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PostPosted: 02 Feb 2019, 22:28 
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grk100 wrote:
Hey I used your fix for 16:10 and it works well except that the HUD seems to be a bit offset ingame. Any ideas on how to fix?

You can see on the bottom right
Attachment:
502500_20190202140535_1.png


HUD is pinned to the left side of the screen instead of centered, we have the same issue with ultrawide at the moment. Yours is a bit more difficult as it will require us to scale the HUD down a bit instead of just adjusting the anchor point but I think we'll get it solved eventually.

Edit: Although it may be possible to use the empty space on the side to avoid scaling it, at least for aspect ratios close to 16:9<.


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PostPosted: 02 Feb 2019, 23:26 
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its possible to increase Draw Distance to reduce pop-in via engine.ini,

  • Go to C:\Users\<YourUserName>\AppData\Local\BANDAI NAMCO Entertainment\ACE COMBAT 7\Config
  • Open Engine.ini
  • Add this at the bottom

    [/script/engine.renderersettings]
    r.ViewDistanceScale=5
    r.SkeletalMeshLODBias=-2
    r.StaticMeshLODDistanceScale=0.25

or
Copy and replace engine.ini, download here
Attachment:
Increase_Drawdistance.7z [351 Bytes]
Downloaded 708 times


can be lowered or increased. A value around 3-5 is recommended to minimize visible pop-in. r.ViewDistanceScale=1 is the default. May have a substantial performance impact depending on your hardware.


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PostPosted: 03 Feb 2019, 00:58 
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What Hex value do I need for 4:3?


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PostPosted: 03 Feb 2019, 01:20 
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no need fov change , but you'll lose hud on right side

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PostPosted: 03 Feb 2019, 02:27 
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susahamat wrote:
no need fov change , but you'll lose hud on right side


What about black bars, won't it be letterboxed? I haven't purchased the game yet so I don't know


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PostPosted: 03 Feb 2019, 02:31 
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CRTFTW wrote:
susahamat wrote:
no need fov change , but you'll lose hud on right side


What about black bars, won't it be letterboxed? I haven't purchased the game yet so I don't know


The 16:10 discussion got carried over here from a different thread so I'll quote my response here as well:

http://www.wsgf.org/forums/viewtopic.ph ... 01#p174401

Winkelmann wrote:
You can try to adapt @susahamat 's solution (http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397):

Use HxD to edit "steamapps\common\ACE COMBAT 7\Ace7Game.exe", find "41 2C 01 4C 89 CB 0F 29" and replace "01" with "00". This will force remove the black bars, 16:10 isn't too different to 16:9 so you shouldn't notice too much issues with FOV or zoomed in menus but it is theoretically possible to correct the FOV to it as well, however I am not sure how he calculates the FOV in his solution.


Edit: Also regarding FOV fix, susahamat replied saying it's not necessary.


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PostPosted: 03 Feb 2019, 03:51 
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Has anyone figured out how to disable the ugly chromatic aberration effect yet? I have tried using the same ini edits that worked for Tekken 7, but so far no luck.


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PostPosted: 03 Feb 2019, 04:59 
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==Chromatic Abberation Removal==
same as this method http://www.wsgf.org/forums/viewtopic.ph ... 17#p174417, just add this line

r.SceneColorFringeQuality=0
r.SceneColorFringe.Max=0


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PostPosted: 03 Feb 2019, 05:15 
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Susahamat, you are a saint!


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PostPosted: 03 Feb 2019, 05:48 
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susahamat wrote:
==Chromatic Abberation Removal==
same as this method http://www.wsgf.org/forums/viewtopic.ph ... 17#p174417, just add this line

r.SceneColorFringeQuality=0
r.SceneColorFringe.Max=0


Thank you so much !!! :onethumb: :onethumb: :onethumb: :onethumb:


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PostPosted: 03 Feb 2019, 10:29 
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How can i increase fov for 3440x1440 ?


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PostPosted: 03 Feb 2019, 15:22 
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susahamat wrote:
48x9 try use this value 70 7B 8B 3C or calibrate using this cheat engine table i've made

Thank you for helping me.

Unfortunately your files didn't help:
The first file "Cheat Engine Table" contained in the zipfile only a file with the extension ".CT" which I couldn't open. (What is this?)
The second file "Trainer" contained an exe-file but when I tried to start it, my windows 10 said it contained a virus and deleted it automatically (!?)
Am I doing something wrong?

So I tried the hex-value you mentioned as a second workaround. But when I start the game the main-menu is so tiny that I can't read anything, so it makes it unplayable for me. I then started the game without the widescreenfix just to learn which options I would have to choose, restarted the "tiny menu"-version and clicked on the options I couldn't read (because they are too tiny) but I've already learned them by heart. This way I could start a mission and saw that the FOV was much better in game. Still not perfect but much better! Maybe the hex-values don't exactly match my resolution of 5980x1080 which is without bezels. Could this be? Is your hex-value for the normal resolution of 5760x1080 with bezels?

But unfortunately I can't continue playing the game campaign with these settings, because even the briefing of a mission (which is important I think) is only shown in that tiny little window, where I can't read anything...

Do you all have this problem with triple screens or do I make something wrong?


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PostPosted: 03 Feb 2019, 16:15 
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@neyshinoda15 : use fov trainer http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

@mike1304 : did you installed cheat engine before using cheat engine table ? yeah this is memory manipulation some AV has always being detected virus . Just add to the ignore list btw it's a false positive

Then Calibrate by yourself using cheat engine table as i mentioned before , increase FOV with hotkey ] until its fit in your screen when in-gameplay then write the value if you make permanent in HxD. Tiny Menu is Issue right now in higher AR than >21:9, you can decrease view with hotkey [ using fov changer or cheat engine table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

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PostPosted: 03 Feb 2019, 18:37 
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Got the 48:9 FOV working but game is still displaying on only one monitor. I've tried running in windowed mode and changing UserSettings but with no luck unfortunately.


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PostPosted: 03 Feb 2019, 19:13 
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susahamat wrote:
@neyshinoda15 : use fov trainer http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

@mike1304 : did you installed cheat engine before using cheat engine table ? yeah this is memory manipulation some AV has always being detected virus . Just add to the ignore list btw it's a false positive

Then Calibrate by yourself using cheat engine table as i mentioned before , increase FOV with hotkey ] until its fit in your screen when in-gameplay then write the value if you make permanent in HxD. Tiny Menu is Issue right now in higher AR than >21:9, you can decrease view with hotkey [ using fov changer or cheat engine table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

Hi, sorry that I'm so stupid, but I don't get it to work:

First problem (Trainer-File from your link): I deactivated Windows Defender. Now I can open the "Ace7Game_FOVChanger.EXE" (=the file I got after unpacking the trainer-file). After that I start the game. But in-game nothing changes. Problem might be that I have a german keyboard and there are no keys for "[" and "]" (your hotkeys). Instead I have to press the "AltGr"-key and the "8"-key together to get the "["-sign. If I press 9 instead of 8 I get the "]".
Could this be the problem, so that I have no effect in-game? What effect should I excpect? That the FOV changes in real-time while I press your hotkeys? Do you have any ideas?

EDIT: My second problem: Cheat engine table: Now I got it. I had to install a programm called "Cheat engine" first. It wasn't included in your link so therefore I didn't know what to do first. Okay, I installed the "Cheat engine" software, but now I'm not so sure what I should do now. Can you please tell me exactly what I should do? The sense of this cheat-engine is to correct the FOV in the menus (which are so tiny in my case), correct?

I tried to start "cheat engine". After that I started "Ace Combat 7". After that I switched back to cheat engine with Alt+Tab. There I clicked on "open process" and selected the "Ace Combat 7"-process. Then I clicked on "open cheat table" and selected your ".CT"-file: I got a line "FOV Changer" in the lower part of the screen of the Cheat Engine, but it's not "Active".
Don't know what to do now. I think I have to enter a value in the field "Value" and then click on "First Scan" but I don't know which value I should type in.
Maybe I'm totally wrong with what I did, but I have no experience with this Cheat Engine-Software. I hope you can help me again...


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PostPosted: 03 Feb 2019, 19:59 
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BraveTitan wrote:
Got the 48:9 FOV working but game is still displaying on only one monitor. I've tried running in windowed mode and changing UserSettings but with no luck unfortunately.

Did you change the resolution in-game? For me the 48:9 FOV is working and I use all my three monitors by changing resolution in graphics menu from 1920x1080 to 5980x1080). My problem though is that the main menu is sooooo tiny that I can't see anything. I can't read the options, so it's unusable for me. The game itself would be perfect (perfect FOV over three monitors while flying) but the menu is so tiny...


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PostPosted: 03 Feb 2019, 20:22 
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susahamat wrote:


I gave it a go, I can disable the shaders which renders the UI - but I'm not sure I can adjust the width or position of the canvas the HUD is being rendered to/on. I could be wrong, I didn't pay the closest attention in Shader class all those years ago.


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PostPosted: 03 Feb 2019, 21:24 
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@Aure: nice progress man hopefully you can figure out transformation to apply to offset the output , for now i didn't have knowledge with that but i'll learn.

Mike1304 wrote:
susahamat wrote:
@neyshinoda15 : use fov trainer http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

@mike1304 : did you installed cheat engine before using cheat engine table ? yeah this is memory manipulation some AV has always being detected virus . Just add to the ignore list btw it's a false positive

Then Calibrate by yourself using cheat engine table as i mentioned before , increase FOV with hotkey ] until its fit in your screen when in-gameplay then write the value if you make permanent in HxD. Tiny Menu is Issue right now in higher AR than >21:9, you can decrease view with hotkey [ using fov changer or cheat engine table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

Hi, sorry that I'm so stupid, but I don't get it to work:

First problem (Trainer-File from your link): I deactivated Windows Defender. Now I can open the "Ace7Game_FOVChanger.EXE" (=the file I got after unpacking the trainer-file). After that I start the game. But in-game nothing changes. Problem might be that I have a german keyboard and there are no keys for "[" and "]" (your hotkeys). Instead I have to press the "AltGr"-key and the "8"-key together to get the "["-sign. If I press 9 instead of 8 I get the "]".
Could this be the problem, so that I have no effect in-game? What effect should I excpect? That the FOV changes in real-time while I press your hotkeys? Do you have any ideas?

EDIT: My second problem: Cheat engine table: Now I got it. I had to install a programm called "Cheat engine" first. It wasn't included in your link so therefore I didn't know what to do first. Okay, I installed the "Cheat engine" software, but now I'm not so sure what I should do now. Can you please tell me exactly what I should do? The sense of this cheat-engine is to correct the FOV in the menus (which are so tiny in my case), correct?

I tried to start "cheat engine". After that I started "Ace Combat 7". After that I switched back to cheat engine with Alt+Tab. There I clicked on "open process" and selected the "Ace Combat 7"-process. Then I clicked on "open cheat table" and selected your ".CT"-file: I got a line "FOV Changer" in the lower part of the screen of the Cheat Engine, but it's not "Active".
Don't know what to do now. I think I have to enter a value in the field "Value" and then click on "First Scan" but I don't know which value I should type in.
Maybe I'm totally wrong with what I did, but I have no experience with this Cheat Engine-Software. I hope you can help me again...


sorry i don't know the german has different layout . here i've made fov changer v2 http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 , i changed the hotkeys to F10,F11 this should be works. alright here the value to fit 48x9

Main Menu: 0.01382663846
In-Gameplay : 0.017026633


Attachments:
Ace7Game_2019_02_04_03_13_30_901.png
Ace7Game_2019_02_04_03_13_30_901.png [ 958.85 KiB | Viewed 32537 times ]

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PostPosted: 03 Feb 2019, 21:51 
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Mike1304 wrote:
BraveTitan wrote:
Got the 48:9 FOV working but game is still displaying on only one monitor. I've tried running in windowed mode and changing UserSettings but with no luck unfortunately.

Did you change the resolution in-game? For me the 48:9 FOV is working and I use all my three monitors by changing resolution in graphics menu from 1920x1080 to 5980x1080). My problem though is that the main menu is sooooo tiny that I can't see anything. I can't read the options, so it's unusable for me. The game itself would be perfect (perfect FOV over three monitors while flying) but the menu is so tiny...



I hadn't tried changing anything in mainmenu yet because it has been so tiny as you pointed out. I have been using the FOV Tool to change in and out to see the menu easier. If the resolution shows up in the graphics menu that will be awesome.


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PostPosted: 03 Feb 2019, 23:52 
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susahamat wrote:
@Aure: nice progress man hopefully you can figure out transformation to apply to offset the output , for now i didn't have knowledge with that but i'll learn.

Mike1304 wrote:
susahamat wrote:
@neyshinoda15 : use fov trainer http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

@mike1304 : did you installed cheat engine before using cheat engine table ? yeah this is memory manipulation some AV has always being detected virus . Just add to the ignore list btw it's a false positive

Then Calibrate by yourself using cheat engine table as i mentioned before , increase FOV with hotkey ] until its fit in your screen when in-gameplay then write the value if you make permanent in HxD. Tiny Menu is Issue right now in higher AR than >21:9, you can decrease view with hotkey [ using fov changer or cheat engine table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

Hi, sorry that I'm so stupid, but I don't get it to work:

First problem (Trainer-File from your link): I deactivated Windows Defender. Now I can open the "Ace7Game_FOVChanger.EXE" (=the file I got after unpacking the trainer-file). After that I start the game. But in-game nothing changes. Problem might be that I have a german keyboard and there are no keys for "[" and "]" (your hotkeys). Instead I have to press the "AltGr"-key and the "8"-key together to get the "["-sign. If I press 9 instead of 8 I get the "]".
Could this be the problem, so that I have no effect in-game? What effect should I excpect? That the FOV changes in real-time while I press your hotkeys? Do you have any ideas?

EDIT: My second problem: Cheat engine table: Now I got it. I had to install a programm called "Cheat engine" first. It wasn't included in your link so therefore I didn't know what to do first. Okay, I installed the "Cheat engine" software, but now I'm not so sure what I should do now. Can you please tell me exactly what I should do? The sense of this cheat-engine is to correct the FOV in the menus (which are so tiny in my case), correct?

I tried to start "cheat engine". After that I started "Ace Combat 7". After that I switched back to cheat engine with Alt+Tab. There I clicked on "open process" and selected the "Ace Combat 7"-process. Then I clicked on "open cheat table" and selected your ".CT"-file: I got a line "FOV Changer" in the lower part of the screen of the Cheat Engine, but it's not "Active".
Don't know what to do now. I think I have to enter a value in the field "Value" and then click on "First Scan" but I don't know which value I should type in.
Maybe I'm totally wrong with what I did, but I have no experience with this Cheat Engine-Software. I hope you can help me again...


sorry i don't know the german has different layout . here i've made fov changer v2 http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 , i changed the hotkeys to F10,F11 this should be works. alright here the value to fit 48x9

Main Menu: 0.01382663846
In-Gameplay : 0.017026633

Thank you man! Will try it tomorrow. Here it’s late night but I‘ll try to stay awake and watch the Super Bowl... ;-)
Can you please tell me where I can enter the values and how I can enter different values for gameplay and main menu. I think only the menu has a problem because it’s so tiny, whereas the gameplay seems to have correct FOV with 48x9...
Thank you so much!


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PostPosted: 04 Feb 2019, 04:37 
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WARNING: THIS IS OUTDATED, GO HERE FOR THE CURRENT FIX, ITS MUCH BETTER AND ACTUALLY WORKS: http://www.wsgf.org/forums/viewtopic.ph ... 13#p176013

--- BELOW TEXT IS JUST FOR ARCHIVAL PURPOSES, DO NOT USE IT ---

Update: I took down the comment for a short period because I got a report of it not working (suspected it only worked on my PC, shaders can be weird sometimes), as it turns out the problem was just that the shader fix file was accidentally misspelled (be careful that it ends in .txt and not .txt.txt!)

Update 2: Make sure that you have Windows Explorer configured to show file extensions (Open Explorer -> "View" tab at the top -> File name extensions).

Update 3: I found out you can set how gist files should be called when downloaded so I changed the install so you only have to save the shader, hopefully this will prevent more people from having file name related issues.

Hey everyone, I spent the last couple hours on Discord with DarkStarSword, one of the amazing devs of 3DMigoto and he helped me create a preliminary fix for the HUD position issue.

Instructions:

Part 0: Install (automatically or manually) susahamat's fix.

