I mean, it's somewhat okay to not have the exact resolutions given by the game, heck none of the console versions respect it. it just feels more comparable to all users, and helps understanding odd stuff with camera angles and such.
@NoTeefy Hey, something is odd with your modern widescreen patch in the download for XXL 1. It looks like to me that it's more like a cropped 4:3 than any extension to the sides.
Did you do something to the FOV?
I remember the widescreen patch used to give up a bit of height, but not THAT much
Maybe the built-in window mode overrides the FOV?
It seems to do that on the old widescreen patch too.
I agree with Martyste's observation. The reason I noticed it is because you can't see the top of the ELB logo compared to the non-widescreen patch that displays all of it.
@Martyste Tendertail It's the exact same widescreen patch like on the older modules. It just overrides the screen ratio
@Martyste Tendertail it appears on the other one too if I'm using Adriens patch
I mean I can do my own reversing on it if you want
I just sticked with the patch by pyramidensurfer that we had in the older ones. It just overrides the screen ratio value that the game is comparing for when showing you what resolutions you're able to choose from
Would actually make sense I guess; since we could directly support the windowed mode in it
But yeah, after all the game/render engine wasn't intended for 4:3 resolutions
That's probably why the FOV behaves like that on 16:9 resolutions
@NoTeefy The very first version of my widescreen patch for XXL 1 used to just change the resolution and make the 16:9 basically be a cropped version of the 4:3 frame. On the current version, the patch should change the FoV, so it's opened up on the sides. You could also set a custom FoV while patching.
oh, I should recheck for that then
Right, so we need to find a way to patch the FOV itself now... with our new method
What do you mean? You can patch a custom FoV for both XXL 1 and 2 right now.
we don't need to find a way, pyramidensurfer already provided that
I just didn't include it into the gamemodules that I uploaded. @pyramidensurfer do you remember what value of the FOV we would need to have a true 16:9 conversion (coming from the original 4:3)?