Unreal Tournament 2004

Unreal Tournament 2004

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fox Apr 3, 2015 @ 6:16pm
foxWSFix v1.11 - Hor+ FOV Widescreen Support for UT2004
Hello! Earlier today I wrote a small mod that enables Hor+ FOV widescreen support for Unreal Tournament 2004. This mod is entirely client-side and should be compatible with any mod / server.

http://steamcommunity.com/sharedfiles/filedetails/?id=419115655
    Features:
  • Hor+ FOV support - automatically scales FOV based off aspect ratio and "Desired FOV" setting, configurable via INI or in-game console commands
  • First-person weapons rendered correctly for wider aspect ratios
  • Entirely client-side - compatible with all mods! (see "Other Notes" section in readme)

http://steamcommunity.com/sharedfiles/filedetails/?id=419115185 http://steamcommunity.com/sharedfiles/filedetails/?id=419115271
Interested? Check it out here!
Latest Release: v1.11 (10/07/15)
https://drive.google.com/file/d/0B8y8z35Y1fY_dUw3U1hvMXp1b28/view?usp=sharing - Manual Zip (see foxWSFix Readme.txt)

Additionally, be sure to check out Azarael's HUD Scaling Fix mutator: https://forums.epicgames.com/threads/971852-HUD-Scaling-Fix-%28RC3%29

Enjoy!
~fox
Last edited by fox; Oct 7, 2015 @ 8:30pm
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Showing 1-15 of 32 comments
Hey that's really helpful! Thanks a heap dude
Charlie Cyprus Apr 4, 2015 @ 1:22pm 
As I have discussed with fox, there are a few things you need to know when using this fantastic mod.

The sniper rifle scope will clip through your view when using a wide FOV. Turn on "small weapons" to prevent this.

Azareal's unstretched HUD mod is actually a mutator, so you can't use this in single player campaign. If you are playing multiplayer, you would have to make sure the server is running the mutator as well. Basically the mutator works but only under specific conditions. I would like to know if Azareal is willing to release the source code so he can collaborate with fox on a client-side, all in one solution combining the FOV fix, gun position fix and HUD fix.

16:9 vs 4:3 comparison[puu.sh]
Last edited by Charlie Cyprus; Apr 4, 2015 @ 1:37pm
Hi there.

First up, it's Azarael, not Azareal :P

Secondly, I've received a PM regarding a request to use the source code of the HUD fix mutator. It's nothing big, so do what you need to do with it, and drop me a credit if you do.

Thanks!
BRDEMPSEY69 Apr 8, 2015 @ 7:34pm 
OFF TOPIC:

First off, thanks to fox for his great modifications. Especially for restoring the global TAUNTS to UT3 through his foxMod.

What I'd love to have is a modification for UT2004 that restores the global taunts to UT2004 Multiplayer (same as what you get when you play UT2004 Instant Action).

I'm aware that a large majority of people that played online preferred not to hear TAUNTS going, and I get that, but hear me out.

I have many custom voicepacks that I ported into UT2004 and I run my own LAN server where friends & I play and we'd like to be able to hear the TAUNTS going in UT2004 Multiplayer the same as what you get in Instant Action. There's just too much dead air & the atmospheric vibe seems lost in UT2004 Multiplayer.

It would really be groovy if fox made this type of modification for UT2004 like he did for UT3, but of course, that is his discretion.

Good day to all.
Last edited by BRDEMPSEY69; Apr 8, 2015 @ 7:39pm
fox Apr 9, 2015 @ 3:14pm 
Whoops! You're right, I always mix up my As and Es - fixed the descriptions. :)

Also, good to know on the source code, thanks. I'm not sure when I'll look at this again, but I'll give it a shot when I do. It should be possible, but I'm not 100% certain without digging around a little more.

