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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 06 Nov 2013, 20:53 
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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 01:45 
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mattyman wrote:
Back in COD4 the command could be changed in the config file.

Does adding seta cg_fov "65" to the config file work? (Replace 65 with your desired FOV).

Command found here:
http://bashandslash.com/index.php?Itemi ... &task=view


No, it doesn't work for me at least. Adding doesn't change anything and it's removed after exiting the game. :(
Also the Fovely fix is only for MP and its broken, getting unhandled exception errors after starting it. :(

Really, this FoV of 65 is unplayable! What retards is there at COD devs not making it adjustable.. are there ONLY console kids doing the QA work?.. wtf is wrong with them, almost worse every year. Tried some MP rounds with this crap FOV and was feeling sick after a while.. also I cant see a thing and have to turn left and right all the time to see anything, and running feels soooo slow. :sick:

Luckily i'm a big fan of Battlefield series but I do enjoy some fast COD sometimes.. :wtf:

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 02:52 
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I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:24 
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Funkengreuven wrote:
I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...


Yes, Dopefish is looking into it, as soon as he is done installing it he is going to try and make a fix --> http://www.wsgf.org/forums/viewtopic.ph ... start=1350

Best relax and give it some time.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:39 
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Thanks for the heads-up on the future triple-monitor fix, I'll be keeping an eye on this.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 03:45 
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valcan_s wrote:
Funkengreuven wrote:
I hate to ask so soon, but is anyone working on, or considering, writing a plugin for Ghosts? I know you guys are busy, and if it wasn't for Widescreen Fixer most of us wouldn't be able to play over half the games we regularly play in surround; but I'm really looking forward to trying to get something out of this game... I hope turns out more like BO2, and less like MW3. The game in surround without a fix looks a lot like MW3 does...


Yes, Dopefish is looking into it, as soon as he is done installing it he is going to try and make a fix --> http://www.wsgf.org/forums/viewtopic.ph ... start=1350

Best relax and give it some time.



Thanks for heads-up! It's a lot easier to hang back & wait when you know someone has it on their radar.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 05:33 
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I think Hayden might be looking at it also - but he's worried about people getting banned etc. I know the Fovely was squashed by IW, because they is rumour they are going to implement a FOV option of their own.

I really wish I didn't buy this game. I haven't played one REALLY, since MW. But I played a few matches and it doesn't seem too bad - pretty much the same as every other one. I'm mainly playing it until BF4 works out its issues. Which IMO is a far superior game in every way. And I think Hayden is looking at the FOV for single player as well.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 06:35 
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Bout as far as I got last night before, sleep then work, only just got home again so yeah...

It's also a 64bit game which other than Crysis I haven't seen before, so Flawless Widescreen will need some titivation/need to be rebuilt for 64bit, altho it's not trivial luckly the code I've written already is fairly portable, just a compiler switch plus some tidying up.

