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Showing content with the highest reputation since 05/22/2020 in all areas

  1. 2 points
    k4sh

    RDR2 Centered HUD

    Thank you Rose. I found an easier and more reliable way to do this trick. You have to go to your "\Documents\Rockstar Games\Red Dead Redemption 2\Settings" folder. There, you'll see several files with .bin extension. One of these files contains the horizontal HUD location. Mine was named "400042567_19054853.bin". I don't know if the name may vary from computer to another. All of these files are in fact xml files and easy to edit with any notepad. I found the following key to contain the horizontal HUD location. <Item key="7014661855" type="rage__fwuiValueFloat"> <value value="0.328000" /> </Item> All you have to do is to modify the value to whatever you desire then set this file to be read only. Last step is important because it prevents the game from modifying this value. Once this value is modified never go back in game to the HUD location setting or it may reset the value in memory and it will revert the HUD location. This works really well for me.
  2. 2 points

    Version 1.0

    25 downloads

    The game features FMVs and rendered cutscenes that get pillarboxed at 21:9 and wider resolutions. This patcher removes the black bars from the rendered cutscenes and has no effect on the FMVs as there is no way to hack a pre-recorded video to add more content. Simply unpack the archive and patch the main game exe. Tested the latest Steam version at 2560x1080 and briefly at 5760x1080 in both DX modes. You can buy me a coffee or support me on patreon.
  3. 1 point
    k4sh

    RDR2 Centered HUD

    Version 1.0.0

    7 downloads

    I really was upset with the map being compressed while playing ultrawide 3 displays. The only way to get rid of this bug was to set the game windowed borderless. It's still not perfect as the map is spaned all across my 3 displays but better with actual behavior. But while doing this, the HUD (minimap, Texts, ammo) were left and right sided. Player can still modify the HUD location but it would still be bounded to 90% of the viewport. So i wrote this cheat table to overwrite the bounded locations. This script is not perfect. First, you have to set in your game settings the horizontal area in game to 90% and vertical one to 100%. Then, edit the script and modify the following code : Change the value after (float) to whatever you like between 0 and 0.95 (0 should give weird behaviors). While in game, activate the script and then go to settings as if you were to change your horizontal HUD position in game. You'll probably see non correct values but don't worry about that. Apply changes and go back in game. Your HUD should be centered correctly now.
  4. 1 point

    Version 1.0.0

    61 downloads

    Flawless Widescreen plugin for fixing wrong aspect ratio in 32:9 and Surround/Eyefinity resolutions. This is an update for the DOOM(2016) Fix made by Hayden, which is part of FWS. (The existing plugin stopped working, so I had to redo this from scratch, after the game got updated...last year?!). - Go to "C:\Program Files (x86)\Flawless Widescreen\" and unpack the content of this archive. (If it asks about overwriting some folders, accept - it will add new files and not overwrite any existing ones.) - Start FWS and select the plugin (under Helifax section). - Enable the plugin. - Play the game. Known Issues: Has been tested only with Vulkan API. OpenGL version might not work. Some UI will still be stretched - I didn't bother to fix it... sorry! Cheers, Helifax
  5. 1 point
    Rose

    RDR2 Centered HUD

    Awesome findings! I tested this at 21:9 and documented in the article as well 🙂
  6. 1 point
    seanosul

