Far Cry
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Ascii_Aficionado
- Posts: 238
- Joined: 16 May 2006, 14:55
Far Cry [+FOV Hack]: Detailed Report
I looked at that solution and for the first time I said "Meh" and I just played it in Vert -
-- Edit :)
-- Edit :)
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<<UK>>Wolf
- Posts: 31
- Joined: 19 Apr 2007, 11:49
Far Cry [+FOV Hack]: Detailed Report
:oops:
No dice.
I can get it to work using devmode, but that only lasts until you zoom, or use binos or sniper, get out of a jeep, etc. So it's not a viable option. This is really crazy that it doesn't work. Could it be the result of Doc's worthless 1.4 patch? Maybe I'll install another copy and only patch to 1.33 and see what happens.
What i always try is to go into a ftp program and look at the file u want changed then use the change name function and it should work perfectly . Atleast it does for me . Good luck m8
Hhhmmm i think i will install this game again aswell and try that amd 64 patch .I can use it on a 32 system can i or am i out of luck ?
- MobsterOO7
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- Posts: 1055
- Joined: 19 Sep 2006, 16:25
- Location: Ruckersville, Virginia
Far Cry [+FOV Hack]: Detailed Report
<>Wolf wrote: Hhhmmm i think i will install this game again aswell and try that amd 64 patch .I can use it on a 32 system can i or am i out of luck ?
I'm pretty sure that ubisoft made it so that people with 32 bit OSs could run the 64 bit patch if they thought that their rig could handle it.
EVGA GeForce GTX 970 SC ACX 2.0 3.5GB | 3 X LG Flatron 24EA53VQ in Nvidia Surround | Optoma HD20
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Anti.Citizen.One
- Posts: 1
- Joined: 30 Nov 2007, 21:22
Far Cry [+FOV Hack]: Detailed Report
windows wont let me change it to where I can change the actual file extension... it keeps just renaming the file name...
Scripts.pak, just becomes Scripts.pak.zip.pak It wont change the extension.
Scripts.pak, just becomes Scripts.pak.zip.pak It wont change the extension.
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javulticat
- Posts: 2
- Joined: 29 Dec 2007, 08:38
Far Cry [+FOV Hack]: Detailed Report
Just wanted to point out some proper FOV values and my math behind it:
16:9
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:9 FOV by FOV Calc = 2.09429318869
16:9 FOV / 4:3 FOV (henceforth referred to as 16:9 FOV ratio) = 1.3332684530548038817726151587022
16:9 FOV ratio * 90 (part of original FOV value that you should change) = 119.9941607749323493595353642832
16:10
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:10 FOV by FOV Calc = 1.88490370154
16:10 FOV / 4:3 FOV (henceforth referred to as 16:10 FOV ratio) = 1.19996696540920628306012067014
16:10 FOV ratio * 90 (part of original FOV value that you should change) = 107.9970268868285654754108603126
16:3 (TH2G)
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:3 FOV by FOV Calc = 6.27729829675
16:3 FOV / 4:3 FOV (henceforth referred to as 16:3 FOV ratio) = 3.99625221276039107980513359787
16:3 FOV ratio * 90 (part of original FOV value that you should change) = 359.6626991484351971824620238083
The 16:3 value doesn't sound quite right, but I don't have TH2G, so I can't test it.
Anyways, hope that helps someone.
16:9
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:9 FOV by FOV Calc = 2.09429318869
16:9 FOV / 4:3 FOV (henceforth referred to as 16:9 FOV ratio) = 1.3332684530548038817726151587022
16:9 FOV ratio * 90 (part of original FOV value that you should change) = 119.9941607749323493595353642832
16:10
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:10 FOV by FOV Calc = 1.88490370154
16:10 FOV / 4:3 FOV (henceforth referred to as 16:10 FOV ratio) = 1.19996696540920628306012067014
16:10 FOV ratio * 90 (part of original FOV value that you should change) = 107.9970268868285654754108603126
16:3 (TH2G)
4:3 FOV (as defined by game): 90*pi/180 = 1.5707963267948966192313216916398
4:3 FOV converted to 16:3 FOV by FOV Calc = 6.27729829675
16:3 FOV / 4:3 FOV (henceforth referred to as 16:3 FOV ratio) = 3.99625221276039107980513359787
16:3 FOV ratio * 90 (part of original FOV value that you should change) = 359.6626991484351971824620238083
The 16:3 value doesn't sound quite right, but I don't have TH2G, so I can't test it.
Anyways, hope that helps someone.
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The_cranky_hermit
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- Posts: 3010
- Joined: 07 Nov 2005, 04:16
Far Cry [+FOV Hack]: Detailed Report
Your math doesn't work. The FOVCalc is designed to accept degree values. If you give it radian values, it will calculate them as if they were degrees and give you the wrong answer.
Far Cry [+FOV Hack]: Detailed Report
I´m new here, I hope anybody still playing Far Cry....
Excuse my very bad english, please.
My TFT is 16:9 at 2048x1152.
Doing the FOV hack does not satisfy me. No matter what number (leaving it to 90 or change it up to 110) - the circles are now elliptic.
