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Max Payne / Max Payne 2: A Possible Solution?
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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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