Part 1:

- Download 3Dmigoto: https://github.com/bo3b/3Dmigoto/releases (ordering is weird, latest is "3Dmigoto-1.3.14.zip").

Edit: To get reshade compatibility, download version 1.2.73 instead (install process is the same otherwise), the developers are working on a fix though: https://github.com/bo3b/3Dmigoto/releases/tag/1.2.73

- Unzip the file

- Open the extracted folder and go into the "x64" subfolder.

- Select everything inside it and press Ctrl + C to copy it

- Go to "[your steam library location]\steamapps\common\ACE COMBAT 7\"

- Paste the files so that d3d11.dll is next to Ace7Game.exe

Part 2:

- Open "d3dx.ini" with your preferred text editor (don't use Word or WordPad, Notepad++/Sublime Text is preferred but normal Notepad works as well)

- Search (Usually Ctrl + F) for "hunting=1" and change the "=1" to "=0"

Part 3:

- Go to https://gist.githubusercontent.com/mart ... eplace.txt

- Save the file (Ctrl+S) to the "ShaderFixes" folder in the game directory which got copied alongside 3Dmigoto. (Note: Verify the file is called "9958a636cbef5557-ps_replace.txt", make sure Explorer is set to show file extensions)

Part 4:

Launch the game, it should stretch the HUD to any resolution.

---

Bugs and Issues:

- Original aspect ratio but centered HUD would be preferable

- The background for the map does it's own thing for some reason and doesn't stretch

There may be other bugs but from the very limited testing I did it didn't seem to add any bugs over the usual ultrawide issues.

---

It's pretty late over here and I have other stuff to do tomorrow so I just decided to release it now, the fix is pretty rough at the moment but at least it makes the game finally properly playable. I will definitely keep trying to improve the fix but if there are any 3Dmigoto magicians around here, feel free to do your thing.

I really hope that we can get the game very soon up to almost native ultrawide standards.

By the way, regardless of ultrawide fixes, I highly suggest checking out 3Dmigoto, the software can do some incredible things with 3D graphics that I can't even attempt to all explain here, just be aware that it has a crazy learning curve and documentation could be better.


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Last edited by Winkelmann on 17 Apr 2019, 21:48, edited 8 times in total.
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PostPosted: 04 Feb 2019, 05:30 
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Oh, very promising progress. Please keep it up. And don't forget your triple wide friends along the way please!


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PostPosted: 04 Feb 2019, 06:47 
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Many Thanks , that look so goood !!!


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PostPosted: 04 Feb 2019, 17:03 
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Winkelmann wrote:
- Create a new file named "9958a636cbef5557-ps_replace.txt" (THIS HAS TO BE CORRECT!) and open it.

...

By the way, regardless of ultrawide fixes, I highly suggest checking out 3Dmigoto, the software can do some incredible things with 3D graphics that I can't even attempt to all explain here, just be aware that it has a crazy learning curve and documentation could be better.


Hey good job man, reviewing the code of that... yea I definitely didn't pay enough attention in Shader class. Do you remember what you had to change in there, out of curiosity?

I've been watching the the guild <Method> try to get world first on some boss in world of warcraft, the boss has some AoE blizzard that obfuscates the play field, bet that 3Dmigoto could really help negate that ^_^.


P.S. I did figure out how to modify the HUD to be pink, if anyone's interested in that. :wtf:


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PostPosted: 04 Feb 2019, 17:41 
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Aure wrote:
Winkelmann wrote:
- Create a new file named "9958a636cbef5557-ps_replace.txt" (THIS HAS TO BE CORRECT!) and open it.

...

By the way, regardless of ultrawide fixes, I highly suggest checking out 3Dmigoto, the software can do some incredible things with 3D graphics that I can't even attempt to all explain here, just be aware that it has a crazy learning curve and documentation could be better.


Hey good job man, reviewing the code of that... yea I definitely didn't pay enough attention in Shader class. Do you remember what you had to change in there, out of curiosity?

I've been watching the the guild <Method> try to get world first on some boss in world of warcraft, the boss has some AoE blizzard that obfuscates the play field, bet that 3Dmigoto could really help negate that ^_^.


P.S. I did figure out how to modify the HUD to be pink, if anyone's interested in that. :wtf:


You can see the diff from the unmodified shader here (ignore the timestamps): https://gist.github.com/martinsstuff/c6 ... /revisions

r2.xyzw = t1.Sample(s0_s, r1.xz).xyzw;

to

r2.xyzw = t1.Sample(s0_s, v0.xy).xyzw;

Hardest part was finding out what shader to modify, there also seems to be a sort of "margin" shader somewhere that is preventing me from just moving the HUD the normal way because it makes everything outside the 16:9 area on the left side of the screen without the fix transparent. (It also affects some other parts of the UI and causes them to become become partially cropped outside of their original position).

Edit: I attached a screenshot showing this. In the screenshot I set it so that you can see the weird "stretching" effect when it leaves that original 16:9 area (when fully centered the lower right part of the hud is entirely gone). You can also see the circles on the map going outside the box because I disabled scissor clipping on the HUD for testing.

Edit 2: I also attached a shot of the menu with that fix applied, note the cropped text.

Edit 3: Reuploaded image with HUD which shows the disabled scissor clipping of the lines/circles on the HUD. (The misaligned player and friendly aircraft icons on map are because they use a different shader which I didn't mess with at that point)


Attachments:
20190203153558_1.jpg
20190203153558_1.jpg [ 929.04 KiB | Viewed 6875 times ]
20190203152911_1.jpg
20190203152911_1.jpg [ 557.22 KiB | Viewed 6956 times ]


Last edited by Winkelmann on 04 Feb 2019, 18:01, edited 1 time in total.
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PostPosted: 04 Feb 2019, 17:58 
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nice improvement thanks Winkelmann , finally Crosshair in center


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susahamat wrote:
@Aure: nice progress man hopefully you can figure out transformation to apply to offset the output , for now i didn't have knowledge with that but i'll learn.

Mike1304 wrote:
susahamat wrote:
@neyshinoda15 : use fov trainer http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

@mike1304 : did you installed cheat engine before using cheat engine table ? yeah this is memory manipulation some AV has always being detected virus . Just add to the ignore list btw it's a false positive

Then Calibrate by yourself using cheat engine table as i mentioned before , increase FOV with hotkey ] until its fit in your screen when in-gameplay then write the value if you make permanent in HxD. Tiny Menu is Issue right now in higher AR than >21:9, you can decrease view with hotkey [ using fov changer or cheat engine table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997

Hi, sorry that I'm so stupid, but I don't get it to work:

First problem (Trainer-File from your link): I deactivated Windows Defender. Now I can open the "Ace7Game_FOVChanger.EXE" (=the file I got after unpacking the trainer-file). After that I start the game. But in-game nothing changes. Problem might be that I have a german keyboard and there are no keys for "[" and "]" (your hotkeys). Instead I have to press the "AltGr"-key and the "8"-key together to get the "["-sign. If I press 9 instead of 8 I get the "]".
Could this be the problem, so that I have no effect in-game? What effect should I excpect? That the FOV changes in real-time while I press your hotkeys? Do you have any ideas?

EDIT: My second problem: Cheat engine table: Now I got it. I had to install a programm called "Cheat engine" first. It wasn't included in your link so therefore I didn't know what to do first. Okay, I installed the "Cheat engine" software, but now I'm not so sure what I should do now. Can you please tell me exactly what I should do? The sense of this cheat-engine is to correct the FOV in the menus (which are so tiny in my case), correct?

I tried to start "cheat engine". After that I started "Ace Combat 7". After that I switched back to cheat engine with Alt+Tab. There I clicked on "open process" and selected the "Ace Combat 7"-process. Then I clicked on "open cheat table" and selected your ".CT"-file: I got a line "FOV Changer" in the lower part of the screen of the Cheat Engine, but it's not "Active".
Don't know what to do now. I think I have to enter a value in the field "Value" and then click on "First Scan" but I don't know which value I should type in.
Maybe I'm totally wrong with what I did, but I have no experience with this Cheat Engine-Software. I hope you can help me again...


sorry i don't know the german has different layout . here i've made fov changer v2 http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 , i changed the hotkeys to F10,F11 this should be works. alright here the value to fit 48x9

Main Menu: 0.01382663846
In-Gameplay : 0.017026633

Can anyone tell me how/where I must enter the two values for main menu and in-gameplay please? I'm new to cheat-engine...
The FOV-Changer for german keyboards is working now (thank you) but I always have to press those buttons to change FOV for the tiny menus and the gameplay.

It would be much more convenient if I could save those FOV values somewhere/somehow. This could be made with cheatengine, right? I just don't know how I can set those TWO values, so that the menu is not so tiny anymore AND the gameplay-FOV stays normal for triple-screens...


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PostPosted: 04 Feb 2019, 20:21 
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i've made compatibility to get working with reshade . copy the files to your installation path

Attachment:
Ace Combat 7 HUD Fix (Reshade Compatibility).7z [1.92 MiB]
Downloaded 1665 times

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Mike1304 wrote:
Can anyone tell me how/where I must enter the two values for main menu and in-gameplay please? I'm new to cheat-engine...
The FOV-Changer for german keyboards is working now (thank you) but I always have to press those buttons to change FOV for the tiny menus and the gameplay.

It would be much more convenient if I could save those FOV values somewhere/somehow. This could be made with cheatengine, right? I just don't know how I can set those TWO values, so that the menu is not so tiny anymore AND the gameplay-FOV stays normal for triple-screens...


You Should Create new hotkeys
How to ?
Spoiler:
1.Right Click on Value then click "Choose/Change Hotkeys"
Attachment:
1.jpg
1.jpg [ 134.48 KiB | Viewed 7892 times ]

Attachment:
2.jpg
2.jpg [ 95.38 KiB | Viewed 7851 times ]

2.Create Hotkeys > Type the Keys you want to set the hotkey to (e.g F8)
3.Choose Set value to (e.g 0.01382663846)
4.Decription (e.g Main Menu) > then Apply
Attachment:
3.jpg
3.jpg [ 115.27 KiB | Viewed 7901 times ]

5.Create Another Hotkey For Gameplay , just repeat step 2-4
6.Dont Forget save your table

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susahamat wrote:
i've made compatibility to get working with reshade . copy the files to your installation path

Attachment:
Ace Combat 7 HUD Fix (Reshade Compatibility).7z

Sorry for being noobish again, but I googled „Reshade“: it’s a third-party-software. Do I need to download and install it (like I should do with the CheatEngine-software) or do I really only have to copy your files in my game-directory?


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susahamat wrote:
i've made compatibility to get working with reshade . copy the files to your installation path

Attachment:
Ace Combat 7 HUD Fix (Reshade Compatibility).7z


Please be transparent with what you did to fix the issue.

All you did was bundle my fix with version 1.2.73 of 3Dmigoto. Which you can download here by the way: https://github.com/bo3b/3Dmigoto/releases/tag/1.2.73 - Installation is the same as with the newer version.

---

Edit:

Mike1304 wrote:
susahamat wrote:
i've made compatibility to get working with reshade . copy the files to your installation path

Attachment:
Ace Combat 7 HUD Fix (Reshade Compatibility).7z

Sorry for being noobish again, but I googled „Reshade“: it’s a third-party-software. Do I need to download and install it (like I should do with the CheatEngine-software) or do I really only have to copy your files in my game-directory?


If you aren't using reshade already you don't need the fix. If you like messing around with post processing (or want to try it out), you can find the official website here: https://reshade.me/

Note that it uses a technique to inject in the application that is somewhat similar to methods used by malware so it usually gets flagged by some anti-malware software when a new version comes out (which just did a couple hours ago) but it should get whitelisted pretty soon.

To install just download the installer tool and run it, find the Ace Combat 7 directory and select the game executable, then click DirectX 10+ and it should install, when prompted download the effects pack and follow the instructions that will pop up on the top of the screen when you boot up the game.


Last edited by Winkelmann on 04 Feb 2019, 21:39, edited 1 time in total.

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i only tweaked d3dx.ini to fix issue being crash when using reshade working together. the method hud fix is same as you mentioned before.

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susahamat wrote:
i only tweaked d3dx.ini to fix issue being crash when using reshade working together. the method hud fix is same as you mentioned before.


Are you sure? I compared the checksums of the .dll's in your fix to version 1.2.73 of 3Dmigoto and they match. The only difference that I could find was that you instead used the config based on the default for 1.3.14 (not on 1.2.73 even though it's running on that) with the changes being that you disabled the functionality to use folder names to disable mods, and disabled "BuiltInCommandListUnbindAllRenderTargets", neither of which fix the ReShade issue on 1.3.14. The fix here is simply that you used the older version.


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PostPosted: 04 Feb 2019, 22:08 
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Winkelmann wrote:
susahamat wrote:
i only tweaked d3dx.ini to fix issue being crash when using reshade working together. the method hud fix is same as you mentioned before.


Are you sure? I compared the checksums of the .dll's in your fix to version 1.2.73 of 3Dmigoto and they match. The only difference that I could find was that you instead used the config based on the default for 1.3.14 (not on 1.2.73 even though it's running on that) with the changes being that you disabled the functionality to use folder names to disable mods, and disabled "BuiltInCommandListUnbindAllRenderTargets", neither of which fix the ReShade issue on 1.3.14. The fix here is simply that you used the older version.


haha lol i didn't know that version i've been modded is same as previous 3Dmigoto version


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I tried playing with Winkelmann's mod and Susahamat's SweetFX fix and it does indeed work! We can now happily play the game in ultrawide! Thank you both so much!! The only other important thing I see that needs to be centered is the radio chatter subtitles, which are still off to the side, so sometimes I look to the wrong place and miss what was said. The control tips are off-center as well, but those are less important, as they only appear in the first mission or so. :P


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Anyone else still having the missile issue? I've patched, and repatched, my game multiple times, and I've done the HUD fix, but my main cannon and all missiles keep firing straight towards the ground. Any idea how to fix this? The game is pretty unplayable for me as a result, I can barely hit anything!


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did you verify game files ? http://www.wsgf.org/forums/viewtopic.ph ... 10#p174410

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I have, forgot to mention it earlier! When my game is unpatched, the missiles work fine, but when patched, they seem to just shoot into the ground! Any ideas?


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try use manual fix http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

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PostPosted: 05 Feb 2019, 00:57 
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Well the Ultrawide fix for 32x9 works flawlessly for me, but the HUD is still off-center, even after trying the manual fix. I'm sure I'm doing something wrong somewhere.


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This is epic, Really love the game with this fix


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Jacob Singer wrote:
Well the Ultrawide fix for 32x9 works flawlessly for me, but the HUD is still off-center, even after trying the manual fix. I'm sure I'm doing something wrong somewhere.


did you use this hud fix method make some hud are in center http://www.wsgf.org/forums/viewtopic.ph ... 83#p174483

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Yep, I followed those directions to the letter but the hud is still off to the left.

I may need to start all over with a fresh install of the game and try again.

At any rate, I appreciate the effort from everyone who contributes to these fixes, and BOO to the developers for not taking the small amount of care it would require to have these things implemented properly out of the box.

And don't get me started on the joystick issue! :twisted:


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Figured out my issue, I originally did the patch manually, and I must've edited a wrong set of data along the way; reinstalling the game and using your autoinstaller fixed my issue! Thanks!


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Jacob Singer wrote:
Yep, I followed those directions to the letter but the hud is still off to the left.

I may need to start all over with a fresh install of the game and try again.

At any rate, I appreciate the effort from everyone who contributes to these fixes, and BOO to the developers for not taking the small amount of care it would require to have these things implemented properly out of the box.

And don't get me started on the joystick issue! :twisted:


Could you please post screenshots of your main game directory (where the executable is) and the ShaderFixes directory? I am really curious if there are certain resolutions or edge cases where this shader doesn't work and want to make sure that this isn't an incorrect install issue.

Edit: Reworded post a bit for clarity.


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I'm trying a complete re-install first, to see if I messed something up, which I suspect I did. If I still have trouble, I'll be sure to post the folders.


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Ok, HUD still not working, after a clean install. Attached are my folders:


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PostPosted: 05 Feb 2019, 06:53 
Remove the .txt at the end of 9958a636cbef5557-ps_replace.txt so it looks like 9958a636cbef5557-ps_replace


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Cloudz wrote:
Remove the .txt at the end of 9958a636cbef5557-ps_replace.txt so it looks like 9958a636cbef5557-ps_replace


Since this is the second time this has happened to someone and I just found out you can set in gist how the file should be called when downloaded I modified the install instructions so that you only have to save it now.


