Author Topic: [SH3RES]_Widescreen-Resolution-Solutions  (Read 9937 times)

Offline REV_BL!TZKR!EG

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[SH3RES]_Widescreen-Resolution-Solutions
« on: 20181126, 21:57:09 »



- [SH3RES] - Silent Hunter III - Widescreen-Resolution-Solutions
INTRODUCED 20160529 - LAST CHANGED: 20221215



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« Last Edit: 20221215, 17:26:50 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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Re: [SH3RES]_Widescreen-Resolution-Fixes
« Reply #1 on: 20210820, 10:04:12 »
SH3's game-resolution is not 2010++'s state-of-the-art, it defaults to a standard resolution of 1024x768 in 4:3. I think it is sad that Ubisoft, in the year 2005, failed to make the game run in a higher resolution than 1024x768, let alone widescreen, when clearly other games made at the same time did. I doubt anyone will disagree with that, particularly when so many players/modders have attempted to correct/improve it.

But with some tricks you can expand it - even to Widescreen 1920x1080 (Full-HD). In general, most widescreen mods are designed for 1920x1080 screen resolution. However, they usually will work in lesser wide screen resolutions, such as 1366x768, which is what many laptops use. * Note here that some GFX-cards do not get clear with 1360x768. Then you must edit the d3d9.ini and change the resolution there to 1366x768.

Some tried Infinite_Screen, kind of a workaround that deploys oversizing, I will not withhold from you a Youtube-clip about Infinite_Screen showing how it works.

The HiRES-FiX (D3D9.dll) that many have been recommending does only work for 4:3-screens or it stretches the displays, i.e. the dials. Not a serious solution. If you like stretched dials, go for it. I, however, would say: Go for the real stuff, and that is...

Widescreen-GUIs! And not only for GWX! So far I have seen the following in A-Z order: (editing and sorting ITW)


"ACM GUI": show

Version: Reloaded - h.sie Edition v1.15
DEVELOPMENT-THREAD:
DOWNLOAD:
NOTE! THIS ONE IS NOT WIDESCREEN(some stretching indicative of non-widescreen version)

Navigation Chart


TDC


Attack Scope

  • PRO: full screen navigation map and TDC screen
  • PRO: all compartment and control icons are located along the bottom of the screen
  • PRO: all TDC controls & gauges easily accessible in attack scope screen
  • CON: TDC screen has no atttack map, only controls/gauges
  • CON: 4:3 screen resolution results in some stretching of round objects

"Ahnenerbe, a fork of CONUS": show

1920x1080, ARB is an improved version: "Ahnenerbe reworked by Brodaga"
DEVELOPMENT-THREAD: Ahnenerbe WideGui 1920 x 1080 Final
DOWNLOAD: follows
DEMO-VIDEO: https://www.youtube.com/watch?v=_sxtY_CrOc4
SCREENSHOTS:

Nav map


TDC


Attack scope

  • PRO: extra recognition manual icons provide sections by type of ship
  • PRO: all TDC controls & gauges easily accessible in attack scope screen
  • CON: 1/2 screen navigation & atttack maps, a lot of wasted space
  • CON: slide out compartment icons are located along the left border of the screen
    Note:
    That US-cowboy who always says something like "ane-BEE" should really learn how to pronounce AH-NEN-ER-BE properly.
    Had a good laugh. But I like his videos. Although sometimes he has obviously no clue what he is talking about,
    e.g. Planquadrate (he calls them grids and says some mods use them)
    or Schleusensignale (he has apparently never passed any of them)

    A note about pronunciation: I always also give my best in English and I do know that much bullshit is spread on the web:
    WRONG (UTTERLY!): https://www.youtube.com/watch?v=P29PiaAkO9k (really embarrassing that such crap is published on YT)
    CORRECT (ONLY!): https://www.youtube.com/watch?v=YLICqTTndMI

"Conus": show

Version 2.3, GWX only! Defaults to 1360x768!
DEVELOPMENT-THREAD: SH3GWX Widescreen Mod
DOWNLOAD:



























Navigation Chart


TDC


Attack Scope



  • PRO: 3/4 screen navigation map and attack map, minimal wasted space
  • PRO: all TDC controls & gauges easily accessible in attack scope screen
  • CON: 3/4 screen navigation & atttack maps, some wasted blank space
  • CON: slide out compartment icons are located along the left border of the screen


"Hitman GUI": show

NOTE! 1024x768 (4:3)
DEVELOPMENT-THREAD:
DOWNLOAD:

