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Gibbon
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Post subject: Att: Robocop Posted: Tue Jan 17, 2012 4:19 am |
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Joined: Mon May 26, 2008 2:44 am Posts: 227 Location: Planet Primus
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Saw this post of yours on TSP,
Is there a syntax that you could use in a mod that would seek the players perfoptions.ini file and modify it?
All widescreen mods I see will do everything but that. The user must still manually seek out and edit their perfoptions.ini file.
I just wondered if there was a scripting option that would address that problem
Can you clarify that please? Where is this elusive ini file you talk about? Don't even know where to look for it. Secondly, if you use adoxa's widescreen plugin, that's it, it works, i've never edited any other file to make widescreen useable. You just select the screen size from the options in game, job done.
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DwnUndr
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Post subject: Re: Att: Robocop Posted: Tue Jan 17, 2012 1:01 pm |
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Joined: Sun Jan 06, 2008 4:53 pm Posts: 1053
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It is just above the Accts folder, which is in different paths depending upon the operating system.
_________________ http://FreelancerCommunity.net http://UnderVerse.us
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Gibbon
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Post subject: Re: Att: Robocop Posted: Tue Jan 17, 2012 4:12 pm |
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Joined: Mon May 26, 2008 2:44 am Posts: 227 Location: Planet Primus
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Ahh ok, never paid attention to it before, just found mine. I still fail to see why this needs touching though. Surely the display setting is updated everytime you change resolution?
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Robocop
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Post subject: Re: Att: Robocop Posted: Thu Jan 19, 2012 4:03 pm |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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Well, what I found is that FL doesn't automatically set your game to the desktop resolution but the resolution does appear in your options list (F1/Options) Switching to my desktop resolution however did not adjust the menus, windows, or fonts so many visuals ended up off-screen. When I manually adjusted perfoptions.ini (My Documents\My Games\Freelancer, cameras.ini, freelancer.ini, fonts.ini, and rich_fonts.ini you could see that the widescreen was now enabled and working properly.
The cameras.ini file would show the following:
; JFLP will recognise 0 and calculate an appropriate value for the resolution. ; The commented values are for 4:3, 16:10 and 16:9, respectively.
[WinCamera] fovx = 0 ;fovx = 54.432 ;fovx = 63.361 ;fovx = 68.878
[CockpitCamera] fovx = 0 ;fovx = 70 ;fovx = 80.077 ;fovx = 86.067 znear = 2
etc....
When I removed the semi-colon from the appropriate ratio setting all of a sudden the menus appeared properly, and the changes to the fonts files adjusted the size of the lettering. jflp.dll is entered into the libraries section of dacom.ini.
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Gibbon
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Post subject: Re: Att: Robocop Posted: Fri Jan 20, 2012 4:18 am |
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Joined: Mon May 26, 2008 2:44 am Posts: 227 Location: Planet Primus
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The way i've got it working is to add jflp to the dacom ini as you've done, go into game, select resolution then log out . When you log back in everything is at the required resolution, menus, text etc. Also i noticed the perfoptions file is automatically updated. Got mine running at 1920x1050 without any other modification
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Robocop
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Post subject: Re: Att: Robocop Posted: Fri Jan 20, 2012 7:15 am |
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Joined: Wed Sep 03, 2008 4:52 pm Posts: 70
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I'll look into that... Perhaps I missed a step.
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