Hi, I have a problem with a mmorpg called metin2, basically the game interface is too small if you use too high a resolution like 4k. I thought about using dgVoodoo to fix this problem, but I can't get it to work with this game. Does anyone know if there is any way to resolve this. Thanks in advance.
What's exactly the issue? Sacrifice has similar problem with UI scalling. The higher set in-game resolution the smaller UI becomes, but if you set up low resolution within the game, and high resolution within dgvoodoo then it doesn't look bad and has big UI(although there is difference in field of view a little if you compare 1920x1080 achieved through a mod, and any vanilla 4:3 resolution stretched to 1920x1080).
Hi, yes I scaled the resolution of the game to 1080p, while on the dgVodoo application I set the resolution to 4k, unfortunately however when starting the game the resolution remains in full HD, and as if the program is not detected.
I downloaded metin2. used config.exe and changed resolution to 1280x720. I dropped 4 .dll files from MS/x86 folder from dgvoodoo .zip file into the folder with that config.exe then I configured it to use D3D12 and FHD(because that's my max resolution). dgvoodoo works, but it does not stretch the image to fullscreen(in windowed mode), and it does resolution swap to 720p in fullscreen. If I turn off monitor at this point and turn it back on it does switch resolution to 1080p, but if I alt-tab then when I get back into the game, I get yet another resolution swap in fullscreen mode.
I didn't test it game myself, but isn't the game itself changes the desktop resolution before igniting DX rendering?
If yes, then it's unfortunately a problem because dgVoodoo takes the current desktop resolution for its resolution calculations.
So, if, say, the game sets the desktop resolution to 1280x720 because that's the in-game resolution then dgVoodoo thinks the desktop is 1280x720 and that's the base for calculating "Max" and other dynamic resolutions (so, the max resolution will be 1280x720 as well).
You can override the current desktop resolution for such cases with GeneralExt\DesktopResolution. Try setting it to your native desktop resolution.
The other option is to force DirectX\Resolution directly to your expected resolution (3840x2160 in your case) instead of some dynamic resolution (max, ...).
Game does have a config application where you can change resolution. Then there is another app you boot up game with. I set up resolution to 720p, while in dgvoodoo config I set up 1080p(I haven't tried Max FHD for example). Game boots up in 720p unfortunately.
The problem is that resolution cannot be forced for windowed mode applications. If I experimentally change the requested presentation parameters coming from the game to real fullscreen in the debugger then both of the methods I described works (altough there are glitches on the 2D screen, even with integer (2x) upscale ratio).
I don't know if there is a way to set the game to true fullscreen rendering. I cannot see such an option in config.exe but the code setting the dx windowed/fullscreen presentation parameter does not seem to be hardcoded either.
There is a "WINDOWED": false, element in the Bmt2_config.json file but that only controls if the game is real windowed or fake fullscreen windowed.
No, I don't. The point is, this game is always windowed, even in "full screen". dgVoodoo cannot force resolution for windowed games.
So, I think the only way would be ask the developers to add a real fullscreen mode option into the game. ?
I am working on programming the game 2048 in C++ as an exercise to get familiar with the language. Originally, the code wasn't throwing any errors but I was getting some logic errors in the final product so I thought that the problem could be that I was using the logic gates incorrectly. I looked it up and apparently the correct syntax for or was when I was only using , after I changed all of them to my switch statement started saying that there were duplicate cases when it doesnt seem like there are any. what could this be caused by?
Condition - any expression of integral or enumeration type, or of aclass type contextually implicitly convertible to an integral orenumeration type, or a declaration of a single non-array variable ofsuch type with a brace-or-equals initializer. - cppreference.com
A condition should evaluate to the value that is equal to the value of one of the constant_expressions on which it is tested on. This leads to the situation where the is not evaluated as you expect; all the clauses evaluated to 1 (since both A and a aren't zero), hence the multiple cases are the same.
