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View Full Version : New Wide Screen mod: the next definitive SH3 step!


Rubini
03-15-10, 05:02 PM
Hi mates,

Almost two 2 days ago i openned a thread here saying as I'm lost in wonder after test a new mod from a older community modder - Seeadler.

Few days ago I find some comments from him in a thread here:
http://www.subsim.com/radioroom/showthread.php?t=160861&page=3

Then i contact him and asked about the mod, it's stage, etc. He told me that it is yet in beta, that it have some gliches and that he is out of time for now and that he is now interested in others games (including Sh5). After I insist a bit and encourage him that Sh3 deserves a good WS solution he send me a beta copy and i then start to work on some stuff to increment/adjust the mod as it is.

Well, the result could not be better. Seeadler have done a very good work and even that the mod is not finished it's totally playable with infinite possibilities for new and really "major" GUIs (now we have a entire WS space to put things, maps, working TDC, etc). I guess that you get my point...

Below a link with some quickly tease movies that I made one day ago showing the above. Try to see in order and note the possibilities and how it's already absolutelly playable as it is now.

Over the first WS mod attempt (by the way my mod) this one have all the things corrected:

-Works with WIn7 (and also in XP!)
-Works probably for any graphic card (confirmed for Ati and Nvidia)
-Sun halo OK!!!
-All 2d are also not streched! (the first mod at minimum shall need a huge effort here and probably never could be done totally).
-All sub guns/Peri/Uzo/Bino absolutelly corrected (aim/marks/ratio aspect, etc)
- And as a bonus: an entirelly new area for we put what we want on 2d views like Peri, TDC, maps, etc. The limit is just our imagination.

So, GUI modders you have now a new world to explore and make Sh3 much, much better than before. A guy that looked at that movies said me "I just saw what SH6 must be!"

And to finish Seeadler just reafirmed to me few minutes ago that it's yet in development and that this week he will look at the code again to make it yet better!

God bless you Seeadler!:salute::salute::salute:

Tease movies link:
http://www.mediafire.com/file/tmlzunzymdm/New_WSmod_tease.7z

Cheers to all this big community! Sh3 for long!

Rubini.

EDITED:
Seeadler just officialy release the WS d3d.dll here::woot:
http://www.subsim.com/radioroom/showthread.php?t=165352

So, the official work on the GUI started too!

Jimbuna
03-15-10, 05:04 PM
Good luck and every success mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Kapitanleutnant
03-15-10, 05:06 PM
Pretty sweet. Any chance of uploading the video to the 'tubes though?

Rubini
03-15-10, 05:14 PM
Good luck and every success mate http://www.psionguild.org/forums/images/smilies/wolfsmilies/thumbsup.gif

Thanks ...but please guys: watch the movies!
(is just a 97M file, decompress with 7z)

Nico71
03-15-10, 05:14 PM
Hey mate! Long time no see! Well, do you mean that OLC/ACM will finally work with WS? :woot: Switching DT resolution in order to play unstretched 4:3 res on a 16:10 monitor can become quite a chore after a while!

Rubini
03-15-10, 05:16 PM
Hey mate! Long time no see! Well, do you mean that OLC/ACM will finally work with WS? :woot: Switching DT resolution in order to play unstretched 4:3 res on a 16:10 monitor can become quite a chore after a while!

It work with any Sh3 installation, any combination of mods, and even with FM new interiors! Just awesome!

And nice to "see" you too after so long time, no?:up:

vergol
03-15-10, 05:35 PM
This is most welcome news. :yeah:

Nico71
03-15-10, 05:39 PM
It work with any Sh3 installation, any combination of mods, and even with FM new interiors! Just awesome!

And nice to "see" you too after so long time, no?:up:

That's indeed awesome! But now we need a hi-res UI in different resolutions, right?!

kiwi_2005
03-15-10, 05:40 PM
Will this WS work for window mode as well, I like to run in window mode cause in full screen the game wont let me go to desktop, Alt tab or Alt-Ctrl-Del wont even work unless i get rid of the hi res mod which i dont.. SH4 i can play in WS in window mode - perfect, SH3 i have to use the 1024x768 window not perfect. I know SH3 window is lock at 1024x768 so i presume it wont work. Worth a try asking anyways. :) And if it still dont work with this mod well I will just have to harden up and play in full WS. :up:

Will take a look at your vids now.

verte
03-15-10, 05:42 PM
Is it only for wide-screen? So it is not a mod for people with normal ratio monitors?

609_Avatar
03-15-10, 06:07 PM
This sounds great! :yeah: Especially since I have a 32" 1920x1080 monitor I use and would like to take full advantage of it. The impatient side of me begs to ask if you have any ETA on when this lovely mod might be available? :) Thanks.

flakmonkey
03-15-10, 06:18 PM
so what res will the game be run at?? 1024x640? 1680x1050? Just wondering.

vergol
03-15-10, 06:18 PM
I just watched the vids. Absolutely breathtaking! I can't wait.

(I hope my resolution is supported - 1280x800)

Rubini
03-15-10, 06:27 PM
That's indeed awesome! But now we need a hi-res UI in different resolutions, right?!

This is yet under investigation/development by Seeadler. I hope that he achieve to make it really scalable (2d stuff) as it make with resolutions!:up:

In the end if we don't achieve to make it 2d scalable we can work on a minimum WS resolution for the new GUIs (I guess that is 1360x768 - 768 is the magic number here, will make the things a lot more easy) which could be then played with any WS monitor using default resolutions or forcing it using the GC drivers. Will be not practical to make GUIs for each possible WS resolution if this limitation stay.

In time: with this mod you don't need the High resolution anymore. It's use a user given resolution, so will work with any WS monitor. And it yet have the same alt+tab limitation present on highresolution mod but i guess that Seeadler will fix this too.

Rubini
03-15-10, 06:30 PM
Is it only for wide-screen? So it is not a mod for people with normal ratio monitors?

Well, sorry but it obviously is. But...will anyone here yet have 4:3 monitors as the time passes? And i can asure you: after you played Sh3 in WS mod you will never more want to go back to 4:3. It's just like a new game!

Rubini
03-15-10, 06:32 PM
Will this WS work for window mode as well, I like to run in window mode cause in full screen the game wont let me go to desktop, Alt tab or Alt-Ctrl-Del wont even work unless i get rid of the hi res mod which i dont.. SH4 i can play in WS in window mode - perfect, SH3 i have to use the 1024x768 window not perfect. I know SH3 window is lock at 1024x768 so i presume it wont work. Worth a try asking anyways. :) And if it still dont work with this mod well I will just have to harden up and play in full WS. :up:

Will take a look at your vids now.
I guess not (in windowed mod)...isn't the aim of the mod. I guess that if Seeadler just fix the alt+tab issue is enough, no?:up:

Nico71
03-15-10, 06:36 PM
But in native res the image quality is much better on a LCD screen. The question is: how complicated or time consuming is it to set up a GUI for a particular resolution and what needs to be done to convert it to a different resolution?

Forget about the gfx for a moment, that's my least worry (technically speaking). They can be done at max res (say 2560 x 1920) and downscaled in PS with little or no loss in image quality for lower resolutions. My question is about data editing.

I'm into gfx stuff myself but I know little to nothing about SH UI coding. Hence my question.

Rubini
03-15-10, 06:36 PM
This sounds great! :yeah: Especially since I have a 32" 1920x1080 monitor I use and would like to take full advantage of it. The impatient side of me begs to ask if you have any ETA on when this lovely mod might be available? :) Thanks.

I don't have the anwser for this...but I guess that the first release will be soon. After that (even it's totally playable as you can see at the videos) probably we will have the time to the GUI modders adapt their mods and make use of the new available space that we have on screen, and so on.

Sailor Steve
03-15-10, 06:38 PM
IAlt tab or Alt-Ctrl-Del wont even work unless i get rid of the hi res mod which i dont..
Have you tried the 'Windows' key (the one between Ctrl and Alt)? That's the one I always use.

flakmonkey
03-15-10, 06:38 PM
re: the 2d gui stuff, it might be possible to re-tool sh4s interface tga files as they have options for multiple resolutions (i think), either way its still a lot of work.

Rubini
03-15-10, 06:41 PM
so what res will the game be run at?? 1024x640? 1680x1050? Just wondering.
Hi FM,

It will run at a user given resolution as we do actually with highresolution mod...but it will run in WS aspect correctly now. (so you must give WS resolutions to it obviously).

The 2d stuff is yet fixed at 1024x768, so for now the best resolution to run it is at 1360x768 (WS 16:9) just because it's ready out of the box. But this will probably change (for the good side) because Seeadler is yet working exactly on this issue.

The movies were made in 1360x768.:yep:

Rubini
03-15-10, 06:45 PM
I just watched the vids. Absolutely breathtaking! I can't wait.

(I hope my resolution is supported - 1280x800)

Thanks mate!
Now, 1280x800 (16:6) isn't a correct WS resolution (16:10 or 16:9 are the standard for WS) so I can't promisse, but it's much probably that it will work too.

