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Showing content with the highest reputation since 08/17/2013 in File Comments

  1. OMG thankyou!.. 8160x1600 perfectly!
    4 points
  2. Hello All (Especially those wanting Eyefinity / Surround) , This Patch worked great!!! I use Triple Monitor 7680 x 1440 and had to do the following: Launch Game (without Flawless Widescreen running) as normal Once inside game got to setting ("K" key for quick access) Inside setting go to the video tab Under Display Menu, go to first field "Window Mode" and select "Borderless Window" from the options (Fullscreen / Windowed) Apply Changes ("F" key for quick access) and Exit Game Now Start "Flawless Widescreen" and have program running as Helifax instructed Start Doom Eternal Enjoy the game in 7680 x 1440 🥂 First Photo @ 7680 x 1440 w/out Helifax patch Second photo @ 7680 x 1440 with Helifax patch -Mad Hatter 🍭
    4 points
  3. https://github.com/dolphin-emu/dolphin/pull/11850 https://github.com/Filoppi/PumboAutoHDR https://www.nexusmods.com/starfield/mods/588
    3 points
  4. Development of the mod is finished. My intent was the implement HDR, the rest was extra. I can't keep implementing every new technology from nvidia, I have other projects now. Regarding this mod being officially published, I can't comment on that, but it's not been ruled out.
    3 points
  5. I have a new version in the works that will improve the dlss ability to denoise ray tracing.
    3 points
  6. PCGW stores our files on DigitalOcean's Spaces service, specifically in their SFO2 datacenter primarily (San Francisco). We also use their CDN to cache files on their various CDN servers around the world. Currently DigitalOcean has ongoing network connectivity issues in the APAC region, so it's possible that users with connections that goes through that region can experience issues as a result.
    3 points
  7. Using gog version the savegame directory changes from "%USERPROFILE%\Documents\My Games\Control" to "%LOCALAPPDATA%\Remedy\Control\Default-Generic-User\", the structure and file names change too and need a whole bunch of manual renaming to adapt. HDR mode displays artifacting i can only describe as fireflies, they are not single pixels but slightly larger white blocks flashing randomly (not present in SDR, rx 7900xt with 23.1.1 drivers). Edit: The AMD fix does remove this issue entirely. Those things aside the HDR looks very impressive, miles ahead of AutoHDR, i can also confirm that FSR2 injection appears to work just fine.
    3 points
  8. Had the same problem as well. It's really unfortunate. Until some workaround is created, I'll have to play the game windowed in 1280x1024 for that extra viewing distance.
    3 points
  9. infogram

    Creative ALchemy

    @camm I made a generic patcher for Alchemy a while back, only posted it on one forum though so it was probably pretty easy to miss... Reposted here: https://www.mediafire.com/file/387vesqfe7o91f4/GenericALchemyDerestrictor-1.0.zip/file Only tested with the 1.45.20 version, but it uses signature searching rather than offsets so should work with other versions too. (hopefully this is fine to post here, seeing as the Glossary:Sound_card page links to similar patches too)
    3 points
  10. this is a pic from the steam release, works perfectly fine 🙂
    3 points
  11. 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.
    3 points
  12. I have remade this patch using the clean, DRM-free GOG version executables, if anyone wishes to play at higher frame-rates without DRM data, here is the patch: http://www.mediafire.com/file/9307hi3nkyhrdke/FPS_Fixes.7z/file Also, to the uploader, if you could update your upload with these files it would be very appreciated to me.
