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Showing content with the highest reputation since 04/25/2024 in File Comments
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Ghost of Tsushima F16C instructions fix
coords and one other reacted to vladimir_prog for a file
2 points -
Detroit Become Human ultrawide & multimonitor mod
alexp11223 and one other reacted to w00dy for a file
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 -
Requiem: Avenging Angel - FOV Fix
taxakla and one other reacted to AlphaYellow for a file
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 -
Dark Vampires: The Shadows of Dust - Widescreen & FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Carnivores: Cityscape - FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Carnivores: Cityscape - FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Carnivores: Cityscape - FOV Fix
Robot Enthusiast reacted to AlphaYellow for a file
Hey, you're welcome. The fix only calculates the FOV based on the aspect ratio of the resolution set in the fix's ini file (when both width and height are 0, it uses the desktop resolution), it doesn't touch in anything else. About the small text and stretched HUD elements, that would be interesting to fix in the future as well 🙂1 point -
Carnivores: Cityscape - FOV Fix
AlphaYellow reacted to Robot Enthusiast for a file
Hello @AlphaYellow! Thank you for this addon. I tried it just now and I'm curious, what does the following in the CarnivoresCityscapeFOVFix.ini file actually do: [Settings] Width=0 Height=0 Is it like that they're meant to have the game think as if it's running at that resolution so that everything that doesn't scale would look like as if it's being played at that resolution (like a text that would shrink at 4K, but looks normal at like 720p)? For now, the only thing in the game that I know that normally doesn't scale with resolution is the text in the loading screen that reads like "Precaching" and stuff in the bottom left of the screen, everything else AFAIK scales normally (I have only played the first level, don't know if there are other things that don't scale), so it becomes extremely small when I set the game to ultra high resolutions in the PersistentSymbols.ini file. However, regardless of what I set the width and height settings above to like 1280x720, 3840x2160, 7680x4320, etc. or even leave them 0 as they are, these settings don't seem to affect anything, and for some weird reason, changing the FOVFactor=1.0 line works just fine as the FOV is changing normally each time I re-launch the game. Are the width and height settings above not working for now, or is it maybe a problem on my end?1 point -
Largo Winch: Empire Under Threat - FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Largo Winch: Empire Under Threat - FOV Fix
AlphaYellow reacted to gufesaret for a file
1 point -
Robin Hood: Defender of the Crown - FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Anyone who's updated to the latest official version of the game with native HDR support who's finding the hdr to be a bit dull compared to the mod, if you open up render.ini and look for a line called m_eHDRPreset and change it from 0 to 2 this will give a much wider dynamic range similar to the mod (setting it to 1 appears to be equivalent to the mods original look HDR mode)1 point
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Metal Gear Rising: Revengeance PC Fix by Steam006
thyago reacted to crazyseeker for a file
I would like to ask the author, whether your patch can directly break through 60 FPS and reach more than 100FPS besides breaking 59 FPS and stabilizing to 60FPS. I'm in metal _ gear _ rising _ revengeance _ pcfix.ini. # Value 0 = Original # Value 1 = New 60FPS cap # Value 2 = Unlocked, use GPU driver or RivaTuner to cap FPS # Value 3 = Custom FPS cap FPSMode = 1 # FPS limit for custom FPS cap # FPSMode must be set to 3 above FPS = 60 The first of these two options is FPSMode = 1, and it does change from 59FPS to 60FPS. But the first option is Value 2 or Value 3. Whether the second option is set to FPS = 30FPS, FPS = 60FPS, FPS = 100FPS or 160FPS, the number of game frames always fluctuates between 75 FPS and 85 FPS. More importantly, choosing one of these two options will make the whole game screen twice the original speed, which is particularly fast. Of the above two options about FPS, no matter how I try, I can't break through more than 100FPS. Excuse me, is the author that there is no such related function in your patch, or is it that I didn't find the correct function?1 point -
Race Driver : Grid - 6 & 8 thread CPUs fix & Resolution Fix
xator reacted to richard knusprig for a file
1 point -
Space Haste 2 - Widescreen & FOV Fix
AlphaYellow reacted to beyer for a file
1 point -
Space Haste 2 - Widescreen & FOV Fix
AlphaYellow reacted to beyer for a file
1 point -
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1 point
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1 point
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Wings of War - FOV Fix
gufesaret reacted to AlphaYellow for a file
1 point -
Chameleon - FOV Fix
alanzoka reacted to AlphaYellow for a file
1 point -
Sanity: Aiken's Artifact - FOV Fix
AlphaYellow reacted to Neurolect for a file
1 point -
Binary Domain Official Update 1
maragon reacted to luminousnox for a file
