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Wobak

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Posts posted by Wobak

  1. Yes, i made everything relative to the aspect ratio so they should work with any resolution and aspect, even triple-wide.

     

    Here is the second version, with many new features :

    Features:
    -Pick supported widescreen resolutions in the display menu, the 16 Bit modes have been removed.
    -The FOV is Hor+ (the larger the aspect raio, the more is seen).
    -The cutscenes are anamorphic (they fill out as much of the screen as possible).
    -The firstweapon stretching is counteracted by scaling them.
    -The splashscreen and menu backgrounds are no longer stretched.
    -Subtitles and popup texts now take up the correct screen width.
    -Circular shadows now actually stay active. Originally they were deactivated after any cutscene played.

    Installation:
    1. Put the "WidescreenPatch.rez" file in your NOLF directory.
    2. Run the launcher, click on "Advanced".
    3. Put this into the commandline field: „-rez "WidescreenPatch.rez"„ (without the outer quotes).
    4. Make sure "always pass these command-line parameters" is checked.
    5. If you want to set the horizontal FOV to another value, add „+FovX "value"„ to the end of the
    command line (once again without the outer quotes).
    3. Start the game, go to display and select the desired resolution.
    Enjoy the game!

    Known Problems:

     

    -You cannot play on GotY (1.004) servers with this patch. This is due to the patch being based on the 1.003 source
    code because the 1.004 source code wasnt released.
    -Hosting a game isnt possible either. Hosting a 1.003 game could be enabled, but that would remove all text
    (objectives, intel, etc.) from the "Rest and Relaxation" bonus mission of the GotY edition.
    -The firstperson weapons distort in animations and their movement doesnt match up with the movement of their attachments.
    This is a result of the streching workaround and cant be fixed.
    -When using a FOV different from the Hor+ value the firstperson weapons are offseted. This may be counteracted in the future.
    -The scopes dont scale properly. The scaling is in some weird way dependent on the FOV. This may be fixed in the future.
    -The sides of the scoped are not covered up yet. This may be fixed in the future.

     

     

    Comparisos:

    cutscene

     

     

    original. 4x3:

    qzzb.png

     

    original 16x9:

    8hin.png

     

    patched 16x9:

    3rfb.png

     

     

     

    weapons:

     

     

    original 4x3:

    vmce.png

     

    original 16x9:

    p49y.png

     

    patched 16x9:

    yafs.png

     

     

     

    Download from here

     

    the firstperson weapon workaround is not really nice so if you have another aspect ratio than 16x9, please give feedback on how well it works.

  2. good new! scaling the weaponmodels actually works. they look a little distorted when they are reloaded or taken out and the movement of the atachments doesnt match. i think its better then having them stretched though.

    here are some comparison shots:

     

     

     

    pistol original:

    vy01.jpg

     

    pistol new:

    r06k.jpg

     

     

     

     

    crossbow original:

    zi06.jpg

     

    crossbow new:

    nche.jpg

     

     

    as you can see the scaling and positioning isnt really consistent but it cant get any better with this workaround.

     

    ive also made progress with the other features. the fov is now hor+ by default and the cutscene are anamorphic. I keep the camera hor+ in the cutscenes because some backdrops are small and with a larger fov you could see that the environment consists of just one house and nothing else.

  3. sadly only the sourcecode for the shell etc and not from the exe is avaible. that is what fixes are made from. lazyhealer, who made the original widescreen patch tried to scale the weaponmodels but apparently that didnt work. it wouldnt look good anyway because they are not static and you would see that they are squashed when you reload.

  4. thanks and yeah, im aware of that. i tried drawing "polys" on the sides but apparently polys can only be drawn in the menus. next i will try covering it up with "surfaces", these should be visible ingame aswell but i havent completely understood how they work yet. for the zoomed fov, it should be correct because it is calculated from the normal fov variable which is changed by the patch.

  5. Yes, im not sure if ill be able to get rid of that. game of the year is version 1.004 but they only released the sourcecode for 1.003.. Ill try to change the version number but im not sure if that will be enough :(

    edit: there seems to be some kind of double check. i managed to get rid of the "wrong version" message when hosting a server by changing the version number but now the game siplay gets disconnected without any specific error.

     

    on another note: i always wondered why people had no shadows even though they were enabled in the options. i found a bug that caused the shadows to be disabled whenever the game started and got rif of that :D

  6. Since Im stuck at some menu positioning issues on the Nolf2 widescreen patch, I decided to make an extended patch for Nolf aswell.

    Here is Version 1:

     

    Features:
    -Pick supported widescreen resolutions in the display menu, the 16 Bit modes have been removed.
    -Set horizontal FOV through command line. The vertical FOV is calculated automatically
    -The splashscreen and menu backgrounds are no longer stretched.

    Installation:
    1. Put the "WidescreenPatch.rez" file in your NOLF directory.
    2. Run the launcher, click on "Advanced".
    3. Put this into the commandline field: „-rez "WidescreenPatch.rez"„ (without the outer quotes).
    4. Make sure "always pass these command-line parameters" is checked.
    5. The default horizontal FOV is 90, if you want to change that, add „++fovX "value"„ to the end of the
    command line (once again without the outer quotes).
    3. Start the game, go to display and select the desired resolution.
    Enjoy the game!

