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PostPosted: 17 Feb 2019, 15:41 
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Joined: 16 Feb 2019, 22:13
Posts: 3
markuscicero5 wrote:
Interesting. So it's not exactly centered, just like Winkelmann said.

In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.



Hey, I know there have been further developments below for the numbers but when I go into my .txt file line 48 for me is
" r2.xyzw = t1.Sample(s0_s, v0.xy).xyzw;" Not in the format of "r1.x -=..."


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PostPosted: 17 Feb 2019, 16:24 
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Joined: 10 Feb 2019, 05:05
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altecice wrote:
markuscicero5 wrote:
Interesting. So it's not exactly centered, just like Winkelmann said.

In your ACE COMBAT 7/ShaderFixes folder, find the file 9958a636cbef5557-ps_replace.txt, go to line 48. Instead of "r1.x -= 0.1720;" can you replace that with "r1.x -= 0.1667;" See if that works better, someone earlier in the thread had the same problem and that worked for him.



Hey, I know there have been further developments below for the numbers but when I go into my .txt file line 48 for me is
" r2.xyzw = t1.Sample(s0_s, v0.xy).xyzw;" Not in the format of "r1.x -=..."


You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.


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PostPosted: 17 Feb 2019, 18:17 
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Joined: 15 Feb 2019, 15:13
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I found an invisible bug on the HUD, basically the original positions for the map and characters faces now have this invisible squares that hide the IFF on the HUD, it's not a big deal but it's there.


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PostPosted: 17 Feb 2019, 21:00 
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Joined: 15 Feb 2019, 07:10
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TheRazgriz wrote:
I found an invisible bug on the HUD, basically the original positions for the map and characters faces now have this invisible squares that hide the IFF on the HUD, it's not a big deal but it's there.

Yeah I noticed this too
It kind of related to the chat image, somehow it moves to the correct right side but still left an invisible box at the original position of the 16:9 screen
Chat messages still retains at center of 16:9 from the left border
Minor problems, hope they get fixed soon


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PostPosted: 18 Feb 2019, 06:16 
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Joined: 24 Oct 2018, 10:49
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Hi Susahamat, could you make a 3440 x 1440 CPY version? Here is the exe file: https://dropmefiles.com/qObCu


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PostPosted: 18 Feb 2019, 09:02 
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Joined: 20 Sep 2015, 00:58
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CPY version is same exe with legit steam . just use the patcher on page 1

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PostPosted: 18 Feb 2019, 11:59 
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Joined: 16 Feb 2019, 22:13
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markuscicero5 wrote:

You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.


Looking at his files, he made an update 5 days ago that changes the file to auto-calculate by the looks of it. I get the same results using your numbers with the older file version and the new version with no manual edits.


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PostPosted: 18 Feb 2019, 18:42 
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Joined: 01 Feb 2019, 03:04
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altecice wrote:
markuscicero5 wrote:

You might not have Winkelmann's latest version of the file. He adds the "r1.x -= ..." Between lines 47 and 48.


Looking at his files, he made an update 5 days ago that changes the file to auto-calculate by the looks of it. I get the same results using your numbers with the older file version and the new version with no manual edits.


I did not make anything auto calculate. The old fix that stretched the image technically auto-calculated because it was universal but the new one needs to be manually adjusted.

markuscicero5 came up with something I believe: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650

(FYI the new version has the values (or very close to it) for 3440x1440 already in there so if you use that it works out of the box)


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PostPosted: 18 Feb 2019, 20:17 
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Joined: 10 Feb 2019, 05:05
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Alright, I'm updating my script to get the screen size at the start and doing the math automatically. So you don't have to enter the resolution by hand or do any math.

I also tried my hand at 3dmigoto. This thing is pretty sweet, gotta say. But I hunted and pecked through all the shaders on screen, and I couldn't make the dark mini-map background disappear and reappear. I could make the entire screen black some times, so the possibilities I see are a) that it's part of one of the "all black screen" shaders, or that it's part of the HUD shader already and we just haven't figured out which value it is.


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PostPosted: 18 Feb 2019, 23:34 
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Joined: 15 Feb 2019, 19:54
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susahamat,

Folllowed your instructs and enabled 5760x1080. Also using your FOV changer - works great. Issues - HUD is on monitor one and not sure how to line that up properly and when restarting or returning to menu - its upside down. Any help with this would be greatly appreciated. THANKS !


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