These are two small tweaks for Complete Chronicles' engine. Because I always wanted to fix these issues.
It won't work for Shards like DI.
First tweak: this modifies the default Field of View ratio to 16/9, which is really interesting if you want to play the game fullscreen on a widescreen monitor.
However, it does not work in third person in Cyan's Ages (most Fan Ages should be fine, though), and does not affect the GUI (things like the KI will still be stretched).
It should always works in first person.
Second tweak: this increases the max pitch angle, which allows you to rotate the first person camera all the way down or up, so you can actually see what's directly under or above you. In other words, at the bottom of Myst V's Tiwah, you can now look at the huge shaft above your head (which was not possible before).
Please note that this does increase the vertical mouse look sensitivity.
[EDIT] - This is now included into Drizzle 32, in the Uru Widescreen tab. You no longer need this
- Show Spoiler
In case you're wondering how I did this, well, I simply had a look at MOUL's source code of Plasma for cameras
, and found which values I didn't like. Then, I opened CC's UruExplorer.exe into an hexadecimal editor, and asked it to replace these values. I made sure it didn't replace anything else, so hopefully it shouldn't blow up your Uru game, or even your computer
I guess this could be considered hacking, but to tell the truth I don't know anything about real, serious hacking (I tried learning but ran away screaming
Things to know about the field of view tweak:
- Uru has a VERY weird way of calculating FOV settings. The horizontal field of view is always too high. If you played Myst Online in widescreen resolutions, you obviously know what I'm talking about. This problem shouldn't occur with this version. Thankfully, it seems people fixed it for Gehn as well.
BTW, this bug also applies to 4/3 resolution: there is a very light vertical stretching...
- About the issue with GUIs and third person cameras still not working: that's because the cameras in PRP files override the default camera ratio settings
The only way to fix this would be to tell the game to ignore this override, and use the screen ratio settings (this is what was done for MOULa). However that's waaayyy beyond what I can do.
[EDIT] - Drizzle 32 has a workaround for this, which works generally well.