    Known Problems:
    -The first person weapons remain stretched. The scaling is apparently done by the engine and contrary to Nolf2
    there is no console command to set the aspect.

     

     

    Download from Mediafire

     

    In the future I will try to make the hud elements and menus scale with the resolution but im not sure if I will be successfull because the menus are set up much more primitively than in Nolf 2.

  7. Thanks :D

    Here is version 3, the first "proper" version.

    It will work with any resolution and aspect ratio. All you have to do outside the game is setting the horizontal FOV.

    Everything is now scaled properly and updates when the resolution is changed. All FOVs except for the horizontal one are calculated and set automatically.

     

    Features:
    -Pick supported widescreen resolutions in the display menu.
    -Set horizontal FOV in display.cfg, vertical, menu, weapon and cutscene FOV are calculated automatically.
    -Splashscreen, Menus and HUD elements are scaled and positioned properly and dont stretch anymore.
    -Automatic crosshair scaling and manual tweaking. Previously it had a fixed resolution and didnt scale at all.

     

    Installation:
    1. Put the "WidescreenPatch" folder in "Custom\Mods" in the NOLF2 directory.
    2. Run the launcher, click on "Custom" and check "WidescreenPatch"
    3. Start the game, go to display and select the desired resolution.
    4. Open the display.cfg file. If you havent previously launched the game with the patch enabled, the lines mentioned below wont be present and you can add them manually.
    5. The line "FOV" controls the horizontal FOV,you can set it however you want. For 16:9 I suggest "90.0".
    [optional]
    6. The cutscene letterbox scales automatically, if you are unsatistfied with the size, change the "LetterboxPercent" value.
    7. Open then the autoexect.cfg file.
    8. The line "CrosshairSize" changes the crosshair size.
    9. The Line "RightHUDPush" can be used to offset the HUD elements on the right to the edge of the screen. For 16:9 "30" is a good value.
    Enjoy the game!

    Known Problems:
    -With a large display width the loadingscreen text may be cut off at the side.
    This is due to the text being scaled with the resolution and background with the FOV.
    -With a larger display width Kate will freeze before walking and afterwards disappear.
    This is because the user was not expected to see such a wide region of the menu.
    -Some menu elements dont line up with the box they are supposed to be in.
    This is because their positions are calculated differently. That might be fixed in the future.

     

     

    Download from Mediafire

  8. I would really appreciate it!

    maybe ive uploaded a new version by then. i corrected the scaling an positioning of most hud objects and the main menus now. alsovertical fov and weaponaspect are calculated automatically whenever the resolution is changed. also the crosshair scaled with the resolution and can be adjusted through the cfg. the menu fov can be set in the cfg aswell, i couldnt automate the calculation because they both work only until a certain value and then so elements go offscreen.

    here are some comparison shots:

     

    original:

    0bh2.png

     

    original 16:9:

    0icb.png

     

    patched 16:9:

    cp2w.png

  9. Im developing a widescreen patch for nolf 2 and im looking for feedback on how it works generally and especially with 16:10 and other aspect ratios.

    apparently the game crashes on levelload when using 16:10 resolutions.

    for me it craches often when loading a level ever since i started loading a custom rez file :(

    (original thread on wsgf)

     

    Version 2:

    Features:
    -Pickable widescreen resolutions ingame.
    -Set horizontal field of view in display.cfg, vertical fov is calculated automatically.
    optimized for 16:9:
    -Interface texts scaled down so they dont overlap anymore.
    -Subtitles etc moved up and are now visible in widescreen.

    Known problems:
    -The cutscene FOV is still the same
    -Some lists in menus still go off the screen
    -The "Back" button is still not visible even though it should be
    -The popups (notes, intel etc.) have the wrong aspect, i havent found another way to prevent them from going off the screen yet

     

    Download from here

     

    I made a lot more progress and will upload a new version soon

    already finished features:

    -cutscene fov correct like in first person

    -dynamic gui scaling, no more stretching or offscreen elements

    -menu fovs can be set in display.cfg

     

    todo:

    -center pausemenu and ingame interfaces (subtitles, popups)

    -set pvmodel fov and aspect depeding on set fov

  10. yes, i found the problem now. lithrez created only empty .rez files with just the header - im now using winrez instead and that works...

    i still would like to know what im doing wrong though, i did it like the documentation said: i have the folder ATTRIBUTES in the folder "Widescreen" and in the batch i put:

    lithrez c "G:\Monolith\No One Lives Forever 2\Custom\Mods\Widescreen\widescreen.rez" G:\Monolith\Widescreen
  11. hello,

    i recently started replaying nolf 2 and im pretty annoyed by the menu troubles in widescreen. i decided to try to fix the subtitles etc and found the corresponding lines.

    my problem is that when i put the changed files into a .rez and load the mod, nothing changes ingame. i checked the demolition mod that replaces the commands attribute file but couldnt find anything out of the ordinary there.

    is there anything special i have to do in order to overwrite the original attribute files?

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