I thought about it, maybe you can try to follow the Japanese dubbing file mentioned in the Japaneseization tutorial, that is: Binary Domain\sound\stream_jp.cpk Binary Domain\sound\se_jp.par Rename it to (note the backup): Binary Domain\sound\stream.cpk Binary Domain\sound\se.par This may be possible in an English environment, but since there is no means of unpacking par files and cpk files, it is not certain that this method will work.1 point -
Billy Blade: Temple of Time - Widescreen & FOV Fix
vovan reacted to AlphaYellow for a file
1 point -
Hidden & Dangerous Deluxe - FOV Fix
gufesaret reacted to AlphaYellow for a file
You're welcome, but unfortunately I had to. Everytime the instructions I have to change in a file involve reading values from memory addresses and the files have realocation turned on, I have no other solution, otherwise they won't work because those files, since they have realoc activated, when they are first loaded, its code is allocated in random parts of RAM everytime, and the new memory addresses I point to in the patched areas are no longer valid and the game crashes.1 point -
Race Driver : Grid - 6 & 8 thread CPUs fix & Resolution Fix
xator reacted to arhumSearcher for a file
Here I was thinking that the Zoom version was already patched with this but decided to give it a go out of curiosity and holy cow, I've been playing this game for over 20ish hours with my friends over LAN (RadminVPN, lotta fun!) without realising I was barely making use of my laptop's hardware. So much smoother, does Grid 2 require any patches like this?1 point -
Sonic Heroes - Fix compilation
arhumSearcher reacted to ViperAcidZX for a file
There's something missing with this fix compilation: Big the Cat's in-game texture is incorrect. The PC version shipped with a texture container that messed up his colors, causing distinct stripes to go missing and making him look like a big purple blob rather than a cat. If you want I can send the fixed texture container for Big that replaces the broken texture file with the fixed one from the GameCube version.1 point -
Bloodstained: Ritual of the Night ultrawide, multimonitor, FOV, more
greatxerox reacted to Rose for a file
1 point -
Silent Hill 3 PC Fix by Steam006
renzokuken reacted to Steam006 for a file
1 point -
Detroit Become Human ultrawide & multimonitor mod
w00dy reacted to alexp11223 for a file
1 point -
Sonic Heroes - Fix compilation
arhumSearcher reacted to sandemc for a file
1 point -
Spider-Man 2001 Widescreen fix
Hemanshu Shekhar reacted to Rafaell for a file
1 point -
State of Emergency - Widescreen & FOV Fix
AlphaYellow reacted to arhumSearcher for a file
1 point -
1 point
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Silent Hill 3 PC Fix by Steam006
glitchyreal reacted to Steam006 for a file
1 point -
CONTROL - HDR+Ultrawide+DLSS+RT Patch
luca_eziothedeadpoet reacted to earthplayer for a file
AwE can bug out on the gamepass version while using this. I used a different save from someone on reddit who played everything except the DLCs which worked fine. I think this issue might not be exclusive to the gamepass version and can could happen in any version of the game if the "owns the DLC" flag is not set correctly for your save when using this mod. I still highly recommend this mod but just wanted to give a heads up that you might have to use a save from someone else after you finished the game to play the DLCs. (probably the same issue which screws up the achievements not working. I used this save. Look for this destination in your file explorer: %USERPROFILE%\AppData\Local\Remedy\Control\Default-Generic-User The main save is savegame-slot-00 - the file names of the the save file above need to be changed to work with the gamepass version but this is really simple. If the filename ends with expedition you rename it to expedition.chunk - do this with all files and then drag them into the savegame-slot-00 folder and overwrite everything. Start AwE by walking towards the elevator. Start Foundation by going to the huge door inside the quarry which used to be locked before. (you might have to visit the hotline to talk to the board first if the door is still closed)1 point -
Assassin's Creed IV: Black Flag Ultrawide and Multimon Hack
invisiking reacted to walshy for a file
Hey guys, all you need to do is open the downloaded 21:9 3440:1400 .EXE with a program called HxD Then look for the these hex values: 8E E3 18 40 and replace with the resolution/aspect ratio that you have from this wiki Common HEX Values | WSGF I have made one for 32:10 as thats the ratio i needed.AC4BFSP.exe Hope this helps, not sure if you can do this for any game haha1 point -
S.T.A.L.K.E.R.: Shadow of Chernobyl unofficial patch 1.0008
mrpenguinb reacted to kirusei for a file
1 point -
Tomb Raider (2013) Yamatai Patch
Putzo1 reacted to TheBlueMoonRose for a file
1 point -
Kane and Lynch - 21:9 FIX
indianaliam1 reacted to Aemony for a file
Feel free to create a program that attempts to establish an encrypted connection using TLS 1.1 that _doesn't_ trigger that same MITRE detection. If you are able to, then that MITRE detection needs to be improved since clearly it's not working as intended and not detecting your use of TLS 1.1. Or, most likely, you're not actually using TLS 1.1 and instead use TLS 1.2 or 1.3 which the scanner wouldn't, you know, "detect" since there's nothing "to detect." It's that simple.1 point -