I have recently purchase a hp pavillon 14-bf101np. It as the integrated graphic card (intel 620hd) and the NVIDIA Geforce 940mx. The laptop when running games , runs perfectly cs go. But when i run minecraft , only works with the integrated graphic card, and running metin2 gives me a error of Metin2.Create_no_appropriate_device. I've tried the incompatible option of windows , i have updated my drivers , i have went to performance option in windows and tried all of them, also tried do uninstall the game and re-intall it ... all of this , and still nothing works...
Did you know this device isn't designed for gaming but for everyday computing?
(Keeping in mind the basic needs of an average user surfing the internet or using it for normal tasks as such).
That said, I'm afraid your HP Pavilion 15 is not designed for gaming, it's purpose is everyday computing and hence I would request you not to overload the computer with HD games such as the ones you've mentioned as this computer cannot handle it, to know about HP Laptops designed for gaming: Click here
You could try reducing the resolution on the in-game settings and switch the windows settings to performance rather than visual effects to make a minor change, however, the game may heat up your PC, hence make sure you are using a cooling pad as well, to be on a safer side.
British steel producer British Steel British is preparing to switch from steel production in blast furnaces to more environmentally friendly electric arc furnaces (EAF). This could result in around 2,000 job losses at the Scunthorpe plant, writes The Guardian.
According to a statement from the UK Department of Business and Trade, the government continues to work closely with industry, including British Steel, to ensure a sustainable and competitive future for the UK steel industry.
But in reality, most of the bears used in for bile farming are caught from the wild, and many of the bears we rescue are missing limbs from being trapped in the wild in snares, or steel leg hold traps.
Crafting placeables serve as smaller versions of crafting structures; for example the Steel Workbench is a portable Workshop, and the Furnace is a portable Smelter. Other than the regular Workbench which can't work with steel bars, the placeables can craft anything their larger counterparts can. There is no portable version of the Dock or Forge, and Campfires have only the recipe for Steak. When carrying a crafting placeable, you have to watch where you stand depending on where you want to get the required items from; if you stand in front of a storage unit, you can automatically access the materials inside without needing to fill up your inventory. This also applies if you put the placeable next to or in front of a storage unit, so it can use the stored items. Using storehouses will help you keep your inventory weight low enough to move around and pick up more items.
Only way to prevent a character from levelling is to avoid things that gain exp. So you can park them at a JP chest for example. I've got my mid-level bag opener parked at Sharkmaw JP where they farm plat doubloons from the JP chest, and then open bags as needed. Fortunately, shared inventory slots make transferring bags between characters a lot easier than it used to be.
@Kalendraf.9521 said:Only way to prevent a character from levelling is to avoid things that gain exp. So you can park them at a JP chest for example. I've got my mid-level bag opener parked at Sharkmaw JP where they farm plat doubloons from the JP chest, and then open bags as needed. Fortunately, shared inventory slots make transferring bags between characters a lot easier than it used to be.
WvW bank or Guild Hall bank access through Scribe station is similar - both require an extra hop to take the original character there and drop it off in the bank, and then another hop to take the bag opener there to retrieve the bags. By using shared inventory slots, you don't have to do any of that - just move the bags into the shared slot(s) and switch toons.
The only way to use a low level character to perpetually obtain low level materials is saving packaged goods with dynamic level loot tables, like champion bags and loot bags, and opening them with that low level character.
Low level mobs drop low level mats regardless of your level, it's the gear/item drops that change with your level. It is annoying to pass your bags to other characters in order to get what you want but there is no way around that. You can keep a character at the level you want and park them near a bank, then open the bags with them, it's the only option.
But WoW being sub based, I see every incentive to allow players to meander about without progressing toward the end game, since its bound to keep them paying for time longer because of some specific goal.
Easier way to get low level mats is to farm loot bags (eg, Bags of Gear from Silverwastes) and open them on a character that is the level you want. The loot from the bags will be scaled down to that level, so you can salvage for low level mats.
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