As for the Sniper Rifle clipping bug, it actually turns out there's what appears to be a rendering bug when altering the weapon's displayed FOV (literally a "DisplayFOV" var in the weapon class, which I just auto-calc like the player's FOV) on weapons that are rotated for rendering - such as the Sniper Rifle, which is actually rotated 90* before being rendered on-screen. At a 32:9 aspect ratio, the Sniper Rifle ends up near the center of the screen half-way through the camera. Many weapons exhibit this behavior, but they're nowhere near as noticable as they're typically only rotated a few degrees at most. For reference, this is the same scaling method I used in UT3 (which does not have this issue), but that handles its first-person weapon rendering a little differently.

I spent a while looking into this with another developer, but we both unfortunately came up empty-handed. As a workaround, I could at least add an option to disable auto-scaling above a certain rotation threshold - but it'd be nice to fix for real.
Charlie Cyprus Apr 10, 2015 @ 11:04am 
After proper hor+ widescreen extension, the weapons feel huge regardless so playing with Small Weapons is a must and we never see the sniper clipping.

This is just a FYI while on the topic of bug reporting:
Azarael's HUD Fix has an issue where Assault Rifle's grenades are scaled incorrectly and dipping into the launch power meter.

http://puu.sh/h8O1D/2ffaad445f.jpg
Last edited by Charlie Cyprus; Apr 10, 2015 @ 11:04am
By Your Leave Apr 16, 2015 @ 4:12am 
Brilliant mod. Thank you.
DiB Apr 26, 2015 @ 6:30am 
Excellent work! It works perfectly (tested on 3369 and 3369-64 bit .
PromiserOfDeath May 31, 2015 @ 7:10pm 
Sorry for necroing but how do i change the settings in the console? I tried the User.ini step following the readme but it didn't work and i don't want to use the Mutator because that doesn't work in online games that don't use the Mutator also my resolution is 1920x1080 just in case.
fox Jun 1, 2015 @ 4:09pm 
Hello,
foxWSFix can be configured via the following console commands: SetFOV <fov> * <fov> - new FOV to use, given as a 4:3 ratio FOV (90 @ 4:3 == 106.2602 @ 16:9, etc.) e.g. SetFOV 90 SetRatio <ratio> * <ratio> - new Aspect Ratio to use, given as ##x## like SetRes e.g. SetRatio 16x9 SetRatio 1366x768 (just entering in your resolution is fine!)
Let me know if this works for you!
Alfredox123 Jun 1, 2015 @ 8:40pm 
i used this on the gog version of ut2004 and now my fps are 35 - 40 :S
NaliWarcow Jun 8, 2015 @ 5:30am 
Originally posted by BRDEMPSEY69:
OFF TOPIC:

First off, thanks to fox for his great modifications. Especially for restoring the global TAUNTS to UT3 through his foxMod.

What I'd love to have is a modification for UT2004 that restores the global taunts to UT2004 Multiplayer (same as what you get when you play UT2004 Instant Action).

I'm aware that a large majority of people that played online preferred not to hear TAUNTS going, and I get that, but hear me out.

I have many custom voicepacks that I ported into UT2004 and I run my own LAN server where friends & I play and we'd like to be able to hear the TAUNTS going in UT2004 Multiplayer the same as what you get in Instant Action. There's just too much dead air & the atmospheric vibe seems lost in UT2004 Multiplayer.

It would really be groovy if fox made this type of modification for UT2004 like he did for UT3, but of course, that is his discretion.

Good day to all.
AFAIK anyone who 'installed' your voicepack/skin can hear/see it. If you want your server to force ohers then you need to add the stuff to the inifile.
Alfredox123 Jun 13, 2015 @ 8:35am 
this mod give me some fps drops for some reason, anyway to fix it?
Alfredox123 Jul 11, 2015 @ 7:40pm 
no one has this problem?
Last edited by Alfredox123; Jul 11, 2015 @ 7:40pm
Zaxx Sep 27, 2015 @ 7:10pm 
Have to necro this because there was no reply to Alfredox123's post while this is exactly the issue with this "fix": it gimps your fps and introduces hiccups in performance. I don't know the cause for this but I'm quite used to playing UT2004 with 400 fps instead of 100 with stuttering so I think I'll just keep playing with the original FOV settings.
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Date Posted: Apr 3, 2015 @ 6:16pm
Posts: 32