Wesser Posted January 13, 2014 Author Share Posted January 13, 2014 (edited) So you're repositioning the crosshair? If so, IMO keeping it centered and instead altering CCamera::Find3rdPersonCamTargetVector function would be a better idea.Nope, it was my first thought not turned out well, then I forgot to update the readme. As you can see in the source, I hooked all of the CCamera.m_fZoomFactor dependencies involved into a computation together with fAspectRatio. Could you perhaps add an option to turn off the increased FoV? (this is for SA-MP since the extra FoV f*cks up yours and other players hitboxes, kind of giving you an unfair advantage.)Yes, I could add the forcestaticfov command when commandline.txt will be featured. I wonder if there is any way to make the weapon slot as a perfect squareThe same goes here. I might add the stretchwslot command, even though it would mean sacrifying the size of the HUD time. One more thing - I'm using the original vorbisfile.dll and vorbishooked.dll and assuming this is correct (as the mod and game wouldn't be working otherwise)? I remember for past widescreen mods that had an .asi extension, that I was required to download new vorbis files that were under the name of an ".asi loader".I apologize, I forgot to specify in the readme that an ASI Loader (no matter which one) must be installed in order to run this mod. It happens in the map too but at the top of the screen and borders/outline, it kind of "glitches out". You can see a small part of the game's background/scenery through these horizontal and vertical lines that are not blackened by the pause screen and moving the map around with the mouse reveals this fact more - you can see upcoming parts of the map or parts not blackened out basically. This happens in all the menus of the pause menu.It's been known (take a look at the second entry of the TO-DO LIST). DirectX9 and earlier versions have this multi-sampling bug. R* hid it by oversizing the background sprite which now lacks of useless pixels, therefore you can see also the game scene behind. there's a slight "jump" on the screen after you're wasted. It doesn't always happen, it's more often when you die by an explosion or by being shot.Are you sure it is not a game fault? Sounds like it happens even without my mod installed. Very odd. Edited January 13, 2014 by Wesser uncredited and ashley slow 2 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
Lucky4LeafClover Posted January 14, 2014 Share Posted January 14, 2014 Thanks man for the help. I seriously thought I was going mad as I had used an .asi loader before (and forgot it was still in my old PC's files), played it on another PC without the .asi loader... and wasn't getting the widescreen resolutions. Anyway - using Silent's .asi loader 1.1 and all good. Link to comment Share on other sites More sharing options...
Zera Posted January 19, 2014 Share Posted January 19, 2014 Bug report, the widescreen setting in the menu isn't saving anymore. I have to change it to 'on' every time I start the game, so the cutscenes won't have black borders on them. Link to comment Share on other sites More sharing options...
ThirteenAG Posted June 24, 2014 Share Posted June 24, 2014 Bug report, the widescreen setting in the menu isn't saving anymore. I have to change it to 'on' every time I start the game, so the cutscenes won't have black borders on them.I can confirm, are you going to fix it, Wesser? But the main reason i'm writing this post is to request a mirror for a download link, since GTAGarage is extremely unreliable these days. Widescreen Fixes Pack || Project2DFX || SaveLoader || WindowedMode || CLEO Scripts Link to comment Share on other sites More sharing options...
14600 Posted July 5, 2014 Share Posted July 5, 2014 Hello Wesser, I have found a big problem with your widescreen fix. If you reach a very high speed – approximately from 480 kph – the game is crashing. You will see only a “Please Wait Loading” screen and you’ve to restart. It will be awesome if you can fix this problem soon because I like to fly with supersonic velocity through San Andreas. Nights744 1 Link to comment Share on other sites More sharing options...
Nights744 Posted July 9, 2014 Share Posted July 9, 2014 (edited) I have also some bug reports: 1. I get the sky bug mentioned earlier, too (16:9): 2: When playing on a 4:3 resolution/aspect ratio and getting into the controls menu: 3. 14600 is right: Hello Wesser, I have found a big problem with your widescreen fix. If you reach a very high speed – approximately from 480 kph – the game is crashing. You will see only a “Please Wait Loading” screen and you’ve to restart. It will be awesome if you can fix this problem soon because I like to fly with supersonic velocity through San Andreas. This is what he means: 4. two dimensional sky objects disappear (only on my 4:3 screen): With wshps.asi: Without wshps.asi: I tested everything very deeply on two different computers. A new one with Windows 7 and 16:9 screen @ 1366x768x32 and the other one with Windows XP and 4:3 screen @ 1024x768x32. Edited July 9, 2014 by Nights744 Link to comment Share on other sites More sharing options...
Zapfy Posted July 24, 2014 Share Posted July 24, 2014 Hi. I'm using this in SAMP. I get a weird graphical crash if I go too fast or use some teleports (Only 1 I've found so far) I know it wasn't built for SAMP, but is there a fix for this? Thanks. Link to comment Share on other sites More sharing options...
