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[GTA|NFS|MP|OTHER] Widescreen Fixes Pack


ThirteenAG
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Grand Theft Auto San Andreas Widescreen Fix Grand Theft Auto Vice City Widescreen Fix Grand Theft Auto 3 Widescreen Fix This and many other fixes now available at thirteenag

Updated everything, also released widescreen fixes for Driver: Parallel Lines and Silent Hill 4.   Some change log notes here and downloads as always here: https://thirteenag.github.io/wfp    

Maybe I will create another topic later if necessary, but for now: https://github.com/ThirteenAG/modupdater#readme       Project started as a simple updater tool for widescreen fixes, but then I

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Is it possible to set a custom FOV in GTA 3 without having 2D elements go out of alignment? Im using VorpX to display the game in 3D on my VR headset and I can increase the FOV using VorpX but 2D effects get moved out of position (car lights, the skybox, crosshair)

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  • 1 month later...

Try IMFX's Proportional corona's option

Edited by LaDiDa
I didn't look at topic name, so I assume WS Fix was already installed actually.
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  • 1 month later...

1) How to increase clarity in the game? which parameter should be disabled in the ini file? I have anti-aliasing enabled.

2) Is there a comparison of the photo, with the parameters turned on and off?

3) Is it possible on the new version of Widescreen Fix to make the format the same as in the old version? The save download slider is beyond the scope (I don’t want to set the Loadscs because of this)

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  • 3 weeks later...

From the GInput topic:

 

On 9/29/2019 at 3:15 PM, Veroder said:

Two sets of button prompts show up during the dancing minigame whenever I install Widescreen Fix. Did I screw something up or...?

On 9/29/2019 at 3:34 PM, Silent said:

I'm not sure if GInput is a factor there or not - does it still happen without it?

On 9/29/2019 at 3:41 PM, Veroder said:

Setting ApplyMissionSpecificFixes to zero "fixes" it, though instead of button prompts you of course get arrows.

On 1/15/2020 at 7:32 PM, Veroder said:

So... Three things.

 

1. I was wrong about there being two sets of button prompts.

2. The actual issue is that the prompt for Y/Triangle is broken. It moves at a faster pace, it tends to clip trough the other prompts and it appears to be a bit stretched.

3. I'm friggin' blind and should've noticed this way earlier.

 

Edited by Veroder
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Since the new version of widescreenfix has incompatibility with some other mods, and also has an error (which I reported above and which is not fixed), I returned to the old version of widescreenfix (which MixMods recommends https://www.mixmods.com.br/2019/08/Essentials.html).
When used simultaneously with ReShade (with some shaders, such as Colourfulness) in the pause menu of the game, annoying colored stripes become very noticeable on the top and left edges.

https://imgur.com/5cAzMf8

Does anyone know how to fix this?

Edited by jahmshut
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Use the AA fix in widescreenfix, it should make those black then (unless the post processing from reshade colours them of course, not sure how it handles that).

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1 hour ago, LaDiDa said:

Use the AA fix in widescreenfix, it should make those black then (unless the post processing from reshade colours them of course, not sure how it handles that).

AA fix in widescreenfix does not work.
This is due to wshps.asi (they only disappear when delete this file)

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Why my games is brighter when i use my screen resolution 1920 x 1080? (Looks washed out)

And when i use 1280 x 1024 colors looks much nicer (Black part is actually black)

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I found an interesting article ← about "barrel-distortion" for High FOV's and Ultra-Wide screens.

This, I guess, could be useful to fix stretched images on sides of the screen.

An idea for future Widescreen Fixes.

 

Edit: ! But as I searched on reddit, people are mostly dissatisfied with this "lens-distortion" effect in Battlefield 1. So ... maybe a little less strength of this effect would be the better option?  ¯\_(ツ)_/¯

(I'm glad that 3:2 aspect ratio becomes more and more popular.)

Edited by kardaw
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On 1/19/2020 at 11:05 PM, jahmshut said:

Since the new version of widescreenfix has incompatibility with some other mods, and also has an error (which I reported above and which is not fixed), I returned to the old version of widescreenfix (which MixMods recommends https://www.mixmods.com.br/2019/08/Essentials.html).
When used simultaneously with ReShade (with some shaders, such as Colourfulness) in the pause menu of the game, annoying colored stripes become very noticeable on the top and left edges.

https://imgur.com/5cAzMf8

Does anyone know how to fix this?

Fixed by using ReShade
... maybe someone is interested https://imgur.com/a/GYCdocl

Edited by jahmshut
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On 1/26/2020 at 3:16 PM, adrien48cb said:

@ThirteenAG i wonder if you could do a widescreen fix for Rayman Raving Rabbids: it have a 16:9 resolution but it ain't that good.

And Legacy of Kain's games, Soul Reaver 1 and 2? please :D

Edited by Karap
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1 hour ago, adrien48cb said:

I think these already got ws fixes....

There are badly made hacks, some cause several crashs

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  • 2 months later...
On 10/24/2018 at 6:22 PM, Chord-9 said:

Hello, fans of old games. I didn't find the WS Fix for Colin McRae Rally 04. That's a great game though. ThirteenAG, can you make the WS Fix for it?

