Deus Ex Invisible War: Detailed Report

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Widescreen Grade:

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Full Detailed Report - Deus Ex: Invisible War
The sequel to Deus Ex.

Deus Ex: Invisible War

Deus Ex: Invisible War

Deus Ex: Invisible War

Deus Ex: Invisible War

 

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==Method==

Just out of curiosity, is step 2 used to correct the HUD, and step 3 to correct the ingame FOV?

==Cut-scenes==

Can you provide comparison screenshots of the cut-scenes? I'm mostly interested in seeing the stretched intro (if the intro has to do with the game's plot and isn't just a bunch of logos), but if you could get shots for the rendered cut-scenes too, that would be excellent.

==Grading==

Calculated grade: D+

Major unresolved issues: None
Minor unresolved issues: None

Summary of widescreen-related flaws:
Complicated solution

Cranky's coverage estimate: 97.5%

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Thanks to NotCarolKaye for the detailed report

Step 1:

Go to; My Documents\Deus Ex - Invisible War. Open user.ini and find the following (probably close to the bottom) to set your resolution;

FullscreenViewportY=xxx
FullscreenViewportX=xxxx

Step 2:

Go to; ...\deus ex invisible war\System. Open default.ini and find the "FOV__d=" setting.
There's no "correct" setting as such, but for the purpose of screen shots I've used these values;

4:3;
FOV__d=67

16:10;
FOV__d=58

16:9;
FOV__d=53

Smaller values for wider aspect ratios.

Step 3:

In the same folder open the Engine.d2u file with a hex editor. It would be wise to make a backup copy of this before editing anything. I know that's obvious, but safety first.

Search for the hex string "AA 42". Before I go any further, here's what that means (I think);

----------------------------------------
Hexadecimal value | AA | 24 |
----------------------------------------
Decimal value | 170 | 66 |
----------------------------------------
Engine value | fov 85 | float |
----------------------------------------

You should find three instances of this string that represent the following values (I think);

FOVAngle=85.000
DesiredFOV=85.000000
DefaultFOV=85.000000

The three "AA" values will be changed. The "42" part must be left alone.

For 16:10;
change "AA" to "CC"
giving you an FOV of 102

For 15:9;
change "AA" to "D4"
giving you an FOV of 106 (untested, but mathematically, has to be correct)

For 16:9;
change "AA" to "E3"
giving you an FOV of 113.5

I am aware that these aren't the orthodox numerical adjustments, but they are correct. Below is a picture which I'm hoping will be pretty self explanatory.

In the Unreal Engine 2 Runtime (which is what I used to figure this out) the FOV is set to 85 in the source code, but overridden to 90 in the User.ini. So if you want to use a derivative of the more standard FOV 90 setting, make one of these adjustments;

For 4:3;
change "AA" to "B4"
giving you an FOV of 90

For 16:10;
change "AA" to "D8"
giving you an FOV of 108

For 15:9;
change "AA" to "E1"
giving you an FOV of 112.5 (again untested, but...)

For 16:9;
change "AA" to "F0"
giving you an FOV of 120

And another three screen blend;

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I've been praying for an IW solution forever but this is way over my pay grade...

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"The_cranky_hermit" wrote:
Just out of curiosity, is step 2 used to correct the HUD, and step 3 to correct the ingame FOV?

Yes, correct. I seem to have lost perspective and made that decidedly unclear, but I think it's a little easier to understand now. Anyway, thanks for the grade help and general cleanup. I'll add a bit more about the cutscenes shortly, but I'm feeling pretty unambitious right now. Soon.

Pressing forward;

StingingVelvet, you absolutely can do this. I've added a short hex editor guide that I hope will help.

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Hey ... great stuff ...
I might see if I can get this going in TripleHead ... Laughing out loud
What would be the Hex string for the TripleHead FOV of 140 ?

On another note ...
I haven't tried these yet but ... for those that are not aware of it there is a great texture pack here ...
http://www.john-p.com/textures/DX-IW/index.shtml

On the same site ... on the utility page there are a couple of things that may be interest too ...
http://www.john-p.com/textures/DX-IW/utilities.html

1.
Kefren's 'DXTool', version 1.42 ... to tweak stuff ...
Like get a wider HUD and remove various HUD elements ... such as the compass or the frame decorations ...
There are also other graphical and game tweaks such as remove startup movies etc ...

2.
And ... files to enable surround sound.

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Quote:
What would be the Hex string for the TripleHead FOV of 140 ?

You wouldn't be able to store it in a single byte. The decimal value is double the engine value, and the largest number you can store in a byte is 255. Furthermore, it looks like the correct FOV for TH would actually be a lot larger than 140. If this game conformed to the FOV Calc standards, the correct FOV for 16:9 would be 106, but it's actually 120. So it's likely that the correct FOV for TH2Go would be much larger than 141.

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OK ... I understand ...
I will however give it a go at the highest value just to see what it looks like.

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It's possible, though, that the FOV value might be stored in *two* bytes. In which case 140 would either be 01 18 or 18 01, depending on whether the file uses big endian or little endian.

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I have the non-steam version installed (v1.00), and my user.ini file doesn't include any settings for the resolution (link below).

http://brodiepearce.googlepages.com/user.ini

I have tried following the guide and then editing the resolutions in the Default.ini file but it still has no effect. Has anyone else had this issue? (I.e. lack of resolution settings in user.ini).

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Have you patched it up?

You should have the 1.2 patch applied.

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