Inadequate Posted October 27, 2014 Share Posted October 27, 2014 Bug report, the widescreen setting in the menu isn't saving anymore. I have to change it to 'on' every time I start the game, so the cutscenes won't have black borders on them. I can confirm, are you going to fix it, Wesser? Sorry for the bump, but I have the same issue, are you going to fix it sometime? Link to comment Share on other sites More sharing options...
Snowshoe Posted October 27, 2014 Share Posted October 27, 2014 Hi. I'm using this in SAMP. I get a weird graphical crash if I go too fast or use some teleports (Only 1 I've found so far) I know it wasn't built for SAMP, but is there a fix for this? Thanks. You need to recompile with thirteenAG's fixes: https://github.com/ThirteenAG/Widescreen_Fixes_Pack/blob/master/GTASA_widescreen_fix/dllmain.cpp //crash fixesCPatch::SetUChar(0x57F884 + 1, 0x08);CPatch::SetUChar(0x57FAE9, 0x14);CPatch::SetUInt(0x57FAF3, 0x456A006A);CPatch::SetUChar(0x57FAF7, 0x8B);CPatch::SetUShort(0x57FD02, 0xFF68);//high speed bugCPatch::SetUChar(0x574252, 0x3B);CPatch::SetUInt(0x574253, 0xD90875C7); CPatch found here: https://github.com/ThirteenAG/Widescreen_Fixes_Pack/blob/master/includes/CPatch.h Link to comment Share on other sites More sharing options...
erdemtekin Posted November 2, 2014 Share Posted November 2, 2014 Can you make this FİX for GTA SAN ANDREAS STEAM VERSİON. Link to comment Share on other sites More sharing options...
Reyks Posted November 3, 2014 Share Posted November 3, 2014 Have you found a way to fix that frame limiter bug? I'm not complaining about the mod or anything, but seriously this needs to be updated. Link to comment Share on other sites More sharing options...
Blackbird88 Posted November 3, 2014 Share Posted November 3, 2014 Have you found a way to fix that frame limiter bug? I'm not complaining about the mod or anything, but seriously this needs to be updated. Yep this is only bug preventing me from using this. I still wonder why is it touching the settings at all. Link to comment Share on other sites More sharing options...
Reyks Posted November 3, 2014 Share Posted November 3, 2014 A temporary fix for that bug would be using Stream Ini Extender and adding the line "framelimit 105". Then just go ingame and turn on the frame limiter, you will get 60 fps. Link to comment Share on other sites More sharing options...
mirh Posted November 3, 2014 Share Posted November 3, 2014 (edited) Have you found a way to fix that frame limiter bug? I'm not complaining about the mod or anything, but seriously this needs to be updated. What bug are you talking about? The usual physics weirdness you always have with >30 FPS? I'm sorry but even silent itself doesn't know which way to turn... and even though I think this year has been the most productive ever... But even mobile/xbox ports run @30 fps and they are not going to help. And as stated many times this is a deep, deep, deep, deep problem hardcoded in the game Besides, there's no way to externally fix this problem. Even if I try to force 35FPS cap something always gets wrong Ok nvm Edited November 4, 2014 by mirh Link to comment Share on other sites More sharing options...
Zera Posted November 3, 2014 Share Posted November 3, 2014 Have you found a way to fix that frame limiter bug? I'm not complaining about the mod or anything, but seriously this needs to be updated. You have to use ThirteenAG's plugin in combination with Wesser's to fix that. Wesser isn't going to fix his own plugin anytime soon. Link to comment Share on other sites More sharing options...
Reyks Posted November 4, 2014 Share Posted November 4, 2014 What bug are you talking about? The usual physics weirdness you always have with >30 FPS? Nope it's not that bug, everytime you die or get busted(even in cutscenes i guess) the frame limiter turns on for some reason. Wesser is aware of the issue but hasn't fixed it yet. You have to use ThirteenAG's plugin in combination with Wesser's to fix that. Wesser isn't going to fix his own plugin anytime soon. Hmm, does it actually fix it? I am using his plugin but haven't tested if it actually fixes the bug. Link to comment Share on other sites More sharing options...
Zera Posted November 4, 2014 Share Posted November 4, 2014 What bug are you talking about? The usual physics weirdness you always have with >30 FPS? Nope it's not that bug, everytime you die or get busted(even in cutscenes i guess) the frame limiter turns on for some reason. Wesser is aware of the issue but hasn't fixed it yet. You have to use ThirteenAG's plugin in combination with Wesser's to fix that. Wesser isn't going to fix his own plugin anytime soon. Hmm, does it actually fix it? I am using his plugin but haven't tested if it actually fixes the bug. I thought you were talking about something else, actually. I didn't know about this bug, since I always leave the frame limiter on. Link to comment Share on other sites More sharing options...