Rubini
03-15-10, 06:54 PM
But in native res the image quality is much better on a LCD screen. The question is: how complicated or time consuming is it to set up a GUI for a particular resolution and what needs to be done to convert it to a different resolution?

Forget about the gfx for a moment, that's my least worry (technically speaking). They can be done at max res (say 2560 x 1920) and downscaled in PS with little or no loss in image quality for lower resolutions. My question is about data editing.

I'm into gfx stuff myself but I know little to nothing about SH UI coding. Hence my question.

Nico, i also have poor knowledge about D3D stuff and GUIs mods as i never made one. But In only few hours I was able to make the game use that new availbale space using this mod also and corrected the aim and marks of the guns/peri, etc...what I mean is that probably or the mod will make the 2d scalable what could be the best solution for all different hardware or will be need to find a middle ground to make things as you wrote: big and them make them just minor to fit all or some possible differents WS resolutions.

The menu_1024 file and some image edition is what will bring it to life.:yeah:
( all Guis modders area here)

In the end we don't have this anwser yet as Seeadler is yet working exactly on it.:up:

Rubini
03-15-10, 06:56 PM
Have you tried the 'Windows' key (the one between Ctrl and Alt)? That's the one I always use.

SS, this don't work for both HR mod and also for this new WS mod. Seems that alt+tab works out of the box when you run the HR/WSmod in a different resolution from your monitor native one. But i'm not sure about this issue.

Rubini
03-15-10, 07:00 PM
re: the 2d gui stuff, it might be possible to re-tool sh4s interface tga files as they have options for multiple resolutions (i think), either way its still a lot of work.
I guess not. In the link at the first post a Sh4 guy (i can't recall it's nick now) that is very expert on Sh4 Guis said that it's not possible. Anyway it's a lot more easy than it seems at first. As I said is just so much easy to make/put any thing that you can imagine on that new available space using only Sh3 stuff.:up:

Rubini
03-15-10, 07:03 PM
Ok, i will now go back to my home, i guess that all main questions were replied. Got back in one or two hours.

But now, please, watch that F#*$ movies!:arrgh!:

609_Avatar
03-15-10, 08:11 PM
I don't have the anwser for this...but I guess that the first release will be soon. After that (even it's totally playable as you can see at the videos) probably we will have the time to the GUI modders adapt their mods and make use of the new available space that we have on screen, and so on.

Thanks for the response. Can't wait to try it out!

nycoroner05
03-15-10, 08:14 PM
This is amazing! Can't wait

609_Avatar
03-15-10, 08:14 PM
But now, please, watch that F#*$ movies!:arrgh!:

Forgot to say that I have already and nice job making them. Thanks for posting them.

KL-alfman
03-15-10, 08:25 PM
it adds a whole new dimension!
greatly done!!!!!!

looks tremendous. :yeah:

kiwi_2005
03-15-10, 08:27 PM
Have you tried the 'Windows' key (the one between Ctrl and Alt)? That's the one I always use.

ahh, no i haven't tried that. I will try it next time i load up SH3. Thanks :up:

Flopper
03-15-10, 08:37 PM
You so and so's left me hanging out in the other thread waiting? :damn: I thought you were my friends! :cry:

Looks great. Can't wait to try it out.

kabex
03-15-10, 08:52 PM
Hi FM,

It will run at a user given resolution as we do actually with highresolution mod...but it will run in WS aspect correctly now. (so you must give WS resolutions to it obviously).

The 2d stuff is yet fixed at 1024x768, so for now the best resolution to run it is at 1360x768 (WS 16:9) just because it's ready out of the box. But this will probably change (for the good side) because Seeadler is yet working exactly on this issue.

The movies were made in 1360x768.:yep:

What do you use to change the resolution? The current resolution patch isn't working for me in w7-64 and 1360x768 monitor.

Reece
03-15-10, 09:21 PM
What do you use to change the resolution? The current resolution patch isn't working for me in w7-64 and 1360x768 monitor.The mod is still in the beta stage but what ever the resolution is decided on by Seeadler it will have to stay that way due to the limitations of the 2D screens, as you seen in the trailer the screens are 1024x768, so once all the 2D screens are created, and lets face it that is going to be a big job, think of all the GUI mods that have to be changed, I will be doing all of mine, assuming it can be addressed!:hmmm:
A lot of speculation at the moment, but I'm 99% sure it will be done!:up:

Rubini
03-15-10, 09:38 PM
What do you use to change the resolution? The current resolution patch isn't working for me in w7-64 and 1360x768 monitor.

I run winXP SP3 here (the movies were made using Xp). But this new WS mod is running ok in both Xp and Win7.:up:

Rubini
03-15-10, 09:42 PM
The mod is still in the beta stage but what ever the resolution is decided on by Seeadler it will have to stay that way due to the limitations of the 2D screens, as you seen in the trailer the screens are 1024x768, so once all the 2D screens are created, and lets face it that is going to be a big job, think of all the GUI mods that have to be changed, I will be doing all of mine, assuming it can be addressed!:hmmm:
A lot of speculation at the moment, but I'm 99% sure it will be done!:up:

Yeah...we have a lot of speculations because the mod isnīt finished yet and even isnīt release. But, hey, look at that videos: it JUST work!

And I will start a new patrol in few minutes using it!:up:

Rubini
03-15-10, 09:56 PM
You so and so's left me hanging out in the other thread waiting? :damn: I thought you were my friends! :cry:

Looks great. Can't wait to try it out.

So sorry, perhaps my bad english could be the culprite?
After I wrote something here I have the habit to read again some time ahead and frequently i then found basic mistypes or even some difficult to understand phrases that I wrote minutes before.:damn::DL

Flopper
03-15-10, 10:06 PM
So sorry, perhaps my bad english could be the culprite?
After I wrote something here I have the habit to read again some time ahead and frequently i then found basic mistypes or even some difficult to understand phrases that I wrote minutes before.:damn::DL

No worries! It looks really great, and I was worried at first there would be some problems with the aspect ratio, but the 2d screens off to the side look fine to me. Thanks for supplying the videos! :salute:

vergol
03-16-10, 03:58 AM
Thanks mate!
Now, 1280x800 (16:6) isn't a correct WS resolution (16:10 or 16:9 are the standard for WS) so I can't promisse, but it's much probably that it will work too.

It's actually 16:10.

But...

1280x800
1280x768
1280x720

...they're all the same really. So as long as the width is supported (1280), I'm good to go.

Plus it's my laptop's native resolution. So no ugly pixelation when scaling. Awesome. :up:

Thanks, and good luck working out the kinks.

Rubini
03-16-10, 08:14 AM
It's actually 16:10.

But...

1280x800
1280x768
1280x720

...they're all the same really. So as long as the width is supported (1280), I'm good to go.

Plus it's my laptop's native resolution. So no ugly pixelation when scaling. Awesome. :up:

Thanks, and good luck working out the kinks.
OPs!!!:damn:
I guess that some nights without sleep could make me do more mystakes&mistypes.:DL

If 16:10 it will be supported then!:up:

Myxale
03-16-10, 08:28 AM
This mod will be (when released) the cherry on top of a great chain of mods!:rock:

kudos to you people!

Power to the Modders!:arrgh!:

Sailor Steve
03-16-10, 12:04 PM
But now, please, watch that F#*$ movies!:arrgh!:
I CAN'T! I'm at the library and can't unzip it! Could someone please put it up somewhere so I can at least see it?

nycoroner05
03-16-10, 12:18 PM
Are you currently working on this for final release?


Hi mates,

Almost two 2 days ago i openned a thread here saying as I'm lost in wonder after test a new mod from a older community modder - Seeadler.

Few days ago I find some comments from him in a thread here:
http://www.subsim.com/radioroom/showthread.php?t=160861&page=3

Then i contact him and asked about the mod, it's stage, etc. He told me that it is yet in beta, that it have some gliches and that he is out of time for now and that he is now interested in others games (including Sh5). After I insist a bit and encourage him that Sh3 deserves a good WS solution he send me a beta copy and i then start to work on some stuff to increment/adjust the mod as it is.

Well, the result could not be better. Seeadler have done a very good work and even that the mod is not finished it's totally playable with infinite possibilities for new and really "major" GUIs (now we have a entire WS space to put things, maps, working TDC, etc). I guess that you get my point...

Below a link with some quickly tease movies that I made one day ago showing the above. Try to see in order and note the possibilities and how it's already absolutelly playable as it is now.

Over the first WS mod attempt (by the way my mod) this one have all the things corrected:

-Works with WIn7,
-Works probably for any graphic card
-Sun halo OK!!!
-All 2d are also not streched! (the first mod at minimum shall need a huge effort here and probably never could be done totally).
-All sub guns/Peri/Uzo/Bino absolutelly corrected (aim/marks/ratio aspect, etc)
- And as a bonus: an entirelly new area for we put what we want on 2d views like Peri, TDC, maps, etc. The limit is just our imagination.

