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PostPosted: 06 Feb 2010, 10:05 
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anything special with my MP and SP.exe?


Not that I can see.

I actually compared your exes to that of the official 1.7 patch (english) and they are identical in MD5 sum and all.

I'm not sure what to tell you as to why it's not working. You have a version of the .exe that should be compatible.

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PostPosted: 06 Feb 2010, 10:37 
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2010 February 6
[list]
[*][Game.Halo] Added support for Halo v1.09.[/*:m]
[*][Widescreen Fixer] The update rate slider will now set itself to the saved value as long as you don't switch to a game that doesn't need it (it will overwrite your saved value with 1000).[/*:m]
[*][Widescreen Fixer] Changed the default update rate for games that need it to 1. Otherwise, the default is 1000.[/*:m]
[*][Widescreen Fixer] Moved the hotkey scanning to its own timer. It's locked to 250ms.[/*:m]
[*][Library.WSF] Added WSFMath.CalculateFOVRadians(). It's identical to WSFMath.CalculateFOV() except that it accepts and returns radians instead of degrees. I may rename the original to WSFMath.CalculateFOVDegrees(), or combine the two and have it take an extra argument instead.[/*:m][/list:u]

http://wsf.imk.cx/

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PostPosted: 06 Feb 2010, 22:35 
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Does / Will Widescreenfixer support 3x2, 5x1, or any non-standard setups?

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PostPosted: 07 Feb 2010, 00:11 
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It can.

No one has actually request them yet so I haven't been in a rush to add them.

3x2 (with six 16:10 screens) is a 2.4:1 aspect-ratio. You can get away with using the cinema (2.39:1) ratio for that. I doubt you'll see a difference between 2.39 and 2.4. :)

If you're using other aspect-ratio screens for a 3x2 setup, then I'll likely need to add support.

3x2 4:3 = 2:1
3x2 16:10 = 2.4:1 (Use cinema aspect)
3x2 16:9 = 2.66:1 (Use 2 x 4:3)

I would, however, have to add specific support for 5:1.

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 Post subject: Re:
PostPosted: 07 Feb 2010, 01:23 
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16:10 Monitors

4320 x 1800 = 12:5 Aspect Ratio - 3x2 1440x900 Monitors
5760 x 2400 = 12:5 Aspect Ratio - 3x2 1920x1200 Monitors
5040 x 2100 = 12:5 Aspect Ratio - 3x2 1680x1050 Monitors
7680 x 1200 = 16:5 Aspect Ratio - 4x1 1920x1200 Monitors
9600 x 1200 = 8:1 Aspect Ratio - 5x1 1920x1200 Monitors *
11520 x 1200 = 48:5 Aspect Ratio - 6x1 1920x1200 Monitors*
3600 x 1920 = 15:8 Aspect Ratio - 3x1 1920x1200 Portrait Monitors
4800 x 1920 = 5:2 Aspect Ratio - 4x1 1920x1200 Portrait Monitors
6000 x 1920 = 25:8 Aspect Ratio - 5x1 1920x1200 Portrait Monitors
7200 x 1920 = 15:4 Aspect Ratio - 6x1 1920x1200 Portrait Monitors

16:9 Monitors

5760 x 2160 = 24:9 Aspect Ratio 3x2 1920x1080 Monitors
7680 x 1080 = 64:9 Aspect Ratio 4x1 1920x1080 Monitors
9600 x 1080 = 80:9 Aspect Ratio 5x1 1920x1080 Monitors*
11520 x 1080 = 32:3 Aspect Ratio 6x1 1920x1080 Monitors*
3240 x 1920 = 27:16 Aspect Ratio 3x1 1920x1080 Portrait Monitors
4320 x 1920 = 9:4 Aspect Ratio 4x1 1920x1080 Portrait Monitors
5400 x 1920 = 45:16 Aspect Ratio 5x1 1920x1080 Portrait Monitors
6480 x 1920 = 27:8 Aspect Ratio 6x1 1920x1080 Portrait Monitors

4:3 Monitors

3072 x 1536 = 2:1 Aspect Ratio 3x2 1024x768 Monitors
4096 x 768 = 16:3 Aspect Ratio 4x1 1024x768 Monitors
5120 x 768 = 20:3 Aspect Ratio 5x1 1024x768 Monitors
6144 x 768 = 8:1 Aspect Ratio 6x1 1024x768 Monitors

5:4 Monitors

3840x2048 = 15:8 Aspect Ratio - 3x2 1280x1024 Monitors
7680x1024 = 10:1 Aspect Ratio - 6x1 1280x1024 Monitors
6400x1024 = 25:3 Aspect Ratio - 5x1 1280x1024 Monitors
5120x1024 = 20:3 Aspect Ratio - 4x1 1280x1024 Monitors

EDIT: I will add more as I think of them, I might be willing to calculate the multi-card setups, but until then here ya go.

*I'm aware that these resolutions wont work well with games, i was using there numbers for aspect ratio calculation.


Just re-posting this for when the super eyefinity 6 card comes out.

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PostPosted: 17 Feb 2010, 04:00 
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They updated MW2 again ... Can you fix Dopefish .... Pretty Plz ? ... Thanks in advance ...


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PostPosted: 17 Feb 2010, 04:46 
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2010 February 16
[list]
[*][Game.Call of Duty 6 MP] Updated for v1.0.184.[/*:m][/list:u]

http://wsf.imk.cx/

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PostPosted: 19 Feb 2010, 10:46 
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There will be a need for much wierd resolutions when people use the ATI Eyefinity Bezel Compensation.

So I think that there is a need for custom resolution, look at Ibrin start post for that.
Think I say it now, then you don't have the problem about a month :wink:


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PostPosted: 19 Feb 2010, 20:38 
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I just need to think of a good way to implement custom resolutions.

There are a few things I plan on implementing and changing.

For certain games, maybe SP-only games, I want to replace the drop-down combo box for aspect-ratio selection with a slider for the FOV. This would be useful for games that properly scale horizontally and have proper widescreen support, but just have too low of a default FOV.

I also plan to add in byte-patching support for games that need a file modified, but this might come in later.

There's an updater that I want to replace my own with. Unknown Worlds (maker of Natural Selection) released a free, open-source updater library that has a lot of nice features, patching, updating, etc. The only problem is that the update library is larger in filesize than Widescreen Fixer and all the DLLs combined. Using this updater, though, I would implement a build numbering system. This way I can update files and simply increment the build number without having to touch the version.

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PostPosted: 19 Feb 2010, 21:03 
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In general I don't think there will be a dramatic difference in FOV Needs unless you're using CRT's or HDTV's and Bezel Management...Excuse me Bezel Compensation. I mean it would be nice to add in custom FOV's, but for the most part, i don't think it's that big of a deal yet.

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