Code:
1>------ Rebuild All started: Project: FlawlessWidescreen, Configuration: Release x64 ------
1>Build started 11/7/2013 7:34:09 PM.
1>_PrepareForClean:
1>  Deleting file "x64\Release\FlawlessWidescreen.lastbuildstate".
1>InitializeBuildStatus:
1>  Creating "x64\Release\FlawlessWidescreen.unsuccessfulbuild" because "AlwaysCreate" was specified.
1>ClCompile:
1>  ati_eyefinity.cpp
1>  ApplicationState.cpp
1>  controls.cpp
1>  controls_base.cpp
1>  controls_events.cpp
1>  controls_properties.cpp
1>  controls_subclasses.cpp
1>  cpudetection.cpp
1>  displaydetection.cpp
1>  fasm.cpp
1>  filefinder.cpp
1>  GDIFontCache.cpp
1>  HackTools.cpp
1>ApplicationState.cpp(1809): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>ApplicationState.cpp(1813): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>ApplicationState.cpp(1817): warning C4482: nonstandard extension used: enum 'enumComponentTypes' used in qualified name
1>  Logger.cpp
1>  LuaBinds.cxx
1>  lua_includes.cpp
1>  main.cpp
1>  md5.cpp
1>  md5wrapper.cpp
1>  plugin.cpp
1>  pluginmanager.cpp
1>  plugin_sharedobjects.cpp
1>  softth.cpp
1>HackTools.cpp(2244): warning C4355: 'this' : used in base member initializer list
1>  tools.cpp
1>HackTools.cpp(3254): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(3279): warning C4355: 'this' : used in base member initializer list
1>LuaBinds.cxx(3414): warning C4995: 'strcpy': name was marked as #pragma deprecated
1>HackTools.cpp(3570): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(3913): warning C4355: 'this' : used in base member initializer list
1>HackTools.cpp(4670): warning C4996: '_wcslwr': This function or variable may be unsafe. Consider using _wcslwr_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1>          c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string.h(336) : see declaration of '_wcslwr'
1>  windowtools.cpp
1>  Window_ConfigurationEditRepo.cpp
1>  Window_LicenceAgreement.cpp
1>tools.cpp(490): warning C4995: '_tcscpy': name was marked as #pragma deprecated
1>tools.cpp(490): warning C4995: 'wcscpy': name was marked as #pragma deprecated
1>tools.cpp(490): warning C4996: 'wcscpy': This function or variable may be unsafe. Consider using wcscpy_s instead. To disable deprecation, use _CRT_SECURE_NO_WARNINGS. See online help for details.
1>          c:\Program Files (x86)\Microsoft Visual Studio 10.0\VC\include\string.h(283) : see declaration of 'wcscpy'
1>  Window_UpdateSummary.cpp
1>  Window_Viewport.cpp
1>  rapidxml.hpp
1>  updatemanager.cpp
1>  Window_About.cpp
1>  Window_Configuration.cpp
1>  Window_Main.cpp
1>  winsockinc.cpp
1>  win_registry.cpp
1>  wmi.cpp
1>  wmi_eventsink.cpp
1>Link:
1>     Creating library C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.lib and object C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.exp
1>  Generating code
1>  Finished generating code
1>  FlawlessWidescreen_final.vcxproj -> C:\FlawlessWidescreen_final - Copy\x64\Release\FlawlessWidescreen.exe
1>FinalizeBuildStatus:
1>  Deleting file "x64\Release\FlawlessWidescreen.unsuccessfulbuild".
1>  Touching "x64\Release\FlawlessWidescreen.lastbuildstate".
1>
1>Build succeeded.
1>
1>Time Elapsed 00:00:41.04
========== Rebuild All: 1 succeeded, 0 failed, 0 skipped ==========


Not a bad start, never intended to compile for x64 tbh.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 07:49 
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Awesome HaYDeN, nice to see you are on it as well with both of you guys on it, its a done deal looks freaking rad in multi(thanks for the pics), I really dig the game it looks so good in the new engine.

Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 08:05 
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valcan_s wrote:
Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


In .NET you can do that because it's a heavily interpreted language, but not in C++, eg. anything pointer related wont fit in a 4byte integer, you have to use the correct type, typically size_t - that does however get defined at compile time.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 08:56 
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HaYDeN wrote:
valcan_s wrote:
Thanks for the update, can you not just set your proj to the any CPU profile in vs? would of thought that profile would work and you don't need to make it explicate x64 profile and your code does not have to be modified.


In .NET you can do that because it's a heavily interpreted language, but not in C++, eg. anything pointer related wont fit in a 4byte integer, you have to use the correct type, typically size_t - that does however get defined at compile time.


Ah cool, that make sense especially since your guys fixes have to point to memory locations. I was wondering about that(since you have a C++ proj saw it in your build output), I am a .NET guy so no wonder I thought you could get away with it LOL, like you said it does work in .NET, C++ is a different world.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 07 Nov 2013, 19:54 
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has anyone come up with a fix for the audio ... there are no sliders as you know and voice is very low in mp and music way to loud in the config somewhere i'm sure just cant locate it

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 08 Nov 2013, 00:00 
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oooh Hayden, that looks good. already finish it, but will for sure do it again when it can be played in widescreen...

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 05:52 
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All centered up now, except the mouse stuck on the left hand screen - but I'm sure that's fixable.

