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Game Request: Shellshock 2: Blood Trails and Rogue Warrior

Open Akelaphobia opened this issue 5 months ago • 12 comments

I sent this to you a long while back in a DM but didn't realize you had a GitHub where this would be easier to track. I'm requesting two games by Rebellion that run on the same engine and came out in 2009, so hopefully if an FOV fix can be done for one, the work toward it will also apply to the other?

Shellshock 2: Blood Trails and Rogue Warrior both run on the Asura engine and are Vert- with no way to currently adjust the very low FOV, and playing in 16:9 cuts off a huge chunk of the weapon viewmodels.

If it helps, Aliens vs. Predator 3 (2010) runs on this same engine and has an FOV changer, so maybe that can help lead to a fix for the other two games. Though AvP3 could also benefit from one of your fixes since the current method of changing the FOV is through a separate program that must be run and adjusted each time you launch the game.

Thank you!!

Akelaphobia avatar Jul 27 '25 11:07 Akelaphobia

I sent this to you a long while back in a DM but didn't realize you had a GitHub where this would be easier to track. I'm requesting two games by Rebellion that run on the same engine and came out in 2009, so hopefully if an FOV fix can be done for one, the work toward it will also apply to the other?

Shellshock 2: Blood Trails and Rogue Warrior both run on the Asura engine and are Vert- with no way to currently adjust the very low FOV, and playing in 16:9 cuts off a huge chunk of the weapon viewmodels.

If it helps, Aliens vs. Predator 3 (2010) runs on this same engine and has an FOV changer, so maybe that can help lead to a fix for the other two games. Though AvP3 could also benefit from one of your fixes since the current method of changing the FOV is through a separate program that must be run and adjusted each time you launch the game.

Thank you!!

Hi, I managed to find the FOV for Shellshock 2, even though I will test it further with weapons and see how zooming works in the game, will report back soon.

Image

alphayellow1 avatar Jul 27 '25 15:07 alphayellow1

I managed to find the zoom FOV instruction as well, but can't seem to find the FOV for cutscenes or QTE's, I'm stumped.

alphayellow1 avatar Jul 28 '25 09:07 alphayellow1

I don't think that's a big deal, having cutscenes and QTEs still use the default FOV, as long as the in-game FOV is able to be increased then that's the most important thing, it'd be a massive improvement over what feels like a default 60-70 FOV.

Akelaphobia avatar Jul 28 '25 09:07 Akelaphobia

I don't think that's a big deal, having cutscenes and QTEs still use the default FOV, as long as the in-game FOV is able to be increased then that's the most important thing, it'd be a massive improvement over what feels like a default 60-70 FOV.

Yeah, but it's still an incomplete fix. I'll release it soon as it is, and hopefully I or someone else can find out additional FOVs to correct them later down the line.

alphayellow1 avatar Jul 28 '25 09:07 alphayellow1

Firstly thank you for making this so quickly!! Unfortunately.. I can't get it to work? I put both of your FOV fix files in the game folder, along with winmm.dll (which for some reason doesn't allow the windowed mode trick that works fine with ThirteenAG's dinput8.dll?), edited the ini with my resolution and an increased FOV factor, but in-game I'm still getting the same FOV. I also tried using the dinput8.dll instead of winmm.dll, still no luck. I even tried cranking the factor to 2.0 just to double check, and it's still exactly the same.

Also side note, what FOV factor would be equivalent to 90 and/or 100?

Shellshock2BloodTrailsFOVFix.log

Edit: I just noticed, the zoom FOV works fine. It's the hipfire (and weapon) FOV that isn't being adjusted at all.

Akelaphobia avatar Jul 28 '25 14:07 Akelaphobia

Firstly thank you for making this so quickly!! Unfortunately.. I can't get it to work? I put both of your FOV fix files in the game folder, along with winmm.dll (which for some reason doesn't allow the windowed mode trick that works fine with ThirteenAG's dinput8.dll?), edited the ini with my resolution and an increased FOV factor, but in-game I'm still getting the same FOV. I also tried using the dinput8.dll instead of winmm.dll, still no luck. I even tried cranking the factor to 2.0 just to double check, and it's still exactly the same.

Also side note, what FOV factor would be equivalent to 90 and/or 100?