So, GUI modders you have now a new world to explore and make Sh3 much, much better than before. A guy that looked at that movies said me "I just saw what SH6 must be!"

And to finish Seeadler just reafirmed to me few minutes ago that it's yet in development and that this week he will look at the code again to make it yet better!

God bless you Seeadler!:salute::salute::salute:

Tease movies link:
http://www.mediafire.com/file/tmlzunzymdm/New_WSmod_tease.7z

Cheers to all this big community! Sh3 for long!

Rubini.

Gunnodayak
03-16-10, 12:43 PM
I CAN'T! I'm at the library and can't unzip it! Could someone please put it up somewhere so I can at least see it?
Use one of the following two software to unpack the archive:
http://www.7-zip.org/
http://www.rarlab.com/
It will work.
About the first one I am sure that it's free.

StarLion45
03-16-10, 12:47 PM
:o:o Good greefe :o:o

I was given up that WS mod , but :salute:

I hope that mod come out soon , I can't stand it any longer :dead:

Thanks to Seadler and Rubini for putting their efforts in this :woot::woot:

:salute::salute::salute:

StarLion45
03-16-10, 01:12 PM
:) I have never seen so " Natural behavour movement " waves
in the SH3 before :o

I downloaded those videotests:salute:

Thanks again :D

MLF
03-16-10, 01:15 PM
Hi Rubini

I see what you mean - the videos showed a lot of unused space. Its always interesting to see other people's SH3 instances to see if they have better effects. Can you tell me what mod has the up/down handles in and out internal periscope animation, please?

Regards

MLF

coronas
03-16-10, 01:35 PM
Excellent work, mates! :yeah:

Fubar2Niner
03-16-10, 03:36 PM
OMG I wants it my precious.

Beautiful work chaps, can't wait.

Best regards.

Fubar2Niner

Rubini
03-16-10, 04:07 PM
This mod will be (when released) the cherry on top of a great chain of mods!:rock:

This is exactly what i think about it!:up:

Rubini
03-16-10, 04:09 PM
I CAN'T! I'm at the library and can't unzip it! Could someone please put it up somewhere so I can at least see it?
Today at night I will try to put some of that videos on youtube. Lets'see!:up:

Rubini
03-16-10, 04:10 PM
:) I have never seen so " Natural behavour movement " waves
in the SH3 before :o
Five years tweaking almost all the files on Sh3!:DL

Rubini
03-16-10, 04:12 PM
Hi Rubini

I see what you mean - the videos showed a lot of unused space. Its always interesting to see other people's SH3 instances to see if they have better effects. Can you tell me what mod has the up/down handles in and out internal periscope animation, please?

Regards

MLF
C'mom mate, it's just the awesome Open Hach mod from DD! (with some adjusts for my taste):up:

conus00
03-16-10, 04:58 PM
If you guys could make 1920x1080 I'd love you to death! :D

MLF
03-16-10, 05:24 PM
C'mom mate, it's just the awesome Open Hach mod from DD! (with some adjusts for my taste):up:

Ah! I got a bit confused with the open hatch mod, and then its relationship with the new interior mod - I wasn't only getting CTD's but total PC re-boots on engine speed changes:shifty: I was so busy looking around I never once up periscoped on F2 - hum:-?

Anyhow - back on topic thanks for the videos and I'm sure something will soon fill the extra space :up:

Regards

MLF

609_Avatar
03-16-10, 05:27 PM
If you guys could make 1920x1080 I'd love you to death! :D

+1

I'm just amazed at what all you great modders have been doing with this classic of a game. So glad the urge to get back into it has hit me once again. :salute: and thanks to all involved!

codmander
03-16-10, 06:03 PM
cool beans:yeah:

Rubini
03-16-10, 07:19 PM
Ah! I got a bit confused with the open hatch mod, and then its relationship with the new interior mod - I wasn't only getting CTD's but total PC re-boots on engine speed changes:shifty: I was so busy looking around I never once up periscoped on F2 - hum:-?

Anyhow - back on topic thanks for the videos and I'm sure something will soon fill the extra space :up:

Regards

MLF
I also had that. Itīs an issue related with the sound. Just donīt use the sound files that comes with the mod, but indeed adjust your own using the directions expalined on the excellent OH+NewInteriors mod readme.:up:

JCWolf
03-17-10, 02:51 AM
Loads of room there...:yep:

MLF
03-17-10, 07:43 AM
I also had that. Itīs an issue related with the sound. Just donīt use the sound files that comes with the mod, but indeed adjust your own using the directions expalined on the excellent OH+NewInteriors mod readme.:up:

Ha - should have read the manual as I believe Flakmonkey did emphasize. :oops:

Thanks for that Rubini.

Regards

MLF

Vermin
03-17-10, 09:09 AM
If this really comes off I'll have to move the WS TV into the study! :D

StarLion45
03-18-10, 06:54 AM
:) Hows it going with the WS mod , any progress :o

I WANT IT SOOOOOON :wah:

nycoroner05
03-18-10, 07:12 AM
If you need help please let us know.

Magic1111
03-18-10, 08:09 AM
I WANT IT SOOOOOON :wah:

Yeeeees !!!!!!!!!!!!!!!!!!:ping::yep::ping:

Rubini
03-18-10, 12:14 PM
Hi Guys,

We have made a lot of progress on the GUI. The attack map is always correct adjuted (all bottons at right side), nav map adjusted, etc.

Anyway Seeadler just officialy release the WS d3d.dll here::woot:
http://www.subsim.com/radioroom/showthread.php?t=165488

But it need some complement to be as you saw on the videos.
Just let for us some hours and we will post a complete beta to you start to play the game with..and give us feedbacks!:up:

EDITED: link update.

nemo7
03-18-10, 12:41 PM
Respect mates...:salute::salute::salute: Silent Hunter III rules once again!:woot:

Flopper
03-18-10, 02:28 PM
Would anyone please let me know what hardware this runs on so I can purchase? I've tried every conceivable configuration I can think of using d3d9 (not only this release) and it's a no-go with my nvidia geforce 8600 gts on any flat panel monitor. Immediate CTD. :wah:

Edit: hmm i posted this in the wrong thread, it would appear.

Fubar2Niner
03-18-10, 02:30 PM
@Rubini

Excellent news mate. You and Seeadler are both owed many beers by this community :()1::()1::()1:

Best regards.

Fubar2Niner

Wolfehunter
03-18-10, 08:12 PM
Hi mates,

Almost two 2 days ago i openned a thread here saying as I'm lost in wonder after test a new mod from a older community modder - Seeadler.

Few days ago I find some comments from him in a thread here:
http://www.subsim.com/radioroom/showthread.php?t=160861&page=3

Then i contact him and asked about the mod, it's stage, etc. He told me that it is yet in beta, that it have some gliches and that he is out of time for now and that he is now interested in others games (including Sh5). After I insist a bit and encourage him that Sh3 deserves a good WS solution he send me a beta copy and i then start to work on some stuff to increment/adjust the mod as it is.

Well, the result could not be better. Seeadler have done a very good work and even that the mod is not finished it's totally playable with infinite possibilities for new and really "major" GUIs (now we have a entire WS space to put things, maps, working TDC, etc). I guess that you get my point...

Below a link with some quickly tease movies that I made one day ago showing the above. Try to see in order and note the possibilities and how it's already absolutelly playable as it is now.

Over the first WS mod attempt (by the way my mod) this one have all the things corrected:

-Works with WIn7 (and also in XP!)
-Works probably for any graphic card (confirmed for Ati and Nvidia)
-Sun halo OK!!!
-All 2d are also not streched! (the first mod at minimum shall need a huge effort here and probably never could be done totally).
-All sub guns/Peri/Uzo/Bino absolutelly corrected (aim/marks/ratio aspect, etc)
- And as a bonus: an entirelly new area for we put what we want on 2d views like Peri, TDC, maps, etc. The limit is just our imagination.

So, GUI modders you have now a new world to explore and make Sh3 much, much better than before. A guy that looked at that movies said me "I just saw what SH6 must be!"

And to finish Seeadler just reafirmed to me few minutes ago that it's yet in development and that this week he will look at the code again to make it yet better!

God bless you Seeadler!:salute::salute::salute:

Tease movies link:
http://www.mediafire.com/file/tmlzunzymdm/New_WSmod_tease.7z

Cheers to all this big community! Sh3 for long!

Rubini.