Just finishing the port of Flawless WIdescreen to 64bit, some work involved to make the existing ASM/LUA integration work seamlessly with 64bit.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 08:06 
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Mouse is now fixed... might have a release tonight.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 08:52 
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good luck hope it is there when i get up ... it will be like Christmas :rockout: :WWTH2Go:

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 10:30 
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Man... This game just seems to be the most anti-PC game in the series. I really don't understand why they make a PC version anymore. It's like they aren't even trying.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 11:27 
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It's easy money to them.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 09 Nov 2013, 12:51 
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suiken_2mieu wrote:
Man... This game just seems to be the most anti-PC game in the series. I really don't understand why they make a PC version anymore. It's like they aren't even trying.


Hence why I'm flat out not getting it and will not be featuring it on my channel, honestly thought if your not interested in the multi-player I don't know why people still buy CoD, the single play is always short and Meh. Battlefield 4 singleplayer is the same in that regard but at least they heavily support the PC (excluding the FoV lock in single-player that doesn't exist in multi, because you know, reasons).

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 16:12 
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Looking for a few people to test the new x64 build of Flawless Widescreen with Ghosts plugin - you need to be prepared to give me your IP [to add to access list] as you will probably note the site is down atm, this is because I don't want to push the update yet.

Add me on Steam.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 17:02 
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HaYDeN wrote:
Looking for a few people to test the new x64 build of Flawless Widescreen with Ghosts plugin - you need to be prepared to give me your IP [to add to access list] as you will probably note the site is down atm, this is because I don't want to push the update yet.

Add me on Steam.


I was able to download the update, but the fixer does not work in Ghosts. It also does not show the game as running, even though it clearly is.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 18:22 
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Flawless Widescreen v1.0.11 released, includes Ghosts plugin.

Some people who tested it asked why there's no FOV hack... IMO this is too dangerous, continue using Foverly (personally I wouldn't, but if you have, there's no point stopping now) and if it proves to not cause bans - this can be added... keep in mind most of these types of games use a delay ban system so that it's not immediately obvious what exactly set it off (this would make it easy for hackers to learn what to avoid).

A little background:

The plugins for the Call of Duty series tend to have to be crafted very carefully, sometimes taken less than direct approaches to make every possible attempt to avoid modifying anything the game considers to be "rigid" or in memory marked as executable only.

To this day I've still had zero reports of any ban in a COD based game using Flawless Widescreen.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 18:42 
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Thanks for your work as always Hayden, MP just wouldn't be the same without Eyefinity.

I'm getting the following error:

Configure function call for the attached process failed, retrying in 49 seconds...

Last Error:
Could not find DefaultAspectRatio injection point, Call of Duty: Ghosts may have updated to a version that is no longer supported.

Try restarting Call of Duty: Ghosts or selecting a different version and re-enable the fix.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 20:39 
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Zero7159 wrote:
HaYDeN wrote:
Looking for a few people to test the new x64 build of Flawless Widescreen with Ghosts plugin - you need to be prepared to give me your IP [to add to access list] as you will probably note the site is down atm, this is because I don't want to push the update yet.

Add me on Steam.


I was able to download the update, but the fixer does not work in Ghosts. It also does not show the game as running, even though it clearly is.


Never mind, I got it working. I did not realize the Flawless Widescreen was different than Widescreen Fixer. :oops:


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 20:41 
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Awesome work hayden, after the reg edit works well Flawlessly!


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 22:03 
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Great work Hayden.

For those that want some FOV love there's a new FOV changer - use it at your own discretion.

http://steamcommunity.com/app/209160/di ... 1384117333

You guys notice mouse 'lag' when playing, feels terrible and especially down the scope.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Nov 2013, 23:13 
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I suppose if they're allowing it then there's no harm in adding it at the user's discretion.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 11 Nov 2013, 01:50 
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You guys wouldnt happen to know how to fix the sniper rifles would you? Dope? Hayden?


