Warhammer 40k Dawn Of War 2 Retribution Patch 316

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According to Widescreen Gaming Forum, the 'experts' in Widescreen support hacks and tweaks, this game WAS.ini hackable for 'Vert-' widescreen support pre-1.4 patch. I think the issue here is that, being the GOTY edition on Steam, I don't think we can use the 1.3 patch to achieve widescreen support, as I /think/ the GOTY version is natively 1.4+.

Dawn of War 2 Titles Updated build: ver. 2.6.10236 Dawn of War 2 ver. 2.6.10236 Dawn of War 2 Chaos Rising ver. 3.19.1.10235 Dawn of War 2 Retribution 1. Resolved crash issues with the Worldbuilder when creating user generated maps.

I could be wrong, I haven't tried it yet. If you ever have any issues with getting a game to run in any particular resolution or aspect ration, always check out WSGF. I have yet to be let down by these guys. Basically, if the game can be made to run in my resolution at all, they have the answer. And if it can't, they'll tell you that it cannot, and WHY. Hope that helps. Originally posted by:As far as I know theres no fix for the 4:3 aspect, sorry guys gotta get through DOW and winter assault to get the right ratio/aspect/resolution.

What exactly does this mean I know this is an old post, but the answer is that the game was never designed with anything other than the old school 4:3 screen ratio in mind. They did support 1280x1024 which was a 5:4 ratio but in every resolution other than 4:3 everything became stretched or squished. If you did manage to force the game to run in 16:9 or 16:10 modes the game was vertically squished, so things like the square for the minimap became a diamond shape and such.

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That and when I try to find books on these subjects most developers don't want to shit all over people they worked with or they were written by academics who never worked in a giant studio since it is so rare. Also producers/devs don't play THAT many games, otherwise we couldn't do our job. Having tried to teach about these topics is difficult especially when the games are totally dead and impossible to demonstrate what is wrong with them. I find myself having to construct mini-example videos or charts to talk about something that I can't even find videos demonstrating gameplay in some instances. Like if Rocket had played SWG & UO, then read through Raph Koster's articles on developing both of those games he probably woulda rethought his strategy entirely when designing DayZ standalone. The thing is, they claimed the in-game look is to match the current look of Tabletop W40K, but their line of reasoning makes absolutely no sense.

The miniatures to some extent do look like that, yes.but just sticking that in a video game misses that the miniatures are a real-life abstraction of something represented in universe at another level of abstraction, they are not how they actually look. You've got all sorts of factors that affect how the miniature look, ranging from paints used, to real-life lighting, to shading and detail work, techniques used, the overall theme, even just the skill of the painter. None of that applies to the game. So what they've done, is gone for an art style in a game (which is supposed to be 'in-universe') which uses something out-of-universe to represent something in-universe. If you look at the W40K artwork, that's usually closer to how things should actually be, but even that isn't accurate. You wouldn't base an art style directly off those paintings, because that isn't a correct in-universe representation of those things. That isn't to say there has to be one specific art style and nothing else is allowed, but using the miniatures thinking they're right (and when the game isn't supposed to actually emulate a tabletop game, in this case) is getting things entirely wrong.