    3 points
  13. Borderless Gaming and the like.
    2 points
  14. ATTENTION LINUX (STEAM) USERS If you are having difficulties using this mod, you may find the following helpful. I was having difficulties getting the mod to work (as you may have seen above), not because I couldn't open the application, but because the F9 enable button did not work. It is hypothesized this was because the application was not able to see the game was open, potentially because of a mismatch of opening the application in one Wine prefix, and the game opening in another. How I got this to work was to use Steam Tinker Launch. This package "is a versatile Linux wrapper tool for use with the Steam client which allows for easy graphical configuration of game tools". By using this tool I could configure the ultrawide mod exe to open at the same time with DBH through Steam. My system is running Arch and the GNOME desktop environment. I do not believe the Proton version, Wine version, or Steam version matters. - Installation - This will of course depend on your OS, but for arch with YAY it was as easy as: yay -S steamtinkerlaunch If you're unfamiliar with how to install on your system, check out the Steam Tinker Launch guide above. Before continuing, make sure Steam is closed. In a terminal, run the following command. This will add Steam Tinker Launch as a compatibility option in Steam: steamtinkerlaunch compat add The terminal will output something about creating a new symlink and pointing it to the appropriate location. - Configuration - Open Steam, go to your library, find Detroit: Become Human in the list. Right-click > Properties > Compatibility. Tick 'Force the use of a specific Steam Play compatibility tool', then select 'Steam Tinker Launch' from the list. If you don't see Steam Tinker Launch, close and reopen Steam, restart your computer, and/or re-run the 'steamtinkerlaunch compat add' command from above. Close the properties window down, and click 'play' to start the game. When the game begins to load, you will be greeted by a new Steam Tinker Launch window, which will only stay active for a few seconds. If you don't click anything it will launch the game, but to stop this from happening, click 'Main Menu' at the bottom-right of the window before it disappears. Another window will appear, with some DBH information at the top. You can ignore most of the buttons here, and select 'GAME MENU' from the list of buttons along the bottom of the window. Yet another window will appear. Here you will want to select (buttons found near the top): - Use custom command - Fork custom command Between 'Use custom command' and 'Fork custom command' there is 'Custom command'. By default this will contain the game's main exe file (DetroitBecomeHuman.exe). Click that and select @Rose's mod exe (in my screenshots below I renamed it to dbh.exe, but by default this will be 'Detroit Become Human ultrawide 0.9.9.exe'). Click 'SAVE AND PLAY' at the bottom. - Finalising - That is everything. Now the game will launch, but it will also launch the ultrawide mod exe. When the game is up and running you can alt-tab or super-key out of the game, and use F9 to enable the tool. You will get an indication it is working by the text changing green. Now you can use the tool as expected! Thanks to @Rosefor pointing me in the right direction. I can't take much credit for these instructions here, as I took them from this Reddit thread here.
    2 points
  15. That's just because the actual game resolution is smaller, and the nGlide wrapper just forces the 3D part to run at native resolution and it makes the 2D parts bigger (not sharper), you can achieve the same with dgVoodoo2 in Direct3D. Just run the game at a smaller resolution that matches the same aspect ratio (the lowest 16:9 equivalent that's close to 4:3's 640x480 which keeps the exact same aspect ratio is 864x486, just create a custom resolution in Nvidia Control Panel or AMD's equivalent), and force 2560x1440 in dgVoodoo2's DirectX tab. Also I recommend using the updated D3D.exe and fixer that comes with this patch, because the previous version of my fix used the 1.3 version's D3D.exe as base, and 1.3 has some bugs that might make the game unfinishable, so I based the fix on the 1.2 version instead, which is more stable overall and doesn't have those bugs.
    2 points
  16. If you read the description of the mod: It would seem he is / has been aware of this for a while. I doubt he has plans to come back, grab a different version of the game, and fix this. Your only option is likely to buy the Ultimate Edition or continue playing without the patch.
    2 points
  17. I got like 15$ donations since the mod was first uploaded, so i doubt you'll manage to put together enough to buy a 4090 😁, but if I just found an RTX 4090 at my door, I couldn't really say no to implementing DLSS 3.5. But until then, I don't really have much more to say. Thanks for showing interest!
    2 points
  18. Oh well, I guess crowd funding a 4090 for you to implement Nvidia's DLSS3.5 AKA ray reconstruction, Would be a waste of time then 😉
    2 points
  19. I mean the Ray Reconstruction that should improve and fix the noise Issue of Ray Traced Effects literally works on all RTX cards from every generation. Only Frame Generation is 40 Series exclusive. I mean Nvidia and news outlets are probably to blame for the confusion that people think if DLSS 3.0's biggest feature was 40 Series exclusive that the latest DLSS 3.5 features would be as well, which they aren't. I am still using a 2080Super that I bought used earlier this year because I don't have the money for buying the latest GPU or donating for someone else's hardware. So while you getting donations for a 4090 is justified alone for keeping this game updated with the latest technological features, hope that you will look into adding support for Ray Reconstruction even without owning a 4090. And again thank you for your amazing work on this game!
    2 points
  20. Oh I didn't even notice those links! You should make them more prominent! XD Also a little call to action would help "I've done what I aimed to do, but if you want more like DLSS 3.5 please donate!"
    2 points
  21. If you crowdfund a 4090, I might do it 😁
    2 points
  22. There's no further development planned.
    2 points
  23. Could you add Skip Intro and Fix2D from Widescreen Fix please? Thanks.
    2 points
  24. The No DRM version is not the epic store version without DRM (none of them actually have DRM afaik), but it's also not the GOG version. I am unable to release that at the time, so please either start a new save or don't use the mod. I don't know about how the GOG save files work, but they are likely the same and conversion shouldn't bring bugs, but I can't confirm that.
