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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 17:27 
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Joined: 08 May 2011, 18:58
Posts: 2286
Doesn't work.
If you place the .swf file directly into the interface folder (with ini edit) it won't load it anymore (at least it looks like it will take the original .ba2 and not the modified .swf anymore) and if you pack it into a .ba2 it will crash :(

Just out of curiosity you could try it.
Recatangle fixed, round one should be shifted to the left.


Attachments:
ScopeMenu.zip [29.69 KiB]
Downloaded 385 times

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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 17:46 
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Joined: 24 Jul 2015, 21:06
Posts: 33
so the only working .ba2 is the one from Ci7rus without the scope fix?

I can live with that :) I hope I dont get the glitch I had with the other fixes that my Pipboy sometimes disappeared. Pressing Tap only the text on the bottom appeared but no pipboy...


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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 18:13 
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Joined: 09 Nov 2015, 17:09
Posts: 8
Thanks for your hard work Haldi and Ci7rus.
@Ci7rus: I used your modified interface but there is a problem with Power Armor HUD; it won't fill the entire screen. Check the screenshot that i provided:
Spoiler:
Image


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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 18:58 
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Important Values for Scope fix:
We have a header for 1706x720p aka 34'120 x 14'400
We want the round and rectangle scope aka "DefineShape (14) and DefineShape (70)

Simple Fix: Stretch the whole damn Scope.
Go to DefineSprite (71) /frame 1 / PlaceObject2 (70)
Matrix -> hasScale tick that and enter 34120

Complicated fix with a chance of crash: Modifie the object to have increased black borders.
Go to DefineShape (70) right click "Raw Edit"
"shapeBounds" X min and X Max increase to fit 21:9 resolution.
"shapes" -> "shapeRecords" Now it gets funny :) i hope you have knowledge of SVG vectors or incremental drawings.
in [13] StyleCHangeRecord you see the "moveDeltaX : SB[moveBits] = 17739" As you know 17739 is the same Number as in the Xmax, hooray you just found the Top right Corner. Increasethis number to the the half of the new X size
in [14] we have deltaX : SB[numBits + 2] = -35478 This means it goes to the bottom left. increase this number (still negative!) to the new total size of the Xmax
in [15] we're going from bottom to top, ignore that we didn't change the height.
in [16] we're going back from left to right, deltaX : SB[numBits + 2] = 35478 also needs to be increased to total xMax

That's it!
If you wan't to fix the round scope (14), try something Similar :)
The problem here is that this one is NOT Centered, so you only have a xMax value and xMin is 0 :D
This means the Scope itself will not be centered... Even if you change all 4 corners to increase the size the scope will be somewhere in the Left -.-
You can either try to fix this by using a "xMin" value of -XXX where this value should be how much black you've added on the left side (total new size - total old size / 2 ) or you could try editing the [0] StyleChangeRecord "moveDeltaX : SB[moveBits] = 19156" and hope you get it centered somehow ^^
Which one of those methods will result in a scope that has the center there where you shoot? no idea ^^

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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 19:21 
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Joined: 24 Jul 2015, 21:06
Posts: 33
@apachewarrior are you sure you used the right one? Here are some screenshots with Ci7rus fix with a 3440x1440 monitor.


Attachments:
File comment: Im not sure if the pipboy got the right size I got used it like that but the shade is still there
ScreenShot12.png
ScreenShot12.png [ 2.31 MiB | Viewed 4078 times ]
File comment: Still with shade
ScreenShot10.png
ScreenShot10.png [ 1.79 MiB | Viewed 4086 times ]
File comment: The favorites shade are gone and also the pop screen is without shade
ScreenShot9.jpg
ScreenShot9.jpg [ 879.75 KiB | Viewed 4058 times ]
File comment: scope is still 16:9
ScreenShot8.png
ScreenShot8.png [ 2.22 MiB | Viewed 4133 times ]
File comment: Im not sure if the hud elements are still stretched but the green shade is still there
ScreenShot7.jpg
ScreenShot7.jpg [ 1.06 MiB | Viewed 4037 times ]
File comment: Power Armor without rain is correct but with rain it is not filling the screen
ScreenShot6.jpg
ScreenShot6.jpg [ 1.4 MiB | Viewed 4232 times ]
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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 21:40 
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Joined: 12 Nov 2015, 09:08
Posts: 10
Hi everybodies, i missed some of the older post... At what point are the works? Some news for an official fix?


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 Post subject: Re: Fallout 4 21:9
PostPosted: 16 Nov 2015, 23:30 
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Joined: 16 Nov 2015, 23:27
Posts: 2
Ci7rus Thanks a lot for the fix, everything is pretty awesome except for the power armor HUD, which for me is unchanged at 21:9 2560x1080.


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 Post subject: Re: Fallout 4 21:9
PostPosted: 17 Nov 2015, 00:42 
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Joined: 10 Oct 2014, 18:38
Posts: 3
Apache and Swiggedy, try pasting this into the Fallout4.ini under Interface in your my games folder.

fUIPowerArmorGeometry_TranslateW=0.00001
fUIPowerArmorGeometry_TranslateZ=14.0000
fUIPowerArmorGeometry_TranslateX=0.0001
fUIPowerArmorGeometry_TranslateY=265.0000

That's for 3440x1440, but sure if it works for 2560x1080.

It will make it miles better until there's a proper fix.


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 Post subject: Re: Fallout 4 21:9
PostPosted: 17 Nov 2015, 00:43 
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Joined: 24 Sep 2015, 05:22
Posts: 34
I'll try messing with power armor a bit more but afaik it kinda has the same issues as the sniper scope in that if you want it to go all the way across the screen the only way to do it is to force it to stretch. For now though, you can try experimenting with the ini tweeks described here.

As for the shade behind the compass and other parts of the UI, unfortunately nobody has found out how to get rid of all of it yet.

Edit: I put the default power armor hud back in on the off chance it plays nicer with the ini edits or anything else you might want to do with it:

2560x1080

3440x1440 (this also has the default sniper scope)


Last edited by Ci7rus on 17 Nov 2015, 01:22, edited 1 time in total.

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 Post subject: Re: Fallout 4 21:9
PostPosted: 17 Nov 2015, 00:46 
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Joined: 16 Nov 2015, 03:45
Posts: 7
Using Ci7rus's file and the tweek he just linked makes it seem almost 100% fixed.


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