You keep doing this I'll have a custom title "grandmemester" with your name on it right here


Right now, the settings for the effect only seem to depend on the in-game resolution and FOV. I provided several examples in the ZIP file for all the in-game resolutions, so maybe one of those works for you. Either way, the worst that will happen is that the effect will not be perfectly centered.
Alright, let's take something a little more concrete. These images were taken with the following settings (and then downsized by a factor of 2 for sanity):
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atan(1080 / 1152) * 2 / pi * 180 = 86.3°
atan(1080 / 1152 / 2) * 2 / pi * 180 = 50.2°
For 1920x1080:
HUD scale:
value: 1080 / 600.0f = 1.8
FOV:
value: 1080 * 1.0666f + 0.5f = 1152
angle: atan(1080 / 1152) * 2 / pi * 180 = 86.3°
Sorry but what is posted in the first quote is still like a foreign language to me; This offset moves the center of the hyperspace effect along the y-axis. You should
; use this offset to align the center of the effect with the aiming HUD. Fix this
; number first.
; Larger numbers move the center of projection upwards.
;y_center = 0.32 ; 640x480 HUD scale 1.0
;y_center = 0.25 ; 800x600 HUD scale 1.0
;y_center = 0.2 ; 1024x768 HUD scale 1.28
;y_center = 0.18 ; 1154x864 HUD scale 1.44
y_center = 0.15 ; 1280x1024 HUD scale 1.80
;y_center = 0.13 ; 1600x1200 HUD scale 2.0
; This number is essentially a FOV and scales the effect. After setting the y_center
; properly, I suggest you enable mouse look and look to one edge of the screen. Then
; change this value until the center of the effect matches the crosshairs.
;FOV_scale = 2.125 ; 640x480, HUD scale 1.0
;FOV_scale = 2.125 ; 800x600, HUD scale 1.0
;FOV_scale = 2.125 ; 1280x768, HUD scale 1.28
;FOV_scale = 2.125 ; 1152x864, HUD scale 1.44
FOV_scale = 1.875 ; 1280x1024, HUD scale 1.8
;FOV_scale = 2.125 ; 1600x1200, HUD scale 2.0
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y_center = 152 / height
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width height y_center HUD scale
640 480 0.32 0.80
800 600 0.25 1.00
1024 768 0.20 1.28
1154 864 0.18 1.44
1280 1024 0.15 1.71
1600 1200 0.13 2.00
1920 1080 0.14 1.80
While I'm not Jeremy, I can confirm that yes, that's the correct address for the first slot.
Yes, as I stated before,Also, can you confirm that there is any fancy equation the game uses for FOV?
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resolution_height/2/fov_var = tan(real_vertical_fov_radians/2)
I assume those numbers are based on in-game experience (as opposed to "as reported by xwahacker"), and with the other default settings for the first resolution slot (640x480).The reason I ask is that I seem to have found that it only reads the 1st byte and the biggest FOV is 90 when set to 0001.
if set to 0002 the FOV goes to 45 and if set to FFFF it goes to <1 (a star on the backdrop fills the screen)
Trev
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value at offset 0x10F43C = value at offset 0x10F432 / 2
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:0x10F42C C7056CAB910000020000 mov dword ptr [0091AB6C], 00000200
:0x10F436 C705CC337B0000010000 mov dword ptr [007B33CC], 00000100
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VR_Mode = SteamVR
;fill the whole view in 3d and 2d (where 2d is like looking at a cinema screen and 3d envelops you
3d_window_size = 3
3d_window_zoom_out_size = 2
; Set the following to 1 to start the HUD in zoomed-out mode:
zoomed_out_on_startup = 1
concourse_window_scale = 20.000
3d_aspect_ratio = 0.800
concourse_aspect_ratio = 1.334
;scale position to match screen scale (if doesn't match your movements are either too slow or too fast)
roll_multiplier = -1.000 ; oculus seems to be inverted
positional_x_multiplier = 3.000
positional_y_multiplier = 3.000
positional_z_multiplier = 3.000
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"steamvr" : {
"ipdOffset" : 0.12,
I think I saw the ships shake in Solo and Rogue 1; but you can disable cockpit shake in hyperspace.cfg, just set "shake_speed = 0". That should stop all the shaking.Rookie_One1 wrote: ↑Mon Jan 06, 2020 3:47 pm@blue_max only thing I would change about the current effect is the shaking, AFAIK both in legends and canon, ships don't shake while in hyperspace.
I didn't know this was possible; but I think it should work right now? I'm looking at XWA's heap in the PlayerData table and there's one flag in there that says what hyperspace phase the game is currently displaying. In other words, if the game is already displaying the hyperspace animation inside a hangar, then the new effect should also show.Also, I wonder if it would be possible to also make it work when you are in the hangar of a capital ship that jump in hyperspace