An update released for Battlefield V today added an anti-cheat solution for the first time since the game release back in 2018. It broke my 2022 weapon FOV adjustment script for Flawless Widescreen that still worked last week, and reportedly al...
2024-04-03 18:22:00 +0000 UTC
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One of my first observations related to this fusion of an FPS and tower defense game was that it scaled properly, preserving the vertical FOV. It was on Unreal Engine 5.3, so I thought the new default was working. Then it turned out not to be so rosy. But I probably could make it rosier, right?
Early on, it became evident that the gam...
2024-03-26 07:57:44 +0000 UTC
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Let me say it right away: the mod has nothing to do with ultrawide, but I'm still posting about it in the spirit of keeping you informed of what I do in relation to game mods.
A patron messaged me about the issue of 30 FPS real-time cutscenes in Outcast: A New Beginning. I suggested two console commands but they did not fully address the issue. I had to look into it myself, even though FPS mods are not my field of expertise or my passion.
The issue turned out to be more interestin...
2024-03-16 12:10:56 +0000 UTC
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When I was tagged by a WSGF user and asked about the possibility of a fix for the Brothers Remake, my immediate response was that there would be no value in buying the game, as I had completed the original years ago.
Seeing the lack of solutions and a patron making another request got me to change my mind just for the sake of the community.
I didn't know much about the game's scaling behaviors going into it, but right after its first launch, I could see its dire state in ultrawide...
2024-03-02 12:21:45 +0000 UTC
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DM me if you're interested in playing it in proper widescreen & ultrawide!
2024-02-24 15:48:07 +0000 UTC
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Soon after this game was released a couple of months ago, there was a WSGF request for enabling it to support ultrawide. I didn't own it, so I couldn't be of help.
A new patron has joined and informed me of its free trial taking place. I didn't have long until its expiration, so I tried to look into the game as quickly as possible.
It turned out to be a Unity game with no code obfuscation, so in theory, addressing it wouldn't be too hard. What complicated things is that it didn't ...
2024-02-20 15:18:50 +0000 UTC
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Over the last months, for various reasons, including my original intent to focus on ultrawide, I've not released many FOV changers. I know I could have scored more points and donations by appealing to the wider audience, but it's not really my passion. From the perspective of modding, I'm not too excited about the thought of ultrawide becoming the norm and me having to switch to making nothing but FOV changers and FPS unlockers one day.
That said, I still create FOV changers in response...
2024-02-15 11:30:26 +0000 UTC
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If I had to name my favorite developers today, they would likely be Ubisoft, Quantic Dream and Don't Nod. A few years ago, before my PC began to struggle to run the latest games, I could happily say I've completed every one of Don't Nod's games. From there, it should come as no surprise that I'm releasing another fix for their latest! Not only was I personally interested, but I also saw the reports of ultrawide issues and received a request from a supporter. At least one of the patrons owned ...
2024-02-13 06:03:09 +0000 UTC
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The latest video from the developer indicated that the team is working on updating Satisfactory to version 1.0 later this year, but also that the game won't get updates to either of the branches until then.
This means that the FOV axis toggle broken by Update 8 released in November last year likely won't be fixed for months.
So I think this is a good time to remind you of my quick FOV modification ...
2024-02-04 05:34:47 +0000 UTC
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The game was released 9 hours ago and it's free to download. I got stuck on fixing the original Celeste, though there's still hope, but I wondered if I'd have more success with the new one.
Looking at the resolution values in its code made it easy to fix, though making it into an easy solution for the average user was problematic.
The code that is present in the binary turns into something else at runtime, so an injection wouldn't help and I'd have to look for and modify the...
2024-01-30 09:10:06 +0000 UTC
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Multiple people have expressed their interest in a fix for this game, so when one of them noted that there is a free version, I thought I'd try to help out.
Looking at the code, I found that this is another game on Unreal Engine that does many things its own way rather than relying on the defaults. I guess that was the bad news, as it required modifying the dev's own code. The good news is that getting to any of it wasn't that hard.
Unfortunately, removing the black bars exposed t...
2024-01-24 16:34:06 +0000 UTC
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It's 2024 and yet my first fix this year is for a game released in 2021.
It feels like it's been a while since I fixed a game built on an older version of Unreal Engine. This one was from a time when merely changing the FOV axis to YFOV wasn't enough, as there was no recalculation, so the engine just changed the horizontal value to be vertical, which was too much. The landmark fixes of that time were from killer-m, which definitely inspired or were the basis of a number of my own, as me...
2024-01-19 11:38:46 +0000 UTC
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Here is another PSA I'm sneaking in before the end of the year. This is merely a repackage of killer-m's fix and research to make it compatible with the new game version / exe name. There were some cheat tables going around but in response to a request, I thought I'd turn it into a trainer to make it easier for the average user.
2023-12-30 01:47:11 +0000 UTC
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I was recently messaged with a request to create a 16:10 mod for Noita. I ended up following the same process as for my ultrawide mods, only with different values this time. I don't think most or any of my supporters on here are 16:10 users, but I keep you in the loop, right? Maybe you even own a Steam Deck?
See you next year if this happens to be my last update of this one!
2023-12-26 07:56:31 +0000 UTC
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So here we are again, at the end of a year. Although it's been a really tough one for me, I think I've managed to keep a steady pace and release many solutions yet again. As previously noted, my total count is well above 200 now!
Just like last year, this year was also full of ultrawide mods released by others. Not only did we see many big and important game releases, but I'd say it was also one of the best in ultrawide modding. I no longer had to feel that the whole community rests on ...
2023-12-24 15:52:25 +0000 UTC
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Shortly after I released my solution for Deliver Us the Moon, AlRayes of Ultrawide Benchmarks told me that the game developer would like to talk to me about making it official.