    2 points
  25. savegame GONE - what the actual f*** !!!!! I've been playing this game for about 150 hours in total and decided to try this update... now my savegame has gone! I'm running the GOG version of the game.... can I get my savegame back?.... if so, how ?
    2 points
  26. Is it possible for you to unlock the PS4 and pre-order exclusives? Since you rebuilt the game executable, this method no longer works. Or if there's a way for me to do it myself, that would also be great. Thanks! Edit: Can confirm the earlier comments were right; just uninstall the mod, modify the executable, load the game, reinstall the mod. Works fine!
    2 points
  27. All right, I'm here again with an update on the FPS decrease: it certainly was not due to the mod. I've narrowed the culprit down to the DynaHUD mod: after I installed it, the game started bleeding FPS at a considerable pace. I've removed it for now, but I'm curious about the possible incompatibility. Is it due to the .js and .css files in the mod's ui/hud folder? Could they somehow interfere with the HDR patch?
    2 points
  28. I am currently stuck with NPC's in walls I went to the Central Executive fast travel and now I am even stuck there since it is not cleansed and there doesn't seem to be a way out. No way to speak to emily to start Speak with the Enemy because there huge ass blocks blocking the room. Weird. Finished the mission where I try to find Dillan in P9 or whatever and I got Levitation ability but go back to Central Executive and boom it is back to being controlled by the hiss for no reason. Edit Maybe this has something to do with me converting my GOG save files to Epic location and renaming them. I made sure to do so and it loaded fine. Is there a way to change the save type back to GOG? So instead of: %LOCALAPPDATA%\Remedy\Control\Default-Generic-User\ It would be: %USERPROFILE%\Documents\My Games\Control\Saves\ It seems when I applied this mod it made me create a New Save which I found to be in that LocalAppData Remedy folder. Although the problem is, GOG uses a different save format so hopefully there is an option to change it. I doubt launching through GOG would work possibly? I haven't tried that. Nope that still loads the Epic Save location even launching from GOG unfortunately. Hmm not sure what to do now I really do not want to have to start over. 😕 Alrighty I seem to have fixed it by copying back over savegame-slot-00_global to %LOCALAPPDATA%\Remedy\Control\Default-Generic-User\save-game-slot-00 and when I got to the main menu I had to click "Load Game" there was no Continue for some reason... Cheers, Thanks!! I'll leave this here for anyone that would oddly be having the same issue. This would be the best guide to convert Steam save's to Epic - How to move Save files from Steam to Epic (Control) - Youtube
    2 points
  29. Good stuff dude. Here's to hoping that issue with the plugin loader gets fixed though. Would love to use this with Dynahud.
    2 points
  30. there are some minor issues with this mod when replacing DLSS with FSR 2.1 from CyberFSR. some shaders clip in SDR and the sharpening causes massive overshoot on shiny edges in HDR (I saw 90000 nits at some point). to fix those edit the nvngx.ini and change the following settings: AutoExposure=true HDR=true
    2 points
  31. Yes I will return to SH4 soon.
    2 points
  32. Yeah defender keeps deleting it randomly even when I set it to ignore the file.
    2 points
  33. Not anymore it's been replaced by d3d8.dll.
    2 points
  34. There is going to be an update comming out soon. You will be able to play at 32x9 with the update.
    2 points
  35. @jacobThere isn't a FH5_RT_WIN_v6.CT yet, we apologize for the confusion from the typo in @cevian 's original message. @cevianand I haven't needed to create a v6 version yet since the v5 version should still work just fine at this time. If we find that an update for the mod is necessary later on, we will be uploading the newer version to this forum page.
    2 points
  36. See if unpacking the file with Steamless helps. Adapt the first steps of this guide.
    2 points
  37. Crashing here too, even after enabling post the 'Press any button' screen. Not during loading, not during start up, just randomly while playing the mission 😟
    2 points
  38. Can confirm the crashes, seems quite random during gameplay. I've been enabling the tool when at camp. Really helpful tool shame the new update causes issues. 🤔
    2 points
  39. Warning! There is a virus in this file called "Contebrew.A!ml"
    2 points
  40. That would suggest the issue stems from modifications made to the file by you though, not the trainer. It makes no changes to the game files and restores the original code in the memory when you press F8 again. For some display modes or other variables, it may also require pressing alt+enter twice to have the game read from its original code again.