EDITED:
Seeadler just officialy release the WS d3d.dll here::woot:
http://www.subsim.com/radioroom/showthread.php?t=165352

So, the official work on the GUI started too!Does this work in windows 7 with having fraps or xfire taking screenshots and CTD the game? The old d3d.dll wasn't compatible really with DX11

Reece
03-18-10, 09:57 PM
See Note below first, this mod has a lot of work before it will be finished, I have a messed around with the Nav Map and 3 main dials:
http://i66.photobucket.com/albums/h244/Reecehk/WStest2.jpg
http://i66.photobucket.com/albums/h244/Reecehk/WStest4-1.jpg
If you have a similar setup (I don't use GWX 3 or other Gui's), you could download the following and try it out, as I pointed out this mod has a long way to go to a finished stat, this is a little rough but it's a start!:yep:
** Update with Attack map to come! **
Edit: This mod was done at 1360x768.
Note: Now I noticed that The link to the mod Rubini gave is dead, also I noticed that he mentions the Nav Map and the Attack Map, it could be the same Nav Map as this, I don't know as I can't get the downloaded file yet! So once you get the download just install that before considering this one. (mainly up to show the steps, and pictures)
Both Rubini and I worked on this part.

Wolfehunter
03-18-10, 10:34 PM
Cool I was wondering. does everybody have to make each compatible resolution dll file? or will the dll file adapt to the rez choice in the config file?

Thanks

WH

maillemaker
03-18-10, 11:01 PM
The link above is dead. Is this mod available for download yet?

Steve

Reece
03-18-10, 11:25 PM
Cool I was wondering. does everybody have to make each compatible resolution dll file? or will the dll file adapt to the rez choice in the config file?

Thanks

WHThe res has to be set, I assume will be 1360 x 768, if you change it all mods will have to be changed, this is the only draw back, I have an old version, I don't know what the released version has (link is dead), would be good if the width was set then resolution could be changed like the old HiRes mod, this dll is a replacement for the old, just have to see once the new version is released!:hmmm:

Wolfehunter
03-18-10, 11:43 PM
The res has to be set, I assume will be 1360 x 768, if you change it all mods will have to be changed, this is the only draw back, I have an old version, I don't know what the released version has (link is dead), would be good if the width was set then resolution could be changed like the old HiRes mod, this dll is a replacement for the old, just have to see once the new version is released!:hmmm:
I see Reece thanks dude. :yep: I'll keep my eye out on this one.

Reece
03-18-10, 11:51 PM
TBH I don't know what is in the released version, don't know what Rubini has done, I have sent a PM to him, another thing that is not good is that you cannot Alt-Tab out of the game, will crash, this will lead to problems with mods like Anvart's Flags and Pennants mod plus editing/testing will be even slower!:cry:

Rubini
03-19-10, 12:57 AM
TBH I don't know what is in the released version, don't know what Rubini has done, I have sent a PM to him, another thing that is not good is that you cannot Alt-Tab out of the game, will crash, this will lead to problems with mods like Anvart's Flags and Pennants mod plus editing/testing will be even slower!:cry:

Hi Reece,

I also donīt know what happened with the link...perhaps Seeadler is changing versions, I donīt know.
About Alt+tab, yes, we continues with the same old high resolution mod problems on this matter. Seeadler said me that this is a colateral effect when we use hooks dlls like these ones. So, no dice here. When we shall need to make mods we need then to disable the wide screen mod and we are done. Well, to make mods for the WS mod is another history! lol

And until now i yet didnīt release any file related to this mod here in subsim. By the way, your Nav Map is really great! I just replied also yours PMs. See you!:up:

Gunnodayak
03-19-10, 02:36 AM
Some of you that were saying this could be the top pf the cake regarding modding SH3 are completely right! With this major SH5 shooter/RPG disappointment this SH3 + New Interiors mods would definitely save the day.

codmander
03-19-10, 09:07 AM
Some of you that were saying this could be the top pf the cake regarding modding SH3 are completely right! With this major SH5 shooter/RPG disappointment this SH3 + New Interiors mods would definitely save the day.

thats a ...yup:up: playing on widescreen everythings fine except scope and some ships look streched could be my eyes tho...:o

maillemaker
03-19-10, 10:50 AM
Is there a link to this mod? The links in the past 6 pages of discussion are dead.

I just bought a widescreen monitor last night and SH3 is disappointing when it only uses 2/3 of the screen. :)

Is this mod available?

Steve

maillemaker
03-19-10, 10:52 AM
I think this is it?

http://www.subsim.com/radioroom/downloads.php?do=file&id=40

Steve

Hitman
03-19-10, 12:17 PM
Again Seeadler did it :yeah:

It's only a rough guess right now, but I bet it is very easy to actually make use of the extra space. The menu.ini should be easily coaxable to place items there. So far, when you have a slide out item it is just doing that: Sliding out of the visible area, but not actually dissapearing. This is proof that you can actually put things there, so I bet we can do lots of incredible things with the extra space available. The only problem is writing it in, but that's more time consuming that difficult, once you know how it works.

Fubar2Niner
03-19-10, 12:40 PM
POOP !!!

Trust me to have a heavy week at work, when I come home excitedly wanting to download this mod the link is kaput :wah:

Best regards.

Fubar2Niner (a.k.a Frustrated )

maillemaker
03-19-10, 12:48 PM
What's wrong with the link I provided?

Steve

Fubar2Niner
03-19-10, 12:55 PM
@maillemaker

look at the date of the upload shipmate, I've a funny feeling this is Rub's original w/s mod.

Best regards.

Fubar2Niner ( a.k.a Frustrated )

Rubini
03-19-10, 01:50 PM
Again Seeadler did it :yeah:

It's only a rough guess right now, but I bet it is very easy to actually make use of the extra space. The menu.ini should be easily coaxable to place items there. So far, when you have a slide out item it is just doing that: Sliding out of the visible area, but not actually dissapearing. This is proof that you can actually put things there, so I bet we can do lots of incredible things with the extra space available. The only problem is writing it in, but that's more time consuming that difficult, once you know how it works.
Hi Hitman,

I guess that you have saw the videos, now you can put all the TDCs on uzo/peris/attack map on the right side to uncluter the player area on the screen!:up:
We also can design really dragable tools to be used on Nav map. We can add flags table or any other usefull stuff and the new available space. The imagination is our limit now.

On the other side we have found that some things are hardcoded. The Terrain map is mirrored when we use a more than 1024x768 area for the map (that is a real pity). Also the loading screens are stucked (hardcoded) to 1024x768. Well, these are the main (and perhaps unique) limitations to make a total port to WS. Luckely they are all workable limitations.

Me, Reece and JCwolf are working on making a basic "middle ground" complet WS mod. We shall like that you could join us.:up:

Hitman
03-19-10, 02:31 PM
now you can put all the TDCs on uzo/peris/attack map on the right side to uncluter the player area on the screen!:up:
We also can design really dragable tools to be used on Nav map. We can add flags table or any other usefull stuff and the new available space. The imagination is our limit now.

Yes, that pretty much sums it up. We have 1) A correct view of 2D items for widescreen modes, and 2) Some additional space to the right of the screen that can be filled with whatever we want.

The only problem I see when making interface mods is that in any case you will have to decide the size of the new aditional area (Based on a certain X axis dimension). Hence, if you put too big things or too far to the right, they will not show up for people playing with lower resolutions.

One example:

I make a slide out TDC that appears in the new empty space. I have a widescreen monitor with a resolution of 1440x900

I have therefore now an aditional 416 pixels to the right (1440-1024 original screen = 416), so I do my TDC 400 pixels wide, and 600 pixels high.

Problem: Any guy using 1360x768 will NOT see the full TDC because he has ONLY 342 pixels in the empty space on the right. Likewise, any guy using a much higher resolution will have lots of additional empty space around, not filled by my new TDC (This last one is not a big problem, of course)

So I guess we will need to find a compromise and make mods for that compromise resolution. Even if that makes them not so good for guys using higher resolutions, and unusable for those using the lowest of all resolutions (They will upgrade sooner or later, I asume)

The big question is then: What resolution will we work with?

My suggestion would be either 1440x900 (Good because it is a moderately high one) or 1366x768 (Less desirable because will get outdated soon)

Looking to the future, something even higher than 1440x900 could be even better, but I suppose it will rule out most of the people who are interested in playing SH3 (i.e. those with older rigs).

Rubini
03-19-10, 02:57 PM
Yes, that pretty much sums it up. We have 1) A correct view of 2D items for widescreen modes, and 2) Some additional space to the right of the screen that can be filled with whatever we want.

The only problem I see when making interface mods is that in any case you will have to decide the size of the new aditional area (Based on a certain X axis dimension). Hence, if you put too big things or too far to the right, they will not show up for people playing with lower resolutions.

One example:

I make a slide out TDC that appears in the new empty space. I have a widescreen monitor with a resolution of 1440x900

I have therefore now an aditional 416 pixels to the right (1440-1024 original screen = 416), so I do my TDC 400 pixels wide, and 600 pixels high.

Problem: Any guy using 1360x768 will NOT see the full TDC because he has ONLY 342 pixels in the empty space on the right. Likewise, any guy using a much higher resolution will have lots of additional empty space around, not filled by my new TDC (This last one is not a big problem, of course)

So I guess we will need to find a compromise and make mods for that compromise resolution. Even if that makes them not so good for guys using higher resolutions, and unusable for those using the lowest of all resolutions (They will upgrade sooner or later, I asume)

The big question is then: What resolution will we work with?