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 11 Nov 2013, 01:53 
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Is there something wrong with them? Are you referring to the performance? I know the blur can take its toll on performance, but there's really not much to be done about it. We both already force the blur to the normal amount when using surround. Disabling it permanently would be a bad thing for fairness in MP.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 11 Nov 2013, 10:44 
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Anyone else have issues when enabling AA and shadows? They both cause different issues to the mouse - so I have to play the game without AA and shadows to actually have proper control...only happens in surround :/

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 11 Nov 2013, 14:19 
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Some people have asked questions about using fixed EXE's... supposedly there is a legitimate use for using the fixed EXE, such as overcoming the ram limit etc.

You will need to do this this:

Open the script in c:\Program Files (x86)\Flawless Widescreen\PluginCache\FWS_Plugins\Modules\CODGhosts\Dependencies\Scripts\CODGhosts.lua

and change these lines:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end

to:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end


For some ungodly reason the legitimate EXE has the executable area's set to READ and WRITE, when they should be READ only.

If you are not using the fixed EXE for legimate purposes, don't want to know about it.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 01:05 
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HaYDeN wrote:
Some people have asked questions about using fixed EXE's... supposedly there is a legitimate use for using the fixed EXE, such as overcoming the ram limit etc.

You will need to do this this:

Open the script in c:\Program Files (x86)\Flawless Widescreen\PluginCache\FWS_Plugins\Modules\CODGhosts\Dependencies\Scripts\CODGhosts.lua

and change these lines:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end

to:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end


For some ungodly reason the legitimate EXE has the executable area's set to READ and WRITE, when they should be READ only.

If you are not using the fixed EXE for legimate purposes, don't want to know about it.


Do I need this?

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 05:07 
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Only if you use modified .exe files.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 05:47 
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HaYDeN wrote:
Some people have asked questions about using fixed EXE's... supposedly there is a legitimate use for using the fixed EXE, such as overcoming the ram limit etc.

You will need to do this this:

Open the script in c:\Program Files (x86)\Flawless Widescreen\PluginCache\FWS_Plugins\Modules\CODGhosts\Dependencies\Scripts\CODGhosts.lua

and change these lines:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READWRITE end

to:

if Process_EXEName == "iw6mp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end
if Process_EXEName == "iw6sp64_ship.exe" then MemoryPermissions = PAGE_EXECUTE_READ end


For some ungodly reason the legitimate EXE has the executable area's set to READ and WRITE, when they should be READ only.

If you are not using the fixed EXE for legimate purposes, don't want to know about it.


The flawless window now says it is "injecting" (and that's all), however the image is still really distorted.
I tried setting the aspect ratio but it didn't seem to help, I put it back to auto.

Here is an image of what i'm seeing. Not sure how long Dropbox will leave it up though :)
Image

Flawless also seems to move the main menu (before launching campaign) to my far left monitor only.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 06:34 
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dopefish wrote:
Only if you use modified .exe files.


Ah like 'free' versions...nah not me.

So nobody is experiencing weird mouse behaviours? If I have AA on the mouse is sluggish

If I enable shadows, the mouse does like this sharp movement every so often. I think I'm about to give up on this game and just stick to BF.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 09:05 
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acidcaribou wrote:
The flawless window now says it is "injecting" (and that's all), however the image is still really distorted.
I tried setting the aspect ratio but it didn't seem to help, I put it back to auto.

Here is an image of what i'm seeing. Not sure how long Dropbox will leave it up though :)
Image

Flawless also seems to move the main menu (before launching campaign) to my far left monitor only.


PM me with the EXE and I will look.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 22:25 
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hello im using the widescreen fixer everything looks fine apart from the map its a main thing for me in playing games I like to use the map to shoot people through walls and know where they are and the map seems stretched but even worce than that when I turn the people on the map also move! not having a clue where they are can u please fix this or if it isn't happening to all why is it happening to me? im using windowed full screen mode


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 22:42 
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Can you provide more details than that (SP, MP, game mode, etc.) with some screenshots as well?