Shellshock2BloodTrailsFOVFix.log

Edit: I just noticed, the zoom FOV works fine. It's the hipfire (and weapon) FOV that isn't being adjusted at all.

Well, unfortunately I can't help in that, for me it works just fine. And seeing your log file all points to the right addresses I think. For the FOV factor to be equivalent to 90, it's 1.285, and for 100º it's 1.4285. Maybe try starting a new game in a new profile and see if that clears up the issue.

alphayellow1 avatar Jul 29 '25 09:07 alphayellow1

Tried starting a new game under a new profile, no luck.. Is it possible my resolution 2560x1440 has a different FOV address compared to the resolution you use?

If not, I might try reinstalling the game. Shellshock 2 never received any patches but maybe there's still some difference between the one you have installed and mine, which was installed from the physical copy/disc.

Akelaphobia avatar Jul 29 '25 10:07 Akelaphobia

Okay good news, I figured out why the FOV fix wasn't working for me, and it had nothing to do with my resolution or install! Bad news is the FOV fix only works when choosing "Continue Game" on a level you already had a checkpoint on. Edit: Loading checkpoint from the pause menu also makes it take effect (as long as the checkpoint isn't the very start of the mission)!

Basically, if you start a new game, or choose a level from Level Select, you'll get the default FOV. However if you quit the level after reaching a checkpoint and then go right back in with the "Continue Game" option, you'll have the fixed FOV. It's not a huge deal if this isn't fixable, just an odd quirk that you'll wanna mention in the fix notes.

Also you mentioned cutscene FOV isn't fixed, but during cutscenes my FOV stays at the new fixed value, seems fine?

One more thing, I noticed if I set the FOV factor to 1.285 for 90 degrees, it is.. very fisheyed. Was that for 90 vertical or 90 horizontal? 90 horizontal is the usual for most people, which is equal to 59 vertical.

Akelaphobia avatar Jul 29 '25 18:07 Akelaphobia

Okay good news, I figured out why the FOV fix wasn't working for me, and it had nothing to do with my resolution or install! Bad news is the FOV fix only works when choosing "Continue Game" on a level you already had a checkpoint on. Edit: Loading checkpoint from the pause menu also makes it take effect (as long as the checkpoint isn't the very start of the mission)!

Basically, if you start a new game, or choose a level from Level Select, you'll get the default FOV. However if you quit the level after reaching a checkpoint and then go right back in with the "Continue Game" option, you'll have the fixed FOV. It's not a huge deal if this isn't fixable, just an odd quirk that you'll wanna mention in the fix notes.

Also you mentioned cutscene FOV isn't fixed, but during cutscenes my FOV stays at the new fixed value, seems fine?

One more thing, I noticed if I set the FOV factor to 1.285 for 90 degrees, it is.. very fisheyed. Was that for 90 vertical or 90 horizontal? 90 horizontal is the usual for most people, which is equal to 59 vertical.

Well, I think I fixed that issue. It now writes the new hipfire FOV on any scenario, except cutscenes for some reason, try it out. For the FOV factor I was mistaken, it's 1.2 and and 1.3 respectively (for 90º and 100º).

alphayellow1 avatar Jul 29 '25 22:07 alphayellow1

Seems to be working great now, no issues with needing to load checkpoints or anything to get it to apply. Thank you! :) This is probably the first time anyone's ever been able to see this much of the game's player model and weapon viewmodels lmao. Now if only the game didn't have forced mouse smoothing..

Here's hoping the work you put into this can be reused for the other two games to make things easy if you do look into those at some point, no rush though.

Akelaphobia avatar Jul 29 '25 22:07 Akelaphobia

Seems to be working great now, no issues with needing to load checkpoints or anything to get it to apply. Thank you! :) This is probably the first time anyone's ever been able to see this much of the game's player model and weapon viewmodels lmao. Now if only the game didn't have forced mouse smoothing..

Here's hoping the work you put into this can be reused for the other two games to make things easy if you do look into those at some point, no rush though.

Great news! I might try to figure out the cutscenes FOV at some point... Also, I'll take a look at the other game you mentioned above soon, but for now will take care of some pending stuffs :)

alphayellow1 avatar Jul 29 '25 23:07 alphayellow1