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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]
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!
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.
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.
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