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Max Payne / Max Payne 2: A Possible Solution? http://www.wsgf.org/phpBB3/viewtopic.php?f=64&t=12413 |
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Author: | Paradigm Shifter [ 23 Oct 2004, 14:08 ] |
Post subject: | Max Payne / Max Payne 2: A Possible Solution? |
Hm. I've been poking round the Max Payne 2 .ras files out of interest, and guess what I've found in a couple of the files contained within? That's right... widescreen references. Here's some examples: Code: ResetScales = "maxpayne_hudmode->mphm_changehudvisibility(1,0);
maxpayne_hudmode->mphm_fadetocolor(0x00000000,0x00000000,0); maxpayne_gamemode->gm_changeglobalgamespeed( 1.0, 0 ); maxpayne_gamemode->gm_changegamespeed( 1.0, 0 ); maxpayne_gamemode->gm_changefov( 1.0, 0 ); maxpayne_gamemode->gm_enablewidescreen(0,0); maxpayne_gamemode->gm_changemotionblur(0, 0xffffff, 0, 0, 0); maxpayne_gamemode->gm_drawphysicalroom(0);"; HideHud = "maxpayne_hudmode->mphm_enablehud(false);"; ShowHud = "maxpayne_hudmode->mphm_enablehud(true);"; ShootExpression = "player.ai->ai_addcommand(subanimate,nothing,Sub_MaxPayne_Shoot_A);"; Notice the bit that reads: Code: maxpayne_gamemode->gm_enablewidescreen(0,0); I'll investigate this when I have a bit more time. Might be a few days, up to a couple of weeks.
Another pro-tem fix are these references: Code: FOV_45 = "MaxPayne_GameMode->GM_ChangeFOV(0.6428,0);"; FOV_50 = "MaxPayne_GameMode->GM_ChangeFOV(0.7142,0);"; FOV_55 = "MaxPayne_GameMode->GM_ChangeFOV(0.7857,0);"; FOV_60 = "MaxPayne_GameMode->GM_ChangeFOV(0.8571,0);"; FOV_65 = "MaxPayne_GameMode->GM_ChangeFOV(0.9285,0);"; FOV_70 = "MaxPayne_GameMode->GM_ChangeFOV(1.0000,0);"; FOV_75 = "MaxPayne_GameMode->GM_ChangeFOV(1.0714,0);"; FOV_80 = "MaxPayne_GameMode->GM_ChangeFOV(1.1428,0);"; FOV_85 = "MaxPayne_GameMode->GM_ChangeFOV(1.2142,0);"; FOV_90 = "MaxPayne_GameMode->GM_ChangeFOV(1.2857,0);"; Interesting... I chenged the 'FOV_70' line (the default FOV) to 1.2857 (the 90 degree value) and it came out as 90 degrees. Haven't tried it with a higher number yet. :) |
Author: | Paradigm Shifter [ 23 Nov 2004, 22:05 ] |
Post subject: | Max Payne / Max Payne 2: A Possible Solution? |
OK... I got a PM reminding me about this. :) Thanks, Reax. Due to a rather spectacular failure, I thought a bit of time might help, but nothing new has occurred to me. Increasing the value '1.2857' to something higher didn't work: MP2 crashed out after loading the menus. Bad. And the line 'gm_enablewidescreen' doesn't do an awful lot, either. (1,1) doesn't do a think, neither do any other possible combinations. (I even tried things like (9,7) etc to cover all single integers. Nothing. I can't help but wonder... what was the point of tantalising us with these options, only to have them not work? :roll: :lol: |
Author: | adipose [ 04 Feb 2005, 03:10 ] |
Post subject: | Max Payne / Max Payne 2: A Possible Solution? |
The gm_enablewidescreen does work from the console. Type: MaxPayne_GameMode->GM_EnableWidescreen(1,0); at the console, and it enables widescreen (the first flag is a boolean). Unfortunately, what is widescreen? It is nothing but letterboxing the screen, leaving the aspect ratio and fov untouched. It is toggled on and off for video mode, it seems. -Dan |
Author: | Paradigm Shifter [ 04 Feb 2005, 14:12 ] |
Post subject: | Max Payne / Max Payne 2: A Possible Solution? |
Letterbox mode? Not what I was hoping. :( Ah well, I guess there are still reasons not to go completely widescreen... |
Author: | skipclarke [ 23 Jun 2005, 02:59 ] |
Post subject: | Max Payne / Max Payne 2: A Possible Solution? |
Back to the FOV Discussion http://www.widescreengamingforum.com/forum/viewtopic.php?t=1091 |
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