    2 points
  41. Look up reverse engineering software on YouTube to get started 😁 Contrary to the popular belief, it usually takes many hours of disassembling, and few games are properly fixed by searching for the well-known aspect ratio or Unreal Engine 4 FOV-related bytes. If they are, the solutions are usually available on day one because every advanced ultrawide user knows them by now. From the developer standpoint, it's easier than it is from mine because they already have all their functions defined and documented as classes and such, while to me every game is a black box with many lines of pure assembly code to dig through. String references can be of value in 1% of the cases but the rest is discovery, trial and error. I actually think the community can be too harsh on the developers, because although on their end enabling ultrawide may be as simple as two checkboxes and a number of FOV values to convert from horizontal to vertical, expanding the field of view means there is a lot more space to fill with assets, as previously explained by me here. Shooting a film, two constructed walls in a warehouse can be enough to create the illusion of being inside a house with four walls and a roof. Imagine expanding the field of view to the point of the warehouse being visible and zooming out for the viewer to see the construction. It's usually not as bad in games but even a small out-of-place item or a pop-in can be seen as a significant problem capable of ruining the immersion and causing outrage. As ultrawide users, we are used to those and we can tolerate them and often forgive them when using an unofficial mod. Moreover, as a modder I have no responsibility if something goes horribly wrong, as my livelihood does not depend on it. With that said, I think it's fine to put some pressure on developers and show them that there is a demand for wider resolutions. No posts about it would never push them to improve or care, and there are quite a few cases of developers - like those of Terminator: Resistance or Disco Elysium - listening and shipping ultrawide support in post-release updates.
    2 points
  42. for me, it doesn't work, now my Windows 10 even says that there is a virus or unwanted file in the dllinjector.exe. Without these files, SH3 load fine, so the problem is not with the game or my system
    2 points
  43. Thank you very much. It worked perfectly! I have a 3 monitors setup and fov was so bad that I was playing on 1920x1080. Now it`s on 5760x1080 with no issues. Edit: tonight I noticed the app was missing. Downloaded and tried again but the AV says it has a trojan on it called Wacatac.D. Someone else had this issue?
    2 points
  44. It seems that you are not selecting the updated version. I downloaded this today and it worked perfectly fine, but on the flawless widescreen app there are two GTA plugins, you have to select the one with "(updated)" at the end. The author of the new one is Rose, you are using the original from HaYDeN.
    2 points
  45. Rose

    Noita ultrawide mod

    Thanks for the continued feedback and offering to help. A while ago I had a user share their config file with me but it completely matched mine, so I had no idea what was wrong. I had another look at the game today and it turned out that it was indeed a global issue and I either didn't notice it earlier or it didn't occur for some reason. I updated the mod to hopefully put this particular issue to rest - tested at all the listed resolutions again. There are still a couple of unrelated imperfections I'm aware of and I might try to fix them in the future as well.
    2 points
  46. Glad you got it working and thank you @Rose for all your hard work supporting this mod!
    2 points
  47. You're a treasure Rose. Thank you for this!
    2 points
  48. For anyone with concerns about this tool I have made an open source one at https://github.com/cecton/patch-ultrawide-the-outer-worlds
    2 points
  49. As the off-topic discussion have served its purpose and deteriorated past its relevance I've cleaned out the thread and locked it from further comments. The never-ending race between malware creators and anti-malware suites means that general-purpose legitimate tools and utilities that might enable nefarious purposes can and will eventually be used as such, which will understandably trigger a response from anti-malware suites. While some AVs might just flag an individual known file as malicious, others use more general-purpose detection patterns that gets triggered on all files based on that pattern, whether they're used for malicious purposes or not. To further complicate the matter, the last decade have also seen protection suites expand outside of their original intended use-case and started to flag other files that might be seen as inappropriate or unwanted, even if they might not be malicious to the end user per se. This can be from everything that might install ad software that runs in the background (often categories as "Potentially Unwanted Applications") or tools or utilities that allows the patching of another application (prime example being CheatEngine) as these might be in some cases used to allow the unauthorized or unlicensed use of an application. The recent events that resulted in the retirement of the dedicated Widescreen Gaming Forum (a community dedicated to improving widescreen gaming experience in games) is a clear example of how volatile and uncertain the situation have become. As a result PCGW can't ensure or guarantee the safety of community contributed files, and users downloading and making use of files does so at their own risk, per our disclaimer. As content on PCGW are community-created, what options are available (such as an easy-to-use tool or manual patching instructions) are up to community creators, and we welcome contributions from new as well as old community members. If anyone feels that they would rather make use of another method that's currently not documented, feel free to add it to the article for the game. Edit 2019-11-04: Comments have opened again as more than a week have passed.
    2 points
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