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Test version

Posted: 30 Dec 2011, 11:44
by dopefish
Test version updated.

https://www.widescreenfixer.org/wsf_test.7z

Plugin.Call of Duty Black Ops:


  • Removed crosshair support since this can be done via config editing.

  • Fixed mouse cursor scale.

  • Fixed wrong offset for latest single-player version.

  • Added some older versions and marked the rest as N/A. They'll be implemented later.

  • Added some missing exception checking.

  • Did some more work on FOV support.



I found that you can easily enable/disable the crosshair via editing of the config file.
Steamsteamappscommoncall of duty black opsplayersconfig.cfg

Add something like:
bind P "cg_drawCrosshair 0"

Then when you get in game, just press the button and it will disable it naturally without messing anything else up.


Edit:
I've set up a page just for the test version.
https://www.widescreenfixer.org/test.php

That's odd, I was under the

Posted: 30 Dec 2011, 15:14
by David leatherhoff
That's odd, I was under the impression that all crosshair related changes in the .cfg failed to remove it, did you try it yourself? All forum posts I could find during my searches turned up negative.



examples: http://www.codboards.com/forums/showthread.php?t=33647

"I also need help.I tried everything.MW2 didn't have this Options,but you can Add instruction to the config,it can disable crosshair.
But now, what ever i add,no effect. I even search "crosshair" ,change all of its argument to reverse . It also didn't work.use the MW2's argument ,the same."

and: http://www.mw2forum.com/forum/viewtopic.php?f=53&t=16160

"Does anyone know of a way to remove the crosshair in Single Player? I've experimented with the cg_drawCrosshair "1" setting in config.cfg and even set the file to read only (in case the game switches it back) but it doesn't work.
Any ideas? Its a real game breaker for me!"



Could you leave the crosshair option in anyway please? I would really appreciate it. No crosshair/no radar sounds perfect, and if people can disable the crosshair in the .cfg, then they don't have to use the option if they don't want to :)

Thanks!

Yes. I tried it on Black

Posted: 30 Dec 2011, 16:00
by dopefish
Yes. I tried it on Black Ops. I did not try it on MW2 or MW3.

It works just fine with Black Ops.

I'll see what I can do about making a better solution for the crosshair. I'll add it back in later.

Thanks! I have to wait for

Posted: 01 Jan 2012, 01:07
by David leatherhoff
Thanks!

I have to wait for the game to Download on steam anyways so I'll just wait until you add it back in.

As soon as it is, you can expect a donation :)

EDIT: Tested it with your method in the config.cfg (bind P "cg_drawCrosshair 0"), set it to read only, it doesn't work. Nothing I tried actually works (also tried seta cg_drawcrosshair "0" and a zillion other commands/methods, the .cfg does nothing for the crosshair in single player). :(

your wgf fix is the only thing that actually works.

PS: Happy new year.

That's really odd. This is

Posted: 01 Jan 2012, 12:38
by dopefish
That's really odd. This is what I added to my config.cfg:

bind O "cg_drawCrosshair 0"
bind P "cg_drawCrosshair 1"

I just press O and P and it will enable/disable it on-the-fly.

I didn't set the file as read-only or do anything else. It worked just fine for Black Ops for me.

I'll still look into it. It may be a few days since I've been putting my code through static code analysis and fixing any warnings that appear. Almost all the warnings that have appeared usually just have to do with missing comments or descriptions. When I get all of it cleared up I'm going to resume work on a bunch of games.

I just tested it again using

Posted: 01 Jan 2012, 14:07
by David leatherhoff
I just tested it again using exactly what you posted, but it still doesn't work for me. I don't get it, but I'm going to rely on your tool since it works flawlessly and
I don't mind waiting a couple of days.

Thanks for the help!

http://widescreengamingforum.

Posted: 04 Jan 2012, 07:09
by dopefish
http://widescreengamingforum.com/forum/forums/gaming/detailed-widescreen-reports/17345/star-wars-old-republic-detailed-report?page=2#comment-238546

Added support for Star Wars: The Old Republic

@DopefishHi, I apologize if

Posted: 05 Jan 2012, 15:34
by Wijkert
@Dopefish

Hi, I apologize if this has been asked before, but would it be possible that the widescreen fixer would work for the Mass Effect games? Was planning on playing Mass Effect 2 (right before the release of Mass Effect 3) again and would love to do that in Eyefinity.

Hi,Apologies if this is not

Posted: 05 Jan 2012, 15:49
by Ballza
Hi,

Apologies if this is not allowed, please remove if needed.

Are we allowed to make suggestions for games?

I'd love to have a fix for World of Tanks, I've recently setup 3 monitors for Eyefinity goodness, but with the Minimap on the very right side its hard to make use of it and its very important!

World of Tanks

Cheers
Matt

World of Tanks has been

Posted: 05 Jan 2012, 18:07
by dopefish
World of Tanks has been requested before. It's on my list.

For Mass Effect, HaYDeN already has a tool in the works for it.

dopefish wrote:For Mass

Posted: 05 Jan 2012, 19:32
by Wijkert
For Mass Effect, HaYDeN already has a tool in the works for it.