My suggestion would be either 1440x900 (Good because it is a moderately high one) or 1366x768 (Less desirable because will get outdated soon)

Looking to the future, something even higher than 1440x900 could be even better, but I suppose it will rule out most of the people who are interested in playing SH3 (i.e. those with older rigs).

Yes, this is the most challenge in the work to port Sh3 to WS. We are, at first, working with 1360x768 because the obivious "768" "already the same dimension" as the original, what make things a lot easier and quickly. Also we need to think on the laptops that some have only 1280x800(or768). So, we need to find a middle ground.

I was thinking that If we work with a small WS resolution (1280 or 1360x768) then any monitor will just rescale to it's full area and we are done. OK, perhaps small loss in quality but it is so noticiable?

Another approach could be a more difficult one: we can write a readme showing where to adjust (a given numbers from the modders) your own menu_1024 to fit any different resolution than the released one, and so on.

Well, isn't an easy decision...:hmmm:

Nico71
03-19-10, 03:16 PM
Another approach could be a more difficult one: we can write a readme showing where to adjust (a given numbers from the modders) your own menu_1024 to fit any different resolution than the released one, and so on.

Well, isn't an easy decision...:hmmm:

Or different versions of the mod to cater different resolutions. The user has to pick the desired res and activate it JSGME. The benefit: larger resolutions can then display larger, more detailed and crisper graphics. And doing the gfx stuff in a higher resolution from scratch makes it easier too. As I have already said, downsizing the gfx is no problem, but fiddling with the menu.ini is. In fact, that's my usual workflow. I use 2x or 4x the desired final res and then downscale it. The only difference here is that there are a series of final image dimensions.

Rubini
03-19-10, 04:10 PM
Or different versions of the mod to cater different resolutions. The user has to pick the desired res and activate it JSGME. The benefit: larger resolutions can then display larger, more detailed and crisper graphics. And doing the gfx stuff in a higher resolution from scratch makes it easier too. As I have already said, downsizing the gfx is no problem, but fiddling with the menu.ini is. In fact, that's my usual workflow. I use 2x or 4x the desired final res and then downscale it. The only difference here is that there are a series of final image dimensions.

That is ok (I agree totally) but I guess that we will need a team then. And also don't forget that we are speaking about GUIs...so what to make? The basic stuff? This or that modder GUi ?(they all will have for sure different menu_1024 and also different tgas in use...)

It's not really an easy decision...:hmmm:

maillemaker
03-19-10, 04:17 PM
Is there anything I can do to help?

Steve

Nico71
03-19-10, 04:21 PM
What about conversions of existing UIs where applicable, like OLC and ACM to get them to work in the first place, even using the original gfx (although they may be too small), not new images? It doesn't require tinkering with Photoshop or Gimp and should be the way of least resistance, I think.

Nico71
03-19-10, 04:24 PM
Oh, and BTW, in the SH5 section there are a bunch of new UIs available. So if you need gfx and ask the guys nicely...... :)

Fubar2Niner
03-19-10, 04:26 PM
This is crazy .............

It's like a whole new lid has come off a whole new can of worms...........
I love you guys :salute:

Best regards.

Fubar2Niner

R3D
03-19-10, 05:19 PM
every resolution i use results in CTD on launch?

ATi 1900xtx. so this widescreen mod is just liek the old one that never worked on ATI cards? :wah:

might wanna to put "ATI Users run away" in your thread title

Rubini
03-19-10, 08:17 PM
every resolution i use results in CTD on launch?

ATi 1900xtx. so this widescreen mod is just liek the old one that never worked on ATI cards? :wah:

might wanna to put "ATI Users run away" in your thread title

Reece is playing it with an Ati card.

Reece
03-19-10, 08:19 PM
I think this is it?

http://www.subsim.com/radioroom/downloads.php?do=file&id=40

SteveThis is the old version!:hmmm:

Wolfehunter
03-19-10, 09:20 PM
Reece is playing it with an Ati card.I have now an ati 5870.. Seems to work good. :hmmm: My old GTX280 melted thanks to nvidia... but maybe there nice and give me a GTX480..:D

R3D
03-19-10, 11:30 PM
well ive tried even the defualt resolutions with the new .dll and even those arent working, game crashes on start.

this is with a stock or modded install, is there something that i need to enable/disable in catalyst controls?

Flopper
03-19-10, 11:41 PM
I had hour after long and lonely hour of CTDs. I'm on nvidia 8600 gts and acer 22 inch on xp sp2. But after trying EVERYTHING that was posted on the internets I'm finally able to get it to run. :) What I'm still calling a CTD is actually the message "Can not initialize 3d engine" ever since applying the Microsoft Compatibility Administrator.

My native res is 1920 x 1080, and a launch with d3d9.dll WILL ctd with that monitor resolution, even if i hang my monitor off the power pole and balance it on an bar magnet while the natives do a hula dance. :damn:

The best I can do is to change the resolution to 1600 x 900 and set the ini to the same. Then BAM... the 3d views are amazing. Sweeeeet! The aspect ratio on the 2d views are great, too, but of course I'm geeked because the height is wrong, as you'd expect. Unfortunately, I also CTD at every setting with a height of 768 unless the width is 1024. :shifty:

It appears my only choice is 1600 x 900. :hmmm:

I went in and scaled periscope.tga to the "proper" size, but I was puzzled that the periscope view was still the same size, although the buttons had all become larger, and were now all scrunched up together and overlapping. :doh:

I still don't know diddly squat, but I'm happy to have some progress. I guess this'll give me something to do for a while. :o

Seeadler
03-20-10, 07:16 AM
What I'm still calling a CTD is actually the message "Can not initialize 3d engine" ever since applying the Microsoft Compatibility Administrator.
Go to nVidia Control Panel and set "NVIDIA scaling"
http://foto.arcor-online.net/palb/alben/91/3063991/6566356332376133.jpg

Flopper
03-20-10, 08:09 AM
Go to nVidia Control Panel and set "NVIDIA scaling"


I have to set the resolution to lower than native in order to get to that screen in the control panel, and indeed it was already set to that.

Still, I set my res back to native 1920 x 1080, and likewise in the ini file, and YES, IT DOES WORK! Very happy, thank you so much! :yeah:

Edit: I have created a custom resolution of 1365 x 768 through the nvidia control panel, and now I'm able to replicate the experience of Rubini's videos. I can run my desktop at native, the scaling is correct in SH3, and alt + tab between the game and desktop, even though they are at different resolutions.

Thank you very much, Seeadler, and all involved... this is great!

R3D
03-20-10, 10:54 AM
how in heck can i get this to work on an ATI card? every normal resolution even the 4:3 ones cause the game to ctd before loading even the title screen?

is there some setting in Catalyst that needs to be checked?

karamazovnew
03-20-10, 01:14 PM
This is simply amazing.... It's quite surprising that 5 years on, someone still comes with a breakthrough regarding SH3. Well, a word about what to do now.

As you all know, all SH games have their interface limited to a 1024*768 space. SH4 and SH5 allow to scale up items in different modes. This thread explains how they do it: http://www.subsim.com/radioroom/showthread.php?t=163118

SH3 however, with this mod, will always scale the interface in a constantAspectRatioVertical style. The left side of the screen, a box in 4:3 format will always look ok, but you'll get "empty usable" space to the right of the screen. The amount of usable space depends on the aspect ratio of the monitor. In other words, 16:10 (1920x1200) resolutions will have less space than 16:9 resolutions (1920x1080).

UI modders will now have the following spaces to work with:

- 4:3 resolutions 1024*768 box, just as before (1024=768*4/3)
- 16:10 resolutions 1228*768 (1228=768*16/10)
- 16:9 resolutions 1365*768 (1365=768*16/9)

Making one interface for all aspect types is IMPOSSIBLE. However, it's easy to convert a 16:9 interface to a 16:10 because the difference is small.

How to do a quick and fast centering on the screen? First of all, all vertical positions are the same as before, nothing has changed.
Here's one example of a page:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2

It starts from the left side of the screen and we want to move it in the center. The "old" center had X=512 (or 1024/2). The new center depends on the aspect ratio, for 16:10 resolutions, X=614 (or 1228/2). This means that you only need to move each page 102 pixels to the right:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=102,0,0,0
LoadingMode=2

Of course, you'll now end up with empty bands on both sides of the screen.
Thus, we need to think ahead, leave all pages as they currently are. What we DO need is this:
Divide all items into 3 categories:
- glued to the left of the screen (X position will not change)
- glued to the right of the screen (X position should change by 204 pixels for 16:10 res)
- glued to the center (X position should change by 102 pixels for 16:10 res)

So...
1. We must create MASTER (left, center, right) groups inside each page and place each item inside. Luckily the entire interface has already been carved up in big groups so most of the interface will only require you to reparent just a few groups.
2. We can now make multiple interfaces for all aspect ratios just by moving the left and right master groups.
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.

