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Old 08-21-09, 01:09 PM   #166
DrCR
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Quote:
Originally Posted by difool2 View Post
While the gauges are squashed horizontally (which I know the mod doesn't fix yet)
Is this project still being worked on to fix this issue? Just checking. Thanks
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Old 08-21-09, 02:45 PM   #167
Desga
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People finally I have changed my computer and now I have NVIDIA CARD .I installed this mod and now I can see like here (the 2 sscreenshoot have resolution 1680x1050) and in the file CFG iI have resolution is 1680x1050 do you think that this mod is working now ?please tell me so I can know if I have maked some error!
Thank Desga



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Old 08-21-09, 03:03 PM   #168
Rubini
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Hi mates,

Some anwsers:
1. Yes, I'm not more working on this mod since a long ago, it's a dead project for now. The Sun halo problem, even if a marginal problem, was never fixed. Also the necessary dials and menu 1024 fix never were adjusted (a team is need to do this work)
2. I can't confirm if it work or not on an ATI card just because I don't have one. But some guys here attested that it not work on their ATI cards. But is easy to notice that some guys, even with a nvidia card, have some difficult in make it work too. So, perhaps it's a user end problem about ATI? I really don't know...
3. In the first post and in the readme I wrote a concise walktrough on how to make it work (on nvidia at least). Just set your game to any resolution (even using highres mod) and adjust your monitor to WS mode (not 4:3). Note that the mod generates a streched vertical image (the 3d objects, ships, uboats, crew, etc are in truth elongate vertically by the mod, then when you put this 4:3 vertically elongate image on a physical WS monitor you will have finally a correct proportion on the final image. Hopes that you understand (my limited english...). So, it must work in any WS monitor (with nvidia at least as exposed above). Compare your result with the uboat interior pics that are in the firts post. Also notice that the dials will be horizontally elongate as exposed since the beginning of this mod, only the 3D "world" is fixed by the mod.

Cheers!

Rubini.
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Last edited by Rubini; 08-21-09 at 09:15 PM.
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Old 08-21-09, 03:05 PM   #169
Rubini
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@Desga,

Your images seems streched to me. So, the mod isn't well activate on your end. Compare them with the ones on the firts post.
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Old 08-21-09, 03:47 PM   #170
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Quote:
Originally Posted by Fubar2Niner View Post
Rubini

This latest shot taken using 16km as you can see, still no sun halo



I can wait tho shipmate, I'm sure one of you guys will figure a way round it

Best regards.

Fubar2Niner
That's the same shape my sun (and moon) has. It may be that 16:10 may need a separate fix from 16:9...
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Old 08-22-09, 04:34 PM   #171
Desga
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Thank Rubini after your conclusion I have controlled and I have found the error now I thin that all is ok
prima


before




after






before



after



some other photoes wide screen resolution 1680 x b1050









Rubini I MUST SAY thank you very much!!
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Old 08-22-09, 06:01 PM   #172
Rubini
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Hi Desga,


Good that you have done it.
I noticed that your resolution is 1680x1050, WS aspect at 16/10. As you can read on the first post, the mod was made for 16/9, that "magic" parameter at 1.4. You can use it at 1.35 and the final result will be yet better for your 16/10 monitor. Just open your cameras.dat and adjust all viewport section Right parameter from 1.4 (this mod) to 1.35. Also the sun halo problem will be a bit minor (the major this parameter, more sunhalo absence you will have).
Anyway, this is just a suggestion.

Cheers,

Rubini.
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Old 08-23-09, 02:31 PM   #173
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It's a pity this project has been abandoned. For the type of game itself, having a WS (16:10 or 16:9) resolution would add really much to the visual impact.
And I mean by using the "hor +" technique, like Rubini explained.

Quote:
To we have a real WS aspect we can use two approachs: the first and the better is the one that just add more image in the horizontal axis without streeching anything, also called hor +, used in some modern games - this way we will not have any problem with menus, dials, etc - they probably will be already in their normal aspect even the game running at a real WS aspect.
I bet there would be plenty of people really happy to see something like this.
If there's some hope please let us know in this thread.
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Old 08-23-09, 03:28 PM   #174
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Yay Been waiting for something like this
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Old 08-23-09, 06:27 PM   #175
DeadlyWolf
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Quote:
Originally Posted by Rubini View Post
Hi Desga,


Good that you have done it.
I noticed that your resolution is 1680x1050, WS aspect at 16/10. As you can read on the first post, the mod was made for 16/9, that "magic" parameter at 1.4. You can use it at 1.35 and the final result will be yet better for your 16/10 monitor. Just open your cameras.dat and adjust all viewport section Right parameter from 1.4 (this mod) to 1.35. Also the sun halo problem will be a bit minor (the major this parameter, more sunhalo absence you will have).
Anyway, this is just a suggestion.

Cheers,

Rubini.
Sorry for my noobness, but how can I edit the .dat file?
Silent 3ditor or something else?
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Old 08-23-09, 08:59 PM   #176
Rubini
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Quote:
Originally Posted by DeadlyWolf View Post
Sorry for my noobness, but how can I edit the .dat file?
Silent 3ditor or something else?
Yes, use S3D, it's a simple and easy way.
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Old 08-24-09, 08:28 AM   #177
DeadlyWolf
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Quote:
Originally Posted by Rubini View Post
Yes, use S3D, it's a simple and easy way.
Ok, thx. After a while I finally found the "hidden" parameters
By setting them at 1.35, will the binocular parameters you fixed be correct?

And to summarize what is actually wrong with the actual mod:

- The sun halo problem.
- Event camera stretched.
- All 2d objects stretched (maps, papers, ui, etc..)
- Uzo and periscope views stretched.

Is it correct?
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Old 08-24-09, 09:20 AM   #178
Rubini
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Quote:
Originally Posted by DeadlyWolf View Post
Ok, thx. After a while I finally found the "hidden" parameters
By setting them at 1.35, will the binocular parameters you fixed be correct?

And to summarize what is actually wrong with the actual mod:

- The sun halo problem.
- Event camera stretched.
- All 2d objects stretched (maps, papers, ui, etc..)
- Uzo and periscope views stretched.

Is it correct?
Yes, exactly. The sun halo and event camera isn't fixable until now. The 2D objects/windows are fixable, but needs a lot of work. Uzo, periscope and Binocular are fixable too, not difficult to do.

BTW, the bino is already fixed (WS aspect but for 16/9)...but I guess that you will not notice any difference here in relation to 16/10. And here the parameters aren't that simple 1.4 or 1.35 as you can see looking at them using s3d.
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Old 09-07-09, 08:37 PM   #179
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If this works, I will name my first child after you. I can only hope he or she can aspire to such greatness.

Did I mention how awesome you are?
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Old 09-21-09, 05:51 AM   #180
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I'm sorry I kind of bumped this thread, but I have a question:

Using 3ditor, how is it possible to adapt it to my screen resolution to 1280x800?
The widescreen mod works (i.e. the res has been changed), but the camera seems way too close. I use it together with the HiRes fix.
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