12/15/2023 0 Comments Unreal tournament 2004 aimbot download![]() Originally posted by BRDEMPSEY69:OFF TOPIC:įirst off, thanks to fox for his great modifications. 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. I spent a while looking into this with another developer, but we both unfortunately came up empty-handed. 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. Many weapons exhibit this behavior, but they're nowhere near as noticable as they're typically only rotated a few degrees at most. At a 32:9 aspect ratio, the Sniper Rifle ends up near the center of the screen half-way through the camera. ![]() It should be possible, but I'm not 100% certain without digging around a little more.Īs 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. I'm not sure when I'll look at this again, but I'll give it a shot when I do. :)Īlso, good to know on the source code, thanks. Whoops! You're right, I always mix up my As and Es - fixed the descriptions. Special thanks to Azarael for the original HUD Scaling Fix mutator: * Entirely client-side - no mutators required * Aspect-correct mouse sensitivity (scale off wider FOV instead of hard-coded 90) * Aspect-correct HUD support (mostly), based on Azarael's HUD Scaling Fix mutator * Aspect-correct rendering for first-person weapons * Aspect-correct "Hor+" FOV adjustment, including vehicle and weapon zoom values :)Ī similar fix is also available for UT'99: While this shouldn't be an issue, please keep it in mind regardless. Please note that as this mod is entirely client-side and loads custom code, there is always a chance that a server may be unhappy about this and kick your client. This mod is entirely client-side and should be compatible with most mods (though the HUD fixes will apply to vanilla HUDs only). Hello! Here is a small mod that enables widescreen support for Unreal Tournament 2004.
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