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Thread: [COD1] Changing renderer through assembly?

  1. #1
    Private keso's Avatar
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    [COD1] Changing renderer through assembly?

    Hi!

    Recently noticed there's a custom patch out for COD4 (cod4x or patch 1.8) which adds/fixes some functionality for server and client etc.
    I got inspired by it and a couple of questions popped up in my head:

    Is it possible to do something similar but for example give COD1 true widescreen support?

    Wanna know the potential of something like this before I give it a go.

    Thanks in advance!

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    Assadministrator IzNoGoD's Avatar
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    You mean like this?

    http://www.wsgf.org/dr/call-duty
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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    Assadministrator kung foo man's Avatar
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    Quote Originally Posted by keso View Post
    Is it possible to do something similar but for example give COD1 true widescreen support?
    If you intend to go down to the bits 'n bytes level, the only limit is your combination of skill and motivation. ^^

    And learning C or Assembler will always be a useful tool for future programming stuff.
    timescale 0.01

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    Private keso's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    The problem with that method is that it cuts of bottom and top part of the screen, hence why I want true widescreen

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    Assadministrator IzNoGoD's Avatar
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    Quote Originally Posted by keso View Post
    The problem with that method is that it cuts of bottom and top part of the screen, hence why I want true widescreen
    That requires changing FOV, which is considered cheating on a lot of servers. You can work around it a bit, or have the server set your client's fov cvar.
    "Does not work" is an error report for a bug between keyboard and chair.

    All hail Artie Effem

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    Private keso's Avatar
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    Quote Originally Posted by IzNoGoD View Post
    That requires changing FOV, which is considered cheating on a lot of servers. You can work around it a bit, or have the server set your client's fov cvar.
    Still not true widescreen. Just cuts off parts of the screen, unlike true widescreen where you gain vision compared to 4:3.

    I will look into it but last time I checked doing r_mode -1 and changing resolution to 16:9 makes vertical/horizontal mouse sensitivity scale differently which is an indication that it indeed is not actual widescreen.

  7. #7
    Private keso's Avatar
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    nvm what I said, it is actually true widescreen just did some testing!

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