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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 Post subject: Re: Chrome SpecForce
PostPosted: 29 Mar 2017, 08:57 
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Joined: 11 Dec 2008, 23:51
Posts: 685
Location: Germany
@jackfuste - thx works perfect changed to 1.1 - CD CC 8C 3F 00 00 80 3F :onethumb:
SpecForce 2017-03-29 09-47-45-95.jpg

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CZARMAN aka 彼得爸爸


 Post subject: Re: Chrome SpecForce
PostPosted: 14 May 2017, 01:00 
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Joined: 26 Aug 2016, 16:41
Posts: 49
This was already posted in the Chrome thread, but I will mention it here too. I have released an unofficial "patch" for Chrome and Chrome SpecForce called "Visual Fidelity".

The goal of this "patch" is to enable the games to be played in widescreen resolutions, ultra widescreen, multi monitor setups and in 4K and above by fixing text rendering and FOV issues and properly scaling some HUD elements. Another goal was to increase the visual fidelity of the game by forcing the game to render highest quality assets even when they are far away from the player. Only assets that will actually be changed are the HUD map textures. No gameplay changes have been made.

- Jackfuste fixed the ChromeEngine2.dll for the hor+ FOV
- The game now natively supports all available resolutions.
- I also added a FOV multiplier in the player camera code, so all player FOV values can be permanently changed with one simple edit (you can also change each setting individually)
- High resolution map textures for original Chrome were taken from Chrome Widescreen Mod(Chrome HD Fix). That old mod/fix changed the original font to make it readable, because it was too small. I have actually fixed the bug in the code that caused the font to be tiny.
- I also wrote a program that increases the scaling factor for text in all external HUD/GUI files
- Added resolution based scaling for text defined in code(subtitles) and some HUD elements like crosshair and hit indicators, so game should be 4K/8K ready.
- I also disabled mouse acceleration.

Menu items and HUD elements except those circles will still be stretched, that would require a rewrite of the GUI code and I didn't touch that. I also haven't touched the multiplayer code.

There is a large list of all the updates, you can read them on the ModDB page and in the included change log, no need to repeat all of it here:
Alternative download link:

I made a short comparison video, you can check it out here:

HUD, FOV, text, level of detail - before/after

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