So is that possible to do? A year and a half has passed. I am still waiting.

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hello, I just replaced a new 21:9 ratio monitor, and the original one is 16:9, then I found sth. wrong with cutscene for the widescreen fix.
first I want to say, I am talking about the cutscene in game, which just about between each mission that showing the background of the mission, or some conversition. not talking about the CG before the game, which is introduce the game.
when you play game with 16:9 ratio, the cutscene is perfect.
with border on, the cutscene is 21:9; with border off, the cutscene is 16:9, which is perfect.


And When I play game with 21:9 ratio, I think the cutscene is not perfect.
with border off, the "cutscene1" is 21:9, which is cut from the perfect cutscene. some element is missing.


with border on, the "cutscene2" is 16:9, which is cut from "cutscene1", more element will be missing.

SmartCutsceneBorders = 0|1, I have tried with 0 or 1, but I didn't see any difference.
Could it possible to fill more info. for the perfect cutscene, when you play game for 21:9 raito? not cut from it. is that as you expected?

 

Could you help have a look for this?@ThirteenAG

 

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On 5/12/2019 at 4:41 PM, ThirteenAG said:

CarSpeedDependantFOV and FOVControl options were removed from all fixes, instead I made a couple of exported functions to affect FOV externally. See example here.

I still somehow have the car-speed dependent FOV option enabled in Vice City despite not having the CLEO plugin installed and using the latest WF version.

 

my modloader.log: https://gtaforums.com/topic/953251-insert-your-gta-vice-city-cd-error/?tab=comments#comment-1071188354

Edited by muh linucs
added the affected game
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  • 2 weeks later...

Does this mod still remove the heat haze effects?

 

I remember a few years ago it did.

 

I just got SA again and downloaded this mod, but the annoying heat haze is back. 

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19 hours ago, Shpati said:

Does this mod still remove the heat haze effects?

 

I remember a few years ago it did.

 

I just got SA again and downloaded this mod, but the annoying heat haze is back. 

Disabled heat haze was a bug in some older version of Wesser's wshps.asi. Later he fixed it. Though this new version of Widescreen fix is independant of wshps.asi so you need to find that old bugged wshps.asi and old widescreen fix somewhere...

Edited by Marsi4eg
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How do I download the previous versions? In the current version many things appear stretched, and in previous versions not
For example, the Lockon of the heat-seeking rocket launcher, or the "Y" in dance mini-games

Edited by Pirushu
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Did the default scaling size change after today's update? I had all of my scaling at "0.0", and the HUD text is all definitely bigger now.

 

Edit:

I think it's defaulting to the "Original Value", instead of the "Default" values.

 

III:

HudWidthScale = 0.8     ; Original value is 1.0.
HudHeightScale = 0.8    ; Original value is 1.0714285.
RadarWidthScale = 0.9   ; Original value is 1.0.
SubtitlesScale = 0.8    ; Original value is 1.0.

 

Vice City:

HudWidthScale = 0.8     ; Original value is 1.0.
HudHeightScale = 0.8    ; Original value is 1.0714285.
RadarWidthScale = 0.9   ; Original value is 1.0.
SubtitlesScale = 0.8    ; Original value is 1.0.

 

San Andreas:

HudWidthScale = 0.8     ; Original value is 1.0.
HudHeightScale = 0.8    ; Original value is 1.0.
RadarWidthScale = 0.82   ; Original value is 1.0.
RadarHeightScale = 0.82  ; Original value is 1.0.
SubtitlesScale = 1.0    ; Original value is 1.0.

^ note: RadarHeightScale wasn't listed in previous version.

Edited by djdarko
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I installed something wrong or is the mod wrong? now the hud is again huge and deformed like when I don't have the mod installed

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2 minutes ago, Pirushu said:

I installed something wrong or is the mod wrong? now the hud is again huge and deformed like when I don't have the mod installed

Check out the note I just wrote above you.

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30 minutes ago, djdarko said:

Check out the note I just wrote above you.

It is still deformed (Stretched) and now the loading bar is much bigger: l
(These things the mod is meant to fix are supposed to)

Fix it by typing RadarHeightScale = 1.0 (instead of 0.82)

 

Problems:
-The intro movies are now shown in their original format, but showing Windows behind (Same as before with the minigames, which was rendered in 4: 3, but showing the rest of the game in the remaining spaces)
-The problem with dance minigames where the Y / triangle was not affected by the mod (So it looked stretched) was fixed, but the Lockon of the Heat-Seeking Rocket Launcher is still stretched (it worked fine in previous versions)

Edited by Pirushu
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A couple other things:

  • San Andreas - The intro video scene goes into desktop/windowed mode now.
  • Vice City - Text drop shadow settings seem changed:
  • SmallerTextShadows is removed.
  • ReplaceTextShadowWithOutline = 0 is huge shadow, 1 is small shadow (just as having the SmallerTextShadows 1 before update), and 2 seems exactly like 1.
Edited by djdarko
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