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Here's hoping there is further development on this title. Thank you for the work so far.

In triple wide, the HUD, while centered, is stretched so dramatically that it is distracting.

The other bugs like tiny menus is less important, but further improvement would be very nice.


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Took the steps laid out in this thread and wrote a python script to do some of these fixes automatically. Thanks Susahamat and Winkelmann for your efforts!

Can you tell me if FOV must be fixed while the game is loaded into memory (using CE), or can it be set in the exe like resolution prior to running? If it can, then I can add FOV fix to the script maybe, and eliminate the need for CE.

https://github.com/mpm11011/ac7-ultrawide


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nice thanks for contribution in here @markuscicero5 .fov you can find the address in here http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 using the table

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I got a 3 Monitor Setup @ 5760 x 1080 (think that would be 48:9). I tried everything but no matter what I do I don't get it to work properly. I don't care about the HUD being on the outer Monitors, Just wanna play the game on all Monitors. Can somebody help me out here or point me into the proper direction.

Thank you


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Thanks Susahamat. So the hex address in Ace7Game.exe is 0x02535A58? How many bytes from that address do we need to overwrite? I think it looks like 5 bytes, by default the values are A0 32 9F 41 01.

And, do I understand correctly that if I were to take your FOV numbers, for example 0.01097534339, translate it to Hex, I have to input the hex values in *reverse* order at that address?

EDIT: Alright, I figured out what I was doing wrong.

The answer to my last question is yes. The bytes are stored backwards in the exe, compared to what you see when you view the value as hexadecimal in CE.

For the first question, the answer is no. The address for the FOV in the exe is 0x02534658. 0x02535A58 is just where that address is loaded into memory when you run the game. I had these two confused.

Furthermore, I thought I was hex editing the resolution, not the FOV. And I was not even using the correct address. So I am fixing that now in the script. Had to restore the exe from backup.

OK, last question: do we need to do any hex editing for the resolution at all? It seems like the answer is no, but I want to confirm that.


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Jomant wrote:
I got a 3 Monitor Setup @ 5760 x 1080 (think that would be 48:9). I tried everything but no matter what I do I don't get it to work properly. I don't care about the HUD being on the outer Monitors, Just wanna play the game on all Monitors. Can somebody help me out here or point me into the proper direction.

Thank you


i added picture to point you the address http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

markuscicero5 wrote:
{b]OK, last question: do we need to do any hex editing for the resolution at all? It seems like the answer is no, but I want to confirm that.[/b]


No , Just one instance 41 2C 00 4C 89 CB 0F 29 this is universal fix for all aspect ratio to remove black bars, only field of view is diferent based on resolution or aspect ratio

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Thank you Susahamat, those pictures helped make sure I had the right addresses.

Has any progress been made on the shaders, menus, HUD, etc? Or does anyone have some documentation on it? I'd like to tackle those next.


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Hey everyone I need some people to test something for me really quick:

Download this and replace the my old 3Dmigoto shader fix: https://gist.githubusercontent.com/mart ... eplace.txt

If you are not using 3440x1440: take your screen width and divide it by 2, find "r1.x -= 0.1720;" and replace ONLY "1720" with whatever the result is.

So for example: "r1.x -= 0.1280;" for 2560x1080.

Edit: I just tested if this works for me if I run my screen at 2560x1080 but the HUD is offset to the left, that the value was 1720 might've been either a coincidence or it for some reason calculates based on the native res and not the game res.

Edit 2: I'm gonna check back tomorrow and see if there is any feedback.

My goal is to get the centered HUD working (figure out how people can calculate their own value), and then I'm out for now, the map background and subtitles really don't seem to want to move and I feel like I am just wasting time trying to change that. I hope that some CE magician will come by and bless us with a cheat engine table like with MGSV and we'll all be happy (I'm just asking to please provide source code/hex info when CE table isn't an option!).


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thanks winkelman :onethumb: , nice improvement of course. no more Stretched HUD here , the issue crosshair hud not in center but aint big deal for me hehe

EDIT: try this value for 32:9 is r1.x -= 0.4990 . known issues : subtitles and tutorial hints are mislplaced

EDIT2: for 48x9 is r1.x -= 1 correct me if i'm wrong


Attachments:
48x9 crosshair hud.jpg
48x9 crosshair hud.jpg [ 518.27 KiB | Viewed 15077 times ]
32x9 Center HUD.jpg
32x9 Center HUD.jpg [ 658.69 KiB | Viewed 15084 times ]
Cockpit Cam.jpg
Cockpit Cam.jpg [ 508.54 KiB | Viewed 15075 times ]
Default Cam.png
Default Cam.png [ 4 MiB | Viewed 15141 times ]

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Last edited by susahamat on 14 Feb 2019, 16:34, edited 2 times in total.
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susahamat wrote:
thanks winkelman :onethumb: , nice improvement of course. no more Stretched HUD here , the issue crosshair hud not in center but aint big deal for me hehe


Yeah, this is exactly what I am try to fix at the moment, what I used to center it is ReShade and the built in crosshair of the Depth3D shader that comes with the shader pack it suggests when installing. You should be able to get it completely centered this way.


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Does the 3440x1440 executable work with a monitor with a resolution of 3840x1600?

My display monitor model name is Dell U3818DW (21:9)

2560x1080 = AA 05 33 3C
3440x1440 = ED D1 33 3C
32: 9 = FC CF 65 3C
48: 9 = 70 7B 8B 3C

Do these codes mean aspect ratio? Does it mean resolution?


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Ah hah! Things are cooking now! Closer and closer.

Great work guys. Just about reached a level where I'm gonna have to donate for these efforts.

Susahamat, we have your link. Winkelmann, please include your donation link.

(48:9 user here)


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esteady1 wrote:
Ah hah! Things are cooking now! Closer and closer.

Great work guys. Just about reached a level where I'm gonna have to donate for these efforts.

Susahamat, we have your link. Winkelmann, please include your donation link.

(48:9 user here)


I really appreciate that you want donate but I do not accept donations, please consider donating another modder, open-source project or charity.


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PostPosted: 15 Feb 2019, 01:35 
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Lucky7Eric wrote:
Does the 3440x1440 executable work with a monitor with a resolution of 3840x1600?


yes it does

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susahamat wrote:
thanks winkelman :onethumb: , nice improvement of course. no more Stretched HUD here , the issue crosshair hud not in center but aint big deal for me hehe

EDIT: try this value for 32:9 is r1.x -= 0.4990 . known issues : subtitles and tutorial hints are mislplaced

EDIT2: for 48x9 is r1.x -= 1 correct me if i'm wrong

Holycow, this simple fix made the game in almost perfect gameplay-wise
Attachment:
File comment: The mission briefing screen is perfect
20190215000511_1.jpg
20190215000511_1.jpg [ 411.11 KiB | Viewed 14911 times ]

Attachment:
File comment: Sortie screen looks great as well
20190215000534_1.jpg
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Attachment:
File comment: HUDs elements are displayed accurate, minus the radio and tutorial info
20190215000610_1.jpg
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Attachment:
File comment: This is how the game should be from day 1!!!!
20190215000631_1.jpg
20190215000631_1.jpg [ 641.02 KiB | Viewed 14960 times ]


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cuongpn wrote:
susahamat wrote:
thanks winkelman :onethumb: , nice improvement of course. no more Stretched HUD here , the issue crosshair hud not in center but aint big deal for me hehe

EDIT: try this value for 32:9 is r1.x -= 0.4990 . known issues : subtitles and tutorial hints are mislplaced

EDIT2: for 48x9 is r1.x -= 1 correct me if i'm wrong

Holycow, this simple fix made the game in almost perfect gameplay-wise
Attachment:
20190215000511_1.jpg

Attachment:
20190215000534_1.jpg

Attachment:
20190215000610_1.jpg

Attachment:
20190215000631_1.jpg


I'm following this thread since day 1, I've created this account just to be able to say how thankful I Am to you guys.
This is what I call passion and dedication, you guys are awesome.


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PostPosted: 15 Feb 2019, 22:35 
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Noob here !

For triple monitor game play its BEST to dl and install the fixes by susahamat located on page 1 correct? All help is greatly appreciated..


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PostPosted: 15 Feb 2019, 23:00 
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yup , you should manual fix for your monitor the links on page 1

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PostPosted: 16 Feb 2019, 03:49 
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hi, any chance to fix this?
not sure what i missed

my res is 2560x1080, but the hud still a bit of center, is that right?
Spoiler:
Image


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PostPosted: 16 Feb 2019, 05:39 
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So for the latest HUD fix: if I'm on 5760x1200. I divide 5760 by 2, which yields 2880. So that *should* be the right value for folks using 3x16:10, am I right? Hopefully it centers everything.


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"0.1665" seems almost good for 2560x1080.

And I found guide circle of bunker buster stretches vertically.
(not a big problem)

Edit: When I draw center line in screenshot with photoshop, "0.1667" make HUD in center completely.
The value might mean "1/6"


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Last edited by Kombat on 16 Feb 2019, 07:53, edited 1 time in total.
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PostPosted: 16 Feb 2019, 05:55 
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susahamat wrote:
[*]Replace Value with your desired resolution , choose one
  • 4:3,16:10 = Don't Need !
  • 2560x1080 = AA 05 33 3C
  • 3440x1440 = ED D1 33 3C
  • 32:9 = FC CF 65 3C
  • 48:9 = 70 7B 8B 3C

Attachment:
Field of View .jpg

[*]Save and play[/list]
only one instance per fix , you should'nt write another instance!!!


I'm a bit confused on those hex values. 3440x1440 is 8E E3 18 40 for the aspect ratio, and 70 0D A0 05 for the resolution itself. Neither of those match the ones you gave. So if I'm trying to get 5760x1200 (48:10), what would the values be since none of the ones on the Common HEX Values page don't work? (I tried both resolution and aspect ratio.)

Edit: I also tried 40 B0 16 80, and 40 99 99 9A, and those didn't work either. Just missing one line of hex, help!


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PostPosted: 16 Feb 2019, 07:23 
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yep isn't common values because this is different method, after you applied AR Fix then you should've to fix field of view http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

for AR 48:10 i calculated value for FOV here the number 0.01702663302 (Float) then convert to hex is 70 7B 8B 3C apply this hex to .exe . btw you'll get tiny user interface in main menu then calibrate by yourself until fit in your center screen here the table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 , when in gameplay put back float value which I wrote above.


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Ace7Game_2019_02_16_12_52_48_432-2.gif
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PostPosted: 16 Feb 2019, 08:14 
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susahamat wrote:
yep isn't common values because this is different method, after you applied AR Fix then you should've to fix field of view http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

for AR 48:10 i calculated value for FOV here the number 0.01702663302 (Float) then convert to hex is 70 7B 8B 3C apply this hex to .exe . btw you'll get tiny user interface in main menu then calibrate by yourself until fit in your center screen here the table http://www.wsgf.org/forums/viewtopic.php?f=63&t=32997 , when in gameplay put back float value which I wrote above.


Ahh, that explains it. I'm gonna need to learn when to convert float to hex, because I wouldn't have guessed it. Thanks susahamat!

On a side note: what would be the correct value for the HUD when edited the ps_replace file?


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PostPosted: 16 Feb 2019, 08:52 
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try this bro r1.x -= 0.850

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PostPosted: 16 Feb 2019, 10:32 
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Worked perfect, all good to go. Great work guys!


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PostPosted: 16 Feb 2019, 19:09 
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Thanks to everyone for the fix :mrgreen:


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So guys, can anyone recap the instructions to get everything to work ? I mean with the HUD fixed and everything else, I'm kind a noob about this things.


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PostPosted: 16 Feb 2019, 21:46 
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Winkelmann, very nice update to the HUD! I've implemented it in my python script. I've also automated updating the replace file with the user's screen width divided by 2.

Razgriz, see if this helps: https://github.com/mpm11011/ac7-ultrawide


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Hey guys, so I have followed the instructions above and got it working on my 3440x1440p panel. However there appears to be a few small little niggles:

    Missions text ( subtitles in the air ) appears to be off center.
    The minimap, only about 40% of it is covered with the green background, the rest is transparent.

Are they known issues or did I do something wrong? - I think they may be related to the hud fix, not the resolution patches to the exe.


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PostPosted: 16 Feb 2019, 22:31 
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markuscicero5 wrote:
Winkelmann, very nice update to the HUD! I've implemented it in my python script. I've also automated updating the replace file with the user's screen width divided by 2.

Razgriz, see if this helps: https://github.com/mpm11011/ac7-ultrawide


Aaaand this are the results for 2560x1080


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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.

In the meantime, I noticed the following line in the same file:

r0.y = 1.77777779 * cb1[127].y;

1.777... is value of 16 over 9. I wonder what happens if we replace that with 21 over 9...

EDIT: No good. So maybe let's not change that.


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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.

In the meantime, I noticed the following line in the same file:

r0.y = 1.77777779 * cb1[127].y;

1.777... is value of 16 over 9. I wonder what happens if we replace that with 21 over 9...

EDIT: No good. So maybe let's not change that.


Alright, so, the HUD is where it should be, minus the dialogue section.

The problem is, something is not right with the brightness of some parts of the HUD.
And the map is still kinda wonky when opened up.


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Yeah I'm noticing that too. There seem to be other shaders that handle dialogue subtitles, map background, and character background. I'm sure we'll be able to identify them soon.

EDIT:

I think I figured out some math that makes more sense for the HUD positioning.

You don't take the horizontal width of your monitor, divide by 2, and stick a "0." at the front.

You first take your total monitor size and scale it down to 1080 vertical pixels. If you run 2x 1080p monitors (32:9), 3x 1080p monitors (48:9), or 2560x1080, you skip this step. But for 3440x1440, the correct result is 2580x1080. Curse monitor manufacturers for not making "21:9" and ACTUAL standard aspect ratio.

Take the resulting horizontal width, subtract 1920 from it (the width of a normal 1080p monitor), divide by 1920 (normal width again), then divide by 2 (center of the screen).

...So for 3440x1440:

2580 - 1920 = 660

660 / 1920 = 0.34375.

0.34375 / 2 = 0.171875 (very close to 0.1720...)

...For 2560x1080:

2560 - 1920 = 640

640 / 1920 = 0.33333

0.33333 / 2 = 0.16666 (which is what we found worked for the 2560 peeps here)

...For 32:9:

3840 - 1920 = 1920 (hmmmm...)

1920 / 1920 = 1... 1/2 = 0.5 (close to what Susahamat said, 0.4990)

...For 48:9:

5760 - 1920 = 3840 (hmmmmmmmmmmmmm...)

3840 / 1920 = 2... 2/2 = 1 (what Susahamat said)


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When I follow instructions and manually edit exe for 48:9,
The menu text is so small it's unreadable. Please explain my error in doing this? Appreciate all the help.


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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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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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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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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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Hi Susahamat, could you make a 3440 x 1440 CPY version? Here is the exe file: https://dropmefiles.com/qObCu


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CPY version is same exe with legit steam . just use the patcher on page 1

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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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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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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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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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markuscicero5 wrote:
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.


Thank you for your work susahamat! If you notice during the menu screens there looks like a shader layer that is shifted to the left. could this be the same layer as the background for the radar and radio portraits?


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lanis wrote:
Thank you for your work susahamat!


o_o

lanis wrote:
If you notice during the menu screens there looks like a shader layer that is shifted to the left. could this be the same layer as the background for the radar and radio portraits?


If you're still asking me, and you mean the green filter applied to the menus, then yes I did notice it. You can definitely disable it using 3dmigoto's hunting feature, but I haven't figured out how to make it permanent yet.

It is also not the same shader as the map background, haven't figured that out yet either.


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markuscicero5 wrote:
It is also not the same shader as the map background, haven't figured that out yet either.


I have a theory how the background works that I am currently investigating, maybe you can figure something out: I think that the background is a pattern that actually extends over the entire size of the screen, I think even outside the original 16:9 area regardless of fixes BUT it is controlled by some shader that controls its transparency. I think the solution is finding that shader and shifting it.

Regarding the subtitles: I know there is a shader that affects certain text, including subtitles, on the screen, however, it was just dismissed as simply controlling the opacity of the little bloom effect around text, it also affects the HUD text as well regardless of whether it was moved.
I haven't been able to make it do anything except change the bloom around the text.

Pro Tip: Try both the "zero" and "pink" hunting modes, those can uncover some more shaders that affect these two HUD elements.


