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Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 16 Mar 2016, 17:36
by lteddy
Thanks - I'll give it a whirl later tonight, testing between single and multi and post results again.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 16 Mar 2016, 22:01
by K4sh
Here is a brand new cheat table that should work with MGS SP with:
- No need to calculate anything (markers fix only).
- Possibility to set custom UI size.
- Futur updates (hope so).

Fix :
- Ticking the FOV first won't end in a black screen in game.

mgsvtpp_1.0.7.1+.zip

You need to download and install Cheat Engine.
Once the game and save are loaded alt+tab back to windows desktop and open the cheat table in Cheat Engine.
Click the computer icon and select the Metal Gear process.

After this, all you have to do is to check the markers fix script.
If you want to customise the UI size, tick the "markers position fix" and double click the "Custom_UI_Size" value.
If you want to revert to auto calculation set that value back to 0.
I you want to modify the fov, check the box and modify the FOV value that will be available after.
If you want to undo all the fixes, simply uncheck the relatives checkboxes.

I've left the Jackfuste original Sonar Effect fix untouched. It won't work with the latest version.
I don't plan to update it. It has never worked for me anyway.

Note :
Prior to use this cheat table you need to patch your game exe file following erkboi excellent tutorial given in page 7 of this thread.
This cheat table may also work with MGO. You have first to edit the scripts and change "mgsvtpp.exe" (without double quotes) everywhere with "mgsvmgo.exe".

Credits goes to Jackfuste for original fixes.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 16 Mar 2016, 23:37
by blake_n
Thanks a lot K4sh! For others using K4sh's fix, there are a few things worth noting. When the "UI size" checkbox is ticked, it will continuously update the UI size as you're playing, which causes some GUI stutter (especially in binocs/scope). You can check-then-uncheck UI size to keep it from flickering.

Also, updating K4sh's script for MGO is as simple as doing find/replace for every instance of "tpp" and replacing it with "mgo". Really, it's that easy! So I've done that and it works for MGO now. Here is K4sh's script tweaked so that it works with MGO...

mgsvmgo.CT

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 05:32
by lteddy
Just as a finished up my findings you guys are ahead of me - I can confirm the new MGO CT works swell with MGO. FoV works fine long as there's a value (i.e. 0.07 = 70 degrees), and I personally don't have any GUI stutter with the binocs or scope.

Cheers! You guys rule!

Edit: Using an i7 4770k and 980ti so that may be why I'm not experiencing the problem.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 06:07
by K4sh
blake_n wrote:Thanks a lot K4sh! For others using K4sh's fix, there are a few things worth noting. When the "UI size" checkbox is ticked, it will continuously update the UI size as you're playing, which causes some GUI stutter (especially in binocs/scope). You can check-then-uncheck UI size to keep it from flickering.

I didn't notice any stutter while playing with that hack enabled but you're right.
The calculation is injected in a function that is called many many time.
This new code is only few opcodes that should not be CPU hungry.
Maybe it depends on which model you have. Got a i7 6700K overclocked.
That's probably the reason why i don't see anything.

I guess it's possible to outsource the calculation part so that it's only processed once but i don't know how to do it now.
Cheat Engine is a very powerfull tool and i have to admit i'm still a newbie in using it.
Anyway, it looks like you use my CT linked in page 65. Did you try the latest one i linked few posts earlier ?

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 11:51
by QuadGore
I hope Jackfuste fix this game again ! Need the sonar and the other tweaks.

A Tutorial how to find Addresses for Wind and Sonar after new Patches would be great.

I opened a Thread for a official fix please support me ! http://steamcommunity.com/app/287700/di ... 622165174/

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 19:32
by blake_n
I think I know what happened K4sh. You didn't actually link to your newest CT on page 67. I checked the links and they're the same link on page 67 as your older post on page 65 (fixed). So yeah I am currently using your old CT. Another thing, the UI flicker was happening at one point, but then it didn't the next time I played. I may have induced the flicker by trying to control the marker size in a previous instance, now I just let it automatically size the markers.

And QuadGore, what are you talking about? You can patch your own EXEs either by following the HEX editing tutorial by ekrboi on page 7 of this topic or by downloading and using the batch script by iria2 on page 9 of this topic that applies the HEX edits automatically. People are not always going to upload the HEX edited EXEs for each patch, so you should learn to do it yourself for a quick, reliable fix post-patch.

Oh, and it looks like lteddy on page 65 has actually done this and uploaded the new EXEs patched for 3440x1440. Don't start a new thread on the matter, that's just going to divide the small group of people discussing this already!

