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Awesome news!!!Managed to

Posted: 12 Feb 2012, 15:51
by helifax
Awesome news!!!

Managed to fix the Y coordinates!!!! for the mouse! they now work as intended (90% flawless) Still have the X coordinates to align!!!
After 4 days and allot of measuring and math:)) I manged to find out how to fix them:)) Basically I calculate where the new position should be and inject it into the game every time the mouse moves:)

Thank you very much for the feedback! For the galaxy map and the hud centered on the screen that is something we will have to live with! :)) The galaxy map can be used if we disable the fix prior of going to galaxy map.:)

I am not trying to create the perfect fix! (That should have be done by the companies in the 1st place!!) I just want to provide a way so that everyone can play the game in Eyefinity.

Editor remark: this is by far the worst game engine that I tried to fix

That is some nice work. If

Posted: 12 Feb 2012, 17:17
by Wijkert
That is some nice work. If you want me to test anything, let me know. Thanks for putting in so much time. You are absolutely right, the developers should have done a better job.

Wijkert wrote:That is some

Posted: 12 Feb 2012, 20:51
by Jackal Frost
That is some nice work. If you want me to test anything, let me know. Thanks for putting in so much time. You are absolutely right, the developers should have done a better job.


Sadly, that's the world we live in.

Glad we have people of our own creating fixes to account for lazy developers.

Awesome news, Helifax, I couldn't even try to play this game with a controller, please let me know if there's anything I can do to help.

I will release a build of the

Posted: 12 Feb 2012, 21:12
by helifax
I will release a build of the plugin!

Fixed

- Fov is now calculated based on the original FOV. In the future I will add a new method for calculating the FOV (BIG thanks Dopefish)!!
- Menus are now fully displayed
- Mouse is now functional. I tried to align the mouse coordinates with the menus as best as I could, but the math functions are not linear , rather a vortex effect thing.
- Conversation wheel works.

Things out of place

- Ingame hud is moved to the middle. This is the side effect of rescaling the menus and everything else. For the moment they will remain like this. Maybe in the future will try to move them around the borders.
- The mouse doesnt perfectly align with the buttons. But if you move the mouse around the button you will find it;)) This is because of the new coords estimation method.
- Space map has markers flying around like in Skyrim map. To navigate, disable the fix, navigate enable the fix when you want to enter a planet. Sadly I cant do anything here.
- For the RETICLE... Switch to the Sniper and ZOOM or to the rocket/grenade launcher for the Reticle to re-align properly!!1

Like before use this plugin with WSF.

Please let me know what you think and how it works for you!!!


Use fullscreen for the game and now Window Mode. Tested on 5230 x 1050, but It should work for other resolutions also ;))




Attached files Plugin.Mass Effect 2.rar (28.6 KB)

Awesome Job man, is this fix

Posted: 13 Feb 2012, 04:19
by Tailgunner
Awesome Job man, is this fix implemented for ME1 or is it just ME2 right now?

Tailgunner wrote:Awesome Job

Posted: 13 Feb 2012, 07:58
by Jackal Frost
Awesome Job man, is this fix implemented for ME1 or is it just ME2 right now?


Just ME2 for now, unless he changed that in this release, but I imagine he would have mentioned that.

This is awesome, Helifax, keep up the great work!

Changed the screenshot to a link, so as to avoid stretching the page horribly.

Screenshot!

This is absolutely fucking amazing, I had given up hope of ever playing this game in Eyefinity. Do you have a Paypal email I can donate to? I'll see if I can scrounge up some cash.

thelolotov wrote:This is

Posted: 13 Feb 2012, 09:28
by Wijkert
This is absolutely fucking amazing, I had given up hope of ever playing this game in Eyefinity. Do you have a Paypal email I can donate to? I'll see if I can scrounge up some cash.


The e-mailadress is in his sig. And I have to agree with you that this rocks big time!!!

Tailgunner wrote:Awesome Job

Posted: 13 Feb 2012, 10:09
by helifax
Awesome Job man, is this fix implemented for ME1 or is it just ME2 right now?


At the moment is only for Me2! I will look into Me1 too in the future;)) and try to do the same there as the engines are both the same. But 1st I still need a few tweaks to this one;))

I am glad that you all like it;)) I ended up last night playing Me2 for 3hours in Surround:)))

Best Regards,
helifax

helifax wrote:Tailgunner

Posted: 13 Feb 2012, 11:16
by Jackal Frost
[quote]Awesome Job man, is this fix implemented for ME1 or is it just ME2 right now?


At the moment is only for Me2! I will look into Me1 too in the future;)) and try to do the same there as the engines are both the same. But 1st I still need a few tweaks to this one;))

I am glad that you all like it;)) I ended up last night playing Me2 for 3hours in Surround:)))

Best Regards,
helifax

I think I'll be replaying this game in surround myself tomorrow, the second I get home from school.

I'll have to make sure I send a little cash your way the second I have some to spare.