Blackbird88 Posted November 4, 2014 Share Posted November 4, 2014 (edited) If I start new game then first place it happens to me is when Sweet splits up from the rest. And like StrafeBolt said it's happening randomly in some cutscenes. Edited November 4, 2014 by Blackbird88 Link to comment Share on other sites More sharing options...
Androll Posted November 4, 2014 Share Posted November 4, 2014 Heathaze effect is missing when i use wshps.asi. Is it a bug or feature? Link to comment Share on other sites More sharing options...
haZh Posted November 22, 2014 Share Posted November 22, 2014 Hello Wesser, I have an old onboard Intel X4500 gpu and both singleplayer and SAMP works fine, but the maximum resolution I was able to reach was 1024x768 which wasn't my native system resolution. With your widescreen fix I was able to get a proper native 1280x720 widescreen resolution without any menu and hud stretching issues. In single player this mod seems to be working, but I didn't see some original game effects like "heathaze". In SAMP, I get these graphical bugs when I drive my car at extremely high speeds, changing interiors like, getting inside a building(using pickups) or exiting, or even teleporting to someone or some place. Is there anyway to fix this? game settings: SAMP bug: Link to comment Share on other sites More sharing options...
Igor Bogdanoff Posted November 22, 2014 Share Posted November 22, 2014 Download WS fix from here http://gtaforums.com/topic/547841-gtanfsmpother-widescreen-fixes-pack/(don't delete wesser's one) and it should be fixed Link to comment Share on other sites More sharing options...
haZh Posted November 22, 2014 Share Posted November 22, 2014 Download WS fix from here http://gtaforums.com/topic/547841-gtanfsmpother-widescreen-fixes-pack/(don't delete wesser's one) and it should be fixed Thank you Tomasak! I will try that too. Also I kinda' liked that Wesser's way of widescreen fix. just one file, clean and neat, you are good to go.. Link to comment Share on other sites More sharing options...
WeedSR Posted November 29, 2014 Share Posted November 29, 2014 Heathaze effect is missing when i use wshps.asi. Is it a bug or feature? Sure, Its a bug. I just want to remind you Wesser about this strange issue. Link to comment Share on other sites More sharing options...
ashley slow Posted December 27, 2014 Share Posted December 27, 2014 hi. Wesser gta iv hud radar Position bug. Can you fix? Link to comment Share on other sites More sharing options...
uncredited Posted December 29, 2014 Share Posted December 29, 2014 I don't know if this problem comes directly from yours or from the mobile fonts mod. It seems that there is too much space after the "respect" bar. How may I fix it? Thanks. Link to comment Share on other sites More sharing options...
ashley slow Posted January 18, 2015 Share Posted January 18, 2015 OG LOC missions [ MADD DOGG'S RHYMES ] Game goes down. Specifically, The Game goes down when went into the mad dogg House. Link to comment Share on other sites More sharing options...
Wesser Posted February 13, 2015 Author Share Posted February 13, 2015 Keep reporting bugs if you find any. I did not answer your replies simply because I wasn't going to fix the bugs at the time your reports took place. Quoting myself from another topic: I will update it when I will be up for redefining the functions name of my source code with the original definitions, deadline is undefined.So, no news about WSHPS sadly but I'm going to show off something which is somehow linked to (related to the FOV-dependent sky rendering). I got rid of the awful sky bandings which make the gradient looking blocky thanks to dithering: a randomized grain raster is sampled and each pixel is taken as a threshold to choose whether to dither or not to dither when the integer rounding would inevitably compromise the linearity of the color interpolation. In the most simple terms, pixels are perturbed by an indiscernible noise to fill the areas of the same color resulting from the impossibility to represent them due to the insufficient bit depth, in order to divert your eyes from this lack. Originally, as the resolution rises and the contrast between the two interpolated colors decreases the bug becomes more noticeable but now there shouldn't be such inconvenient anymore or at least not so visible as before: [table] No correction Dithering enabled[/table]Download SkyGrad here. Blackbird88, Hovac, sharpie_eastern and 34 others 37 012 345 678 9A BCD EFG HIJK LMN OPQR STUV WX YZ Link to comment Share on other sites More sharing options...
TJGM Posted February 13, 2015 Share Posted February 13, 2015 Absolutely amazing, great work @Wesser. Any plans to make your own thread for this? muh linucs, RyanDri3957V and Snoops27 3 Link to comment Share on other sites More sharing options...
Reyks Posted February 13, 2015 Share Posted February 13, 2015 Snoops27, -Quantum-, Peeto87 and 3 others 6 Link to comment Share on other sites More sharing options...
Inadequate Posted February 13, 2015 Share Posted February 13, 2015 Amazing work Wesser. After eleven years playing with that 'detail' is finally fixed. Snoops27 1 Link to comment Share on other sites More sharing options...
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