As a big fan of Dontnod, I couldn't skip their most recent game! The first demo came out some months ago and I got on it right then.
The first demo was not hard to fix, as it relied on the default Unreal Engine functions for its scaling. I compiled the fix and hoped that it would work on the full version too. Then more demos appeared, with drastic changes to the related behaviors.
The newer demos, including the last one available this fall, were nothing like the original and nothing like any prior Unreal Engine 4 or 5 games I'd seen. I had to start fresh, as none of my past findings were applicable even when adapted. Eventually I had something ready again and once more hoped for it to work with the full version - yes, this is the game teased in the previous post!
Luckily, the last demo fix worked with the full version, however, testing at 32:9 revealed that it would require a brand new approach again.
The biggest obstacle was that after removing the black bars from the cutscenes, they were properly vert-, decreasing the view the wider you go, but the game view and menu screens scaled differently, with some reduction compared to 16:9 but applied consistently through all aspect ratios. It is a very messy implementation because it causes the main menu to be not only pillarboxed but also cropped when playing natively at anything other than 16:9, be it 4:3, 16:10 or 21:9. It's unheard of.
The unique weirdness of the scaling behaviors was the main reason I had to spend the hours since the game release to think up a solution that would not result in inconsistencies. It had to be like two fixes in one: for the game view and for the cutscenes.
In the age of generic fixes and semi-universal tools, having a novel challenge was interesting and I'm glad to have been able to tackle it despite the frustrating bits.
Rose
2023-11-02 07:32:55 +0000 UTCEleriam
2023-11-01 22:50:55 +0000 UTCEleriam
2023-11-01 22:50:43 +0000 UTC