Please report any problems

Posted: 13 Feb 2012, 19:56
by helifax
Please report any problems with the fix except for :

- Character bodies of companion sometimes disappear. (This is the engines doing because of the increased FOV)
- Galaxy map markers are moving around like in Skyrim. - This is because I rescale the whole UI. Looking into a fix for this.

I will also look into creating a fix for ME1 based on the same approach used here;))

Best Regards,
Helifax

helifax wrote:I will also

Posted: 13 Feb 2012, 21:02
by thales100
I will also look into creating a fix for ME1 based on the same approach used here;))


Awesome ! :rockout

Sadly even if the engines are

Posted: 14 Feb 2012, 01:09
by helifax
Sadly even if the engines are the same, the way the hud is being drawn is different. Managed so far to change the FOV ingame (which is also calculated differently than in ME2) Menus are still no go. They are Stretched and big:)) Will look into it;))

I also Pmed Hayden about his fix. Maybe he will give us his finds so we can add support for Me1;))

Helifax

So I have played some more

Posted: 14 Feb 2012, 13:02
by Wijkert
So I have played some more ME2 and here are some minor bugs I found:

- The icons of explosive crates aren’t in the right location. They seem to float around, instead of staying put on the crates themselves.
- The crosshair has to be reset to the right location every time you load a game. If you die a lot because you are playing on a higher difficulty, you have to reset the crosshair a lot as well.
- The health bar of enemies are right on top of them, instead of above them. This makes it harder see what enemies are doing.
- When you start or stop running the screen (especially) the lights flicker for a very brief but noticeable moment.

I am not entirely sure that all of the above has to do with this playing this game in eyefinity, but I guess at least the first three do.

So.. all I get is this funny

Posted: 15 Feb 2012, 20:12
by Chiefbadmojo
So.. all I get is this funny message..

Plugin.Mass Effect 2.dll, API Version: 2.0

Required API version: 2.1

The application will now exit

I figured the widescreenfixer is updated, but not the .dll. However I can't find an older widescreen fixer that works. Any tips? I found 1.32 but that's too old.

None of the links at http://www.widescreenfixer.org/old.php seems to work.

The ME3 demo looks SO much better on the PC than Xbox, gonna have to run through ME2 (again!) since all my saves are on the xbox. And doing that on 3 monitors would just rock :)

r312 will work for now on the

Posted: 15 Feb 2012, 21:41
by dopefish
r312 will work for now on the old page.

Chiefbadmojo wrote:None of

Posted: 16 Feb 2012, 00:32
by Skripka

None of the links at http://www.widescreenfixer.org/old.php seems to work.

The ME3 demo looks SO much better on the PC than Xbox, gonna have to run through ME2 (again!) since all my saves are on the xbox. And doing that on 3 monitors would just rock :)


They might look better on PC... But the textures still look like poo. As in glaringly awful eyesore poo that they didn't even try to hids. "Good news" being, ME3 probably won't be able to be modded to fix EA's screwups/laziness.

Ta daa!!So now! we

Posted: 16 Feb 2012, 21:27
by helifax
Ta daa!!

So now! we have:

Mass Effect 1 - fixed
Mass Effect 2 - imperfect fix (will review in the coming period)
Mass Effect 3 - fixed

All include:

- Correct fov
- Proper scale of HUD
- Centered HUD
- Cutscenes rendered nicely on center monitor (no modifications here)

Me1 fixed screenshots below:)




Attached files

helifax wrote:Ta daa!!So

Posted: 17 Feb 2012, 02:01
by synergic
Ta daa!!

So now! we have:

Mass Effect 1 - fixed
Mass Effect 2 - imperfect fix (will review in the coming period)
Mass Effect 3 - fixed

All include:

- Correct fov
- Proper scale of HUD
- Centered HUD
- Cutscenes rendered nicely on center monitor (no modifications here)

Me1 fixed screenshots below:)

Had to make an account just to say thanks for this, been waiting a long time. Any known defects with it? I'll be testing it in the next few days when I have the time.

Alright, the work is done.I

Posted: 17 Feb 2012, 06:03
by dopefish
Alright, the work is done.

I took helifax's interface fix and my field-of-view fix and combined them into one great plugin. :)

Unfortunately there are two issues that stand out to me:

  • Waypoint markers, codex markers, and markers in general do not line up correctly with where the actual location is. I assume the markers are still positioning based off of the surround resolution and not the centered resolution.

  • The HUD gets cut off if you use certain resolutions or aspect-ratios. I tested the game in a 5044x900 window and the interface was getting cut off on all four sides. I'll get with helifax on this and see what we can come up with.



On top of this, AMD Eyefinity auto-detection support has been implemented.

https://www.widescreenfixer.org/

Let me know how it works out.

The fix doesn't seem to work

Posted: 17 Feb 2012, 08:44
by synergic
The fix doesn't seem to work for me. I'm using the newest version of Widescreen Fixer; it detects the game, gets the base address and can enable the fix, but "Field-of-View" shows 0 when the fix is enabled and N/A when it isn't. Tried enabling it at different times. Using the retail version on v1.02 if it makes any difference. I also tried testing it with and without auto-detection to see if something was wrong with that, but it also didn't work.