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GTA Modification Forums
[REL] Vice City Widescreen Fix Adjust game to display correct on 16:10
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Squiddy  |
Posted: Thursday, Mar 20 2008, 12:36
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Back!

Group: The Connection
Joined: Oct 6, 2004



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Hey all, a friend noted on gtareactor that Vice City has problems with 16:10 resolutions (like widescreen monitors have). This showed in a difference between the crosshair and the actual hit point. See the screenshots below if you don't know what I'm talking about.  From that on I worked on improving the display and fixed some minor stuff. Fixes- HUD not stretched anymore - Crosshair match hit point - perspective adjusted Downloadhttp://squiddy.marway.org/gta/files/vcwidescreen.zip( http://squiddy.marway.org/gta) InstallExtract into vice city directory. Enable the widescreen option in the display menu. Be sure to keep the file in the directory only if you're playing in widescreen. Otherwise it will affect 4:3 displays. Before/After comparisonscreenshot This post has been edited by Squiddy on Saturday, Apr 5 2008, 10:15
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Squiddy  |
Posted: Saturday, Mar 22 2008, 20:54
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Group: The Connection
Joined: Oct 6, 2004



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Thank you all. Does SA really have the same problems? I am surprised, I expected them to handle this better. Of course I do my best to help you Alexander, you might want to check the source, it really is not much I did, research lasted longer than everything else: http://squiddy.marway.org/gta/source/vcwidescreen.txtBut if you don't work with VC it probably doesn't help you much, maybe I can explain it better. First priority was to fix the crosshair position, which is drawn in CHud::Draw. The calculation used some floats for scaling. As I changed them, the bullet hit position was changed too, so I had to change the code and manually adjusted them to fit. | CODE | float shoot_scale_x = 0.5362989902f; float shoot_scale_y = 0.3810000122f;
DWORD p = vcversion::AdjustOffset(0x5575FA); VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt); *(DWORD*)p = (DWORD)&shoot_scale_x; VirtualProtect((void*)p, 4, dwProt, &dwProt);
p = vcversion::AdjustOffset(0x55760A); VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt); *(DWORD*)p = (DWORD)&shoot_scale_y; VirtualProtect((void*)p, 4, dwProt, &dwProt); |
Second was the vertical scale of the whole display. Strechnutter had that option in VC Camhack, called 'Height stretch'. Maybe it's present in SA too. This value is changed when activating cutscenes for example. | CODE | p = vcversion::AdjustOffset(0x54A29E); VirtualProtect((void*)p, 4, PAGE_EXECUTE_READWRITE, &dwProt); *(float*)p = 1.56f; VirtualProtect((void*)p, 4, dwProt, &dwProt); |
The horizontal scaling of the HUD was corrected. Everything was affected, excepts the radar map sprites. They had to be adjusted seperatly. | CODE | *(float*)vcversion::AdjustOffset(0x697A70) = hud_scale_x; *(float*)vcversion::AdjustOffset(0x68FD14) = radar_scale_x; |
When I corrected the huds horizontal scale, the sniper mode had a bug. The black rectangles left and right to the sniper texture had to be made wider, otherwise a small coloumn was not black. This is how it looked in the end: See here: http://gtareactor.planet-multiplayer.de/gt...achmentid=32712Well, I hope this helps you somehow.  If there is any question, feel free to ask.
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-/TNT\-  |
Posted: Saturday, Mar 22 2008, 21:08
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not like any other rainbow.

Group: Members
Joined: Aug 6, 2006

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San Andreas on my PC always looks all stretched upwards. I've resorted to the CamHack, it fixes the problem. I haven't noticed any aiming difficulties though, but I'll be glad if you can fix this. It just eliminates another app I keep open when gaming.
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