahomaB20
Code: Select all
LargeFont=UWindowFonts.Tahoma30
LargeFontBold=UWindowFonts.TahomaB30
Code: Select all
function SetupFonts()
{
local bool bCustomLoader;
bCustomLoader = (Left(Localize("FontStyle","SmallFont","UWindow"),1)!="
Last edited by Masterkent on Sat Aug 05, 2017 12:50 pm, edited 1 time in total.
- Smirftsch
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Re: Unplayable -- too big for screen?
Yes, that's exactly the catch.A proper HUD scaling cannot be done just by using larger fonts. Without resizing HUD icons and redesigning layouts, changing font size can make text not fitting in small icons and possibly clipped at borders, adjacent strings may overlap.
Sometimes you have to lose a fight to win the war.
- Skywolf
- OldUnreal Member
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Re: Unplayable -- too big for screen?
I always wondered though. Isnt it possible to simply render all 2D elements on a lower screen resolution and then scale this to the current one? This shouldnt cause any problems for already existing mods unless it expect everybody to run a 1080p screen or something.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- Masterkent
- OldUnreal Member
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- Joined: Fri Apr 05, 2013 12:41 pm
Re: Unplayable -- too big for screen?
That should be possible in theory, albeit upscaled small fonts wouldn't look as good as natively large fonts. Theoretically, this method could offer the best possible compatibility with mods, but its proper implementation requires modification of the C++ code responsible for calling PreRender/PostRender event functions along with the native functions which are used to draw text and icons. Basically, native calls to PreRender/PostRender need to be surrounded by barriers that would enable virtualization of screen coordinates for UScript code executed in between.Isnt it possible to simply render all 2D elements on a lower screen resolution and then scale this to the current one?
The first barrier should set Canvas.ClipX, Canvas.ClipY, Console.FrameX, and Console.FrameY to Canvas.ClipX / HUDScale, Canvas.ClipY / HUDScale, Console.FrameX / HUDScale, and Console.FrameY / HUDScale correspondingly and enable stretching with factor HUDScale for everything that would be rendered by such functions as Canvas.DrawText and Canvas.DrawTile; the second barrier should reliably restore all original values of Canvas.ClipX, Canvas.ClipY, Console.FrameX, and Console.FrameY and disable stretching.
Such barriers should also be available as UScript-callable functions, so that a UScript code could temporarily disable the virtualization when it might draw hi-res things. In particular, we already have a decent scaling for Translator, so we probably wouldn't want to use an upscaled low-res Translator instead.
Last edited by Masterkent on Sun Aug 06, 2017 5:36 pm, edited 1 time in total.
- Skywolf
- OldUnreal Member
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Re: Unplayable -- too big for screen?
The HUD is already small on 1080p and with the increasing popularity of 1440p and 4K monitors it would be a good idea to add this kind of HUD scaling in 227 imo. It's not like games as old as Unreal that do have proper HUD scaling do look any better than what could be achieved with this type of scaling anyway. And I think many are prepared to deal with some pixelated HUD elements if this means they can actually see the darn thing without pushing their head against the monitor.
This also hasn't been the first time the HUD scale issue has been brought up here. So it really has become quite a problem as far as I'm concerned. And with 227 having as partial goal to make Unreal run better on modern systems do I think it's long overdue for some kind of HUD scaling to be added.
But those are just my two cents.
This also hasn't been the first time the HUD scale issue has been brought up here. So it really has become quite a problem as far as I'm concerned. And with 227 having as partial goal to make Unreal run better on modern systems do I think it's long overdue for some kind of HUD scaling to be added.
But those are just my two cents.
I hate it when people ask me what my favorite game is. Just try to explain you're not talking about Unreal Tournament .
- Smirftsch
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Re: Unplayable -- too big for screen?
I was talking with Casey about such an implementation already, there is even a custom version of this already existing where he pointed me to:
http://www.vogons.org/viewtopic.php?f=24&t=53121
However, I didn't find the time yet to really check on this, and if I am really honest, I am more than tired of reworking the old rendevs again and again.
http://www.vogons.org/viewtopic.php?f=24&t=53121
However, I didn't find the time yet to really check on this, and if I am really honest, I am more than tired of reworking the old rendevs again and again.
Last edited by Smirftsch on Mon Aug 07, 2017 11:20 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Masterkent
- OldUnreal Member
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- Joined: Fri Apr 05, 2013 12:41 pm
Re: Unplayable -- too big for screen?
If we want to properly support 4K resolution on relatively small screens (15.6", 17.3", 18.4") used in laptops, we need to implement 4x scaling for game menus too. The current implementation of UI windows can do only 2x scaling which surely won't be sufficient when using a configuration like 3840x2160/17.3". I don't have a gaming laptop with 4K display, but I do know that such laptops are already present in the market. 2x scale on 3840x2160/17.3" should theoretically look pretty similar to 1x scale on 1920x1080/17.3" which I had a possibility to try on my own laptop - GUI and HUD are barely readable when using such configuration.The HUD is already small on 1080p and with the increasing popularity of 1440p and 4K monitors it would be a good idea to add this kind of HUD scaling in 227 imo.
Note that currently we don't have bigger fonts suitable for scales above 2, hence in order to implement 4x scaling we'd need either to add more fonts (such as Tahoma40 and Tahoma60) or stretch strings rendered with the existing fonts.
- Smirftsch
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Re: Unplayable -- too big for screen?
adding bigger fonts is more than easy
Sometimes you have to lose a fight to win the war.