Kane and Lynch - 21:9 FIX
indianaliam1 reacted to Aemony for a file
As someone who actually worked as a security analysts, and a programmer. as well as have performed almost daily investigation on executables, both of my own creation as well as those of others, this looks like a normal false positive. Though as always we at PCGamingWiki does not make any guarantees whatsoever, so anyone is still downloading at their own risk. Anyway, regardless though, the use of a techniques defined or detected by MITRE does not really need to mean anything. This is even clear in the link itself by checking the actual details of the calls: https://www.hybrid-analysis.com/sample/33480dbf71388eedae4383629155ac4cee70098a37c3054bff31a7ecaa7d65ab/654a9e80c44a7cedf30a92af > "Calls an API typically used for keylogging" has the details ""Kane.and.Lynch.Ultrawide.Fix.exe" called "GetKeyState" with parameters {"nVirtKey": "16"}" What this means is that _something_ that got executed as part of the process (either the process itself or an OS component that was executed as part of it) queried the state of the Shift key. The related details indicates the key state for Ctrl, Shift, Alt, and WinKey Left + Right was checked. This does not mean its a keylooger -- it just means the patcher tool itself, or an OS component that it invoked, checked whether any of those keys were held down. That's all. Going through the other "suspicious" calls it makes shows that it tries to find and check details for a process called "kaneandlynch.exe" -- meaning it basically tries to identify if the game is currently running or not (since it can't be running if it's going to patch it). And again, let me reinstate that ALL code that gets executed as part of the process within the sandbox gets logged as being caused by the specific process and code, regardless of whether it's actually caused by the OS itself or the code the executable contains. Misunderstanding the data is how we get ridiculous Reddit threads like the "Epic Games Store scans all of the certificates on your system!!!!" scaremongering, when in reality that's required for a normal TLS encrypted connection to be made to establish trust with the opposite end (meaning any and all HTTPS connections made on your system does literally the same). > Contains ability to terminate a process (API string) > Found reference to API "ExitProcess" (Indicator: "ExitProcess"; Source: "00000000-00004588.00000001.69110.00401000.00000040.mdmp, 00000000-00004588.00000002.71033.00401000.00000040.mdmp") Oh my, a patcher tool that requires the game to not be running, and checks for the presence of the game running, also includes the ability to terminate that process... Color me surprised. Then we have the absolute ridiculousness that is this sort of "detection": > Uses 32 bit executable PE > "Kane.and.Lynch.Ultrawide.Fix.exe" has flags like IMAGE_FILE_32BIT_MACHINE / IMAGE_FILE_EXECUTABLE It's a "detection" that indicates that the tool is a 32-bit application. That's all this "detection" means. What we end up with is an executable that: - Machine learning detections (which are extremely prone to false positives) identified it as a "grayware" with a 90% confidence. This is not surprising, since it's a binary patcher for another executable. Those are typically used for licensing/crack reasons, and so is a frequent target for security tools to ensure corporations don't commit any unwanted licensing violations (which would've otherwise turned up during an audit and may cost hundreds of thousands in a penalty fee). - Makes encrypted HTTPS connection(s) using the now obsolete TLS 1.1 version... Which also isn't all that surprising as the patcher was created using the CodeFusion Wizard, a tool that harkens back to the 90s and Windows 9x/NT. TLS 1.1 defined in 2006, and only deprecated in 2020. So this doesn't actually mean anything. And again, it's not even guaranteed that the tool made the connection -- it might as well be the OS environment as it performed a compatibility check or whatever as the process was launched. And these are the only two "malicious" indicator. One indicates the unsurprising use of a now obsolete encryption protocol, and the other that the executable may be "grayware" and as such unwanted in enterprise environments. The remaining "suspicious" indicators are equally generally unimportant, with either minor notes (the modifier key states) or a couple of unique sections in the executable that doesn't by themselves mean anything nefarious is going on. Ergo, it's almost certainly a false positive. Also, this is why PC gaming modding is slowly but steadily dying off -- the whole act of modifying a separate executable, process, or such is something that piracy/licensing violations also rely on, and so are prime targets for security enterprises that are interested in selling their services to corporations interested in ensuring their employees don't do anything nefarious which can harm the company in any way. What we end up with are constant false positives everywhere, and the 6 (now 9) detections this had on VirusTotal is in reality quite few. Like just try and use CheatEngine for a game trainer, and you end up with 25-30+ "malware" detections all because a tool created to manipulate memory of other processes (to enable cheating) can also be utilized for nefarious reasons (to enable license violations or piracy).1 point