EDIT: Oh, and of course K4sh has the latest cheat table on page 67 near the bottom.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 19:46
by K4sh
blake_n wrote:I think I know what happened K4sh. You didn't actually link to your newest CT on page 67.


You are right. It's updated in my post.

Will investigate if possible to calculate the X and Y ratio outside of the original markers position function.

Enjoy

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 17 Mar 2016, 19:50
by blake_n
Thanks K4sh, and I don't think it's necessary to pull that computation out of the loop, especially if it's going to take you on a wild goose chase. It worked fine when I last used your CT, so maybe the UI flicker I experienced was an edge case that only happens when you interact with the cheat table a certain way.

I've got an overclocked i5 6600k by the way, so I don't think it was an issue with a bogged down CPU (I hope).

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 18 Mar 2016, 13:40
by QuadGore
@blake_n

I don't need a patched exe, i know to patch it by myself, but i don't know how to find/search for new Addresses to fix the Markers, Sonar and The Wind effect !
I know how to add new codes to fix this problems, but i don't know how to find these codes by myself, for that reason i asked for a tutorial.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 18 Mar 2016, 14:12
by K4sh
QuadGore wrote:@blake_n

I don't need a patched exe, i know to patch it by myself, but i don't know how to find/search for new Addresses to fix the Markers, Sonar and The Wind effect !
I know how to add new codes to fix this problems, but i don't know how to find these codes by myself, for that reason i asked for a tutorial.


I've already posted a hack for markers position and ui size that is working with latest update.
But no, it isn't working with sonar nor the wind effects.

And for explaining what opcodes to look for (at least for markers position), i've already done it few pages earlier.
Good reading.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 03:15
by foodstuffs
A fix for 5:4 (1280x1024) would be much appreciated. I've tried everything from the automatic exe editor to editing it myself and it just won't work.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 17:04
by LarryPerkins
So I got it to work with the lower ultrawide resolition 5760x1080 = AB AA AA 40.
However, it's rather pixelish.

I'd really love to get it to work with my actual resolution, which is 7680 x 1440

I am still confused about that HEX stuff.

64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


?!

I changed it to AB AA AA 40 originally.

So what would be the numbers for my 7680 x 1440 ?

THANKS <3

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 17:32
by K4sh
LarryPerkins wrote:So I got it to work with the lower ultrawide resolition 5760x1080 = AB AA AA 40.
However, it's rather pixelish.

I'd really love to get it to work with my actual resolution, which is 7680 x 1440

I am still confused about that HEX stuff.

64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087


?!

I changed it to AB AA AA 40 originally.

So what would be the numbers for my 7680 x 1440 ?

THANKS <3

The formula you give here was written once by jackfuste to calculate UI Size. It has nothing to do with your game exe patching.
You should read that post and download the tool to help you getting your hexadecimal values to patch.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 19:41
by LarryPerkins
thanks very much.

Weirdly enough, it still gives out AB AA AA 40 for my resolution although I got black bars on the left and right and the resolution itself is rather lowres.

Any tips for that or is that just what it is then? THANKS!!

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 20:17
by K4sh
Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 20:40
by LarryPerkins
K4sh wrote:Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).

As I said, it does work over the three monitors with small black bars on either end, however the resolition itself is lackluster.

Everything else is set to max as such (I have 2x 980 Ti SLI).

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 19 Mar 2016, 21:14
by K4sh
LarryPerkins wrote:
K4sh wrote:Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).


That's the very first problem you have to deal with. I can easily set my resolution to 5844 * 1080 with my eyefinity setup.
Notice that i set a bezel resolution.

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 20 Mar 2016, 03:39
by LarryPerkins
K4sh wrote:
LarryPerkins wrote:
K4sh wrote:Dunno what's wrong. It should work. The resolution in game is set to 7680 / 1440 ?


I can only set the ingame resolution to a max of 2560 x 1440 (the max resolution of one monitor).


That's the very first problem you have to deal with. I can easily set my resolution to 5844 * 1080 with my eyefinity setup.
Notice that i set a bezel resolution.


I have a 3 monitor setup since yesterday. Had to look up what even bezel means and got it to work with my setup, so thanks ;)
Anyway, I have no clue on where to fix that. Are there multiple instances of the original code (39...) or just one which I have to edit maybe?

Re: Metal Gear Solid 5: The Phantom Pain- 21:9 support broke

Posted: 20 Mar 2016, 09:58
by K4sh
There's only one instance of the bytes to be found in the game.
You could try replacing that instance with a higher ratio value.