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 Post subject: Re: Matrix: Path of Neo
PostPosted: 24 Apr 2010, 08:04 
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Joined: 12 Sep 2007, 19:14
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Thanks for the shot, blackpill. If you could snag one more at an even wider AR that would be nice.

Actually, would you add a screenshot at a 4:3 resolution as well? 1024x768 would be great. From the looks of the shots it appears anything wider than 16:9 gets stretched. If 4:3 turns out to be non-stretch Hor- then there's a chance the FOV could be corrected for surround resolutions. I think I have a copy of the game somewhere that I can tinker with.

-edit-
OK I went and looked at the comparison shots in the gallery and while the horizontal fov does increase it also looks like stretch and Vert- as well. I don't think that uses the res tool, though, so a 4:3 shot from your setup would still be useful.

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 Post subject: Re: Matrix: Path of Neo
PostPosted: 24 Apr 2010, 20:51 
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Joined: 21 Apr 2010, 20:43
Posts: 52
Well

I try this wider resolution:

4320x900



And for the 1024x768,I was surprized that the image in that resolution still have the 16:9 FOV that I "unlock" with the Read Only disabled >



So, I find a older screenshot form the times that I was using a 4:3 1024x768 monitor and there was rigth>



Strange.


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 Post subject: Re: Matrix: Path of Neo
PostPosted: 24 Apr 2010, 21:13 
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Thanks for the additional shots, blackpill. I'll have to install my copy and give it a go.

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 Post subject: Re: Matrix: Path of Neo
PostPosted: 25 Apr 2010, 12:41 
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Joined: 21 Apr 2010, 20:43
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You are welcome.

Tell us how that go.


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 Post subject: Re: Matrix: Path of Neo
PostPosted: 27 Apr 2010, 23:14 
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Well getting the AR corrected for surround hasn't worked so far. I did discover that the game is Hor+ for widescreen, though. The walls the very first map are actually moving in a matrix world-bending kind of way, so screenshots are inconsistent because of the dynamic scenery. I grabbed a couple shots from a different map that show the fov change:




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 Post subject: Re: Matrix: Path of Neo
PostPosted: 28 Apr 2010, 05:28 
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Joined: 21 Apr 2010, 20:43
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Mmm. The fov seem change but the models and the enviroment still is a bit... compresed. Just find something circular ingame and it will be oval-like . Because that I think that in a 19:9 ratio it gonna look rigth, I mean, in that way the vertical strech will compensate the "over fov". I maybe worng.
By the way, you think that the - + keys are useful? We can say what they affect the fov?


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 Post subject: Re: Matrix: Path of Neo
PostPosted: 28 Apr 2010, 10:50 
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Yep, definitely not just Hor+:
(White bars = 16:9 canvas)

4:3


16:10 is Hor+/squished.


16:10 shot resized to 16:9 = Hor+/stretched.


16:10 shot resized to 15:9 is strictly Hor+ !


So there you go, Matrix: Path of Neo is strictly Hor+ in 15:9 and stretched/squished in other widescreen ARs. :!:


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 Post subject: Re: Matrix: Path of Neo
PostPosted: 28 Apr 2010, 18:12 
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Joined: 21 Apr 2010, 20:43
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Good work :cheers


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 Post subject: Re: Matrix: Path of Neo
PostPosted: 30 Dec 2010, 00:20 
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Joined: 21 Apr 2010, 20:43
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I finally get my new 24" 16:9 and the game now look correct (Except the HUD sadly):








So, to sum up, the steps are:

-Instal and patch the game.

-Put the two "UrRschanger2" files ('d3d9.dll' & 'resolution.ini') in the game folder.

-Open with word pad or similar the 'resolution.ini' file and put your desired resolution in this part:

[MAIN]
#Resolution
Width=1920
Height=1080

-Save and close the file.

-Now, this give you the res that you want but the image gonna look strecht horizontally; so you have to go to the game folder and open the 'MatrixConfig.INI' file and change to "11" in this part:

resolution=11 (NOTE: I choose 11 to a 16:9. You can try others numbers if 11 don't work).

-Save, close and check that the file it's not "read only".

-Now run the game and do not touch de res ingame and the game must look like the screenshots form above.

-If not, try deleting the 'PONsettings' files from the save folder (I think).

-If not, write me here.

Over all it's not a secure solution, this game it's a real b**** XD. But it work for me.

Note: The correct look (or almost) only are achieved in 16:9 and 15:9; in 16:10 the model will look vertical stretch (see replies above).


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