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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 01:45 
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mattyman wrote:
Back in COD4 the command could be changed in the config file.

Does adding seta cg_fov "65" to the config file work? (Replace 65 with your desired FOV).

Command found here:
http://bashandslash.com/index.php?Itemi ... &task=view


No, it doesn't work for me at least. Adding doesn't change anything and it's removed after exiting the game. :(
Also the Fovely fix is only for MP and its broken, getting unhandled exception errors after starting it. :(

Really, this FoV of 65 is unplayable! What retards is there at COD devs not making it adjustable.. are there ONLY console kids doing the QA work?.. wtf is wrong with them, almost worse every year. Tried some MP rounds with this crap FOV and was feeling sick after a while.. also I cant see a thing and have to turn left and right all the time to see anything, and running feels soooo slow. :sick:

Luckily i'm a big fan of Battlefield series but I do enjoy some fast COD sometimes.. :wtf:

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 02:52 
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I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:24 
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Funkengreuven wrote:
I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...


Yes, Dopefish is looking into it, as soon as he is done installing it he is going to try and make a fix --> http://www.wsgf.org/forums/viewtopic.ph ... start=1350

Best relax and give it some time.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:39 
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Thanks for the heads-up on the future triple-monitor fix, I'll be keeping an eye on this.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:45 
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valcan_s wrote:
Funkengreuven wrote:
I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...


Yes, Dopefish is looking into it, as soon as he is done installing it he is going to try and make a fix --> http://www.wsgf.org/forums/viewtopic.ph ... start=1350

Best relax and give it some time.



Thanks for heads-up! It's a lot easier to hang back & wait when you know someone has it on their radar.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 05:33 
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I think Hayden might be looking at it also - but he's worried about people getting banned etc. I know the Fovely was squashed by IW, because they is rumour they are going to implement a FOV option of their own.

I really wish I didn't buy this game. I haven't played one REALLY, since MW. But I played a few matches and it doesn't seem too bad - pretty much the same as every other one. I'm mainly playing it until BF4 works out its issues. Which IMO is a far superior game in every way. And I think Hayden is looking at the FOV for single player as well.

To everyone out there, don't forget to donate to these kids - they do it mostly to support the community - in their own time mind you. You don't have to donate, but it's all about supporting the people that support our community.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 06:35 
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Bout as far as I got last night before, sleep then work, only just got home again so yeah...

It's also a 64bit game which other than Crysis I haven't seen before, so Flawless Widescreen will need some titivation/need to be rebuilt for 64bit, altho it's not trivial luckly the code I've written already is fairly portable, just a compiler switch plus some tidying up.

Code:
1>------ Rebuild All started: Project: FlawlessWidescreen, Configuration: Release x64 ------
1>Build started 11/7/2013 7:34:09 PM.
1>_PrepareForClean:
1>  Deleting file "x64\Release\FlawlessWidescreen.lastbuildstate".
1>InitializeBuildStatus:
1>  Creating "x64\Release\FlawlessWidescreen.unsuccessfulbuild" because "AlwaysCreate" was specified.
1>ClCompile:
1>  ati_eyefinity.cpp
1>  ApplicationState.cpp
1>  controls.cpp
1>  controls_base.cpp
1>  controls_events.cpp
1>  controls_properties.cpp
1>  controls_subclasses.cpp
1>  cpudetection.cpp
1>  displaydetection.cpp
1>  fasm.cpp
1>  filefinder.cpp
1>  GDIFontCache.cpp
1>  HackTools.cpp
1>ApplicationState.cpp(1809): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>ApplicationState.cpp(1813): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>ApplicationState.cpp(1817): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>  Logger.cpp
1>  LuaBinds.cxx
1>  lua_includes.cpp
1>  main.cpp
1>  md5.cpp
1>  md5wrapper.cpp
1>  plugin.cpp
1>  pluginmanager.cpp
1>  plugin_sharedobjects.cpp
1>  softth.cpp
1>HackTools.cpp(2244): warning C4355: 'this' : used in base member initializer list
1>  tools.cpp
1>HackTools.cpp(3254): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(3279): warning C4355: 'this' : used in base member initializer list
1>LuaBinds.cxx(3414): warning C4995: 'strcpy': name was marked as #pragma deprecated
1>HackTools.cpp(3570): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(3913): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(4670): warning C4996: '_wcslwr': This function or variable may be unsafe. Consider using _wcslwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1>          c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string.h(336) : see declaration of '_wcslwr'
1>  windowtools.cpp
1>  Window_ConfigurationEditRepo.cpp
1>  Window_LicenceAgreement.cpp
1>tools.cpp(490): warning C4995: '_tcscpy': name was marked as #pragma deprecated
1>tools.cpp(490): warning C4995: 'wcscpy': name was marked as #pragma deprecated
1>tools.cpp(490): warning C4996: 'wcscpy': This function or variable may be unsafe. Consider using wcscpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1>          c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string.h(283) : see declaration of 'wcscpy'
1>  Window_UpdateSummary.cpp
1>  Window_Viewport.cpp
1>  rapidxml.hpp
1>  updatemanager.cpp
1>  Window_About.cpp
1>  Window_Configuration.cpp
1>  Window_Main.cpp
1>  winsockinc.cpp
1>  win_registry.cpp
1>  wmi.cpp
1>  wmi_eventsink.cpp
1>Link:
1>     Creating library C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.lib and object C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.exp
1>  Generating code
1>  Finished generating code
1>  FlawlessWidescreen_final.vcxproj -> C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.exe
1>FinalizeBuildStatus:
1>  Deleting file "x64\Release\FlawlessWidescreen.unsuccessfulbuild".
1>  Touching "x64\Release\FlawlessWidescreen.lastbuildstate".
1>
1>Build succeeded.
1>
1>Time Elapsed 00:00:41.04
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========


Not a bad start, never intended to compile for x64 tbh.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 07:49 
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Awesome HaYDeN, nice to see you are on it as well with both of you guys on it, its a done deal looks freaking rad in multi(thanks for the pics), I really dig the game it looks so good in the new engine.

Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 08:05 
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valcan_s wrote:
Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


In .NET you can do that because it's a heavily interpreted language, but not in C++, eg. anything pointer related wont fit in a 4byte integer, you have to use the correct type, typically size_t - that does however get defined at compile time.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 08:56 
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HaYDeN wrote:
valcan_s wrote:
Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


In .NET you can do that because it's a heavily interpreted language, but not in C++, eg. anything pointer related wont fit in a 4byte integer, you have to use the correct type, typically size_t - that does however get defined at compile time.


Ah cool, that make sense especially since your guys fixes have to point to memory locations. I was wondering about that(since you have a C++ proj saw it in your build output), I am a .NET guy so no wonder I thought you could get away with it LOL, like you said it does work in .NET, C++ is a different world.


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