"e_cbuffer_occluders_test_min_tris_num" has no = nor numbers... and some other have no value after =
Is this ok?
"e_cbuffer_occluders_test_min_tris_num" has no = nor numbers... and some other have no value after =
Is this ok?
Background pics: CREDIT, CREDIT2.png, CREDIT3.png, HELP1.png, HELP2.png HELP3.png, TITLEPIC.png in background look squeezed with black borders in 16:9 1920x1080. How can I fix that?
BUG
Super-Charge (blue sphere with a face inside) emits no sound on pick up.
@y2jeeth
Mmmh, wanted to make a Doom 2019 (from Bethesda, not the classic or BFG edition) version of this mod... you have PM
Unfortunately affected by the same ghost footsteps sound as every other BD mod:
Moddb.com
ZVX
If you're interested to contributions I fixed a bunch of things:
- punch and axe hit-distance was too large ("unrealistic")
- lowerd some sounds too loud and deafening and changed the alarm sirenes in Doom1 E1M1 with a better fx not sounding like a turkey call! ;)
It works fine on my Italian version of the game... It's not tight to a specific language.
Can you please try other languages (maybe french version has a different directory structure)?
Does not work with GZDoom 4.11.x
It contains just sounds\xxxxx.ogg for the footsteps on various surfaces.
POSSIBLE IMPROVEMENTS
1) What about "normalizing" sound effects volume, and fixing some of them? Some sounds are deafening.
E.g. 1st level of DOOM: splash in the green mud too loud, breaking windows too loud, flys sound too loud, bad alarm sirens (sounds like a turkey cry!), fire torches too loud... or in 2nd level, the sewers/sink room you can hear its ambient sound far from behind the wall, way too loud....
I've done it myself and is way better now.
2) axe (weapon) hit range is too long. Stand in front of a wall and move back and hit: you'll see axe hit range is exaggerated and should be much shorter
3) faster step sounds when running (SHIFT+W)
BUG: sometimes there are multiple player step sounds (= too much, even after you stop moving). Randomly happens, and then while playing disappears.
The v21 had a very variable sound volume and was too loud in general (e.g. crashing glasses). Hope sound volumes will be normalized with v22.
New version 0.9 beta uploaded.
Special thanks to dan2091 for his fixes.
I think for the other games it was enough to resize the textures to compensate stretching or changing values. This case with rotating circular textures is different...
Please, if you know other forums for idTech4 games try asking there pointing back to this. I asked around but nobody replied.
If someone more expert in id Tech 4 games wants to contribute:
XBox 360 "sniperoverlay.gui": Paste.sh
PC "guis\weapons\sniperoverlay.gui": Paste.sh
PC version seems to ignore "forceaspectwidth" 😞
Update b0.10: fixed launch screen proportions
Uploaded b0.9: fixed wide keys texture
Zippo lighter 16:9 proportioned. Upper inventory weapons left untouched as they look good as they are (were too squashed once I tried to convert them too).
Original game didn't care that much about bad proportions in different (already supported!) resolutions unfortunately.
Top key image, bars at the bottom-right, Tommy's health(s) 16:9 proportioned.
NEED YOUR HELP
I need help with rotating elements when in sniper mode or in the shuttle: adjusting textures' horizontal size is no good in this case for the circular rotating textures (will look like a rotating oval shape)...
If someone knows how to achieve that please contact me, I'm not expert at modding id Tech 4 games.
Isn't there a non-stretched HUD mod for 16:9?
Can you add a fix for the horizontally flipped screen of computers in the police office? See example image (look at the PC screen):
I.ibb.co
Never mind, fixed by myself in my "Fixed Payne+" mod, in my Steam Guide: "Max Payne 2 - 60fps, Wide Screen Fix, EAX"
Final better fix named "Movies fix for Call of Juarez 2 Bound in blood": Indiedb.com
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀*HINT*
For perfect smoothness, use NVidia Profile Inspector (NVPI) and forcibly disable G-Sync for this game (GSYNC - Application State="Fixed Refresh Rate" or "Disallow").
Then use NotePad to edit "%USERPROFILE%\Documents\Call of Juarez 2 Bound in blood\Out\Settings\Video.scr" and add in the bottom column "VSync()" and set your own fps cap with "MaxRefresh(<num>)" (f.e. you can set 60, 90, 120 or 144).
Recommended also from NVPI to set:
1 - Compatibility
Antialiasing - Compatibility (DX1x)=0x000012C1
Antialiasing - Compatibility (DX9)=0x000012C1
and set in Video.scr mentioned above "FSAA(1)"
Also remember to patch the game executable for >2GB... (there are many tools for this, like "4GB Patch NTCore" for example).
Ok, thanks for your reply. Yes maybe a complete version with support for the pre-NG too would be great.
Can I use only the image rescale fix copying the 16:9 version as data\compiled\images.p00 on the GOG 1.0 version?
Doesn't seem to be working, images are still stretched...
Ah, it seems only the main menu pic is stretched with GOG 1.0 version. Can you kindly upload an images.p00 including main menu image fix for the old game version (your patch 1.0b)?
EDIT: never mind, I've found older archive at Gamepressure.com
This seems to properly address the FPS bug better (no FPS limit but real fix):
Github.com
Good. Thanks for reporting the bugs above, especially the removed muzzle flash and tracing bullets issue in the intros and for in-game enemies in general I didn't notice 👍🏻
I'm looking for help fixing a few bugs in the good old Dark Messiah of Might & Magic maps (see thread Steamcommunity.com ). What role/thread should I ask to enter?
Another console version savegame editor? Steam version: not a valid RE5 save!
PLEASE SPECIFY IN THE DESCRIPTION!
hexaae
Luca joined
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