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Winkelmann wrote:
markuscicero5 wrote:
It is also not the same shader as the map background, haven't figured that out yet either.


Pro Tip: Try both the "zero" and "pink" hunting modes, those can uncover some more shaders that affect these two HUD elements.


Hot pink did the trick. See attached. hellothere.png

EDIT: Oh cool, 3dmigoto saves a screenshot with the shader GUID when you hit NUM3 or NUM6. Added that too. e6f41464a78a35c4-ps.jpg

EDIT2: OH NO this shader is huge...

EDIT3: There's actually more than 1 shader that makes up those sections. And the map background position is somehow dependent on whether or not a speaking character is on screen. Uploaded another screenshot. bb2189abc2f519a1-ps.jpg

I think the "bb21..." shader just handles the pattern of the background - like this uniform diamond pattern. And the "e6f4..." shader handles it's position.

EDIT4: AAAAAA so close! I was able to move the map background to its correct position... when no one is talking. fixed_bg1.png

EDIT 5: Now its fixed when people are talking. fixed_bg2.png

EDIT 6: Link to shaders below. Add them to the ACE COMBAT 7\ShaderFixes directory. They're set up for 3440 x 1440 by default, so you will need to change the "0.1719" value as needed for your monitor size.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes


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I've followed the fix that Winkelmman told us in the page 5, but now I have stereo disabled and some code / words on the top and bottom.
How to disable it? Thanks!


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@lukanyan = make sure change hunting=1 to 0

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markuscicero5 wrote:


Niiice! Now only the subtitles are missing I believe.

I have been saving playing the story for when the fixes are complete, does anyone know if there are parts in the story with other, mission specific elements that are still buggy?

Edit: I have some more info that might help regarding text:

- Relevant Shaders and Buffers:

Vertex Shader: da86a094e768f000 (just put o0.x += SOMETHING in the line before "return;")

^ Moves entire hud including text, including main menu, affected by a ton of issues with clipping and general glitchiness, it's possible to move the HUD entirely and compensate within the individual HUD shaders but they will still experience clipping (see screenshot, test values were 0.1720 in da86. . . and 0.085 in the rest (including your HUD shaders)).

I don't think this is a good idea, even if we manage to get it to work as we essentially have to find every single HUD element that is within that vertex shader and move it back.

I know there is a single pixel shader that affects all the text in the hud including the subtitles, I'll give that another shot later today but I believe I already tried everything with it (only got it to change color), I don't have the hash saved but you can find it pretty easily with pink mode scrolling through pixel shaders (the control hint in first mission is very useful for that because they are probably part of the same shader).

I also found the specific buffers for exactly the text that has to be moved, but I don't know if/how buffers can be moved with 3dmigoto, the lack of documentation can be infuriating sometimes.

Vertex Buffer: e08203e6

Index Buffer: 3e4f8614

Edit 2: I also randomly discovered that you can disable the vignette by setting "r1.y = 0" (from 1) in vertex shader 2dd6baecb6836aeb.


Attachments:
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Last edited by Winkelmann on 21 Feb 2019, 09:06, edited 3 times in total.
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PostPosted: 21 Feb 2019, 08:26 
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markuscicero5 wrote:
Winkelmann wrote:
markuscicero5 wrote:
It is also not the same shader as the map background, haven't figured that out yet either.



EDIT 6: Link to shaders below. Add them to the ACE COMBAT 7\ShaderFixes directory. They're set up for 3440 x 1440 by default, so you will need to change the "0.1719" value as needed for your monitor size.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes


Worked like a charm, thanks man!


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I wanted to say thanks for the excellent work on this fix. It's a shame that they weren't willing to make this support native to the game. So far the only issue I am having is my hud is shifted to the left, which makes using the machine gun pretty tough. See how the ALT indicator is right in the center of the screen and the bomb targeting reticle is off to the left? How would I go about fixing this. I am on 3440x1440 and using the default 9958a636cbef5557-ps_replace, e6f41464a78a35c4-ps_replace, and f355a6eae7adfe8e-ps_replace.

Thanks!

Edit:

Not sure why, but this shader fix solved the issue for me.
https://gist.githubusercontent.com/mart ... eplace.txt

Not sure if it's older or not because the other 3 I pulled from here:
https://github.com/mpm11011/ac7-ultrawi ... haderFixes

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RGSPro wrote:
Not sure why, but this shader fix solved the issue for me.
https://gist.githubusercontent.com/mart ... eplace.txt

Not sure if it's older or not because the other 3 I pulled from here:
https://github.com/mpm11011/ac7-ultrawi ... haderFixes


Both of these "should" basically be the same and they work for me. The only difference in the shader for the main HUD positioning from the pack with the map background fix is that the adjusted value is in a different spot (I don't think it makes a difference) and that it is due to the proper calculation one lower than what I quickly came up with by matching the pixels in the old version (the one that you say works for you).

I am using the improved version from markuscicero5 with the map background fix without any issues, from your screenshot it looks like the HUD position is unchanged and the map background as well, this tells me that none of the shader fixes were applied. I think it may have just been a bug that caused the fixes to not apply, try reinstalling Markus's shaders and see if it works now.

Edit: Made text clearer


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PostPosted: 21 Feb 2019, 16:10 
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Yeah sorry I moved the position of the fix on you. My reasoning was that all three of those shaders start with taking cb1[127].y and multiplying by 1.777777. It's no coincidence that that number is equal to 16 divided by 9. So I figured that was where they were handling the size and position of the shader.


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PostPosted: 21 Feb 2019, 18:57 
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from what i gather on the last page i need to change the values
"r0.y = 1.77777779 * cb1[127].y;"
for the 3 "ps_replace.txt" files
so what are values i need for 2560x1080 ...?


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Liberator wrote:
from what i gather on the last page i need to change the values
"r0.y = 1.77777779 * cb1[127].y;"
for the 3 "ps_replace.txt" files
so what are values i need for 2560x1080 ...?


No, the method we use adds a new line which we modify. If you use the fixes from here: https://github.com/mpm11011/ac7-ultrawi ... haderFixes

all you need to do is search for the one occurrence of "0.1719" in every of the three shaders and replace it with the corresponding value for your resolution, by default that is for 3440x1440.

Markus explained how to calculate the value for your resolution here: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650


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So I applied 3 shaderfix files, adjust the 0.17919 to my screen ratio (which is 0.5). It seems worked great, but why my crosshair is off center like this? how can I fix this?
Attachment:
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cuongpn wrote:
So I applied 3 shaderfix files, adjust the 0.17919 to my screen ratio (which is 0.5). It seems worked great, but why my crosshair is off center like this? how can I fix this?
Attachment:
20190221125856_1.jpg


The crosshair and hud is exactly what these shaders are supposed to fix and do so correctly for me, from what I am seeing it looks like none of the shaders are being applied.

Please send screenshots of your game and "shaderfixes" directory, I think there might've been some error in the install process.


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Ok Got it, Thanks
doh sometimes i get this
weird circle on the leftside of the screen/map


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susahamat wrote:
@lukanyan = make sure change hunting=1 to 0

Thanks! I thought I changed it already but somehow was still on 1.
Changed it back again on 0 and now it works perfectly :) Thanks to all for the effort :cheers:


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Liberator wrote:
Ok Got it, Thanks
doh sometimes i get this
weird circle on the leftside of the screen/map


Woah.

I think those circles are part of the minimap, they grow bigger or smaller depending on how far you are from the currently selected target. I haven't had that issue happen to me though.

Can you post one of the shaders' full text, and tell us what your resolution is?


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### EDIT: NEW VERSION WITH WORKAROUND FOR BUGGED CUTSCENE TEXT HERE: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750 ###

Hey everyone, I managed to find a fix for the HUD text as well!

There are a couple bugs related to the fact that certain elements of real time cutscenes and the black box fading in and out certain parts of the UI are part of the same buffer. I am really interested to hear how this behaves, especially on wider screens.

Installation:

Open the d3dx.ini and uncomment "include_recursive = Mods".

Create a folder called "Mods" next to the game executable

Put this file inside: https://gist.githubusercontent.com/mart ... extfix.ini

Finally put this in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

This is approximately the correct value for 3440x1440, to adjust it replace "0.2500"

Huge thanks to masterotaku from the Helixmod / 3Dmigoto Discord for helping me figure out how this all works!

We're getting pretty close to full ultrawide support in AC7.


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Borderless @ 2560x1080
For the 3 ps_replace.txt files
all i did was edit "0.1719" to "0.16666"

and i manually hex edit the black bar away using susahamat guide on page 2


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Winkelmann, nice work! The subtitles are centered, but it seems like most game text got pushed to the right. There's also a rectangle of space on the left that I guess is stuff loading in the background, that is no longer hidden by fade-in-from-black or fade-to-black transitions. It's just like you said. See attached.

Also, can you tell us more about the Mods folder and this ini trick?


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markuscicero5 wrote:
The subtitles are centered, but it seems like most game text got pushed to the right.


Edit: Rewrote fix to properly check for shaders present in a scene without weird workarounds. (also rewrote post)

Installation:

Step 1: Open the d3dx.ini and uncomment "include_recursive = Mods".

Step 2: Create a folder called "Mods" next to the game executable.

Step 3: Download this file and put it in the "Mods" folder: https://gist.githubusercontent.com/mart ... extfix.ini

Step 4: Put this (replace if asked) in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

Adjustments are done in the shader file (da86a094e768f000-vs_replace.txt), it comes with approximately the values for 3440x1440, to adjust it modify "0.2500".

Huge thanks to the amazing people on the Helixmod/3Dmigoto Discord: masterotaku for helping me with the initial fix and DarkStarSword for explaining how to implement if statements correctly.

---

Edit 2: New and improved explanation on how it all works. (also some small but not functionality changing improvements to the mod, no need to update)

How the mods folder works: It's a way to make stuff that would go into d3dx.ini portable (e.g. just copy the file, no need to copy and paste). I think it should be fairly straightforward.

How the mod works:

Code:
[Constants]
global $in_game


^This part allows me to use $in_game to store the state of the HUD (I use it to detect if we are in game or in a cutscene/menu)

Code:
[ShaderOverrideHUDPRESENCE]
hash=9958a636cbef5557
preset=Ingame


This shader checks for the presence of the HUD and if it is there, runs the preset called "ingame"

Code:
[PresetINGAME]
$in_game=1


This just sets $in_game to 1 - the reason we can't do it right in HUDPRESENCE is that due to the order in which 3dmigoto handles different types of shaders, our pixel shader used for hud detection comes after the vertex shader for the hud text.

Code:
[ShaderOverrideFORHUDTEXT]
hash=da86a094e768f000
if $in_game
   checktextureoverride=ib
endif


da86... is the vertex shader that contains the text we want to move, to edit the index buffer which the text is using we need to first mark the vertex shader so 3dmigoto can modify the buffer, this is for performance reasons. We are also only doing this when we are in game (if statement).

Code:
[TextureOverrideAPPLYINGAME]
hash=3e4f8614
if $in_game
   pre z=1
   post z=0
endif
;handling=skip


3e4f... is the index buffer of our text, this part checks if we are in game and if we are, tells the shader (which reads the value of "z") to behave differently when processing this buffer. The part with "post" is so "z" gets reset when we are done (otherwise it is permanently 1), not sure if "pre" really does anything in this case but I just put it there as well.

The commented out "handling=skip" is for testing purposes (it makes the buffer disappear and does so without needing any shader modifications so it's good for finding where something went wrong).

Edit 3:

I totally forgot to add what I did on the shader:

Code:
  float4 iniparams = IniParams.Load(0);


This loads the parameter from the mod into the shader. (Note: This line can just be anywhere in the same block as the code below, ideally right above it, idk why it ended up a couple lines above it in my shader file but it shouldn't make a difference.)

Code:
  if (iniparams.z==1)
   {
   o0.x+=0.2500;
   }


"o0.x += SOMETHING" normally moves the entire HUD and caused a ton of issues but since it is in the if statement for "z" matching "1" it is only used for the text.


Last edited by Winkelmann on 22 Feb 2019, 05:51, edited 8 times in total.

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Winkelmann wrote:
Hey everyone, I managed to find a fix for the HUD text as well!

There are a couple bugs related to the fact that certain elements of real time cutscenes and the black box fading in and out certain parts of the UI are part of the same buffer. I am really interested to hear how this behaves, especially on wider screens.

Installation:

Open the d3dx.ini and uncomment "include_recursive = Mods".

Create a folder called "Mods" next to the game executable

Put this file inside: https://gist.githubusercontent.com/mart ... extfix.ini

Finally put this in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

This is approximately the correct value for 3440x1440, to adjust it replace "0.2500"

Huge thanks to masterotaku from the Helixmod / 3Dmigoto Discord for helping me figure out how this all works!

We're getting pretty close to full ultrawide support in AC7.


sorry new at this, what do you mean by uncomment? just remove the ; in front of it?


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PostPosted: 22 Feb 2019, 02:02 
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lanis wrote:
sorry new at this, what do you mean by uncomment? just remove the ; in front of it?


Yes.


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Winkelmann wrote:
I have been saving playing the story for when the fixes are complete, does anyone know if there are parts in the story with other, mission specific elements that are still buggy?


I'm glad you asked, because I have fixed them. XD

Well, some of them. Mission 7 has some... specific things going on with the HUD. Map background and characters reverted to their old positions, so I had to go find them again. And it wasn't easy...
Spoiler:
Protecting allied fighters so the mission doesn't fail, while deliberately getting struck by lightning, and while mashing numpad to hunt for the shaders that deal with your electrified HUD. Metal af.


Here's the proof, but it's a minor spoiler for mission 7, my personal favorite in the game. https://i.imgur.com/Fq0v2GC.jpg

Shaders are here as usual. My script has also been updated to do all this automatically.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes


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Does my new text fix a few posts up work on that mission as well or is that also using different shaders?

Edit: I mean this post: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750


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It worked before you started using $in_game, even on that mission. Let me see if works after.

EDIT: Yep, still works. Nicely done. Thanks for the explanation too!


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Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.


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markuscicero5 wrote:
Thanks for the explanation too!


I added the part that explains what I did on the shader, I forgot to add it at first.

Blu Soldier wrote:
Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.


Please send a screenshot of the line that you uncommented in the d3dx.ini file.


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Winkelmann wrote:
markuscicero5 wrote:
Thanks for the explanation too!


I added the part that explains what I did on the shader, I forgot to add it at first.

Blu Soldier wrote:
Unfortunately, I need a little bit of help. All of the previous adjustments have worked flawlessly for me (3440x1440), but for some reason, despite following the instructions to the letter, I cannot get the subtitles to shift to the center. I put the hudfix text file in the Mods folder as well.


Please send a screenshot of the line that you uncommented in the d3dx.ini file.


Here you go!


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I most likely know what the problem is:

I just noticed that you have ReShade installed, the new 3Dmigoto version doesn't work with it, however, the workaround is to use the older one which is what I assume caused the issue.

Please try the following:

Rename the following .dll files to .dll.bak (or ".something" else)

dxgi.dll

d3d11.dll

nvapi64.dll

d3dcompiler_46.dll

Then download the new 3dmigoto version here: https://github.com/bo3b/3Dmigoto/releas ... 1.3.14.zip

and move the files to the game directory:

d3d11.dll

nvapi64.dll

d3dcompiler_46.dll

(leave dxgi.dll renamed)

And see if it works, unfortunately this disables ReShade. (to revert just change the names of the .dll files back)

If you are interested here is the GitHub issue about this problem: https://github.com/bo3b/3Dmigoto/issues/98

The ReShade dev actually replied a couple hours ago! I hope we'll have a fix soon.


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markuscicero5 wrote:
Winkelmann wrote:
markuscicero5 wrote:
It is also not the same shader as the map background, haven't figured that out yet either.


Pro Tip: Try both the "zero" and "pink" hunting modes, those can uncover some more shaders that affect these two HUD elements.


Hot pink did the trick. See attached. hellothere.png

EDIT: Oh cool, 3dmigoto saves a screenshot with the shader GUID when you hit NUM3 or NUM6. Added that too. e6f41464a78a35c4-ps.jpg

EDIT2: OH NO this shader is huge...

EDIT3: There's actually more than 1 shader that makes up those sections. And the map background position is somehow dependent on whether or not a speaking character is on screen. Uploaded another screenshot. bb2189abc2f519a1-ps.jpg

I think the "bb21..." shader just handles the pattern of the background - like this uniform diamond pattern. And the "e6f4..." shader handles it's position.

