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TRON 2.0 - New (possible) widescreen solution
Posted: 21 Apr 2010, 11:02
by RiptoR
Apparently the latest release of the 'Killer App' mod for Tron 2.0 (site here: http://www.moddb.com/mods/killer-app) gives support for 16:9 and 16:10 widescreen resolutions.
Im not sure if the mod enables proper Horizontal+ support since I haven't tried this myself yet, but I'm planning to look for my install discs this weekend.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 21 Apr 2010, 11:07
by scavvenjahh
Yes, redrain85 already left a message about it: http://www.widescreengamingforum.com/node/12349
Comparison screenshots would be great... I have to find my old CD, too.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 21 Apr 2010, 13:58
by Abram
That would be awesome. I only got it play about half of it when my monitor died and i got my first widescreen, with no way to corrrect aspect ratio, adn i forgot about it.
A HOR+ solution would be loverly.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 21 Apr 2010, 21:38
by redrain85
Comparison screenshots would be great
Here a few comparison shots posted on ModDB.
Cutscene shot #2 4:3
Cutscene shot #2 16:9
Cutscene shot #2 16:10
More in the
image gallery there.
A HOR+ solution would be loverly.
Yes, it's Hor+. Unfortunately, there's a "fish eye" effect at the sides and I don't really see any way of getting rid of it. But other than that, it's worked out nicely.
I did get some feedback from someone that at resolutions of 1920x1200 and higher, the adjustment I made to (what I believe is) the vertical perspective correction is not good enough. You get a weird, uneasy feeling when you look up and down. That will be taken care of in a future update of the mod.
I can explain the techniques used to make Tron 2.0 work in widescreen if people wish, and by and large they should work on every Lithtech engine game going back to Lithtech 2.0 (NOLF 1). I did a quick check on NOLF 1 and it seemed it would work. It might even work going as far back as Lithtech 1.0 (Shogo, Blood 2).
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 23 Apr 2010, 04:15
by czarman
This would be AWESOME :D :D :D
if you (redrain85) could find out how to change to 16:9 ( 1920x1080 ) Resolution with proper Widescreen for the oldis BUT GOLDIES like:
BLOOD 2
SHOGO
NOLF
NOLF 2
CONTRACT JACK
ALIEN vs. PREDATOR 2
ALIEN vs. PREDATOR PRIMAL HUNT
that would be just AWESOME :P
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 23 Apr 2010, 05:12
by Tanuki
Yes, it's Hor+. Unfortunately, there's a "fish eye" effect at the sides and I don't really see any way of getting rid of it. But other than that, it's worked out nicely.
That is normal in all games. It is what currently drives the surround setups people use.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 23 Apr 2010, 05:31
by redrain85
That is normal in all games.
What I probably should have said instead is that the fish eye effect is very noticeable now. But it's always there in all games to some degree, yes.
BLOOD 2
SHOGO
NOLF
NOLF 2
CONTRACT JACK
ALIEN vs. PREDATOR 2
ALIEN vs. PREDATOR PRIMAL HUNT
I have all those games except Blood 2. I can do a quick check. Like I said, I'm not personally going to make any mods. (I need a break from working on them for a while. :D)
But I can share info on how to make those games work in widescreen, in order to help others create mods for them. I'll do that once one of the WSGF team do their detailed report on TRON 2.0 with the KA Mod.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 23 Apr 2010, 07:51
by scavvenjahh
Fair enough. 8)
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 23 Apr 2010, 07:54
by czarman
Hmm ok,
what Advise or Tipps can you gave me to make this Games run in proper Widescreen 1920x1080?
I am really Interested how you did it :o .
Greets Zeyrok
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 24 Apr 2010, 06:55
by redrain85
I had all the games except Blood 2, but managed to borrow a copy of it.
With the techniques used on Tron 2.0 . . .
I believe completely successful widescreen conversions can be done for:
[list][*]NOLF 1[/*:m]
[*]NOLF 2[/*:m]
[*]Contract JACK[/*:m][/list:u]
Basically, for any Jupiter engine (Lithtech 3.5?) title you should be able to convert it to work in widescreen. Luckily, it seems NOLF 1 (Lithtech 2.0) will also work out.
I know there's already a
widescreen hack for NOLF 2. But I've done it in a completely different way. Also, that hack does not help with the menus becoming distorted or cut off.
For the remainder:
[list][*]AvP2 and Primal Hunt - Unsatisfactory result, seems gameplay FOV adjustment can't be made permanent without more elaborate hacking[/*:m]
[*]Shogo and Blood - With these games, the engine is too different from later versions so they won't work at all[/*:m][/list:u]
For Lithtech Talon (Lithtech 2.5) engine games . . . maybe, but AvP2 and Primal Hunt in particular aren't going to work out satisfactorily.
For Lithtech 1.0 games, forget it. Unfortunately.