In my limited testing in SP and MP everything seemed okay but I may have missed some stuff.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 23:51 
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I get that mini map problem aswell, just go into a custom match with radar turned on and walk around. The mini map looks where your looking but its like the positioning of the enemy dots don't stick to the mini map as they also move while you turn. It's hard to explain but basically it doesn't show the enemy dots where they actually are. This happens in fullscreen mode and it happens in mp i'm not sure about sp since I have yet to try sp


Last edited by Mikeyx81 on 13 Nov 2013, 00:22, edited 1 time in total.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 12 Nov 2013, 23:54 
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hi heres a vid http://youtu.be/tdakNgzFIq8 hopefully u can see what I mean you may need to go full screen dunno why it ends up so small.. I also forgot to mention my mouse doesn't go to the right side of the screen it hits a brick wall u can see that at the start iv tried different aspect ratios still nothing and u can see wat resolution its on everything else seem great on my middle monitor as shud be but I think the mini map is supposed to be square wich is why when I turn the map is moveing to the wrong place the chars are. its on mp kc if that makes any diff.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 13 Nov 2013, 15:41 
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updated the Call of Duty: Ghosts plugin... now supports FOV (disabled by default) - also fixes the weapon zoom FOV

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 14 Nov 2013, 07:02 
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Thanks HaYDeN for the hard work!

Anyone know of a way to force the game into 'native' resolution? I made some tweaks to the settings to get a higher framerate and now it's upscaled and looks like dogshit. I think MW3 or 2 had the 'Native Resolution' setting which fixed this issue but I don't see anything similar in the settings or config. :think:

EDIT: Found it. You have to keep the IQ setting to Extra I guess, but I hard set it with r_imageQuality "0" in the config file.

Also re-discovered this thread on MW3, some of these tweaks give me a bump in FPS so pasting it in here.

http://forums.steampowered.com/forums/s ... ?t=2225829


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 15 Nov 2013, 09:26 
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any news on my issue dopefish? driving me crazy. your help is greatly appreciated m8


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 15 Nov 2013, 14:30 
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I'm having similar issues with the mouse not able to travel past the 1/2 way point on the screen. This behavior is with the menus.

xxdenialxx wrote:
any news on my issue dopefish? driving me crazy. your help is greatly appreciated m8


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 15 Nov 2013, 17:32 
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thefatstig and xxdenialxx - out of interest, does Flawless Widescreen not work for you guys?

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 15 Nov 2013, 20:48 
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ahh I didn't even know these were separate programs so I tried it and I don't hit a brick wall with my mouse on flawless however my map is still the same stretched all the rest is fine any ideah how I can fix this stretch never used this program before cheers


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 17 Nov 2013, 09:37 
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Anyone having massive fps issues with the widescreen fixer fix?


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 17 Nov 2013, 13:20 
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Dawzy11 wrote:
Anyone having massive fps issues with the widescreen fixer fix?


I seem to get it with this game in general - I've kinda given up on it. It wont let me use AA, and then if I use a certain scope it slows down, really pissing me off. I'm never buying another IW game again.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 18 Nov 2013, 12:56 
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HaYDeN wrote:
thefatstig and xxdenialxx - out of interest, does Flawless Widescreen not work for you guys?

hayden anyway to fix this map stretch? I think if it was square the people dots wudnt be in the wrong places


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 22 Nov 2013, 20:58 
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Hi Guys -

Newbie here and I'm in the process of upgrading my rig into the full eyeball caressing wonderment of triple screen gaming!!! :lol:

CoD is my poison of choice and I've been PC gaming for nearly 10 years now. So as Ghosts was released with the promise of a new engine and the delivery of some eye candy, I have decided to get into the surround game. So I am eagerly awaiting to test out my new rig with Ghosts and hopefully learn a thing or three from the experts on WSGF too???

