FO2-Splitscreen
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Ultrawide support?
Hi,
first I want to say thank you so much! Very great mod! I loved playing this game at lan-parties, now with that playing it split-screen makes it even cooler!
It works great for me already. The only problem I have is when playing with less than 4 players, I would like to make one player ultrawide to fill the whole screen as many split-screen games do.
Unfortunately, this doesn't look very good:
I tried installing the FlatOut 2 widescreen mod, but it didn't help.
Any help would be appreciated!
Much regards, Tobi
I looked into widescreen support but it would require some more reverse engineering. I hope to get to it eventually but don't expect it anytime soon.
hello such, friend a question I do not find any Launcher.exe in the files you uploaded. I'm not a programmer, I just saw that you could add the MOD and I wanted to try maybe you could make a video for those who do not know anything about this.
PS: use google transducer.
Turns out, this Mod is compatible with ZPatch FO2
, which enables this MOD to respect the game's resolution! https://zolika1351.pages.dev/games/fo2
I merged @MorMund 's https://github.com/MorMund/FO2-Splitscreen/tree/feature/anyRes and https://github.com/MorMund/FO2-Splitscreen/tree/feature/background-sound into one. So now any resolution can be hardcoded and it respects the resolution. But the resolution is hardcoded in the code in the line here https://github.com/MorMund/FO2-Splitscreen/blob/a6dff2b9970dd7c5a8e340b6425d7a18bc97848f/Launcher/FlatOut2.cs#L71 , so it doesn't make sense for me to publish my build.
Here a 1:1 resolution example:
Unfortunately, this doesn't solve the problem, that all instances have the same in-game resolution. So @Tobi-La setup still won't quite work until that is figured out. My workaround for a multimonitor setup is (6 players, 2 16:9 monitors, 1 21:9 monitor)
- Force vertical resolution to be the same on all monitors, to let the GPU perform billinear interpolation (Technically you can resize the window and not the monitor, but the ingame resolution is fixed, so it introduces rescaling artifacts, because window scaling is not billinear)
- Set resolution of the game to be half the width of 16:9
- Position all windows with alt-drag https://stefansundin.github.io/altdrag/
- 21:9 monitor players don't get to enjoy their extra width, but that's a minor tradeoff
- works like charm, 6x sound included
Turns out, this Mod is compatible with
ZPatch FO2
, which enables this MOD to respect the game's resolution! https://zolika1351.pages.dev/games/fo2 I merged @MorMund 's https://github.com/MorMund/FO2-Splitscreen/tree/feature/anyRes and https://github.com/MorMund/FO2-Splitscreen/tree/feature/background-sound into one. So now any resolution can be hardcoded and it respects the resolution. But the resolution is hardcoded in the code in the line herehttps://github.com/MorMund/FO2-Splitscreen/blob/a6dff2b9970dd7c5a8e340b6425d7a18bc97848f/Launcher/FlatOut2.cs#L71 , so it doesn't make sense for me to publish my build. Here a 1:1 resolution example:
Unfortunately, this doesn't solve the problem, that all instances have the same in-game resolution. So @Tobi-La setup still won't quite work until that is figured out. My workaround for a multimonitor setup is (6 players, 2 16:9 monitors, 1 21:9 monitor)
* Force _vertical_ resolution to be the same on all monitors, to let the GPU perform billinear interpolation (Technically you can resize the window and not the monitor, but the ingame resolution is fixed, so it introduces rescaling artifacts, because window scaling is not billinear) * Set resolution of the game to be half the width of 16:9 * Position all windows with alt-drag https://stefansundin.github.io/altdrag/ * 21:9 monitor players don't get to enjoy their extra width, but that's a minor tradeoff * works like charm, 6x sound included
Thanks for the detailed response! Glad you got it working for you even though both branches are still very much prototypes.
Had a great game night with that setup <3
(What I thought a distadvantage of the Special Stadium events like Curling and high jump being hardcoded to be one after the other and not all at the same time turned out to be great. When that event was one instead of a race or derby, people had time to eat Pizza in peace and cheer or laugh at the fails of the person currently doing the event. It made the game flow feel balanced and not too hectic.)
In case anyone wants to replicate my setup, you will have issues assigning the Gamepads. Gamepad detection is broken in either the All Sound or AnyRes branch (forgot which). Workaround I did: Use the master branch build to assign all Gamepads, quit out of the games, copy the Gamepad IDs from the Config XML to the XML of the AnyRes+Allsound merged branch folder, start game with -noConfig
.
That's how I got all PS5 wireless Gamepads + Proper resolutions + Sound for all running.