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Sifu ultrawide fix and FOV changer + WSGF news

I'm super exhausted after working on this fix mostly due to staying up late, but I want you to be among the first to know of its existence. The gist of it is that it's an Unreal Engine 4 game on a newer build, though with no clear signs of exhibiting the new scaling behavior that would allow to make it easier to switch to proper hor+ scaling. None of the old patterns were applicable but the general idea of the fix remained the same, based on FOV conversion resulting in the usual support for all wide resolutions. I also coded in a check to ensure that the already properly scaled cutscenes are not affected. This functionality will also ensure that the gameplay FOV changes by the user do not cover the cutscenes - a mechanic novel to my fixes for UE4 games, with some prior developments seen in the updated fix for Terminator Resistance.

In other news, I am now an Admin on the Discord server and website of WSGF, which may allow me to introduce some improvements to the platforms and contribute to their growth. The Drupal system is very dated and the abundance of content is complex but I'll try to peak into it from time to time. I'm already moving to make the Discord a "community server" and toying with some custom emojis! Being so productive, right?

See you next time or in a less tired update to this very post!

Edit: The reason the cutscenes were proper was my config. For version 1.2, I had to overhaul the solution to create a slightly different version of the main fix code specifically for the cutscenes.

Edit 2: Found some video previews (one, two, three, four)!

Sifu ultrawide fix and FOV changer + WSGF news

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