Sounds easy actually. But we DO have 4-5 major interfaces for sh3.. so which one should we start with first? I opt for ACM :O:

Seeadler
03-20-10, 02:15 PM
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.
The trick is to determine when a particular texture ID is transformed via a D3D matrix. If you have that info, then you can do anything with the vertex quad for the texture, scaling, translating, rotating, etc. before it is rendered onto the screen. SH4 does basically the same with the zone parameters from the menu_ini

I did it as a test with the two loading backgrounds

http://s2b.directupload.net/images/100320/temp/doqs72cq.png (http://s2b.directupload.net/file/d/2104/doqs72cq_png.htm)http://s11.directupload.net/images/100320/temp/3w4zelp2.png (http://s11.directupload.net/file/d/2104/3w4zelp2_png.htm)

nemo7
03-20-10, 02:50 PM
Originally Posted by karamazovnew http://www.subsim.com/radioroom/smartdark/viewpost.gif (http://www.subsim.com/radioroom/showthread.php?p=1325566#post1325566)
Sounds easy actually. But we DO have 4-5 major interfaces for sh3.. so which one should we start with first? I opt for ACM :O: Yeah!!! ACM-GUI in WS!:woot:

karamazovnew
03-20-10, 05:59 PM
The trick is to determine when a particular texture ID is transformed via a D3D matrix. If you have that info, then you can do anything with the vertex quad for the texture, scaling, translating, rotating, etc. before it is rendered onto the screen. SH4 does basically the same with the zone parameters from the menu_ini

I did it as a test with the two loading backgrounds

http://s2b.directupload.net/images/100320/temp/doqs72cq.png (http://s2b.directupload.net/file/d/2104/doqs72cq_png.htm)http://s11.directupload.net/images/100320/temp/3w4zelp2.png (http://s11.directupload.net/file/d/2104/3w4zelp2_png.htm)

Wow!, how did you do that?!

Rubini
03-20-10, 06:46 PM
Wow!, how did you do that?!
Yes, Seeadler, how you found the tga ID reference as an ID on the game engine?

We already noticed that some loading screens are "hardcoded", we canīt move them or just rescale them, they always start from botton left. Then I tryed to find the id using S3D search function but nothing were found...:hmmm:

Also the Navmap and attack map (Terrain only) is fixed at 1024x786. We find a easy way to extend them to correct WS resolution/aspect but after the 1024 the terrain is mirrored. Probably is the same issue here that you explained above.:06:

Rubini
03-20-10, 07:05 PM
This is simply amazing.... It's quite surprising that 5 years on, someone still comes with a breakthrough regarding SH3. Well, a word about what to do now.

As you all know, all SH games have their interface limited to a 1024*768 space. SH4 and SH5 allow to scale up items in different modes. This thread explains how they do it: http://www.subsim.com/radioroom/showthread.php?t=163118

SH3 however, with this mod, will always scale the interface in a constantAspectRatioVertical style. The left side of the screen, a box in 4:3 format will always look ok, but you'll get "empty usable" space to the right of the screen. The amount of usable space depends on the aspect ratio of the monitor. In other words, 16:10 (1920x1200) resolutions will have less space than 16:9 resolutions (1920x1080).

UI modders will now have the following spaces to work with:

- 4:3 resolutions 1024*768 box, just as before (1024=768*4/3)
- 16:10 resolutions 1228*768 (1228=768*16/10)
- 16:9 resolutions 1365*768 (1365=768*16/9)

Making one interface for all aspect types is IMPOSSIBLE. However, it's easy to convert a 16:9 interface to a 16:10 because the difference is small.

How to do a quick and fast centering on the screen? First of all, all vertical positions are the same as before, nothing has changed.
Here's one example of a page:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=0,0,0,0
LoadingMode=2

It starts from the left side of the screen and we want to move it in the center. The "old" center had X=512 (or 1024/2). The new center depends on the aspect ratio, for 16:10 resolutions, X=614 (or 1228/2). This means that you only need to move each page 102 pixels to the right:

[G01 I1]
Name=Page shell
Type=1027;Menu page
ItemID=0x1000000
ParentID=0x0
Pos=102,0,0,0
LoadingMode=2

Of course, you'll now end up with empty bands on both sides of the screen.
Thus, we need to think ahead, leave all pages as they currently are. What we DO need is this:
Divide all items into 3 categories:
- glued to the left of the screen (X position will not change)
- glued to the right of the screen (X position should change by 204 pixels for 16:10 res)
- glued to the center (X position should change by 102 pixels for 16:10 res)

So...
1. We must create MASTER (left, center, right) groups inside each page and place each item inside. Luckily the entire interface has already been carved up in big groups so most of the interface will only require you to reparent just a few groups.
2. We can now make multiple interfaces for all aspect ratios just by moving the left and right master groups.
3. "SOME" items will require multiple TGA versions. I'm talking of course about all backgrounds. These are actually glued to the Left of the screen.

Sounds easy actually. But we DO have 4-5 major interfaces for sh3.. so which one should we start with first? I opt for ACM :O:

Hi mate,

Well, after some days working on this new mod I can say that things are a bit more complicated - unless we just work with a 1360x768 for example. Any resolution above this one (768 is the magic number here) will need to also adjust all things on the menu_1024 (and also some tgas) in itīs vertical too. And we also have that "hardcoded" pages as exposed in the post above.

The first formed group (well ,yet in formation:DL - itīs openned for any one that have some knowledge on menu_1024) that is already working on this mod have a basic goal to make a quick release of a basic WS adapted interface - probably stock GWX3.0 - to be presented to the community, also with a "make it your self" guide, this way anyone will be able to adapt it to his own menu_1024/cameras.dat (these two files are just basic ones to adjust this mod correctly and obviously we have infinite versions here in this community:DL). The resolutions shall be probably 1360x768, just because itīs the major one that uses that magic "768" making things a lot easier and quick. All monitors can just rescale it automatically then. The idea is that we will provide our basic finds/tricks on the work, to make things easier for anyone after that to adapt it to any GUI, etc (or even for new resolutions).

What do you think?

Flopper
03-20-10, 07:32 PM
Hi mate,

Well, after some days working on this new mod I can say that things are a bit more complicated - unless we just work with a 1360x768 for example. Any resolution above this one (768 is the magic number here) will need to also adjust all things on the menu_1024 (and also some tgas) in itīs vertical too. And we also have that "hardcoded" pages as exposed in the post above.

The first formed group (well ,yet in formation:DL - itīs openned for any one that have some knowledge on menu_1024) that is already working on this mod have a basic goal to make a quick release of a basic WS adapted interface - probably stock GWX3.0 - to be presented to the community, also with a "make it your self" guide, this way anyone will be able to adapt it to his own menu_1024/cameras.dat (these two files are just basic ones to adjust this mod correctly and obviously we have infinite versions here in this community:DL). The resolutions shall be probably 1360x768, just because itīs the major one that uses that magic "768" making things a lot easier and quick. All monitors can just rescale it automatically then. The idea is that we will provide our basic finds/tricks on the work, to make things easier for anyone after that to adapt it to any GUI, etc (or even for new resolutions).

What do you think?

I think it sounds great. I wish I knew more. By the time I locate my fanny, you guys will be done already. :doh:

But 1365 x 768, right?

Rubini
03-20-10, 08:05 PM
I think it sounds great. I wish I knew more. By the time I locate my fanny, you guys will be done already. :doh:

But 1365 x 768, right?

No, the correct "comercial" (standard on the monitors) resolution is 1360x768...
And, yes, we want to release that basic one, very similar the one that you saw in the videos, for GWX 3.0 standard, very soon (also with that guide to "make it yourself"):up:

Seeadler
03-20-10, 09:20 PM
Yes, Seeadler, how you found the tga ID reference as an ID on the game engine?

I implement some loggers in my dll, one of these logger logs the creating of quads for 2D textures at startup.

it looks like:

myMatrix._11 = 2.000000 myMatrix._12 = 0.000000 myMatrix._13 = 0.000000 myMatrix._14 = 0.000000
myMatrix._21 = 0.000000 myMatrix._22 = 3.200000 myMatrix._23 = 0.000000 myMatrix._24 = 0.000000
myMatrix._31 = 0.000000 myMatrix._32 = 0.000000 myMatrix._33 = 1.002506 myMatrix._34 = 1.000000
myMatrix._41 = 0.000000 myMatrix._42 = 0.000000 myMatrix._43 = -0.050125 myMatrix._44 = 0.000000

Logging Vector: 840.00 525.00 -0.05 -> Stride = 0

myMatrix._11 = 1.250000 myMatrix._12 = 0.000000 myMatrix._13 = 0.000000 myMatrix._14 = 0.000000
myMatrix._21 = 0.000000 myMatrix._22 = 2.000000 myMatrix._23 = 0.000000 myMatrix._24 = 0.000000
myMatrix._31 = 0.000000 myMatrix._32 = 0.000000 myMatrix._33 = 1.000080 myMatrix._34 = 1.000000
myMatrix._41 = 0.000000 myMatrix._42 = 0.000000 myMatrix._43 = -0.080006 myMatrix._44 = 0.000000

Logging Vector: 840.00 525.00 1.63 -> Stride = 60
In a DX9 game, 2D textures like loading screens, backgrounds etc. are also 3D objects.

