Widescreen Gaming Forum

[-noun] Web community dedicated to ensuring PC games run properly on your tablet, netbook, personal computer, HDTV and multi-monitor gaming rig.
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PostPosted: 20 May 2010, 16:47 
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Cheers DF, has anyone told you, you rock already?? ;) Well you rock!! :)
Having programed in VB and having used VS in my past, I respect and appreciate the work and time you have taken to put into this project.
Keep up the nice work chap :onethumb

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PostPosted: 20 May 2010, 16:51 
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[quote]http://wsf.imk.cx/

2010 May 20
[Game.Call of Duty 6 MP] Updated for v1.1.195.

Sorry the for the delay. Enjoy. :)


Thank you!

Only one problem though, the hud is still stretched. Like the experience bar and the flag hover pointers and stuff.

That probably requires WAAAYY more invasive code I would assume... Be happy with what we have :)

-Erik


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PostPosted: 20 May 2010, 16:59 
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[quote][quote]http://wsf.imk.cx/

2010 May 20
[Game.Call of Duty 6 MP] Updated for v1.1.195.

Sorry the for the delay. Enjoy. :)


Thank you!

Only one problem though, the hud is still stretched. Like the experience bar and the flag hover pointers and stuff.

That probably requires WAAAYY more invasive code I would assume... Be happy with what we have :)

-Erik

It was no problem in the previous versions. Now, if you snipe in, the circle is streched, not round. The chat is also stretched.


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PostPosted: 20 May 2010, 17:26 
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Can anyone else confirm the stretching?

I'll take a look at the offsets again and see if I missed calculating one.

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PostPosted: 20 May 2010, 17:34 
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Joined: 04 May 2010, 23:56
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Can anyone else confirm the stretching?

I'll take a look at the offsets again and see if I missed calculating one.


I Just finished trying it out. The FOV in game is fixed but all the GUI is all streched. Cursor is stretched for sniping or any gun you have out. Basically the HUD is all stretched out still. So yes i can confirm there is stretching of the HUD. Last version you had it working perfect with the HUD in the correct spot and everything.

Thank you so much dopefish. Im sure you will fix out the kinks soon enough :P. Also i think there will be a new patch coming june or july for the new DLC.

Thanks again Dopefish! Your the man!


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PostPosted: 20 May 2010, 17:52 
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Alright, I've updated the DLL. This one should have the HUD fixed. The offset I set was 0x20 off.

http://wsf.imk.cx/

Let me know how this one works.

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PostPosted: 20 May 2010, 18:05 
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OK! Everything is working perfect! I JUST checked.

Thanks again dopefish!!!


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PostPosted: 20 May 2010, 23:39 
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Joined: 21 Apr 2010, 12:09
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W00t, thx man, works a treat, HUD is spot on too


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PostPosted: 21 May 2010, 00:20 
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Damn I can't seem to get this to work. I tried both the beta and and latest stable version. Both .exes recognizes the game, but none of the hotkeys seem to work, while the latest says the fix is applied but the fov doesn't change. Suggestions anyone? I'm also running windows 7, so I haven't downloaded the 3.5 .Net framework.


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PostPosted: 21 May 2010, 01:18 
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Joined: 10 Jul 2005, 18:27
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Thanks, Dopefish.

I can't seem to get it to work, though. It goes wide to all three screens, but the FOV is messed up. These are my settings:

[config]
; deviceIDLeft/right: Direct3D device ID's of left and right monitor, or 'auto' for automatic
; secondaryWidth/Height: Left&right monitor resolution, or 'auto' to use same as middle screen resolution
; secondaryRefresh: Refresh rate of left & right monitors, or 'auto' for automatic
; secondaryFormat: Secondary device image format: 'RGB32', 'RGB16', 'RGB16D' or 'RGB32CUDA'.
; uploadMethod: Method used to upload image to secondary card(s): 'blit', 'D3D' or 'D3DCUDA'
; forceAffinity: Set to 1 to force process affinity to all processors/cores.
; borderSize: Size in pixels of frame border between monitors that is discarded
; sideExtraWidth: Width difference between middle and side monitors, or 'auto' to autodetect from desktop resolution
; noHotkeys: Set to 1 to disable all hotkeys
; noOSD: Set to 1 to disable on-screen display when changing settings
deviceIDLeft=auto
deviceIDright=auto
secondaryWidth=1920
secondaryHeight=1200
secondaryRefresh=auto
secondaryFormat=RGB32
uploadMethod=blit
forceAffinity=1
borderSize=0
sideExtraWidth=auto
noHotkeys=0
noOSD=0

[Direct3D]
; ** Advanced setting for Direct3D games **
; lensCorrection: Lens correction, set to 1 to enable support. >1 to enable by default
; lensCorrectionEdge: Lens correction edge offset
; hideNondefaultDevices: Hides all but the default adapter from the game
; forceHorizontalFOV: Forces horizontal FOV to be three times as wide
; forceResolutionWidth/Height: Forces device to be created with this resolution
; force16bitDepth: Force game to use 16bit depth buffer, can improve performance and reduce memory use
; sleepBeforeRead: Time in ms to sleep before reading back buffer data from video card
; useMultihead: Uses multihead features of primary card if available, can increase performance and reduce memory use
; delayedPresent: When useMultihead enabled, delay primary monitor present to sync with secondary head
; d3d8dll: Path to D3D8.dll/D3D9.dll to use or auto for automatic (system32 dir)
; altResetBehaviour: Do not reset lost main device after secondary device initialization (WDDM crash workaround)
lensCorrection=0
lensCorrectionEdge=0
hideNondefaultDevices=0
forceHorizontalFOV=0
forceResolutionWidth=5760
forceResolutionHeight=1200
force16bitDepth=0
sleepBeforeRead=2
useMultihead=1
delayedPresent=0
autoSquash=0
altResetBehaviour=0
d3d8dll=auto

[hooks]
; Win32 API hooking settings - Used for some extra compatibility and game-specific fixes
; doHooking: Enable/disable hooks in Direct3D, with OpenGL hooks are always enabled
; doScaleMouseCoordinates: Scale mouse coordinates for getCursorPos to fix games which do not handle negative screen coordinates properly
; doScaleFromLeftScreen: Spread out mouse coordinates from left screen to full width
; doScaleWindowRects: Scale focus window WindowRect
; doScaleClientRects: Scale focus window ClientRect
; mouseXoffset: Number of pixels to offset mouse cursor position in X axis, to fix misplaced cursor due to negative screen coordinates. auto = use X resolution
doHooking=0
doScaleMouseCoordinates=0
doScaleFromLeftScreen=1
doScaleWindowRects=0
doScaleClientRects=0
mouseXoffset=auto

; Triplehead screenmodes to add to resolutions list (width multiplied by three and border added)
; width x height x refresh rate in Hz
; 'auto' adds current primary monitor desktop resolution
; Must be last in this file
[modes]
800x600x60
800x600x75
800x600x85
1024x768x60
1024x768x75
1024x768x85
1280x960x60
1280x960x75
1280x960x85
1280x1024x60
1280x1024x75
1280x1024x85
1600x1200x60
1600x1200x75
1600x1200x85
1920x1200x60
1920x1200x75
1920x1200x85
auto

================================================================

I put one copy of the new DLL in the Widescreen Fixer folder and one copy in the game's Steam folder (with the SoftTH files). Anyone have an idea what's going on?

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