EDIT4: AAAAAA so close! I was able to move the map background to its correct position... when no one is talking. fixed_bg1.png

EDIT 5: Now its fixed when people are talking. fixed_bg2.png

EDIT 6: Link to shaders below. Add them to the ACE COMBAT 7\ShaderFixes directory. They're set up for 3440 x 1440 by default, so you will need to change the "0.1719" value as needed for your monitor size.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes

sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though


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mbcz123 wrote:
markuscicero5 wrote:
sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though


Press shift and right click in the directory (make sure nothing is selected) and click either "open command prompt here" or "open powershell window" (something along those lines), then type in "python magic.py".


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Would you guys please help me out with 32:9 (3840*1080) ratio? I am still struggle to make the game playable
I centered the radio chats but the HUD is still in entire left half portion
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Winkelmann wrote:
mbcz123 wrote:
markuscicero5 wrote:
sorry this is a noob question, when I double clicked the magic.py it just closed right away...I have the python installed though


Press shift and right click in the directory (make sure nothing is selected) and click either "open command prompt here" or "open powershell window" (something along those lines), then type in "python magic.py".


It gives me this error


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mbcz123 wrote:
Winkelmann wrote:
It gives me this error


Go here: https://www.python.org/downloads/release/python-372/

and download "Windows x86-64 executable installer" and install that.

Attachment:
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^Example shows that you should be able to run Python by just typing "python", either you installed Python 2 or your environment variables were not configured correctly by the install.


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So Far Everything Seems Working, Currently On mission 4 (update wow surprise on how mission ended...)
Screen in right position while In menu/Loading
Hud/Subtitles on right position while in game
see no weird artifacts

using 2560x1080
:thumbup:


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I'm having a weird problem, the black boxes are just left of the radar and character images and the subtitles aren't centered. These are my shaders that I have. I have a 2560x1080 monitor.


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Mobeous wrote:
I'm having a weird problem, the black boxes are just left of the radar and character images and the subtitles aren't centered. These are my shaders that I have. I have a 2560x1080 monitor.


Did you calculate and adjust the values as described here: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650

and here: http://www.wsgf.org/forums/viewtopic.ph ... 15#p174715

?

Don't forget to also adjust the values for the subtitles: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750

But for them you'll have to guess what is about centered (at least until we figure out how to calculate it), you can reload any changes to the shaders in game by pressing F10.


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PostPosted: 23 Feb 2019, 19:41 
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Winkelmann wrote:
Mobeous wrote:
I'm having a weird problem, the black boxes are just left of the radar and character images and the subtitles aren't centered. These are my shaders that I have. I have a 2560x1080 monitor.


Did you calculate and adjust the values as described here: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174650

and here: http://www.wsgf.org/forums/viewtopic.ph ... 15#p174715

?

Don't forget to also adjust the values for the subtitles: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750

But for them you'll have to guess what is about centered (at least until we figure out how to calculate it), you can reload any changes to the shaders in game by pressing F10.


Thanks, it works, but now only the black boxes are off when a character speaks, everything else (including the subtitles at the top) stay centered. I'm not sure which shader to edit for that, or which value to look for to edit. Also, the game doesn't reload the shaders when I press F10, I have to exit all the way out and reload the game for the changes to take. Thanks for your help!

Keeping this (e6f41464a78a35c4-ps) shader at .2500 fixed my subtitles to be centered.


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PostPosted: 24 Feb 2019, 00:26 
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@Mobeous

What resolution are you playing at? I can just tell you exactly what you have to edit to what value.


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PostPosted: 24 Feb 2019, 04:54 
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2560x1080


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PostPosted: 24 Feb 2019, 05:35 
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First off, hi all. Owner of my first ultrawide for a year now and it's a fantastic upgrade from 16:9.

Anyway, I'm trying to get this running on a 3440x1440p panel and thought I followed instructions properly, but some weird glitches were happening in AC7. "Flickering" on text, etc. I didn't want to hunt through and undo everything so I elected to uninstall and re-download, which will take a while on 50 mbps down.

Would you guys be down to include "packages" for certain resolutions on page 1 in the original post?
Example:

3440x1440
Fix 1 (Ultrawide support)
Fix 2 (Change FoV)
Fix 3 (HUD Fixes)
Fix 4 (Bonus fixes such as MSAA and pop-in fixes)

This is so we can have all info needed to mod one resolution and don't have to hunt and sift through the whole topic, which is 17 pages long currently. Noticed there's some posts being constantly updated, kudos on that!


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AlaskanShrake wrote:
Would you guys be down to include "packages" for certain resolutions on page 1 in the original post?


Not to toot my own horn here, but I did develop a script that will do all these fixes automatically for you, no matter what resolution you're on. And it also backs up your original game executable so you don't have to redownload it.

I have a 3440x1440 monitor myself, so I also want feedback from people who have different monitors so I can iron out any bugs. But this should help you.

https://github.com/mpm11011/ac7-ultrawide


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PostPosted: 24 Feb 2019, 21:08 
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Hi there, I've actually created an account only for this thread !Thanks everyone for your work, I'm so happy to be able to play in 21/9 to this game !

markuscicero5 wrote:
I have a 3440x1440 monitor myself, so I also want feedback from people who have different monitors so I can iron out any bugs. But this should help you.


Well I tried the manual way with every fix one by one and almost got it perfect, I just couldn't get the block boxes behind the picture and the map. I then decided to go back to my backup and used your installer, now I have the black backgrounds but the radio messages are off center to the left. I use a 2560x1080 monitor and except that everything is fine.


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Update ! (already)

So I first used your installer and then used Winkelmann's way of putting the radio back in the center and now everything works perfectly !


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is there a way to get 3dmigoto working with afterburner/rtss?


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works fine here with latest MSI Afterburner 4.6.0 beta 14 (build 14649)/RTSS 7.2.1 Beta 5 (build 20189)

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PostPosted: 25 Feb 2019, 07:03 
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I want to try my luck asking for help one more time
I think I did pin point my problem
It lies inside of the "9958a636cbef5557-ps_replace.txt" sahderfixes file
To be more specific, my problem is the location of the line "r1.x -= 0.5000;"
If it locates at the location like this
Attachment:
{1156B26E-990C-4F02-9320-43E9BE211AFA}.png.jpg
{1156B26E-990C-4F02-9320-43E9BE211AFA}.png.jpg [ 53.63 KiB | Viewed 4834 times ]

Then the result will be like this
Attachment:
20190224235049_1.jpg
20190224235049_1.jpg [ 647.87 KiB | Viewed 4837 times ]

Which means correct location of the HUD elements, but then the backgrounds are misplaced
however if the line "r1.x -= 0.5000;" was placed like this
Attachment:
{BCB7A017-7A63-4033-B40D-C550B2F7A81F}.png.jpg
{BCB7A017-7A63-4033-B40D-C550B2F7A81F}.png.jpg [ 52.42 KiB | Viewed 4847 times ]

Hence it looks like this
Attachment:
20190224235435_1.jpg
20190224235435_1.jpg [ 639.78 KiB | Viewed 4804 times ]

So the HUDs are placed wrongly but the backgrounds are intact


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PostPosted: 25 Feb 2019, 13:27 
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@cuongpn

Ok there seem to be two problems I see from your screenshots:

1. HUD background shader is broken in general and doesn't move at all.

2. For some reason moving the position of the adjustment value for the main HUD (not background) breaks the shader entirely.

---

Let's try to test what is going on with the second issue first because it should be easier and may give a hint about the first issue:

Please try using this shader: https://gist.githubusercontent.com/mart ... eplace.txt

and replace "0.1720" with "0.5".

This won't fix the background but it will put the line that modifies the HUD position where it should be according to your second screenshot but in a file that I know works.

---

Edit: I have a bunch of other stuff I gotta do so I don't really have time to do elaborate troubleshooting but I'll still try to reply to people. If I missed your problem (or it got lost in the thread) please reply again!


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PostPosted: 25 Feb 2019, 14:00 
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Thanks for your effort!
The result is still remain like my second screenshot
Attachment:
20190225065845_2.jpg
20190225065845_2.jpg [ 639.83 KiB | Viewed 10214 times ]


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PostPosted: 25 Feb 2019, 14:27 
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Winkelmann wrote:
### EDIT: NEW VERSION WITH WORKAROUND FOR BUGGED CUTSCENE TEXT HERE: http://www.wsgf.org/forums/viewtopic.ph ... 50#p174750 ###

Hey everyone, I managed to find a fix for the HUD text as well!

There are a couple bugs related to the fact that certain elements of real time cutscenes and the black box fading in and out certain parts of the UI are part of the same buffer. I am really interested to hear how this behaves, especially on wider screens.

Installation:

Open the d3dx.ini and uncomment "include_recursive = Mods".

Create a folder called "Mods" next to the game executable

Put this file inside: https://gist.githubusercontent.com/mart ... extfix.ini

Finally put this in the ShaderFixes folder: https://gist.githubusercontent.com/mart ... eplace.txt

This is approximately the correct value for 3440x1440, to adjust it replace "0.2500"

Huge thanks to masterotaku from the Helixmod / 3Dmigoto Discord for helping me figure out how this all works!

We're getting pretty close to full ultrawide support in AC7.


Aaaand I can't get it to work, what am I doing wrong ?


Attachments:
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Added fixes to the multiplayer HUD (those jerks would just NOT leave me alone lol) and incorporated Winkelmann's subtitles fix, with some math.

I noticed that writing "o0.x+=1.0000;" would result in exactly half the screen missing the fade transitions, and "o0.x+=0.5000;" would result in exactly a quarter of the screen missing the fade transitions. I think it's unlikely that's a coincidence. So, I came up with some math to determine the correct offset. This is kind of guessing...

offset = (2/W) * (W/2 - 8H/9) where H and W are the total monitor height and width.

3440x1440 gives us 0.2558. (close to previous guesses)

2560x1080 gives us 0.2500. (on the money to previous guesses)

1920x1080 gives us 0.0000. (our control scenario, as to be expected)

3840x1080 gives us 0.5000. (move the subtitles exactly 1 half a 1080p screen over)

5760x1080 gives us 2.0000. (move the subtitles exactly 1 whole 1080p screen over)

New code and shaders added to my Github: https://github.com/mpm11011/ac7-ultrawide


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Hi, can anyone help me get AR fix working with 6400x1080 resolution? I can't seem to get the right hex values for it. If anyone can be a bit more clear on how we can come up with our own hex values that will be nice.

6400x1080 (2x 1920x1080 on the outer, 1x 2560x1080 in center). Works with some of the presets posted but was wondering if I could get the correct hex values for it.

EDIT: Kev helped me out via Steam. If anyone needs help with their 6400x1080 setup with AC7 let me know, I would be happy to pass his info to you.


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PostPosted: 01 Mar 2019, 07:52 
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the hex value fov for 6400x1080 is BA 65 90 3C

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PostPosted: 01 Mar 2019, 18:15 
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Hi there.

It's amazing the work that made you here.

I manage to change all shaders to 0.5 to fix the image to my 32:9 monitor. Included the mod folder and changed hudtextfix.txt. Everything fits perfect but the radio subtitles are still moved to the left side of the screen.

Can anyone help me please??

EDIT. I changed d3dx.ini to deactivate mod line, changed hunting value. Followed all the tutorial steps


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make sure when saving hudtextfix not .txt but .ini

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Yes sorry. It is an .ini file. My mistake. Hudetext.ini is included in mods folder but there is no need to edit it. Am i right??


Last edited by sergi39 on 01 Mar 2019, 20:11, edited 1 time in total.

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yep that's right

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PostPosted: 01 Mar 2019, 20:14 
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Thank you Susahamat.

Everything look changed correctly but subs are still on the left side. I supose that i'm going to have to play it like this :cry:


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did you change o0.x+=0.2500 to 0.5 in da86a094e768f000-vs_replace.txt ??

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PostPosted: 01 Mar 2019, 20:27 
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Yes. Every 0.179 or 0.2500 changed to 0.5. That is what confuses me. :?


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it works well for me . try using my files here AC7_3840x1080AIOFix


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So the centered-subtitles mod is properly working for me now, but there is one weird side effect that I would love to know if anyone else is experiencing. With the centered chatter text, all my menus and briefings are super dark compared to normal. It looks like there is meant to be a frame that lightens up the menus that doesn't quite reach across the screen in ultrawide, but that the centered-chat fix deletes it entirely. Is this a common issue, or just me?

EDIT: upon further inspection, it appears this same filter is missing from the hangar view as well, making the center frame appear more purple than it should.


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PostPosted: 02 Mar 2019, 15:00 
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susahamat wrote:
it works well for me . try using my files here AC7_3840x1080AIOFix


Thank you. I will try it next monday. I have 12 hour shift this weekend


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Blu Soldier wrote:
So the centered-subtitles mod is properly working for me now, but there is one weird side effect that I would love to know if anyone else is experiencing. With the centered chatter text, all my menus and briefings are super dark compared to normal. It looks like there is meant to be a frame that lightens up the menus that doesn't quite reach across the screen in ultrawide, but that the centered-chat fix deletes it entirely. Is this a common issue, or just me?

EDIT: upon further inspection, it appears this same filter is missing from the hangar view as well, making the center frame appear more purple than it should.


I had removed a green filter that only partially covered the menus and hangar... But I'm surprised you're finding it looks that much darker. Try deleting the following lines from hudtextfix.ini.

[ShaderOverrideGREENFILTER]
hash=a642005ad1511108
handling=skip

Also, what's your brightness set to?


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PostPosted: 03 Mar 2019, 01:00 
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Thanks for the explanation Markus!


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I'm uploading my config. It was based on susahamat file provided a few posts ago but customized for 2560x1080. Only a minor displacement on subtitles, but i'm ok with that.
https://drive.google.com/open?id=10QAYR ... twMCz_soYQ

Image


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AC7_2560x1080AIOFix

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Last edited by susahamat on 04 Mar 2019, 08:38, edited 1 time in total.

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@susahamat
Your link for 2560x1080 is 404ing

@markuscicero5
FYI your script isn't uncommenting the Mods line in the 3Dmigoto config, this is probably the cause for the issues with the subtitles for some people.

Edit: Except that, the script (once mods line uncommented) works perfectly on 3440x1440 and 2560x1080 (For the test I modified script to detect that resolution). Subtitles work as well.

Also, I never noticed it but I'll take a look at that green filter, it should be possible to just stretch it.


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3Edu wrote:
I'm uploading my config. It was based on susahamat file provided a few posts ago but customized for 2560x1080. Only a minor displacement on subtitles, but i'm ok with that.
https://drive.google.com/open?id=10QAYR ... twMCz_soYQ

Image


Funcionou perfeitamente vlw cara <3


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Winkelmann wrote:
@susahamat
Your link for 2560x1080 is 404ing

@markuscicero5
FYI your script isn't uncommenting the Mods line in the 3Dmigoto config, this is probably the cause for the issues with the subtitles for some people.

Edit: Except that, the script (once mods line uncommented) works perfectly on 3440x1440 and 2560x1080 (For the test I modified script to detect that resolution). Subtitles work as well.

Also, I never noticed it but I'll take a look at that green filter, it should be possible to just stretch it.


sorry , i fixed the link

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I'll take a look at the script today. I'm thinking about just putting the d3dx.ini file up in the repo with the necessary modifications all in place, so the script just downloads it and it's all set.

Also curious if you find a way to stretch the green filter, I tried but got no luck.


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PostPosted: 04 Mar 2019, 21:49 
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Hi there !

Susahamat i downloaded your 3840 package tho i have a 3440 resolution, what shoud I change in your files to make it work with my resolution ?
Thanks in advance.


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you should change r1.x -= 0.5 to 0.171875 in some files shaderfixes folder

1.6dcdbf6042a8a27a-ps_replace.txt
2.27f3e07e177ddf67-ps_replace.txt
3.9958a636cbef5557-ps_replace.txt
4.c75a35eef5821976-ps_replace.txt
5.e6f41464a78a35c4-ps_replace.txt
6.ec51646d13b1fd16-ps_replace.txt
7.f355a6eae7adfe8e-ps_replace.txt
8.f904af6042b80b52-ps_replace.txt


then change o0.x+=0.5 to 0.2558 in this file da86a094e768f000-vs_replace.txt also don't forget change your aspect ratio/FOV hex in here http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

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Hey thanks for the response!