A simple vertex quad is created
http://www.basegraph.com/bg/tutorials/ger_article_objbodyformat/quad.gif
and on this quad the texture is mapped.
Before this mapping the quad is scaled and moved in screen space, this gives the advantage to set size and position of a texture without resizing the texture itself.

My log now tells me that the loading texture has Stride_nr = 0 and the main menu Stride_nr = 60.

The rest is some "dirty" cooding stuff (also used by cheat developers to make wall hacks, aim-bots etc.) :D

in short:
- detect when a particular stride is prepared to display
- manipulate the matrix

Rubini
03-20-10, 09:34 PM
...
My log now tells me that the loading texture has Stride_nr = 0 and the main menu Stride_nr = 60.

The rest is some "dirty" cooding stuff (also used by cheat developers to make wall hacks, aim-bots etc.) :D

in short:
- detect when a particular stride is prepared to display
- manipulate the matrix
WOW!:o
That is enough! This is all up to you!:DL

Well, really, all the screens that have this condition plus the nav and Attack map (probably the same issue) we can not make so much than add something to the right side for now. They are totally playable and we yet have that new space anyway. :up:

Fender74
03-21-10, 06:28 AM
every resolution i use results in CTD on launch?

ATi 1900xtx. so this widescreen mod is just liek the old one that never worked on ATI cards? :wah:

might wanna to put "ATI Users run away" in your thread title

i get the same ctd on start up,maybe someone who's got it working on an ati card could post there computer specs?

Seeadler
03-21-10, 11:13 AM
i get the same ctd on start up,maybe someone who's got it working on an ati card could post there computer specs?
get this dll version
http://www.mediafire.com/file/emummnlzztn/widescreen_dll_beta_debug.zip

1. in the d3d9.ini set
DebugLog=true
and your native monitor res

2. start SH3

3. open shwidescreen.log (in same folder as SH3.exe)
and post the log content here

perhaps I can see what the problem is?

Gunnodayak
03-21-10, 01:13 PM
i get the same ctd on start up,maybe someone who's got it working on an ati card could post there computer specs?
AMD Athlon II X2 240 2.80 GHz processor, 4.00 GB Zeppellin RAM memory, Sapphire ATI Radeon 5770 1024 GB video card, Acer P221W 22 inch wide monitor, Windows 7 Ultimate 64 operating system, it works well.

R3D
03-21-10, 02:34 PM
get this dll version
http://www.mediafire.com/file/emummnlzztn/widescreen_dll_beta_debug.zip

1. in the d3d9.ini set
DebugLog=true
and your native monitor res

2. start SH3

3. open shwidescreen.log (in same folder as SH3.exe)
and post the log content here

perhaps I can see what the problem is?

any idea?

1360x768 is my native res.
------------------------------------
Main::ReadConfig()
------------------------------------
ini Global DebugLog = 1
ini Global Screenshot = 0
ini Engine DisplayWidth = 1360
ini Engine DisplayHeight = 768
ini Input Key Menu = -1
ini Input Key Effects = -1
ini Input Key Screens = -1
ini Effect ShaderPath =
ini Effect SkyShader = 0
ini Effect CloudShader = 0
ini Effect WaterShader = 0


---------------------
SH widescreen dll loaded
---------------------

---------------------
SH widescreen dll loaded
---------------------

Seeadler
03-21-10, 03:09 PM
any idea?


if there is no
Direct3DCreate9(32) succeeded...
or
Direct3DCreate9(32) failed...

in the log file, than something on your system prevent the dll from creating a D3D9 device, hard to say what it is?

DirectX9c is the latest version of 05/02/2010?
http://www.microsoft.com/downloads/details.aspx?FamilyID=2da43d38-db71-4c1b-bc6a-9b6652cd92a3&displaylang=en

R3D
03-21-10, 03:18 PM
hence why i am tearing my hair out lol. just cant figure this out, ive disabled all antivirus and system tray apps , nothing running in backround etc etc.

just wont work.. i dont get it :wah:

would you be able to read the error report and know from that?

latest DX9c installed and latest Cat's, still no joy :(

Flopper
03-21-10, 08:56 PM
hence why i am tearing my hair out lol. just cant figure this out, ive disabled all antivirus and system tray apps , nothing running in backround etc etc.

just wont work.. i dont get it :wah:

would you be able to read the error report and know from that?

latest DX9c installed and latest Cat's, still no joy :(

Are you on XP SP2? I had to install the Microsoft Windows Application Compatibility Toolkit and enable DelayDLLInit as described here:

http://alexbret.perso.cegetel.net/indexa2c1.html?title=Display_Resolution

Well, I don't know that I had to, but I did, and right after that instead of a CTD it would give me the message, "Can not initialize 3d engine." At that point I only had to fiddle with it a few more hours before it worked. :D

Good luck!

Reece
03-22-10, 12:11 AM
Have now done the 3 main dials, Nav map, and now attack map:
http://i66.photobucket.com/albums/h244/Reecehk/WSAttackMap.jpg
If anyone wants to use/test etc here is a download link, the readme has the installation instructions:
http://www.filefront.com/15897935/WS_Nav-Attack_Map_3_Dials_adjust.rar/
Please let me know how it goes in case I stuffed it up!!:yep:
Note that you have to install Seeadler's WS mod with cfg file set to 1360 x 768 resolution.

R3D
03-22-10, 08:02 AM
Are you on XP SP2? I had to install the Microsoft Windows Application Compatibility Toolkit and enable DelayDLLInit as described here:

http://alexbret.perso.cegetel.net/indexa2c1.html?title=Display_Resolution

Well, I don't know that I had to, but I did, and right after that instead of a CTD it would give me the message, "Can not initialize 3d engine." At that point I only had to fiddle with it a few more hours before it worked. :D

Good luck!

it bloody worked m8.. first try with the compatabilty toolkit got it working like a charm.

thanks seeadler/floopy and CO!!

maybe this should be part of the readme so as to give those with issues something to try?

Hitman
03-22-10, 08:11 AM
Amazing Reece :yeah:

The centered screen is the best solution posible for maps, but will you also implement it for normal screens?

I suppose you will be limited for now to Layout Bar (Already done, as I see) and maps, right?

That's probably the easiest solution, considering that there are many interfaces out there. :06:

Uber Gruber
03-22-10, 08:42 AM
I don't know if this will help anyone but i'm going to post it all the same.

Over the last week I have been playing with Windows 7 32bit and 64bit. In my playtime I have noticed that activating a lot of mods which contain a lot of objects (for want of a better word) risk causing CTDs when you use the High Res Fix. The same mods will load with no problem when using SH3 native res (i.e. no High Res Fix and native set to 1024 * 768) .

It is possible that those experiencing CTDs are loading too many object heavy mods. Therefore I suggest you use a basic install to test this high screen mod BEFORE activating any other mods. If it works, you can slowly ramp up yer mods till you reach a limit (i.e. you get a CTD near the end of campaign load).

Some people test mods using Missions rather than the campaign. After a lot of starting and restarting I would suggest you test by starting a new campaign in 1st Flot. in 1941. This way you get the VIIc and Kiel - this is the one test that tends to cause CTDs when you have object heavy mods.

I hope this helps people isolate their CTD problems.

For comparison my rig is:
MSI 690i (reference) Motherboard
E6600 Dual Core @ 2.4GHz (no overclocking)
4 GB decent Ram (Giel and Crucial combo)
2*650MB GTS8800 in SLI mode
Windows 7 64 bit ultimate

Object limits have most probably been one of the distinguishing factors of the variety of supermods, with each supermod having their own rules as to what does and doesnt end up in the final release. Some people like enhanced graphical effects, others like populated harbours etc. So each supermod team has had to make tough decisions as to what gets included.

Perhapps the way forward is to have object heavy harbours when in a habour and then save and remod to have enhanced graphical effects and a 3d interior boat when at sea.

Its a change in mod philosophy admittedly and it would require the ability to change mods mid patrol but it might just take the 'whole' SH3 experience to a new level.

Coincidently, why is it 'tough' to remod in mid-patrol ?

Cheers,

UG

Akula
03-22-10, 09:08 AM
Apologies if this has been brought up already, but I am wondering if it is not possible to stretch the interface with the widescreen mod, similary to what was done in the hi-res mod.

So have the correct aspect ratio for 3d and stretched 2d interface components....

Can this be done as an interem solution?

Cheers,
G

Reece
03-22-10, 09:08 AM
Amazing Reece :yeah:

The centered screen is the best solution posible for maps, but will you also implement it for normal screens?

I suppose you will be limited for now to Layout Bar (Already done, as I see) and maps, right?