I believe he started to make that tool, but never finished it. Maybe we need to have patience or maybe when ME3 comes out the 'demand' for such a tool will be higher. This might be a dumb question, but would it be a lot of work to add ME2/3 to the widescreen fixer? If so, I am sure the that people would donate to have it work in triple monitor gaming.

Here's some updates as to

Posted: 11 Jan 2012, 20:10
by dopefish
Here's some updates as to what's been going on behind-the-scenes.

Progress on working on some games has slowed down in favor of adding in more features and improvements to the program and libraries itself.

I recently added in a new set of libraries that I wrote that will detect your display information. Right now only NVIDIA Surround is support. I have plans to add in support for AMD Eyefinity soon.
What this new library will do is gather information on whether surround is enabled, how many displays you have, the resolution, whether you use bezel correction or not, and positions for the HUD. While no plugin takes advantage of this yet, I have plans to have every plugin use this eventually.

The goal is to make it as transparent as possible. This way you can just launch the application, choose your game and game version, and it will just work. There will optionally be a way to override the automatic detection and configure it yourself. This can be handy if you run the game at a lower resolution than your desktop.

I've also been porting some of the older plugins into the new test version. I hope to eventually replace the old version entirely with the new one.

There's still a lot to be done but things are turning out pretty great.

Dopefish, the work you are

Posted: 12 Jan 2012, 10:15
by Wijkert
Dopefish, the work you are doing is awesome! I am looking forward to that new function. The possibility of overriding the automatic detection seems indeed important though.

I updated the test version

Posted: 15 Jan 2012, 11:21
by dopefish
I updated the test version (anymore it actually gets updated multiple times per day) with a new plugin for Serious Sam 3: BFE. This plugin is rather simple in that it lets you lower the HUD width limit. While the support for surround is pretty much perfect, it does not seem to account for bezel management. When lowering the screen width it wouldn't go low enough to get the HUD perfectly in the center. This lead to the HUD being slightly cut off.

To use this fix, just start Widescreen Fixer, select the game, and configure it. When you start the game you won't be able to lower the screen width at the main menu. Once you load into a game and start playing, you can go back to the options and lower it there.

16:9 the default screen width is 1.0 and the limit is 0.85.

At 6056x1080, the default screen width is 3.0 and the lower limit is 1.0. Lowering the screen width to 0.95 centers it for me, but depending on how large your bezel gap is, you may need a lower value.

https://www.widescreenfixer.org/test.php

You can view the full revision changes at the bottom. These go into greater detail than what I post here.

New version with a lot of

Posted: 15 Jan 2012, 22:50
by dopefish
New version with a lot of changes behind the scenes.

Also, I added a working Wolfenstein plugin now.

Enjoy,
https://www.widescreenfixer.org/test.php

Edit:
This version is severely broken. :) I'll fix it.

Edit 2:
Fixed.

Uploaded a new test

Posted: 17 Jan 2012, 03:49
by dopefish
Uploaded a new test version.

Included a UT3 plugin that works with v2.1. The same problems that existed with the v1.1 version of the game still exist here. I didn't spend much time on it other than porting the plugin over. I'll work on it more later.

https://www.widescreenfixer.org/test.php

This fixer is simply great. I

Posted: 17 Jan 2012, 04:14
by AussieTimmeh
This fixer is simply great. I included it in my Co-op Gaming in Eyefinity - Modern Warfare 3 video blog. Thanks for your work on it.

Hey dopefish...Just a quick

Posted: 20 Jan 2012, 10:22
by sparx1981
Hey dopefish...

Just a quick on for you. Have you heard of an app called Tridef? It converts games into 3d rather than their normal 2d image. I've started using it recently on my eyefinity rig and it's pretty cool for something different.
The problem I have is using this and widescreen fixer to get Modern Warfare 3 working correctly.

Basically I have to launch MW3 through Tridef in order for the game to be converted into 3D. But because of that, Widescreenfixer doesn't think that MW3 is running.

Any ideas on how to get around this?

Forgive me.... Dopefish

Posted: 20 Jan 2012, 10:48
by sparx1981
Forgive me.... Dopefish you're amazing!

I just downloaded the latest version of widescreen fixer and it works fine even with tridef.

One question though, in Unreal the FOV is a lot better but I cannot see my gun. Is this normal?

Thanks again

For UT3 the HUD and weapon

Posted: 20 Jan 2012, 14:10
by dopefish
I'm thinking about finally replacing Widescreen Fixer 2.x with 3.x now.

I'll rename the test version to SVN or Beta.

Not every plugin is converted to the new version yet but it's something I'll work on, probably in order of demand.

There are just too many features, changes, and helpful things within 3.x to keep it as a test version now. However, I'd still like to add in support for Eyefinity auto-detection and an auto-update system before I change them over.

If I do decide to do it, the change probably won't happen for a couple of weeks while I move things around on the site.


One question though, in Unreal the FOV is a lot better but I cannot see my gun. Is this normal?


For UT3 the HUD and weapon FOV still need fixed. I'll work on it soon.