From the 4th to the 8th there's no r1.x anymore but r0.x with 0.5
Should i change them too ?

And btw i forgot to tell you that i already have the others fix, i only wanted the hud centered :)


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Neiflheim wrote:
From the 4th to the 8th there's no r1.x anymore but r0.x with 0.5
Should i change them too ?


yup

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Forgive because maybe it was already answered in this forum, but I can not find the way, I use Nvidia Surround in 3 monitors of 32 ", at a resolution of 5760x1080 and I do not get in any way to see this game well, as much as I adjust something the FOV , but the Hud always appears on the left screen, there is some easy way or patch fix to fix it, Thanks to all


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Thank you "susahamat" and all the others working on this !! Love you guys <3


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teofernandez wrote:
Forgive because maybe it was already answered in this forum, but I can not find the way, I use Nvidia Surround in 3 monitors of 32 ", at a resolution of 5760x1080 and I do not get in any way to see this game well, as much as I adjust something the FOV , but the Hud always appears on the left screen, there is some easy way or patch fix to fix it, Thanks to all




I'd like to request the same as "teofernandez". I've tried it all and HUD always appears to the left monitor of the center one. THANKS in advance !


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Please post a screenshot of the directory where the .exe is on and the ShaderFixes folder.


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susahamat wrote:
it works well for me . try using my files here AC7_3840x1080AIOFix


Hey Susahamat thank you for the support. You are the 1 :twothumb:

Enjoy the ko-fi ;)


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Winkelmann wrote:
Please post a screenshot of the directory where the .exe is on and the ShaderFixes folder.


Here ya go... "THANKS" @ Winkelmann


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Can we please get an update for the new version of AC7? Manually editing Hex values still works for black bar removal, however FOV doesn't work anymore.

EDIT disregard, I was editing the wrong line.


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DogsPosion wrote:
Can we please get an update for the new version of AC7? Manually editing Hex values still works for black bar removal, however FOV doesn't work anymore.

EDIT disregard, I was editing the wrong line.


Hmmm can I take this to mean that the fixes still DO work for the patch which came out a few hours ago?

I originally used the magic.py script by @markuscicero5 and that was most excellent (thank you @markuscicero5 !!). Worked great on my 3440x1440 setup.

Then the patch came out a couple hours ago and when I started the game, my HUD was way offset to the RIGHT. I then uninstalled all modifications, verified game files via steam, and re-ran magic.py. The result is that everything works as it had before but now my HUD is offset way to the LEFT.

Can someone point me to the place the script is likely failing on the new patch to cause this behavior? I'm almost done the single player campaign for the first time and I'm eager to see what happens next. :)


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PostPosted: 12 Mar 2019, 08:26 
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DogsPosion wrote:
Can we please get an update for the new version of AC7? Manually editing Hex values still works for black bar removal, however FOV doesn't work anymore.

EDIT disregard, I was editing the wrong line.


Fov offset address changed, i've updated here http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

EDIT : Also All Patcher for ultrawide updated too http://www.wsgf.org/forums/viewtopic.ph ... 64#p174364

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PostPosted: 13 Mar 2019, 02:51 
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@Berkut Thanks for the kudos!

I just got the 1.02 patch in the last couple of hours. I read that Susahamat found the new addresses to edit for black bars and FOV, so I implemented those. Found a few bugs in my script, so I fixed those.

I also noticed that 3Dmigoto has released version 1.3.15. I think its best that 3Dmigoto now be a prerequisite to the script, for two reasons. One, I won't always know where the latest version of 3Dmigoto is. Two, I don't know how happy they would be that my script is downloading their zip files automatically.

The script now checks that you have a zip file of 3Dmigoto in the game directory, and it will quit if it does not find one. Also made the script more intelligently modify the d3dx.ini config file that it gets from the zip package, rather than download it from my Github, since they have added some new features since the last version.

Other than those minor modifications, testing shows that all the fixes work just as they used to.

So to get back up and running,

1. Download the patch from Steam.
2. Uninstall 3Dmigoto to get your game directory back to a "clean" slate (I assume you should use "uninstall.bat," but I've not tested it).
3. Verify game integrity using Steam, just to be safe.
4. Download 3Dmigoto from their Github: https://github.com/bo3b/3Dmigoto/releases/
5. Download the latest version of magic.py and run it. https://github.com/mpm11011/ac7-ultrawide


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PostPosted: 13 Mar 2019, 07:09 
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markuscicero5 wrote:
1. Download the patch from Steam.
2. Uninstall 3Dmigoto to get your game directory back to a "clean" slate (I assume you should use "uninstall.bat," but I've not tested it).
3. Verify game integrity using Steam, just to be safe.
4. Download 3Dmigoto from their Github: https://github.com/bo3b/3Dmigoto/releases/
5. Download the latest version of magic.py and run it. https://github.com/mpm11011/ac7-ultrawide

Thank you so much for the updated version! It seems to work, in-game the view is nice but there is extra text at the top of the screen saying "VS:0/0 PS:0/0 CS:0/0 GS:0/0" and at the bottom "Stereo Disabled". I assume these are added by 3dmigo and some obscure option in the .ini would hide it?

I also noticed two brief glimmers of a weird pink line in the air (free flight at stonehenge) that seemed like it could be an artifact of some sort, not sure. If I manage to catch it again I'll try for a screenshot. But there's no particular reason to think that's related to your script, I just noticed it right after I ran yours so I figured I would mention.


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PostPosted: 13 Mar 2019, 12:12 
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Noticed that too on top and bottom of the screen,and only the speaker msg on the middel is a bit off screen other things ingame like their pictures seem to working fine.


Attachments:
502500_20190313130543_1.png
502500_20190313130543_1.png [ 3.83 MiB | Viewed 6147 times ]
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PostPosted: 13 Mar 2019, 17:12 
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1. Download 3Dmigoto from their Github: https://github.com/bo3b/3Dmigoto/releases/
2. Download the latest version of magic.py and run it. https://github.com/mpm11011/ac7-ultrawide[/quote]



Does this work for 3 monitors of 32" @ 5760 x 1080?

Thanks !


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PostPosted: 13 Mar 2019, 22:00 
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After some further play in actual missions, I figured out the weird pink line is related to something going on with the map view, when I toggle it from radar to map it looks odd, with the map outside the usual boundaries visible as a transparent layer over most of the screen. I kind of like it actually, as it lets me see more of the map on the smaller map zoom level. :)


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PostPosted: 13 Mar 2019, 23:47 
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Berkut wrote:
Thank you so much for the updated version! It seems to work, in-game the view is nice but there is extra text at the top of the screen saying "VS:0/0 PS:0/0 CS:0/0 GS:0/0" and at the bottom "Stereo Disabled". I assume these are added by 3dmigo and some obscure option in the .ini would hide it?

I also noticed two brief glimmers of a weird pink line in the air (free flight at stonehenge) that seemed like it could be an artifact of some sort, not sure. If I manage to catch it again I'll try for a screenshot. But there's no particular reason to think that's related to your script, I just noticed it right after I ran yours so I figured I would mention.


Woops! Sounds like I didn't disable shader hunting properly... that's the green text you see top and bottom ingame, its provided by 3Dmigoto. You can disable it by hitting numpad 0 ingame, or go into d3dx.ini, search for "hunting=1", and change the 1 into a 0.


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PostPosted: 14 Mar 2019, 08:05 
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markuscicero5 wrote:
Berkut wrote:
Thank you so much for the updated version! It seems to work, in-game the view is nice but there is extra text at the top of the screen saying "VS:0/0 PS:0/0 CS:0/0 GS:0/0" and at the bottom "Stereo Disabled". I assume these are added by 3dmigo and some obscure option in the .ini would hide it?

I also noticed two brief glimmers of a weird pink line in the air (free flight at stonehenge) that seemed like it could be an artifact of some sort, not sure. If I manage to catch it again I'll try for a screenshot. But there's no particular reason to think that's related to your script, I just noticed it right after I ran yours so I figured I would mention.


Woops! Sounds like I didn't disable shader hunting properly... that's the green text you see top and bottom ingame, its provided by 3Dmigoto. You can disable it by hitting numpad 0 ingame, or go into d3dx.ini, search for "hunting=1", and change the 1 into a 0.


How to fix the middle text? the one were they talk to you. its a bit on the left for me


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PostPosted: 14 Mar 2019, 12:24 
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I have the same Problem like the Guy here. Please Help :
Image
Attachment:
20190314123749_1.jpg
20190314123749_1.jpg [ 395.32 KiB | Viewed 7217 times ]


I Installed: 3Dmigoto-1.2.73-x64 (If I Install the x32-Version my HUD is on the Left) | Ultrawide Files (Mods, Shader Files, magic.py) | The newest Python
after that I double clicked magic.py

This is how my Ace Combat folder looks like:
Attachment:
2.jpg
2.jpg [ 186.81 KiB | Viewed 7231 times ]
Attachment:
1.jpg
1.jpg [ 176.33 KiB | Viewed 7207 times ]


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PostPosted: 14 Mar 2019, 14:42 
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Yes, the script should work for 32:9 and 48:9.

I don't know what's up with the map... It's kind of funny to see the whole terrain shader XD

If your subtitles are off to the left, can you post the contents of this file?

da86a094e768f000-vs_replace.txt


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PostPosted: 14 Mar 2019, 14:58 
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I'm thinking of loading the older version again, because i can't get to fix it :(

Here the file:
Code:
// ---- Created with 3Dmigoto v1.3.14 on Thu Feb 21 15:57:31 2019
cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  uint2 v4 : ATTRIBUTE4,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[0].xyzw + r0.xyzw;
  o0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v3.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  float4 iniparams = IniParams.Load(0);
  o1.w = v3.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v1.xy;
  o4.xyzw = v0.xyzw;
  if (iniparams.z==1)
   {
   o0.x+=0.2558;
   }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.14 on Thu Feb 21 15:57:31 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[1].xyzw
mad r0.xyzw, v2.xxxx, cb0[0].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
max r0.xyz, v3.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r1.xyz, r0.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o3.xy, v1.xyxx
mov o4.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


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PostPosted: 14 Mar 2019, 15:04 
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Thats whats inside the da86a094e768f000-vs_replace.txt file for me

Spoiler:
Code:
// ---- Created with 3Dmigoto v1.3.14 on Thu Feb 21 15:57:31 2019
cbuffer cb0 : register(b0)
{
  float4 cb0[4];
}




// 3Dmigoto declarations
#define cmp -
Texture1D<float4> IniParams : register(t120);
Texture2D<float4> StereoParams : register(t125);


void main(
  float4 v0 : ATTRIBUTE0,
  float2 v1 : ATTRIBUTE1,
  float2 v2 : ATTRIBUTE2,
  float4 v3 : ATTRIBUTE3,
  uint2 v4 : ATTRIBUTE4,
  out float4 o0 : SV_POSITION0,
  out float4 o1 : COLOR0,
  out float4 o2 : ORIGINAL_POSITION0,
  out float4 o3 : TEXCOORD0,
  out float4 o4 : TEXCOORD1)
{
  float4 r0,r1,r2;
  uint4 bitmask, uiDest;
  float4 fDest;

  r0.xyzw = cb0[1].xyzw * v2.yyyy;
  r0.xyzw = v2.xxxx * cb0[0].xyzw + r0.xyzw;
  o0.xyzw = cb0[3].xyzw + r0.xyzw;
  r0.xyz = max(float3(6.10351999e-005,6.10351999e-005,6.10351999e-005), v3.xyz);
  r1.xyz = r0.xyz * float3(0.947867274,0.947867274,0.947867274) + float3(0.0521326996,0.0521326996,0.0521326996);
  r1.xyz = log2(r1.xyz);
  r1.xyz = float3(2.4000001,2.4000001,2.4000001) * r1.xyz;
  r1.xyz = exp2(r1.xyz);
  r2.xyz = cmp(float3(0.0404499993,0.0404499993,0.0404499993) < r0.xyz);
  r0.xyz = float3(0.0773993805,0.0773993805,0.0773993805) * r0.xyz;
  o1.xyz = r2.xyz ? r1.xyz : r0.xyz;
  float4 iniparams = IniParams.Load(0);
  o1.w = v3.w;
  o2.xy = v2.xy;
  o2.zw = float2(0,1);
  o3.xy = v1.xy;
  o4.xyzw = v0.xyzw;
  if (iniparams.z==1)
   {
   o0.x+=0.2558;
   }
  return;
}

/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//
// Generated by Microsoft (R) D3D Shader Disassembler
//
//   using 3Dmigoto v1.3.14 on Thu Feb 21 15:57:31 2019
//
//
// Input signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// ATTRIBUTE                0   xyzw        0     NONE   float   xyzw
// ATTRIBUTE                1   xy          1     NONE   float   xy
// ATTRIBUTE                2   xy          2     NONE   float   xy
// ATTRIBUTE                3   xyzw        3     NONE   float   xyzw
// ATTRIBUTE                4   xy          4     NONE    uint
//
//
// Output signature:
//
// Name                 Index   Mask Register SysValue  Format   Used
// -------------------- ----- ------ -------- -------- ------- ------
// SV_POSITION              0   xyzw        0      POS   float   xyzw
// COLOR                    0   xyzw        1     NONE   float   xyzw
// ORIGINAL_POSITION        0   xyzw        2     NONE   float   xyzw
// TEXCOORD                 0   xy          3     NONE   float   xy
// TEXCOORD                 1   xyzw        4     NONE   float   xyzw
//
vs_5_0
dcl_globalFlags refactoringAllowed
dcl_constantbuffer cb0[4], immediateIndexed
dcl_input v0.xyzw
dcl_input v1.xy
dcl_input v2.xy
dcl_input v3.xyzw
dcl_output_siv o0.xyzw, position
dcl_output o1.xyzw
dcl_output o2.xyzw
dcl_output o3.xy
dcl_output o4.xyzw
dcl_temps 3
mul r0.xyzw, v2.yyyy, cb0[1].xyzw
mad r0.xyzw, v2.xxxx, cb0[0].xyzw, r0.xyzw
add o0.xyzw, r0.xyzw, cb0[3].xyzw
max r0.xyz, v3.xyzx, l(0.0000610351999, 0.0000610351999, 0.0000610351999, 0.000000)
mad r1.xyz, r0.xyzx, l(0.947867274, 0.947867274, 0.947867274, 0.000000), l(0.0521326996, 0.0521326996, 0.0521326996, 0.000000)
log r1.xyz, r1.xyzx
mul r1.xyz, r1.xyzx, l(2.400000, 2.400000, 2.400000, 0.000000)
exp r1.xyz, r1.xyzx
lt r2.xyz, l(0.040450, 0.040450, 0.040450, 0.000000), r0.xyzx
mul r0.xyz, r0.xyzx, l(0.0773993805, 0.0773993805, 0.0773993805, 0.000000)
movc o1.xyz, r2.xyzx, r1.xyzx, r0.xyzx
mov o1.w, v3.w
mov o2.xy, v2.xyxx
mov o2.zw, l(0,0,0,1.000000)
mov o3.xy, v1.xyxx
mov o4.xyzw, v0.xyzw
ret
// Approximately 0 instruction slots used

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/


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PostPosted: 14 Mar 2019, 22:57 
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@QuadGore It's a problem with scissor clipping being weird by default when using the old version of 3Dmigoto.

Download the newest version here: https://github.com/bo3b/3Dmigoto/releases (Didn't have time to test it but I believe they fixed ReShade support).

Alternatively, I think you can fix it by simply copying only the d3dx.ini (not the .dll's) from the new version into your current install.

Edit: I need to clarify something; The HUD text fix does NOT work on the old (1.2.x) versions of 3Dmigoto!


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PostPosted: 15 Mar 2019, 08:08 
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Posts: 31
Ah damned I copied the wrong 3Dmigoto Version text in my posting above. I used the latest version = 3Dmigoto-1.3.8 with this Version I got the problems.
Thanks for your awesome work btw. :onethumb:


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PostPosted: 28 Mar 2019, 18:01 
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Great, thanks for your work! I'm still to master how to use my TV screen as a computer one yet so I'm still a noob, but in the future, I'd like to play AC7 in ultrawide mode...