That's probably the easiest solution, considering that there are many interfaces out there. :06:Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc, I have lost contact with Rubini at the moment!:doh:
To Rubini, you PM box is full could you free up some space please!:D

Hitman
03-22-10, 09:14 AM
Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc,

For us interface modders the best thing would be that you guys work with the standard interface (Or GWX) and simply put in those 2D screens an aditional image on the right, filling the now empty gap with a flat black graphic background. Since it is to be used as background, it can be added last in order after all other entries, and only a slight modification to the initial page entry would suffice to acomodate it.

Flopper
03-22-10, 10:11 AM
Rubini is working on some, others like the Periscope view will probably have the 2D screen on left with blank on right that may contain a picture, implement other guages etc, I have lost contact with Rubini at the moment!:doh:


I noticed that when centering or locking onto a target the "center" crosshair (for lack of better term) is off to the right... I thought that for that reason the periscope views would need to be centered. Pardon me if I've said something foolish... I have no shame! :haha:

If those views could stay locked to the left it would definitely give more flexibility as to what to do with the extra space, like extra large guages.

Flopper
03-22-10, 10:21 AM
Apologies if this has been brought up already, but I am wondering if it is not possible to stretch the interface with the widescreen mod, similary to what was done in the hi-res mod.

So have the correct aspect ratio for 3d and stretched 2d interface components....

Can this be done as an interem solution?

Cheers,
G

I sure hope not. I already traded away one of my brand new widescreens to my wife for an old 19 inch a couple months back as I couldn't stand those oval wheels and aob finders and such. :down: Personally, I'd rather just play at 1024 x 768 rather than be on some rubbery acid trip, but that's me. :D

Rubini
03-22-10, 10:24 AM
For us interface modders the best thing would be that you guys work with the standard interface (Or GWX) and simply put in those 2D screens an aditional image on the right, filling the now empty gap with a flat black graphic background. Since it is to be used as background, it can be added last in order after all other entries, and only a slight modification to the initial page entry would suffice to acomodate it.
Hi Hitman,

We are doing exactly this: just finishing a basic interface also to know better at the end the mod limitations. Now we already have a lot of knowledges on this matter, this way we can help the really GUIs guys to make things yet better. When you start to adapt yours GUIs to it please contact us at first. We can share a lot of useful knowledge that can make the work more easier&quick.:up:

@Reece: I will organize my PM box in some minutes...:DL

Rubini
03-22-10, 10:27 AM
I noticed that when centering or locking onto a target the "center" crosshair (for lack of better term) is off to the right... I thought that for that reason the periscope views would need to be centered. Pardon me if I've said something foolish... I have no shame! :haha:

If those views could stay locked to the left it would definitely give more flexibility as to what to do with the extra space, like extra large guages.
The peri/UZo/Binos views&aims is already fixed. Look at that videos on the first post. Just wait a bit more and you will have a completed basic adaptation to the WS.:up:

Flopper
03-22-10, 10:57 AM
The peri/UZo/Binos views&aims is already fixed. Look at that videos on the first post. Just wait a bit more and you will have a completed basic adaptation to the WS.:up:

Doh! :doh: :oops:

Hitman
03-23-10, 11:31 AM
I'm sticking this thread due to its importance :salute:

Ark
03-23-10, 12:59 PM
With regards to the GUI, wouldn't it be possible to just port over the GUI/Interface from SHIV since it will allow for different resolutions and then make changes (or mods) from there?

I still, for the life of me, can't believe somebody decided to lock the resolution at 1024x768 in the first place. Even back when this game was first released 1024x768 was way too low.

Rubini
03-23-10, 05:00 PM
I'm sticking this thread due to its importance :salute:

Thanks Hitman,

I also think that it is a basic issue that probably is interesting for all we here. Even the guys that yet don't have a WS monitor will have one soon.

And the idea here in this thread is really to we interchange ideas, founds and suggestions on the matter, to any mod or sh3 installation.

By the way, i already finished the main work, I'm only testint it on the stock game and standard GWX 3.0 and finally will make the guide to "make it yourself" and also tricks and tips to porting any GUI to this mod.:up:

Ark
03-23-10, 10:07 PM
Have now done the 3 main dials, Nav map, and now attack map:

If anyone wants to use/test etc here is a download link, the readme has the installation instructions:
http://www.filefront.com/15897935/WS_Nav-Attack_Map_3_Dials_adjust.rar/
Please let me know how it goes in case I stuffed it up!!:yep:
Note that you have to install Seeadler's WS mod with cfg file set to 1360 x 768 resolution.


Very interesting, but 1360x768? That is sort of an oddball resolution. If I read correctly, it's the 768 that has to stay the same and that's why the 1360x768 resolution is the maximum?

The reason I am asking is because I have a 2560x1600 and a 1920x1080 monitor and am not sure how this resolution will work (outside of native resolution looks horrible). Is it possible to have a 16:10 aspect ratio OR 16:9"? If I am going to use the WS fix, there is no way I can set my 30" panel to 1360x768 and have look anywhere near decent.

Am I reading your post correctly i that we must use a resolution of 1360x768?

Rubini
03-24-10, 08:35 AM
Very interesting, but 1360x768? That is sort of an oddball resolution. If I read correctly, it's the 768 that has to stay the same and that's why the 1360x768 resolution is the maximum?

The reason I am asking is because I have a 2560x1600 and a 1920x1080 monitor and am not sure how this resolution will work (outside of native resolution looks horrible). Is it possible to have a 16:10 aspect ratio OR 16:9"? If I am going to use the WS fix, there is no way I can set my 30" panel to 1360x768 and have look anywhere near decent.

Am I reading your post correctly i that we must use a resolution of 1360x768?

Hi Ark,

Yes, the first release is to be used in 1360x768. Your monitor will rescale it to your full area automatically. And in my tests the image continues good. This first release is intent as a degust only for the community.

But, obviously, I too wish higher resolutions. The really GUI modders, with the accumulated knowledge on this WS mod can then finish the work for higher resolutions.:up:

Hitman
03-24-10, 11:02 AM
1366x768 is a 16:9 aspect ratio, which is AFAIK the most common also for widescreens.

I have a ... 1920x1080 monitor and am not sure how this resolution will work

That is also 16:9, so you should see eveything perfectly. Your game will autoscale -as Rubini said- to cover the full screen,a nd since the screen ratio remains the same everything should be OK :up:

StarLion45
03-24-10, 11:45 AM
:o You guys are GODS:o

:salute:

Wolfehunter
03-24-10, 01:27 PM
1366x768 is a 16:9 aspect ratio, which is AFAIK the most common also for widescreens.



That is also 16:9, so you should see eveything perfectly. Your game will autoscale -as Rubini said- to cover the full screen,a nd since the screen ratio remains the same everything should be OK :up:Don't forget us users of 1680x1050.. Many 21 inch range monitor use this.. :yeah:

melnibonian
03-24-10, 02:31 PM
Don't forget us users of 1680x1050.. Many 21 inch range monitor use this.. :yeah:

Well said :yep::yeah:

KL-alfman
03-24-10, 02:34 PM
Don't forget us users of 1680x1050.. Many 21 inch range monitor use this.. :yeah:


what will be with 16:10 ratios like my LG has (native res: 1440x900)?

Rubini
03-24-10, 05:34 PM
what will be with 16:10 ratios like my LG has (native res: 1440x900)?

16:10 or 16:9 will all work almost the same. Anyway, particular adjusts in near future can and must be made by the GUI modders to reach this or that resolution/ratio. Is not easy, as the all 2d windows needs some amount of work. But is doable.:up:

I guess that all we already have understood that this Seeadler's dll have all the 3d views absolutelly correctly ported to WS and in any resolution/aspect. The difficulty/limitation here is really to port also the 2d, because they need specific adaptation to any given resolution. This is why we made the first attempt the most universal one (the monitors will automatically show it in full screen), stucked at 1360x768.

Also is possible to use the D3D.dll mod only with the adjusts on optical objects (cameras.dat viewport) and let the 2d as they are in 4:3 (they could be very small views if you use very high resolutions). Then no others adaptations are needed and you can play your 3d game in very high WS resolutions since now, with your actual game, without modify anything in the GUI.

By the way, the users of laptops with only 1280x800 need to make small position adjusts, explained on a special readme file for modders.

The mod will be release in the next hours!

KL-alfman
03-24-10, 06:19 PM
The mod will be release in the next hours!


http://www.my-smileys.de/smileys3/yourock.gif
thx Rubini for your quick answer!
and thanks to all of you who are involved in releasing this master-piece!

sergei
03-25-10, 05:24 AM
This looks seriously impressive.
Good work :DL

Kapitän
02-23-13, 11:50 AM
Hi, I know, I posted this in another thread BUT with all of the different thread/post on this topic, I'm still a bit confused (Sorry!): :88)

1. What is the most recent version of this mod/fix;

2. Where can I get it;

3. What other fixes or graphic card settings are required?

AND

Will it work with the HW as stated in my signatur?

Thanks a bunch, Kapitän