The aim-cross ist wider than high, like the HUD-Radar, too.
I even tried different r_height an r_width values.
But no success. Either I got back to a real 5:4 resolution (and real circles)
or the circles are ellipses.
I´d rather like to play at -vert than at this +hor but at wrong aspect ratio.
Ideas?
Excuse my very bad english, please.
My TFT is 16:9 at 2048x1152.
Doing the FOV hack does not satisfy me. No matter what number (leaving it to 90 or change it up to 110) - the circles are now elliptic.
The aim-cross ist wider than high, like the HUD-Radar, too.
I even tried different r_height an r_width values.
But no success. Either I got back to a real 5:4 resolution (and real circles)
or the circles are ellipses.
I´d rather like to play at -vert than at this +hor but at wrong aspect ratio.
Ideas?
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The_cranky_hermit
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- Posts: 3010
- Joined: 07 Nov 2005, 04:16
Far Cry [+FOV Hack]: Detailed Report
You're playing it at the right aspect ratio. The 2D stuff is stretched, but the 3D stuff is correct.
Far Cry [+FOV Hack]: Detailed Report
Thank you very much!!
Do you know a solution to adjust the 2D stuff, too?
Do you know a solution to adjust the 2D stuff, too?
16:9 Aspect Ratio Update - FOV 121
I thought I would add some information to the bizarre widescreen capabilities in Far Cry. I played a lot of multiplayer Far Cry at a 4:3 aspect ratio when it was new, but never bothered to try the single player campaign. Now I've decided to try to correct that mistake and do it using my 16:9 aspect ratio DLP projector. I'm playing v1.4.
First off, "natively", when choosing an available widescreen resolution in menu such as 1280 x 720, the game is definitely not Hor+. When you simply choose this resolution, the world is cropped top and bottom, plus even a little bit side to side as well. It is mostly just Vert-, but I swear the sides are shaved a little.
Secondly, the "ZoomView.lua" modification hack described by neoWidescreen works pretty well, but you can't just enter the usual appropriate FOVs for 16:10 or 16:9 aspect ratios. In other words, even though 90 is probably the default FOV for 4:3, entering 100.39 for 16:10 or 106.27 for 16:9 still results in severe Vert- behavior. As you increase the FOV value in the ZoomView.lua file, you gain both height and width. neoWidescreen already reported that using an FOV of 108 works well for a 16:10 screen. He must have done this by trial and error. He also requested that someone else figure out the 16:9 value. Well, that is what I've done. If you change the FOV entry in the ZoomView.lua file to 121, you will obtain roughly the equivalent of Hor+ behavior. I carefully matched vertical heights with FOV set at 90 with a 4:3 resolution and then with FOV set at 121 with a 16:9 resolution. Is it perfect? No, but pretty darn close. One anomaly that I did notice at widescreen is that objects rendered at the very far right and left appear fatter or stretched side to side. This was easy to notice with round barrels. In other words, the horizontal increase in FOV that occurs isn't quite linear or proportional. But you do definitely gain horizontal real estate, and I think the compromise is worth it. Unfortunately, you won't see this change until after zooming your weapon once. When you start the game you don't have a weapon, so your first level will be played at Vert-.
Now that they are starting to sell LCD screens with resolutions of 1920 x 1080, perhaps more people will need this 16:9 FOV value. Remember, 121 works well!
First off, "natively", when choosing an available widescreen resolution in menu such as 1280 x 720, the game is definitely not Hor+. When you simply choose this resolution, the world is cropped top and bottom, plus even a little bit side to side as well. It is mostly just Vert-, but I swear the sides are shaved a little.
Secondly, the "ZoomView.lua" modification hack described by neoWidescreen works pretty well, but you can't just enter the usual appropriate FOVs for 16:10 or 16:9 aspect ratios. In other words, even though 90 is probably the default FOV for 4:3, entering 100.39 for 16:10 or 106.27 for 16:9 still results in severe Vert- behavior. As you increase the FOV value in the ZoomView.lua file, you gain both height and width. neoWidescreen already reported that using an FOV of 108 works well for a 16:10 screen. He must have done this by trial and error. He also requested that someone else figure out the 16:9 value. Well, that is what I've done. If you change the FOV entry in the ZoomView.lua file to 121, you will obtain roughly the equivalent of Hor+ behavior. I carefully matched vertical heights with FOV set at 90 with a 4:3 resolution and then with FOV set at 121 with a 16:9 resolution. Is it perfect? No, but pretty darn close. One anomaly that I did notice at widescreen is that objects rendered at the very far right and left appear fatter or stretched side to side. This was easy to notice with round barrels. In other words, the horizontal increase in FOV that occurs isn't quite linear or proportional. But you do definitely gain horizontal real estate, and I think the compromise is worth it. Unfortunately, you won't see this change until after zooming your weapon once. When you start the game you don't have a weapon, so your first level will be played at Vert-.
Now that they are starting to sell LCD screens with resolutions of 1920 x 1080, perhaps more people will need this 16:9 FOV value. Remember, 121 works well!
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