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PostPosted: 07 Sep 2015, 12:26 
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Joined: 19 Dec 2011, 16:03
Posts: 521
Here's update for v. 1.004

For 4:3 (800x600, 1024x768 etc.)
mgsvtpp.7z

For 5:4 (1280x1024)
mgsvtpp.7z

For 2560x1080
mgsvtpp.7z

For 3440x1440
mgsvtpp.7z

For 48:10 (5040x1050; 5760x1200 etc.)
mgsvtpp.7z

For 48:9 (4800x900; 5760x1080 etc.)
mgsvtpp.7z
 
 
Markers fix:

For 2560x1080; 3440x1440
Attachment:
21_9_marker_fix_1_004.7z [3.33 MiB]
Downloaded 940 times


For triple 16:9 screen 11520x2160; 5760x1080; 4800x900 etc.
Attachment:
48_9_marker_fix_1_004.7z [3.33 MiB]
Downloaded 497 times


For triple 16:10 screen 5760x1200; 5040x1050 etc.
Attachment:
48_10_marker_fix_1_004.7z [3.33 MiB]
Downloaded 441 times




Cheat Engine table
Attachment:
mgsvtpp_1_004.zip [527 Bytes]
Downloaded 473 times

First value should be changed
from
F3 0F 59 0D FD 8A 00 FF
to
F3 0F 59 0D 01 8B 00 FF
this fixes marker position.

Second value - 64, is size for marker and some ui elements.
Proper value should be calculated by formula:
64 * ((width/height)/1.77777)
For example, 64 * ((6000/1080)/1.77777) = 200.00087
So, 64 should be changed to 200.00087

ekrboi wrote:
I loaded the 1.0.0.3 exe and looked at what the "code" looked like at the address region and then put the 1.0.0.4 exe back in. Then assuming that code chunk would be the same AND not too far from the old address I started there and then started to page up/down until I found it. The hex is a little different from 1.0.0.3(FD 8A 00 FF instead of BD B5 00 FF) but I just tried changing the same bit(even though it was different) to C1 like Jackfuste had mentioned earlier and it worked. It would be great if Jackfuste could explain a bit what/why changing it to C1 works. For the second part I used 192.00048 for 5760x1080, same as before.

Markers are limited to 16:9 aspect ratio.
Attachment:
16_9.png
16_9.png [ 47.69 KiB | Viewed 5211 times ]

We change instruction from
mulss xmm1,[142013A04] - bytes F3 0F 59 0D FD 8A 00 FF
to
mulss xmm1,[142013A08] - bytes F3 0F 59 0D 01 8B 00 FF
that set limit to 50:9.
Attachment:
50_9.png
50_9.png [ 47.71 KiB | Viewed 5332 times ]


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PostPosted: 07 Sep 2015, 13:21 
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Joined: 01 Sep 2015, 17:26
Posts: 31
:twothumb: :onethumb: :savews: TNX !!!!!!!!!!!!!!


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PostPosted: 07 Sep 2015, 14:42 
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Joined: 03 Apr 2015, 12:03
Posts: 10
Dude, MUCH APPRECIATED!!! I'll spread the word on Twitter.


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PostPosted: 07 Sep 2015, 15:15 
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Joined: 06 Sep 2015, 15:16
Posts: 2
anteronoid wrote:
doomberry wrote:
Hey guys, new 21:9 user here.

Thanks a lot for the fix! However, I still have an issue.

I don't know exactly why this happens, but playing with the 21:9 fix makes my game very blurry, as if it's not rendering at the proper resolution (This includes UI elements, whose size does not change with the 21:9 fix.)

At first I thought it was a bad implementation of Temporal AA, but the game looks fine in 16:9, plus I get this nasty pixel crawl that's typical of uprezzed games.

http://imgur.com/a/yvE6Z (Sorry for the JPG compression)

As you can see, the game is much blurrier in 21:9, even the UI elements.

Can anyone help with that? I'd be happy to provide more info!


I had similar problem, I changed from "Borderless Fullscreen" to "Fullscreen" and that fixed it for me.


Yep, after a setting change and a few restarts, that fixed it. I would've never guessed it, but I'll keep it in mind when troubleshooting in the future. Thank you!


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PostPosted: 07 Sep 2015, 16:29 
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Joined: 01 Sep 2015, 21:10
Posts: 9
Jackfuste, do you have a paypal?


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PostPosted: 07 Sep 2015, 17:02 
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Joined: 07 Sep 2015, 16:41
Posts: 6
Signed up just to say thanks Jackfuste. Konami should be disgraced with themselves. And what confuses me is that Kojima apparently tweeted a picture of himself playing MGSV on his new 21:9 ultrawide WITH the black borders!

Like blaztardz asked above me, PM me your paypal address so I can send you a few quid because It's bloody awesome that you're doing this everytime the updates break it.


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PostPosted: 07 Sep 2015, 17:26 
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Joined: 07 Sep 2015, 17:21
Posts: 6
Hey Guys, thanks for the fixes. quick question, do you have to do anything apart from run the marker fix and then press f1 ingame? when i do the marker fix exe file disappears from its folder and subsequently f1 does nothing in game. wondering if im missing some step? (rez fix is perfect)

cheers


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PostPosted: 07 Sep 2015, 17:51 
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Joined: 07 Sep 2015, 17:46
Posts: 1
I signed up to thank Jackfuste for what he's doing so far.

I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?


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PostPosted: 07 Sep 2015, 18:02 
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Joined: 19 Dec 2011, 16:03
Posts: 521
blaztardz wrote:
Jackfuste, do you have a paypal?

No. If you want donate, you can send Steam wallet code to me.

AFKing wrote:
Hey Guys, thanks for the fixes. quick question, do you have to do anything apart from run the marker fix and then press f1 ingame?

Not needed to do anything special, just run trainer and press F1.
If trainer doesn't work for some reasons, try to use Cheat Engine table.
AFKing wrote:
when i do the marker fix exe file disappears from its folder and subsequently f1 does nothing in game. wondering if im missing some step? (rez fix is perfect)
cheers

Maybe your anti-virus software detects trainer as unwanted software and remove it.

Rescend wrote:
I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?

Afaik it doesn't affect on achievements/online.


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PostPosted: 07 Sep 2015, 18:31 
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Joined: 05 Sep 2015, 21:57
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Rescend wrote:
I have a question so far, no one seems to be bothered by it but I thought i'd ask anyway. I assume modifying the game EXE would affect your achievements/online play etc?

jackfuste wrote:
Afaik it doesn't affect on achievements/online.


Would it be possible to get this fix for Ground Zeros as well? I tried changing the aspect ratio in the ground zereos exe but I get a steam fails to load error. If I use the modded exe there is an issue with both achievements and the markers.


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