I just thought I would share these tips with y'all, as the mouse is real buggy in ghosts, An unfortunate experience in which you have all had to injure I'm sure? It appears that Ghosts has been optimised for Window8/8.1 and had inherited some of the new OS'es bugs. I have discovered these fixes which transform the way the mouse works in-game. Enabling the player to actually aim straight and get that quick kill, with bullets hitting there desired target. I'm sure you are familiar with some of these already, but I'll list them for those who may not have discovered them yet? Hopefully they will all work across 3-5 screens, as well? As I have found them to work very well on a single screen. Anyways DL & Install these fixers and PWN away!!! :D

For All PC games running Windows 7 & 8:-

http://donewmouseaccel.blogspot.co.uk/2 ... n-fix.html

http://www.overclock.net/t/985157/how-t ... e-fix/0_50

http://www.reddit.com/r/windows/comment ... th/ccu5olj

http://www.mouse-sensitivity.com/

http://www.techpowerup.com/downloads/763/cpl-mouse-fix/

Win7/8 Mouse fix via Steam; http://www.youtube.com/watch?v=rv_y0hxKg44

CoD Ghosts Specific Tweaks:-

http://www.reddit.com/r/CODGhosts/comme ... y_improve/

http://steamcommunity.com/app/209160/di ... 393726466/

Permitted FOV changer for MW 3 & Ghosts:-

AgentRev's FOV changer; http://www.mapmodnews.com/filemgmt/index.php

I have found that using all of the above helps the game run a hell of a lot smoother. Which makes it a lot more fun to play for-sure. I also use Nvidia Inspector to reduce input lag, by added my games to the custom profiles!!!

HTH :savews:

P.S. My apologies to the admins, If I have crossed any lines with the above? I did look but must have missed the forum rules section??? ;)


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 23 Nov 2013, 20:44 
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this map stretch is really annoying and no answers? if this isn't happening to all why not? iv tried fiddling with the settings but that just doesn't work at all my res is 5080x1050 NVidia surround please help m8 I cant play like this


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 24 Nov 2013, 01:17 
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xxdenialxx wrote:
this map stretch is really annoying and no answers? if this isn't happening to all why not? iv tried fiddling with the settings but that just doesn't work at all my res is 5080x1050 NVidia surround please help m8 I cant play like this


Your not alone this also happens to me Dopefish said "One outstanding issue left is that the minimap and marker arrows in MP aren't right. I know the address that fixes it, but setting that messes other things up. I'm working on a way to satisfy both." He's working on it (:


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 24 Nov 2013, 02:02 
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what map stretch? there is no map stretch? (waves hand)

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 24 Nov 2013, 17:56 
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HaYDeN wrote:
what map stretch? there is no map stretch? (waves hand)

did u look at the vid? can see it clearly http://youtu.be/tdakNgzFIq8 the map is supposed to be square yet it is oblong so the people and things on the map are not where they are supposed to be thanx for your help


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 27 Nov 2013, 01:29 
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I can not get the fix to work now, does it need an update?


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 27 Nov 2013, 02:37 
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I also cannot get the fix to work. It was working yesterday, but as of this morning it stopped. I think we are in need of an update


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 01 Dec 2013, 12:27 
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no answer m8? twice iv asked about this stretch :(


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 01 Dec 2013, 17:06 
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The ghost fix is still not working


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 02 Dec 2013, 04:21 
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spacepiggio wrote:
The ghost fix is still not working


Works for me? Using the latest version?

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 02 Dec 2013, 04:22 
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xxdenialxx wrote:
no answer m8? twice iv asked about this stretch :(


It's not really something that is easy to fix, I will look into it however.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 02 Dec 2013, 14:02 
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thank you your work is appreciated I don't have a clue about how u do these things I thought it was just a hud width thing but I put it on one screen today and the map is not stretched at all its the same just on one screen everything on the map works properly I dunno why I thought the map was square cud of sworn it was lol anyway hope u can fix it someday


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 04 Dec 2013, 15:51 
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I have a problem where selecting a multi-monitor resolution larger than a single monitor causes the game to not load in the textures properly. No matter what settings i use it never uses more than 2.1gb of vram (out of 3gb) and only displays the low textures. I played ghosts at 2560x1600 and 2400x600 on extra and everything was ok but at 5040x1050 and 7680x1600 the textures didn't load in.


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Dec 2013, 18:25 
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out of curiosity how did you measure it ? the x64 version of ghost isnt supported by afterburner/rivatuner ?
or is there a x32 version ?