    Rise of the Tomb Raider ultrawide cutscenes

    Works brilliantly on 32:9 5120 x 1440
  7. 1 point
    Rose

    RDR2 Centered HUD

    Thanks! Added the solution to the article. 🙂
  8. 1 point
    Cptmold

    Game executable names to articles

    I actually think this is a solid idea. I would take this a step further and use this to point out if the EXE is in a subfolder as well (example: {{P|game}}\Binaries\Danielle\x64\Release\Prey.exe) Normally I would also say that Installation Folder isn't all that helpful, but there are some edge cases that are... unreasonable. Most notably, you may have trouble finding Mega Man Legacy Collection 1 in your Steamapps\common folder. That's because it's called Suzy. I could see it being standard practice to have an {{ii}} under game data if the folder has a strange name such as this, or note that every game in a collection has its own data stored in a dedicated subfolder. It would probably be best as a table in #Game_data as @SirYodaJedi suggested, with Mac/Linux file names directly below the Windows EXE.
  9. 1 point
    The Steam pages for Heavy Rain, Beyond: Two Souls and Detroit: Become Human have just popped up and it appears that the demos for the games do not contain Denuvo Anti-Tamper. The demos lack the telltale signs of Denuvo, including enlarged file sizes and certain strings contained within the exe. This is unlike the versions of the game that exist on the Epic Games Store, which contain Denuvo in the main release exe as well as the demo files. This is despite the fact that the game 'Requires agreement to a 3rd-party EULA', which contains numerous mentions that the product 'may be protected' using Denuvo Anti-Tamper: It remains to be seen whether the main releases will contain Denuvo. A release date for Heavy Rain has not been confirmed, but we would expect that it would release on Steam on June 24, 2020, exactly a year from its initial release on Epic Games Store. In the meantime, check out our wiki articles: Heavy Rain, Beyond: Two Souls and Detroit: Become Human.
  10. 1 point
    Aemony

    Overhaul of the editing guide?

    After extensive discussion, I think we're close to finalize the details of how we would cover it best. The way I see right now is a multi-parameter approach like the DualShock 4 parameters under input, where we both track support (native, hackable, etc) separately from the mode supported itself (DirectSound3D, Windows Spatial, etc). Inputting e.g. "EAX" into the mode field would interpret it as DirectSound3D and show it as such.
  11. 1 point

    Version 2.1.0

    84 downloads

    An improved/better script than the previous modified hacks that keeps the HUD at the correct position while resizing resolution and scales orthographic camera if below 16:9.
  12. 1 point
    Marty Stratton, executive producer of Doom Eternal, has announced that Denuvo Anti-Cheat (not to be confused with Denuvo Anti-Tamper) will be removed from Doom Eternal in Update 1.1 which will be "rolled-out to players within a week". This follow the recent patch which implemented Denuvo Anti-Cheat in Doom Eternal faced backlash last Thursday. The developers will consider "giving campaign-only players the ability to play without anti-cheat software installed": The initial reason id Software implemented anti-cheat in the first place is clarified: The main announcement can be seen here on the /r/Doom subreddit: It remains remains to be seen whether id Software's decision to remove Denuvo Anti-Cheat again in Doom Eternal is permanent.
  13. 1 point
    SirYodaJedi

    Taxonomy is a waste of time

    While I agree that the way we had series hindered pages in large franchises, I definitely would like something verbose like this at the bottom of the page to be able to quickly navigate between pages: https://tcrf.net/Category:LEGO_series It helps SEO, too.
  14. 1 point
    Aemony

    Overhaul of the editing guide?

    Overhauling the editing guide sounds too encompassing 🙂 What I think is needed is that we simply go into more detail about the various parameters that allows true/limited/hackable/false values, with the focus being on Video and Input sections primarily, with the Audio section secondarily. A few example discussion points: 4K parameter seems heavily tied to 16:9 at the moment. Should preferably not be tied to any particular aspect ratio and more in general deal with whether a game can run at the 4K resolution of whatever aspect ratio the game is designed for (3840x2160 for 16:9-designed games, 3840x2400 for 16:10-designed games, 3840x2880 for 4:3-designed games). Repurpose multi-monitor parameter somehow, since right now it tends to mean "wider aspect ratio than ultra-widescreen". The "main element" of multi-monitor gaming today is AMD Eyefinity and Nvidia Surround, which isn't really relevant to the game itself, as all of that logic is separate from the game. Possibly repurpose to real multi-monitor support? As in games that allows the use of a secondary monitor for minimaps, view etc? Real native multi-monitor support, that is, without involving AMD Eyefinity or Nvidia Surround? Generally make it clearer whether a parameter means that a game have an option for toggling something vs. supports something. Right now the difference isn't always clear, which can cause new editors to interpret some parameters incorrect (e.g. should "mouse acceleration" be set to true or false if mouse acceleration is used, but no option is available to adjust it?) New parameter(s) in Audio settings detailing spatial audio support and possible tech required to enable it. Either replacing the existing EAX support field, or supplementing it somehow. The above is just a few examples that can be discussed. Past that, we should add abbreviations (hover explanations) to all of the parameters in the tables with a short and concise description of what the parameter tracks to make it easier editing without having to visit the Editing Guide. Some parameters already have this, and it simply needs to be extended to the rest after the discussions about what the parameters should actually mean have finalized.
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