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PostPosted: 02 Apr 2019, 14:50 
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It seems a recent update has broken the fix and the ui elements


Attachments:
502500_20190402164821_1.png
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PostPosted: 02 Apr 2019, 16:17 
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giannisww wrote:
It seems a recent update has broken the fix and the ui elements


The offset for the FOV seems to change with every patch. I found the new offset to be 2534918. So just go through the steps susahamat described earlier, but change the offset to 2534918 and do everything else like before. It seems to fix it for me.

susahamat wrote:
  • Open Program HxD > Click File and Open Ace7Game.exe
  • Ctrl+F > Click "Hex Values" > Click Search Direction "All" > Write 41 2C 01 4C 89 CB 0F 29
  • Replace Value With 41 2C 00 4C 89 CB 0F 29
    Attachment:
    Black Bars Removal.jpg

    then fix field of view
  • Ctrl+G > Write offset for

    • DayOne Version : 02534650
    • Patch 1 (v1.0.2.0): 02534620

    Select 35 FA 0E 3C
  • Replace Value with your desired resolution , choose one
    • 4:3,16:10 = Don't Need !
    • 2560x1080 = AA 05 33 3C
    • 3440x1440 = ED D1 33 3C
    • 32:9 = FC CF 65 3C
    • 48:9 = 70 7B 8B 3C
    • 48:10 = 70 7B 8B 3C

    Attachment:
    Field of View .jpg

  • Save and play
only one instance per fix , you should'nt write another instance!!!

EDIT: Offset FOV address for latest patch 1


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PostPosted: 02 Apr 2019, 16:35 
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Goutoh wrote:
giannisww wrote:
It seems a recent update has broken the fix and the ui elements


The offset for the FOV seems to change with every patch. I found the new offset to be 2534918. So just go through the steps susahamat described earlier, but change the offset to 2534918 and do everything else like before. It seems to fix it for me.

susahamat wrote:
  • Open Program HxD > Click File and Open Ace7Game.exe
  • Ctrl+F > Click "Hex Values" > Click Search Direction "All" > Write 41 2C 01 4C 89 CB 0F 29
  • Replace Value With 41 2C 00 4C 89 CB 0F 29
    Attachment:
    The attachment Black Bars Removal.jpg is no longer available

    then fix field of view
  • Ctrl+G > Write offset for

    • DayOne Version : 02534650
    • Patch 1 (v1.0.2.0): 02534620

    Select 35 FA 0E 3C
  • Replace Value with your desired resolution , choose one
    • 4:3,16:10 = Don't Need !
    • 2560x1080 = AA 05 33 3C
    • 3440x1440 = ED D1 33 3C
    • 32:9 = FC CF 65 3C
    • 48:9 = 70 7B 8B 3C
    • 48:10 = 70 7B 8B 3C

    Attachment:
    The attachment Field of View .jpg is no longer available

  • Save and play
only one instance per fix , you should'nt write another instance!!!

EDIT: Offset FOV address for latest patch 1


oh i see that fixed it thank you


Attachments:
502500_20190402183003_1.png
502500_20190402183003_1.png [ 3.4 MiB | Viewed 19743 times ]
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PostPosted: 02 Apr 2019, 17:42 
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Goutoh wrote:
I found the new offset to be 2534918


that's right

All Patcher for ultrawide has been updated to latest version http://www.wsgf.org/forums/viewtopic.ph ... 64#p174364

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PostPosted: 07 Apr 2019, 23:03 
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I'm confused about the current steps to get it working UW at 3440x1440 with a fixed UI. I ran the patcher from that post, I installed 3Dmigoto, I installed the mod, I installed the shaderfixes file, I edited the d3dx.ini. The game runs at UW in gameplay, but the UI is off center. Did I miss a step or do too many?


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PostPosted: 12 Apr 2019, 14:15 
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Fuzzy wrote:
I'm confused about the current steps to get it working UW at 3440x1440 with a fixed UI. I ran the patcher from that post, I installed 3Dmigoto, I installed the mod, I installed the shaderfixes file, I edited the d3dx.ini. The game runs at UW in gameplay, but the UI is off center. Did I miss a step or do too many?


I went through the same steps and it doesn't work. I'm guessing this is just going to remain unfixable and you're better off just playing at 16:9


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PostPosted: 14 Apr 2019, 15:40 
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Fuzzy wrote:
I'm confused about the current steps to get it working UW at 3440x1440 with a fixed UI. I ran the patcher from that post, I installed 3Dmigoto, I installed the mod, I installed the shaderfixes file, I edited the d3dx.ini. The game runs at UW in gameplay, but the UI is off center. Did I miss a step or do too many?


Same case for myself, i can't have the HUD centered. Is someone kind enough to maybe make a tutorial YT video about this fix? Or at least a step by step with pictures?
Anyway thank you for everything, it's great to see some people fixing what a triple AAA company can't do


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PostPosted: 15 Apr 2019, 17:30 
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Sorry I was working on other stuff for a while so I am only now back here.

I am asking everyone who has an issue to please do this:

1. Delete everything except "Engine" and "Game", then verify the game cache in Steam (https://support.steampowered.com/kb_art ... -QEUH-3335), it will make sure you have an unmodified .exe.

2. Download this fix: https://github.com/mpm11011/ac7-ultrawide (follow instructions, newest 3Dmigoto is 3Dmigoto-1.3.16.zip and it works with reshade)

IMPORTANT: There is currently a bug in the script where you have to create a folder called "Mods" next to the "ace7game.exe" and the two other folders manually or you will get an error. DO THIS BEFORE RUNNING magic.py.

Note that the script will ask for confirmation on your screen resolution, if you do not see this there has been an issue running the script.

This is how it should look like right before running the script:

Attachment:
explorer_2019-04-15_12-25-44.png
explorer_2019-04-15_12-25-44.png [ 12.27 KiB | Viewed 18985 times ]


I opened an issue for the bug with that requires manual creation of the "Mods" so that will probably get fixed at some point.

If this works for people I will edit all my other comments to link to the script. (It works for me on 3440x1440)

Thanks to markuscicero5 for making the script and some of the fixes!

---

(This is intended for fellow 3Dmigoto "shaderhackers")

I did look into the filter that is being removed in the hudtextfix.ini (although it is not related to text), I have been able to find the texture it uses (it is not just a color overlay), unfortunately regardless of what I do with the pixel shader it just won't move, I can move it to the center with the vertex shader but that messes up a ton of other stuff, I think just removing it is good enough for now, it is really subtle anyway.

I even tried replacing the texture with 3Dmigoto with a wider one but that just compressed it, I have not tried replacing it through an Unreal Engine 4 mod (the decryption URL is known, look up texture modding guides for AC7) but I doubt it'll work, I would have to install the corresponding UE4 editor version too so that is annoying, I might try it at some point if no one else did it by then.

Edit: Extended credits and I also edited my comment that is linked to by Rock Paper Shotgun and GameStar to point here.


Last edited by Winkelmann on 17 Apr 2019, 21:59, edited 2 times in total.

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PostPosted: 17 Apr 2019, 07:49 
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Thank you Winkelmann !


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PostPosted: 17 Apr 2019, 09:29 
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Thanks! Those instructions worked perfectly. I must have done too many steps.


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PostPosted: 20 Apr 2019, 16:21 
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*sigh*

I still don't understand the steps...


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PostPosted: 27 Apr 2019, 17:15 
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Ok

So i try one more time.

This time my game reduce to 16/9 and the HUD was making his own life on the right of the screen...


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PostPosted: 02 May 2019, 12:45 
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I'm new joiner today and appreciate everyone effort to make it happen. I'm work fine with patch for 3440x1440 when lower the resolution.

Just wonder if anyone could provide 3840x1600 patch which would be very nice.


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PostPosted: 04 May 2019, 00:06 
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It appears that a new update has broken our fixes. Susahamat, help!!!


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Wait, nevermind. No patch. Something changed though...
Like, I swear the hex value got reset or something in my .exe even though it says it hasn't been modified. <- didn't physically check in a hex editor.
But, the game starts zoomed way further out now, and I have to use Susahamat's FOV changer to fix it in real-time.
I'll look with a hex editor in a little bit. Wanna play now!


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PostPosted: 04 May 2019, 00:16 
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Oh for crying out loud, I'm a dork. My actual in-game resolution had simply been reset back to 1920x1080!! rofl. Oh man, heh, that was dumb.


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PostPosted: 21 May 2019, 05:22 
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Looks like the most recent update broke the fix again.


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PostPosted: 21 May 2019, 22:43 
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The new offset for patch 1.10 is 258B4D8. You can wait for somebody kind enough to do a new trainer or follow this guide and hex edit the executable yourself: http://www.wsgf.org/forums/viewtopic.ph ... 97#p174397

Thanks susahamat for the work you put into this!


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PostPosted: 21 May 2019, 23:15 
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Thanks, MapMan!


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@MapMan how did you find out the offset code ? (English is not my first language, that's why I don't understand it not perfect)
If I know this and the other stuff could make the new exe.


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PostPosted: 22 May 2019, 08:07 
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@MapMan, i change the hex, but the HUD is on the left side now, full resolution 3440x1440 works fine. is there a Hex code for the HUD, tried the old method and it doesn't work for me. Game doesn't want to run after following the setup steps.


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PostPosted: 22 May 2019, 09:29 
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DLC is out, i hope for the fix now <3.
Damn why did Namco Bandy not fix that shit, I did not get it :(

Ok I Edit the exe.
(replaced this "41 2C 01 4C 89 CB 0F 29" with this "41 2C 00 4C 89 CB 0F 29" | Edited the Offset with "258B4D8")
So normally after these steps I have to edit the resolution Hex in my case it's 2560x1080.
So I have to replace the "35 FA 0E 3C" with "AA 05 33 3C" ,
susahamat says quote: only one instance per fix , you should'nt write another instance!!!
but this does not work for me the, the Image is to large. So what did I wrong ??
All other things work, centered subtitles, HUD all ok just the to large Image.. Please help

EDIT

Now it works Perfect!
I Found the Right Hex to change ("35 FA 0E 3C" to "AA 05 33 3C") but it's in a other line. Have a look at the attachment screenshot
I have uploaded the 21:9 2560x1080p.exe Here are the link click please give feedback if it works for you !
Here are the screenshot <3:
Image


Attachments:
FIX.jpg
FIX.jpg [ 844.89 KiB | Viewed 9271 times ]


Last edited by QuadGore on 22 May 2019, 14:33, edited 1 time in total.
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PostPosted: 22 May 2019, 14:05 
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QuadGore wrote:
DLC is out, i hope for the fix now <3.
Damn why did Namco Bandy not fix that shit, I did not get it :(

Ok I Edit the exe.
(replaced this "41 2C 01 4C 89 CB 0F 29" with this "41 2C 00 4C 89 CB 0F 29" | Edited the Offset with "258B4D8")
So normally after these steps I have to edit the resolution Hex in my case it's 2560x1080.
So I have to replace the "35 FA 0E 3C" with "AA 05 33 3C" ,
susahamat says quote: only one instance per fix , you should'nt write another instance!!!
but this does not work for me the, the Image is to large. So what did I wrong ??
All other things work, centered subtitles, HUD all ok just the to large Image.. Please help

EDIT

Now it works Perfect!
I Found the Right Hex to change ("35 FA 0E 3C" to "AA 05 33 3C") but it's in a other line. Have a look at the attachment screenshot
I have uploaded the 21:9 2560x1080p.exe Here are the link click please give feedback if it works for you !



Uhm, nope.
I've tried to manually change the Hex, no luck, I also have to "request access" to download your .exe


Attachments:
20190522145929_1.jpg
20190522145929_1.jpg [ 387.06 KiB | Viewed 9223 times ]
20190522145827_1.jpg
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PostPosted: 22 May 2019, 14:22 
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Ok now it should work.

I hope for an FOV changer update :rockout:


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PostPosted: 26 May 2019, 00:22 
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Please send help


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PostPosted: 27 May 2019, 15:07 
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Chiclettero wrote:
Please send help


Follow these steps:
http://www.wsgf.org/forums/viewtopic.ph ... 13#p176013


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PostPosted: 31 May 2019, 18:20 
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Gotta say how helpful this forum has been, so much so i had to sign up and say so, also...
There was an update like yesterday and i lost my widescreen again, luckly thru this forum post ive been able to learn how to get this and i found where the new values are, and since i play in 3440x1440 you may have to adjust as needed

0258B790 and changed 35 FA 0E 3C to ED D1 33 3C
for the 3440x1440, if you want 2560x1080 its like AA 05 33 3C
and
0E9859B0 is where i changed 41 2C 01 4C 89 CB 0F 29 to 41 2C 00 4C 89 CB 0F 29


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PostPosted: 01 Jun 2019, 14:57 
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Thanks so much! That worked properly when I finally was able to work out and follow all the listed instructions properly. (it's not easy for an average PC user).
How do you know which hex values to change to get the desired result?


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PostPosted: 01 Jun 2019, 21:53 
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Yeah I love this Forum <3

Have a little Problem with the HUD, it's not round but oval How can I fix that ??
Attachment:
20190601224444_1.jpg
20190601224444_1.jpg [ 635.57 KiB | Viewed 8710 times ]


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PostPosted: 03 Jun 2019, 12:22 
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Please help If you can !


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Not sure how much help this will be QuadGore (especially since I'm having troubles of my own) but I noticed that if I edited the values using a Hex Editor as opposed to using that magic.py, I didn't have the oval issue.

(Edit: looks like I was imagining the oval, I took a bunch of screenshots with different fix techniques and they all looked exactly alike)

My problem is the hud. What value are you guys editing to center the hud? I've tried editing the offset at 258b4d8, when I change the 35 FA 0E 3C value to ED D1 33 3C (for 3440x1440 ) this doesn't seem to do anything. I even went through the entire exe and edited all instances of 35 FA 0E 3C to change to ED D1 33 3C and other than one value that makes all planes explode as soon as the mission starts, the hud didn't move.

I'm guessing the 41 2C 00 4C 89 CB 0F 29 is what removes the black bars, which that part seems to be working ok but it's the hud centering that I can't seem to figure out.

I even did the steps posted at http://www.wsgf.org/forums/viewtopic.php?p=176013#p176013 which seems to work ok for removing the black bars (although it makes the reticle oval but I would accept that at this point), but once the game starts the hud is still off center and I've located the value this magic.py seems to be changing, and it's the same one I've been changing above which doesn't seem to do anything.

(Edit: Resolved the problem by reinstalling to a different drive as the drive I was using was setup as a network drive. Not entirely sure why it worked, probably a permission issue, but I'm not complaining.)


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PostPosted: 11 Jun 2019, 06:53 
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Nother update, now resolution changed to line 0258AB90 where i changed 35 FA 0E 3C to ED D1 33 3C
for the 3440x1440, if you want 2560x1080 its like AA 05 33 3C
and
0E36FC10 is where i changed 41 2C 01 4C 89 CB 0F 29 to 41 2C 00 4C 89 CB 0F 29


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PostPosted: 16 Jun 2019, 09:13 
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Dragonlord3344 wrote:
Nother update, now resolution changed to line 0258AB90 where i changed 35 FA 0E 3C to ED D1 33 3C
for the 3440x1440, if you want 2560x1080 its like AA 05 33 3C
and
0E36FC10 is where i changed 41 2C 01 4C 89 CB 0F 29 to 41 2C 00 4C 89 CB 0F 29


It doesn't seem to work.


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PostPosted: 16 Jun 2019, 19:27 
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Patch 1.12 what worked for me 3440x1440 :

1. Go to Steam and right-click on ACE COMBAT 7 in library
2. Properties :: Local Files : Verify intergrity : This will reinitialize everything
3. Launch game, choose fullscreen 3440x1440
4. Close game
5. Regedit the .exe with HxD only for :

0E36FC10 is where i changed 41 2C 01 4C 89 CB 0F 29 to 41 2C 00 4C 89 CB 0F 29
(removing black bars)

Done! (The menus will look weird but all is good in game HUD and resolution)


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PostPosted: 17 Jun 2019, 17:07 
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can someone help me?

My screen resolution is 3840x1600,
only with "Ace7Game_32x9v1.exe" I have fullscreen, but have HUD problem!
(I know it's not the right one, but there's nothing else!) :?:


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has anyone been able to get 32:9 aspect ratio working after the 1.12 patch?

No hex edit works


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Yeah, I'll second a fix for 32:9 after the latest patch? Pretty please? I'll be your bestie!


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Me too; plz help us fix it again!


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MalachXaviel wrote:
I noticed that if I edited the values using a Hex Editor as opposed to using that magic.py, I didn't have the oval issue.