Again, this is using the same techniques used on Tron 2.0.
There's always a way. But for some of the titles, it requires more elaborate hacking of the binaries or editing source code rather than what I came up with. What I did isn't the most elegant, but it worked out.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 24 Apr 2010, 10:13
by czarman
Well,
for Avp2 i use this Widescreen Hack: http://aliensvspredator2.filefront.com/file/AVP2_Widescreen_Patch;91071
but it wont work for Avp Primal Hunt. :(
Sorry to hear about Shogo and Blood2 :cry:
but nevertheless - hope to hear soon about any Solution for NOLF & Co. :D
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 25 Apr 2010, 04:40
by redrain85
for Avp2 i use this Widescreen Hack: http://aliensvspredator2.filefront.com/file/AVP2_Widescreen_Patch;91071
Yeah, I'm afraid I don't have anything better to offer.
Though I'm surprised no one has done a proper widescreen fix for AvP 2, because the source code is largely available. It's how the "Master Server" patch was made. All somebody needs to do is recompile the CSHELL.DLL file with some new additions/options for widescreen.
If anyone wants to see some "before and after" work-in-progress videos on making TRON 2.0 work in widescreen, you can visit my YouTube channel for further proof that it works. (If you look carefully, you'll probably notice how certain things change and improve over time.)
I also just put up a video of NOLF 1 in widescreen, as a proof-of-concept demo. I didn't do any extensive work on it. It was just a couple of minutes fiddling.
http://www.youtube.com/user/redrain85
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 25 Apr 2010, 11:35
by czarman
WOW :D
i saw your Video - looks totally Perfect for me.
Nothing streched full HOR+ support.
With your Solution the NOLF should be entered in the MAIN Game List of fully working Widescreen Game.
Great work mate, well done :!:
PS: When do you cover up the SECRET :wink:
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 29 Apr 2010, 17:42
by scavvenjahh
Testing the mod is taking a little longer than I expected. I still need to review 15:9 & Multi-monitor support + very high ws res's (2560x1600). And since I'll be AFK most of the weekend, the full DR update won't be up until next week.
Here's a little comparison teaser...
4:3, retail game (shot taken from Tanuki's DR)
16:10, KA Mod
15:9, KA Mod + custom FOV
16:9, KA Mod
3x 16:10, KA Mod + custom FOV

Re: TRON 2.0 - New (possible) widescreen solution
Posted: 01 May 2010, 06:38
by Abram
Triple screen too? I guess I know what I'm installing tonight.
thanks
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 01 May 2010, 12:55
by skipclarke
This was one of the first games I tried to DR. Wow, that was a long time ago. Great mod. Posted to the home page, Facebook and Twitter.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 02 May 2010, 04:32
by Special_K
All I have to say is...."**** YEAH!!!" I liked the game originally playing on one screen and always wished I could go triplehead2go with it. Never could figure it out. I will gladly reinstall this and play it again. :)
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 03 May 2010, 01:09
by redrain85
I'm actually surprised the game will let you set the resolution that high, for a multiple monitor setup. I can see it's far from perfect (two parts of the HUD are scaled way too large), but it's quite a nice surprise to see that it works at all. I had no way of testing that before release, as I don't have more than one monitor.
I actually wasn't thinking of Eyefinity/Triplehead at all when I was working on the mod. For the next release, I could make it a little more multi-monitor "friendly". I could also add 15:9 support, which seems to be growing in popularity on laptops/notebooks/netbooks.
By the way, I'd just like to say that the mod was a team effort . . . I didn't create it alone. Though I handled the research and implementation of widescreen among other things, yes. :)
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 03 May 2010, 15:27
by scavvenjahh
Unfortunately, res+fov support is not quite enough to ensure comfortable gameplay on multi-mon displays... The "character sheet" is basically unusable because of a strange hit detection problem. In widescreen, you have to click on the "far half" of items (relatively to the center of the screen) to select them - no biggie. In multi-mon though, things get worse:
The upper and lower third of the interface are completely out of reach because of this, which renders the whole thing useless. You won't be able to activate newfound Primitives, Defrag corrupt blocks etc. until you go back to widescreen. So that's an important, albeit secondary part of the gameplay that's completely lost in Surround.
Re: TRON 2.0 - New (possible) widescreen solution
Posted: 04 May 2010, 00:03
by redrain85
The "character sheet" . . . a strange hit detection problem. In widescreen, you have to click on the "far half" of items (relatively to the center of the screen) to select them - no biggie.
Yup, this is an issue I'm aware of. It's the only part of the widescreen implementation that didn't work out satisfactorily.
I did my best to minimize the hit detection problem, and at 16:10 it's unnoticeable. But it is noticeable at 16:9. I have an idea on how to fix this, but it's quite difficult to do. This is something I'd like to try and improve on in the next version.