I messaged the dev as suggested and told them that I had no experience with the Unreal editor and that my knowledge is only of the low-level code. I also couldn't give them a function in C to incorporate into the game code, as my fixes were in assembly. However, I gave them the contact info of another Unreal deve...
2023-12-20 17:24:24 +0000 UTC
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When I created my solution for the original Blasphemous game in 2020, I knew it wasn't anywhere near perfect. It involved modifying some of the game code to change the aspect ratio but failing to remove the black bars, so I used ReShade to just stretch that content to fill the user's screen.
It was tolerable and even playable, but even past the frankenstein implementation, the experience of playing the game this way was not optimal. One issue I didn't like when testing is the occasional...
2023-12-03 07:21:38 +0000 UTC
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Background
Before the game came out, its trailer caught my attention and I found the premise quite interesting. Then it was released and I installed it but had other things to do. A few days ago, I was talking to a friend about the Steam Awards nominations, including the Most Innovative Gameplay category, which prompted her to invite me to check out the game as a possible candidate.
Right after I launched the game, it became clear that it has no ultrawide support at all. It was ...
2023-11-29 02:20:30 +0000 UTC
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If soulslike is a thing, then I propose we also have blasphemouslike as a genre. This is the second game in my experience since Blasphemous that is a lot like it, with the prior one being Moonscars.
Interestingly, even on the code level, The Last Faith utilizes some of the same approaches to rendering. Although I got to re-use a bit of my Blasphemous 2 code and research, I still spent hours trying to adapt to the new game's quirks and figure out a way to get it to render without the ver...
2023-11-17 14:57:28 +0000 UTC
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A WSGF user reported that the Steam beta of Starfield released on November 8 "zooms in" on the weapon, presumably reverting the scaling behavior back to its day 1 state.
It was said that the FWS script does not work with this version but apparently my v1.3 addresses the issue.
I updated the public page with the discovery but I'm not expecting everyone to check that all the time, so I thought I'd make a post to keep you all in the loop!
2023-11-10 21:57:06 +0000 UTC
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After the enjoyable Terminator game from Teyon, the announcement of RoboCop from the same developer made it one of my most anticipated games. Like many, I really liked the film and have watched it multiple times. It deserved a good game dedicated to it.
Fixing the game would become a real challenge taking every hour with few distractions over the course of three days. There's a lot to talk about, so the post will be long. I'm separating it into sections but feel free to just 2023-11-07 09:43:31 +0000 UTC
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As a big fan of Dontnod, I couldn't skip their most recent game! The first demo came out some months ago and I got on it right then.
The first demo was not hard to fix, as it relied on the default Unreal Engine functions for its scaling. I compiled the fix and hoped that it would work on the full version too. Then more demos appeared, with drastic changes to the related behaviors.
The newer demos, including the last one available this fall, were nothing like the original and nothi...
2023-11-01 04:48:19 +0000 UTC
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Demo versions can be helpful in preparing for the full games. As previously documented, my Halls of Torment fix was prepared via the demo, then adapted to the full version. This is particularly useful when someone offers to buy the full game for me to produce a fix, because you know I usually turn down those types of offers when going in blindly.
Another side of the coin is that a demo may be completely different from the full game, even when they exist simultaneously. I've come across ...
2023-10-11 03:50:44 +0000 UTC
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This game caught my attention when it was announced that it would be on Game Pass on the day of its worldwide release. Another interesting fact is that its designer was behind Limbo and Inside, which are highly acclaimed.
Naturally, I had to check it out. Seeing that it's a Unity game, the first thing to try was Borderless Gaming, but it broke the UI scaling - a behavior I talked about on multiple occasions in my posts.
I could just guide people to one of my earlier patchers for t...
2023-09-29 19:21:08 +0000 UTC
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In the aftermath of the Unity backlash, what if the engine's days are numbered? If so, the opportunity must be seized before my Unity knowledge is obsolete! So here I am, offering another fix for a Unity game.
In the old days of before I told you I had drastically leveled up my understanding of the engine, I don't know if I would be able to solve this issue of field of view reduction. If I were unable to find the relevant developer code, at best I probably would have targeted it on the ...
2023-09-22 12:51:16 +0000 UTC
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OK, I give in! After multiple requests for my own Starfield fix despite the existing ini tweaks, I finally got access to the game and decided to look into it to see if I can offer a simple drop-in solution as an alternative.
Some of the things were easy to find in the code, but then getting it right as to not break anything was much harder.
For example, one of the issues previously reported in relation to the hex fix and then also noted by me in relation to mine was the squeezed w...
2023-09-07 21:52:25 +0000 UTC
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The image is self-explanatory! :D
2023-09-02 15:31:12 +0000 UTC
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The release of the game was followed by some reports of people having successfully used my solution for the original Blasphemous. As I looked at the second game, I found that those reports had to have been inaccurate, as the patcher finds nothing in the new Assembly file.
The new game not only has drastic changes to the code and to function names, but also obfuscates its code by relying on IL2CPP. Merely targeting the game resolution to hope for the best is no longer possible either.
2023-08-31 15:08:54 +0000 UTC
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Here is another fix made in response to a request from a supporter on the WSGF Discord!
The game may look retro but it uses Unreal Engine 5. My task of correcting the FOV and removing the black bars from the cutscenes was made easier by the game not trying to reinvent the wheel and using the standard functions of the engine, so fixing it was just about locating and modifyin...
2023-08-22 12:02:15 +0000 UTC
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Send me a private message on here if you want in on the family secret!
September 20 update: The trick no longer works.
2023-08-18 16:58:03 +0000 UTC
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