I even did the steps posted at http://www.wsgf.org/forums/viewtopic.php?p=176013#p176013 which seems to work ok for removing the black bars (although it makes the reticle oval but I would accept that at this point), but once the game starts the hud is still off center and I've located the value this magic.py seems to be changing, and it's the same one I've been changing above which doesn't seem to do anything.

(Edit: Resolved the problem by reinstalling to a different drive as the drive I was using was setup as a network drive. Not entirely sure why it worked, probably a permission issue, but I'm not complaining.)


Sorry to hear you have been having trouble with the script.

I updated the script on 5/22 to more accurately hex edit the executable and double check the results when it's done. Are you using that version or an older one?

I believe your HUD misalignment issue is because the set of shaders with the proper adjustments weren't being downloaded. You can see those files here: https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes. You say you had a network drive set up as your AC7 install location?

I will look into making the script more robust. I haven't tested it with the latest patch of the game, so we'll see what happens.


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Hi Dragonlord3344 and @Valheureux, I wanted to try your regex fixes but
for row 0258AB90 I have value
40 3D 84 41 01 00 00 00 00 44 41 40 01 00 00 00

for 0E36FC10 I have value
21 95 20 95 23 95 22 95 25 95 24 95 1A 95 E0 95

So completely different values and i'm reluctant to overwrite them with the values given. That will surely not work. I just bought the game today on Steam so it must be version 1.12 and I want to get rid of the black bars at 3440x1440. I have no idea what to try next..

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JayJay wrote:
Hi Dragonlord3344 and @Valheureux, I wanted to try your regex fixes but
for row 0258AB90 I have value
40 3D 84 41 01 00 00 00 00 44 41 40 01 00 00 00

for 0E36FC10 I have value
21 95 20 95 23 95 22 95 25 95 24 95 1A 95 E0 95

So completely different values and i'm reluctant to overwrite them with the values given. That will surely not work. I just bought the game today on Steam so it must be version 1.12 and I want to get rid of the black bars at 3440x1440. I have no idea what to try next..


The row will change everytime there's a new .exe update. I just downloaded an update but I'm assuming this one was pushed through on the 26th. For me

41 2C 01 4C 89 CB 0F 29 was on row 0E0FF3B0

and

35 FA 0E 3C was on row 02549310

Unfortunately while this did remove black bars the FOV is jacked with everything zoomed way in. I remember early on it did this but the zoomed in was just in select menus but this is zooming in the gameplay itself where 3rd person camera is so close the engines clip at the bottom of the screen.

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Thanks Jmike, I located the lines with 'find Hex-values' and successfully removed the black bars/got uw working. The game seems to look good, not sure if it's zoomed in, the draw distance seems very near tho and i see a lot of pop-in. don't think it was like that before. Perhaps this zooming is what this fix relies on. But I'm also having the offsetted HUD issue so the game is unplayable and i'll have to revert the changes to actually play or fix the HUD somehow.

How did they not just add native support in the 1.12 patch? Mind boggling.

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PostPosted: 30 Jun 2019, 19:58 
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EDIT: I've fixed it. See bottom of post for the actual fix.

I've been reading through this thread since February and using the fixes provided @Sushamat @Winkelmann and @Markuscicero5, modifying the Magic.py script with the ever changing offsets in the various game updates and this has been working beautifully. However, as of the 25 June update, something completely different appears to be taking place.

The fix for the Black Bars (41 2C 01 4C 89 CB 0F 29 - Offset 0E0FF3B0) no longer behaves as expected when the "01" is changed to "00" (zoomed-in). But more interestingly, the FOV value situation seems to have changed in much more dramatic fashion. Hex "35 FA 0E 3C" now appears in multiple places, particularly at offsets 02549310, 0258B950, and 037FD010. Interestingly, at offset 0258B950, you see it repeated four times in a row, which I don't recall seeing before.

Editing t he values of "35 FA 0E 3C" at offset 0258B950 where it is repeated results in erratic flight behavior and is not something I recommend.

I am no coder/programmer, and perhaps, this is optimism on my part, but I'm sensing that Bandai Namco might ACTUALLY be slowly fixing this issue permanently and is slowly making progress with each update now.

Another thing I noticed: Run a clean/un-modded copy of the game. Go to the graphics options and set the game to fullscreen mode (while your widescreen/multi-monitor display mode is active) and notice that the option to set the game to that widescreen resolution is now there. Set it to that mode, and the game will actually run in that widescreen mode, albeit still only playing the game in the center 1920x1080 portion of the screen. Taking replay screenshots in this mode will include the black bars on either side. (This used to only be somewhat doable in Borderless Windows Mode).

Anyway, food for thought. We may just need to be patient on this one, unless some of the absolute wizards I mentioned above know of other workarounds in the mean time.

The Fix (v1.1.3 25 June/ADF-01 Update):
1] Fix the Black Bars by changing "41 2C 01 4C 89 CB 0F 29" to "41 2C 00 4C 89 CB 0F 29" at offset 0E0FF3BA.
2] Change FOV values from 35 FA 0E 3C to your appropriate widescreen value ONLY at offset 0258B950!

Along with this, the Magic.py/3D Migoto stuff from @markuscicero5 still works as it did before. I would suggest that the Magic.py script be updated with the above offsets (lines 56 and 59) so that the correct values are written to the correct locations.

Image


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@Phoenix042X, you must be running an older version of magic.py, as the latest version is now handling both of the situations you pointed out. Here's what the script does now:

Create a backup of the exe with a timestamp in the filename.

Read the entire exe into memory, then do a find/replace of the bytes we want to change - that includes an 8 byte segment that indicates where the black bar setting is, and a 6 byte segment (rather than 4, it narrows the number of matches from 3-4 to 1, and I confirmed it using older exes too) that indicates where the FOV is. This means that no matter what address those 2 things end up being in future patches, the script should be able to find them and fix them.

Lastly, the script does a byte-by-byte comparison of the modified exe to the time stamped backup. It should find exactly 4 bytes that are different: 1 for the black bars (01 to 00), and 3 for the FOV (35 FA 0E to whatever your monitor needs). If it finds exactly 4, great. If not, it should warn you that the script may not have done it job properly.

You can redownload my solution here:

https://github.com/mpm11011/ac7-ultrawide

I should mention I've updated the installation procedure as well. You need to download the entire repository to get the HUD and GUI adjustments, if you don't already have them. I realized that having magic.py download them for you, while convenient, was rather insecure and irresponsible. If you don't know how to use git to clone the repo, you can just download a zip from that page as well.

Let me know if the updated script works better for you. And keep in mind, as Namco/Project Aces continues to update the game, we may find that the values and addresses change in ways we can't predict. Hopefully they just make all this stuff obsolete by actually adding ultrawkde support to the game XD. Until then, I should finally be getting email updates via GitHub if you file issues in that repo.


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I'd like to start out by thanking all of the people on this forum that put in the work to help simpletons such as myself get these mods working. You guys are awesome!

I followed one of these guides a few months ago, and was able to get my game running on my 3440x1440 monitor with the HUD centered, albeit stretched a bit. I was fine with how everything was working until a game update reverted all the changes.

So yesterday I found Winkelmann's guide on page 23 of this thread, and followed it as best I could. These steps fixed the black bars, but now my HUD is shifted to the left of my screen, and I have no idea what I need to do to fix the issue. I'm hoping someone could give me a tip. Is there a hex value I should edit to center the HUD? Etc.

Thanks again


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PostPosted: 01 Jul 2019, 17:15 
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markuscicero5 - Your solution worked perfectly! Thanks for sharing it!


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PostPosted: 02 Jul 2019, 00:48 
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@Markuscicero5 Indeed I was. Once I found that I somewhat reasonably understood how to fix it and that GitHub repository was likely up-to-date, I figured it was easier to just modify the script and re-patch with the method I was using. Once I did that, I hadn't been back here for quite a while.

That being said, I appreciate the pointer toward update with the new and improved version of the script and will just use that for now. I'll give it a whirl when the next update is released Probably in a month or two.

Thanks!


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PostPosted: 02 Jul 2019, 05:12 
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You're welcome!

Hey @susahamat or @Winkelmann, how do you figure out what hex values to use for a given monitor setup? Is it trial and error, or is there some math behind it?

I'm looking to implement these equations in my script next: https://en.wikipedia.org/wiki/Field_of_view_in_video_game That way even the craziest monitor setups can be set up automatically. What do you all think?


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PostPosted: 06 Jul 2019, 23:53 
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Hey. I'm still having an issue getting the HUD to center at 3440x1440, and is offset to the left. I see that it's a common issue, but the only fix has been to follow the steps here: http://www.wsgf.org/forums/viewtopic.ph ... 13#p176013 and though I've followed them at least a dozen times, I can't for the life of me figure out what the issue is, as I'm positive I've followed all steps to the letter. Any help would be appreciated...


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PostPosted: 07 Jul 2019, 16:15 
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@Janissary the HUD issues are managed/fixed by the files that end up in the Mods and ShaderFixes folders and are provided by @marcuscicer5 's updated solution about six or seven posts above this one. They rely on 3DMigoto to work, so make sure you have the zip file for 3D Migoto 1.3 present in the game directory. There's a link to it on marcuscicero5's github page for the fix.

If you continue to have issues, I would start by removing any added/modded files in your steamapps/common/Ace Combat 7 directory and then verify the local files from within STEAM's interface. Afterward, I would then download markuscicero5 's updated code and the 3DMigoto 1.3 Zip from above if necessary. Make sure the appropriate Python runtimes are installed to your computer so that you can run the magic.py script; you should then be able to run the magic.py script and just follow the prompts and everything should more or less just work.


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PostPosted: 10 Jul 2019, 16:29 
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Thanks to everyone for posting UW solutions!!

I'm experiencing the same issue as Janissary. The black bars are gone but the hud is offset to the left.
Phoenix- I performed your troubleshooting steps in the prior post but nothing has changed. It seems the script ran successfully including the unpacking of 3Dmigoto. Is there anything I'm missing guys?


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PostPosted: 10 Jul 2019, 21:23 
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Download these two folders to your AC7 game directory.

https://github.com/mpm11011/ac7-ultrawide/tree/master/ShaderFixes
https://github.com/mpm11011/ac7-ultrawide/tree/master/Mods


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PostPosted: 12 Jul 2019, 01:28 
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Thanks Mark. Sadly the HUD is offset left even with the mods and shaderfixes folders included. I started over by deleting all of the modded files, verified and re-downloaded your uploaded link. I've attached a shot of the folder as the script was running. Damn I'm close! Any ideas?


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IMG_2175.jpg
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Last edited by rrev11 on 14 Jul 2019, 04:34, edited 1 time in total.
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PostPosted: 12 Jul 2019, 16:39 
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Ok, 3Dmigoto isn't being installed correctly. Please try the following:

1. Hit the Windows key and type "idle" without quotes. Windows search should find something like "IDLE (Python 3.x 64-bit)." Run that.

2. In the Shell, click File, Open, and open up magic.py.

3. In the new window, click Run, Run Module. The script will start running as per normal, follow along with the usual instructions.

4. If the script fails, you should see a bunch of red text. Copy all of it and paste it here.


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PostPosted: 13 Jul 2019, 01:45 
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Hi Mark- I ran thru the suggestions you provided in the prior post and I believe the script failed. The HUD is still offset left. Here's what I got:


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PostPosted: 13 Jul 2019, 03:53 
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Here's the text:

Python 3.7.4 (tags/v3.7.4:e09359112e, Jul 8 2019, 19:29:22) [MSC v.1916 32 bit (Intel)] on win32
Type "help", "copyright", "credits" or "license()" for more information.
>>>
======= RESTART: D:\Games\Steam\steamapps\common\ACE COMBAT 7\magic.py =======
Your screen size appears to be 3440x1440.
Is that correct? Y to continue, N to cancel:y
Determining FOV hex value...
Backing up the game exe...
Modifying the game exe...
Verifying the game exe...
Old byte: b'5', New byte: b'\xed', at address: 39369048
Old byte: b'\xfa', New byte: b'\xd1', at address: 39369049
Old byte: b'\x0e', New byte: b'3', at address: 39369050
Old byte: b'\x01', New byte: b'\x00', at address: 235926458
Verification successful.
Checking for 3Dmigoto zip file...
Unpacking 3Dmigoto-1.3.16.zip...
Installing 3Dmigoto...
Traceback (most recent call last):
File "D:\Games\Steam\steamapps\common\ACE COMBAT 7\magic.py", line 133, in <module>
for item in os.listdir(tdm_dir + '/x64'):
FileNotFoundError: [WinError 3] The system cannot find the path specified: '3Dmigoto-1.3.16/x64'
>>>


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PostPosted: 14 Jul 2019, 02:10 
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So what are the contents of the 3Dmigoto-1.3.16 folder? Does the zip file actually get extracted properly?

I'm unable to duplicate the problem on my machine, even when using your version of Python and 3Dmigoto. So we'll have to troubleshoot one thing at a time.


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PostPosted: 14 Jul 2019, 02:39 
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Thanks Mark. Below is a look at the contents of the 3Dmigoto folder.
My process has been extracting the 3Dmigoto folder within the Ace Combat game folder. In other words, once the 3Dmigoto file has been downloaded, I'll move this zipped 3Dmigoto folder to the Ace Combat game folder and set the extract destination there. Once extracted, the folder looks just like it does in the pic I posted a few posts up.
I really appreciate your help!


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PostPosted: 14 Jul 2019, 06:10 
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Oh noooooo, I know what happened.

You downloaded the source code for 3Dmigoto, not the release package.

Go to the following link, scroll all the way to the bottom until you see a list of zip files. You're looking for 3Dmigoto-1.3.16.zip. The size should say 5.22 MB. Download that, put it in the AC7 folder, delete the old 3Dmigoto folder, then run the script.

https://github.com/bo3b/3Dmigoto/releases/


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PostPosted: 14 Jul 2019, 07:55 
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THAT'S IT MARK!!
The downloaded source code was no doubt the problem. Before the release package was in place the script would fall away after the 3Dmigoto install attempt. Now, the script properly installs and notes when the process has finished. Beautiful!
Ya know, Bandai really should have your PayPal info. Since they probably don't, post it here! I'll buy you lunch. You're a badass Mark, thanks.


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PostPosted: 15 Jul 2019, 00:30 
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I don't have PayPal, and you don't need to pay me. But I appreciate the gesture. :)


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PostPosted: 16 Jul 2019, 17:16 
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I want to share with @everyone an issue that has beset the WSGF over the last week or so. Google has decided that the files we host (exe files, patchers, etc.) are malware. Thus, they have flagged the entire WSGF as hosting and/or linking malware, which inhibits site access and search rankings.

Both the WSGF and our older media server (WSGF Media dot com) have been flagged. We have found a solution for our hosted files, via our friends at PC Gaming Wiki. However, we still have an issue with the forums linking to the old WSGF Media server.

There is no feasible way to go through the forums and edit the possible thousands of posts that reference the WSGF Media server. And there is absolutely no guarantee that Google won't ping some future post attachment and flag the entire site again.

The forums are much quieter today then they used to be, with just 1 or 2 active posts per day on average, on top of this we continue to have issues with bots or humans creating accounts to post spam. Additionally, the forums have hampered our ability to enable HTTPS and update the site to be more modern and mobile friendly.

The internet itself has also shifted, with sites like Reddit and services like Discord, YouTube and Twitch being where most discussion happens. Given all of the above we are exploring the idea of "archiving" the forums into their own domain so that everything could be read, but no new posts or accounts could be created. We would then direct all new discussion to a Reddit community and/or our Discord server, which we hope will make discussing and working on fixes more practical.

We are really at a crossroads where the forums have gone from being a minor or moderate inhibitor to growth of the WSGF, to now a major roadblock (thanks to Google). We need a road forward, and wanted to reach out to the community to socialize the issue and our ideas, and to get your feedback.

I'd love to hear your feedback in our Discord Server - https://discord.gg/FcVYWgh


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PostPosted: 04 Aug 2019, 23:59 
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After latest update I now have this issue where the map "breaks".

I reinstalled the 3Dmigoto and other fixes. No dice!

Also: Thank you to everyone who contributes to fixing games on WSGF. I am very grateful.


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PostPosted: 09 Aug 2019, 22:16 
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Alright folks! It helps if you read words and numbers good - as well as pay attention to what you are downloading. My problem was that I had just grabbed the bottom most 3DMigoto listed in the version releases - 1.3.8 - in stead of the required 1.3.14 +.

Thank you to @MartinsDiscordAccount for their powers of observation.


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