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PostPosted: 16 Mar 2017, 15:09 
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I found that calculator a minute before you posted it.

Unfortunately I have to report there is still a problem. The sniper is now OK with your solution, but after a in-game cutscene finishes the aspect ratio stays, but the FOV changes.

Edit: This is about the czarman's hex edit.

Image


Last edited by antrad on 16 Mar 2017, 19:43, edited 1 time in total.

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PostPosted: 16 Mar 2017, 18:10 
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Then use the other hotkey ? I'm not sure I see the problem. Cutscenes don't break hotkey functionality on my end, the game is fixed in the same way before & after.


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PostPosted: 16 Mar 2017, 19:42 
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scavvenjahh wrote:
Then use the other hotkey ? I'm not sure I see the problem. Cutscenes don't break hotkey functionality on my end, the game is fixed in the same way before & after.


I wasn't replying to you about the hotkeys, I was replying to czarman that his hex edit fix also isn't a permanent solution.


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PostPosted: 16 Mar 2017, 22:09 
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So sorry ! I missed a few New Posts somehow.

I wonder if looking for a diagonal FOV instead of horz or vert would help with the cutscenes.


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PostPosted: 16 Mar 2017, 23:23 
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antrad wrote:
Unfortunately I have to report there is still a problem. The sniper is now OK with your solution, but after a in-game cutscene finishes the aspect ratio stays, but the FOV changes.

Try this:
Attachment:
WR_ws.7z [1.18 MiB]
Downloaded 501 times

Hor+
Centred HUD
Fixed textures corruption on Nvidia cards


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PostPosted: 17 Mar 2017, 00:20 
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So purrfect :thumbup: All there is left to do is to find that sniper scope overlay texture and mod it for triplewide...


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PostPosted: 17 Mar 2017, 08:23 
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Nice and to get a higher FOV (75 is too little for my taste) you still can modify 00 00 96 42 in OFFSET 236BD0

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CZARMAN aka 彼得爸爸


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PostPosted: 21 Mar 2017, 01:31 
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I have some great news. Well, it's not about widescreen and FOV, and may be a bit of topic, but I will write it here as a reference.

Like many other games Will Rock renders enemies and other dynamic objects with low detail when they are further away. That worked great 10 years ago on slow PCs and with low resolution monitors you didn't even notice it, but now we don't need this and looking at enemies constantly switching between various models is distracting.

You can turn it off if you go to "game install directory"/bin/willrock.ini and set VIDEO_MaxLod=-10

This way the game will render the highest quality models all the time, making the game look better than ever.

Image

With the high resolution fix, ability to force AA and AF via the GPU, and now this, who needs game remasters :clap:


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PostPosted: 21 Mar 2017, 12:55 
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From 14 years out of the DB to complete revamp in a couple weeks... What a time to be old and alive :cheers:

I'm impressed by the flexibility of the old Saber 3D engine. If only all LOD issues in current games could be fixed with .ini edits.
antrad wrote:
That worked great 10 years ago on slow PCs and with low resolution monitors you didn't even notice it,
Really ? I remember loathing it even on my 1024x768 CRT. Using early ZModeler to fix NFS4, trying to enhance the lo-poly "distant" model of a car by copying the hi-poly mesh... Good times.


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PostPosted: 21 Mar 2017, 17:58 
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scavvenjahh wrote:
From 14 years out of the DB to complete revamp in a couple weeks... What a time to be old and alive :cheers:

I'm impressed by the flexibility of the old Saber 3D engine. If only all LOD issues in current games could be fixed with .ini edits.
antrad wrote:
That worked great 10 years ago on slow PCs and with low resolution monitors you didn't even notice it,
Really ? I remember loathing it even on my 1024x768 CRT. Using early ZModeler to fix NFS4, trying to enhance the lo-poly "distant" model of a car by copying the hi-poly mesh... Good times.

Haha, when I wrote that I forgot it is already 2017 and 10 years ago it was 2007. I was thinking of the time of 15" 800x600 monitors :doh:

Yes, LOD and low draw distance is the "Achilles heel" of games. We have PCs now that can run them in high framerates, we usually have fixes for higher resolutions, we can force anti-aliasing and with 16x anisotropic filtering games look sharp like a razor. But all this makes the LOD switching and low draw distance just more noticeable. And it is such a shame since the high quality models are already there, in the game files, but 80% of the time we have to look at low quality ones until we come very close.


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