Navigation Chart


TDC Chart


Attack Scope

  • PRO: full screen navigation and attack maps
  • CON: slide out compartment icons are located along the left border of the screen
  • CON: 4:3 screen resolution results in some stretching of round objects
  • CON: tdc gauges/controls not available on attack screen
  • CON: least appealing attack scope screen of all gui mods

"OLC Gold (OneLifeCrisis)": show

NOTE! 1024x768 (4:3)
DEVELOPMENT-THREAD:
DOWNLOAD:

Navigation Chart


TDC Chart


Attack Scope

  • PRO: full screen navigation and attack maps
  • PRO: all compartment and control icons are located along the bottom of the screen
  • CON: 4:3 screen resolution results in some stretching of round objects
  • CON: some tdc gauges/controls not available on attack screen

"MaGui": show

DEVELOPMENT-THREAD: MaGui mod - Final version plus WideScreen MaGui (add-on MaGui)
DOWNLOAD:

Navigation Chart


TDC


Attack Scope



  • PRO: 3/4 screen navigation map and attack map, minimal wasted space
  • PRO: all compartment and control icons are located along the bottom of the screen
  • PRO: all TDC controls & gauges easily accessible in attack scope screen
  • CON: 3/4 screen navigation & atttack maps, some wasted blank space

"SH4 + OM + OMEGU": show

DEVELOPMENT-THREAD:
DOWNLOAD:

Navigation map:


Attack map (TDC):


Attack periscope:


As you can see, the gfx quality is lacking compared to those in SH3. Probably a rushed job and never enough user complaints to warrant improvements.
  • PRO: Full screen navigation map and attack map
  • CON: Some Dials/gauges misaligned in attack & observation scopes

"Olamagato, a fork of CONUS": show
Olamagato, a fork of CONUS: GUI GWX Classic 1360x768 (not HD yet)

"OLC": show

OLC's t=147667 OLC 'Gold' MkIId (ACM Reloaded as extension?)

"Rubini": show

Rubini's WideScreen GUI for GWX3.0&StockSh3
t=166094

"Vanjast": show

Vanjast's WideScreen 1920x1080 Project
No crash has ever been reported on this one:
WYGM - a Widescreen-solution for NYGM
Stiebler has also got it on his SuSi-homepage for NYGM.

"LSH6V2015 GUI": show

LSH6V2015 and newer (e.g. LSH7V2020 have -next to a WideScreen-Edition of OLC!- got their own widescreen GUI included in the all-in-one installer.

Navigation Map screen


TDC screen


Attack Scope screen


Other GUIs are obviously either incomplete or only "announcements" without any release, a good example of "hot-air-only" is JCWolf's: Much talk, but has never been finished and finally abandonned. Hogwash and blah-blah...

During the development S3F_module_SFSF() I have collected some statistics about what versions of this file players are running. In this thread I present you my results and would also like to discuss the differences between the versions:
« Last Edit: 20211124, 15:11:27 by REV_BL!TZKR!EG »

Offline REV_BL!TZKR!EG

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Re: D3D9.DLL - different versions?
« Reply #2 on: 20211019, 11:10:32 »
LAST CHANGE: 20221215 - Collecting D3D9-data completed!
MD5 of d3d9.dll:
(1) D1A0D718F88A74219B31F5108156756F 195072 Bytes x51 Everything basing off CONUS, e.g. CONUS WS, Ahnenerbe std, ARB...
(2) 0062FBE7F034897F06957D5DF6CA90D6 10240 Bytes x51 old DX9HiResFix
(3) F568EB242A1815A405B90A8DDE0FAE61 x1 LSH-WS-GUI
(4) 9335B6CD0E373A6A00CDEE534717BADB x2 UNKNOWN
(5) 3D7C360878E7811866BBB7F0DCD9B2B6 x1 UNKNOWN
(6) 1DDBAAB23C1A19EFB9E31250A8470139 x1 UNKNOWN
(7) A8D0864FF572CB566E7CD0A5C0D7135C x1 UNKNOWN

The "broken" d3d9.dll with the low frame rate is dated ‎Sunday, ‎May ‎09, ‎2010, ‏‎1:04:16 PM and is 190 KB (195,072 bytes) in size. Probably (1).
The "working" d3d9.dll with high widescreen frame rates, but where the splash screens are not stretched is dated Friday, ‎March ‎19, ‎2010 and is 185 KB (189,440 bytes) in size.
« Last Edit: 20230322, 09:35:50 by REV_BL!TZKR!EG »