Anyway i just finished the singleplayer in 7680x1080 just fine. Will try multi later


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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 10 Dec 2013, 19:50 
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enforcer wrote:
out of curiosity how did you measure it ? the x64 version of ghost isnt supported by afterburner/rivatuner ?
or is there a x32 version ?

Anyway i just finished the singleplayer in 7680x1080 just fine. Will try multi later


Stuck the afterburner hardware monitor on a 4th screen and looked at the memory usage, should be accurate right ?


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PostPosted: 19 Dec 2013, 05:24 
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Can someone please help me get the widescreen fix working for COD Ghosts - campaign mode.

I have a Nvidia Titan card running 3 monitors @ 1920x1200 (or 5760x1200) running in Windows 8.1. Just downloaded Flawless Widescreen. Everything is up to date.

When I edit "Steam\SteamApps\common\Call of Duty Ghosts\players2\config.cfg" I see that my settings for resolution were already set as ...
seta r_displayMaxHeight "4096"
seta r_displayMaxWidth "4096"
... but when I start the game and edit video options for resolution the highest setting is still only "1920x1200"
So I changed to
seta r_displayMaxHeight "1200"
seta r_displayMaxWidth "5760"
.. the highest setting is still only "1920x1200".

So I run Flawless Widescreen. It sees the game and reports ...

Call of Duty: Ghosts - Path=D:\Games\Steam\steamapps\common\Call of Duty Ghosts\iw6sp64_ship.exe (64bit)
Base Address=0x140000000, Process ID=2040, Version=Automatically Detect (Hybrid) -> Detected: 1.0.0.1 (Steam)
Resolution=1920x1200, Aspect=1.600, Monitors=1x1, Bezel Comp=False - (\\.\NVDisplay on GeForce GTX TITAN)

(HUD) Left=0, Top=0, Right=1920, Bottom=0
(FOV - Method 1) Multiplier=1.23, Effective FOV=80

If I play the game the resolution is still 1920x1200. What am I doing wrong?

Your help would be most appreciated. I am really looking forward to playing this game at 5760x1200

Thanks.


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PostPosted: 20 Dec 2013, 18:10 
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kingrobb wrote:
Can someone please help me get the widescreen fix working for COD Ghosts - campaign mode.

I have a Nvidia Titan card running 3 monitors @ 1920x1200 (or 5760x1200) running in Windows 8.1. Just downloaded Flawless Widescreen. Everything is up to date.

When I edit "Steam\SteamApps\common\Call of Duty Ghosts\players2\config.cfg" I see that my settings for resolution were already set as ...
seta r_displayMaxHeight "4096"
seta r_displayMaxWidth "4096"
... but when I start the game and edit video options for resolution the highest setting is still only "1920x1200"
So I changed to
seta r_displayMaxHeight "1200"
seta r_displayMaxWidth "5760"
.. the highest setting is still only "1920x1200".

So I run Flawless Widescreen. It sees the game and reports ...

Call of Duty: Ghosts - Path=D:\Games\Steam\steamapps\common\Call of Duty Ghosts\iw6sp64_ship.exe (64bit)
Base Address=0x140000000, Process ID=2040, Version=Automatically Detect (Hybrid) -> Detected: 1.0.0.1 (Steam)
Resolution=1920x1200, Aspect=1.600, Monitors=1x1, Bezel Comp=False - (\\.\NVDisplay on GeForce GTX TITAN)

(HUD) Left=0, Top=0, Right=1920, Bottom=0
(FOV - Method 1) Multiplier=1.23, Effective FOV=80

If I play the game the resolution is still 1920x1200. What am I doing wrong?

Your help would be most appreciated. I am really looking forward to playing this game at 5760x1200

Thanks.


try in Call of Duty Ghosts\players2\config.cfg change (r_mode "1920x1200"seta) to your resolution r_mode "5760x1200"seta and use Widescreen fixer!In widescreen fixer select your game version....

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 29 Jan 2014, 03:24 
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Please update Widescreen Fixer to work with Ghosts multiplayer version 3.6.5. Thanks.

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 Post subject: Re: Call of Duty: Ghosts
PostPosted: 29 Jan 2014, 06:27 
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The latest patch broken Ghost's widescreen fixer support.


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