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Is there a way to go 1080p and/or Fullscreen Borderless?

SOLVED!

In the instalation folder, nGlide 2.0 Configurator will let tou set video options
Post edited June 22, 2018 by raptorscream
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raptorscream: Is there a way to go 1080p and/or Fullscreen Borderless?

SOLVED!

In the instalation folder, nGlide 2.0 Configurator will let tou set video options
Does this method supports widescreen without image stretching?
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raptorscream: Is there a way to go 1080p and/or Fullscreen Borderless?

SOLVED!

In the instalation folder, nGlide 2.0 Configurator will let tou set video options
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boomboris: Does this method supports widescreen without image stretching?
The text and display at the main menu seems to stretch a bit, but in game the UI works properly (although it's really small). The actual in game elements seem to scale alright without stretching, but it's been a long time so my memory is pretty bad.
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raptorscream: Is there a way to go 1080p and/or Fullscreen Borderless?

SOLVED!

In the instalation folder, nGlide 2.0 Configurator will let tou set video options
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boomboris: Does this method supports widescreen without image stretching?
nGlide stretches. You can get native widescreen, but it might be a bit complicated. I wouldn't try unless you're willing to spend some time on it.

You need to use either OpenGL or DirectX render (Glide wrappers won't accept widescreen without more extensive patching), install a hex editor and either open OpenGLRendEng.dll and change this:

FF FF FF FF 80 02 00 00 E0 01 00 00 20 03 00 00 58 02 00 00 C0 03 00 00 D0 02 00 00 00 04 00 00
(while you're at it do a text search for "Extensions: %s" and change it to "Extensions: %p" )

Or open DirectXRendEng.dll and change this:

FF FF FF FF 00 00 00 00 00 00 00 00 00 00 00 00 80 02 00 00 E0 01 00 00 20 03 00 00 58 02 00 00

5802 and 2003 is hex for 600 and 800, use this table to help you find the values for your resolution:
http://www.wsgf.org/article/common-hex-values

Open the game and set either the OpenGL or DirectX render and change resolution to 800x600 and you're set. FMVs will be stretched. Now both OpenGL and DirectX renderers have a tendency to be a bit buggy on newer systems. If the OpenGL render doesn't work there isn't much you can do about that, but for the DirectX render you can use dgVoodoo2 wrapper:
http://dege.freeweb.hu/dgVoodoo2/dgVoodoo2.html
You need to run dgVoodooCpl.exe, go to the DirectX tab and set Videocard to "ATI Radeon 8500". You can also force antialiasing and resolution here, but doing either will introduce interface glitches. And no you can't use dgVoodoo2's resolution option for widescreen without doing the above hex edit either, like nGlide it only forces rendering resolution and then stretches. It can't magically change the game FOV to aspect ratio correct.

What it can do is make the game render at a higher resolution, while having the UI at a lower (more readable resolution) which can be great for 4K users. Attached two screenshots, one 1080p native and one 540p resolution forced to 1080p. In the 540p you can clearly see the interface glitches, the sidebar has a green line because I moved my cursor over there. There's a 1pixel border around the UI that won't clear properly and this obviously gets worse the lower your selected game resolution is.

Also lower resolutions = lower fov.
Attachments:
960half.jpg (380 Kb)
Post edited June 24, 2018 by ZellSF
raptorscream, I cannot run the game in DX mode. Changing "backend" setting in nglide_config doesn't make any impact - only nGlide is available
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ZellSF: nGlide stretches. You can get native widescreen, but it might be a bit complicated. I wouldn't try unless you're willing to spend some time on it.

You need to use either OpenGL or DirectX render (Glide wrappers won't accept widescreen without more extensive patching), install a hex editor and either open OpenGLRendEng.dll and change this: [...]
Hi ! I just tried with OpenGLRendEng.dll (which is located in "C:\GOG Games\Metal Fatigue\_unsupported"), but it didn't worked...
So I tried to replace "GlideRendEng.dll" located in "C:\GOG Games\Metal Fatigue" with "OpenGLRendEng.dll" and it's working (tested in 1920x1080) :) Unfortunately UI is too small as shown in you screenshot, so I'll maybe try at a lower resolution !

Thanks for the tips ! ;)
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boomboris: raptorscream, I cannot run the game in DX mode. Changing "backend" setting in nglide_config doesn't make any impact - only nGlide is available
raptorscream never asked you to run in DX mode or changing the backend in the nGlide configurator, so I'm confused by your reply to him. To be clear, the game itself has three rendering modes that you can select ingame:

DirectX, Glide and OpenGL. The DirectX and OpenGL drivers are not available unless you move DirectXRendEng.dll and OpenGLRendEng.dll from the _unsupported subdirectory to the main game directory, do any required compatibility fixes (what I mentioned about "Extensions: %s" and dgVoodoo2) and run HardwareDetect.exe. It is not recommended you use them unless you know what you're doing. They are however the only way to get proper widescreen.

The Glide render will use the nGlide wrapper that's included with GoG's distribution of the game. It should just pretty much work on all configurations. You can in the nGlide configurator change screen resolution (will force rendering resolution) and aspect ratio (where you can choose to "fit to screen", meaning you can ignore aspect ratio and stretch 4:3 to 16:9 if you choose a 16:9 resolution above). That's what raptorscream said worked for him.
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ZellSF: nGlide stretches. You can get native widescreen, but it might be a bit complicated. I wouldn't try unless you're willing to spend some time on it.

You need to use either OpenGL or DirectX render (Glide wrappers won't accept widescreen without more extensive patching), install a hex editor and either open OpenGLRendEng.dll and change this: [...]
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Splatsch: Hi ! I just tried with OpenGLRendEng.dll (which is located in "C:\GOG Games\Metal Fatigue\_unsupported"), but it didn't worked...
So I tried to replace "GlideRendEng.dll" located in "C:\GOG Games\Metal Fatigue" with "OpenGLRendEng.dll" and it's working (tested in 1920x1080) :) Unfortunately UI is too small as shown in you screenshot, so I'll maybe try at a lower resolution !

Thanks for the tips ! ;)
You should be able to just run HardwareDetect.exe after you moved the render .dll files and did the compatibility fixes.

It's great to hear GoG both includes unsupported renders and clearly marks them as unsupported, not like Outlaws where they for some weird reason removed the DirectDraw render and didn't make it clear that the Direct3D render was unsupported.
Post edited June 28, 2018 by ZellSF
ZellSF, I am reaaly sorry, previous comment was adressed to you, I was inattentive.

Now it's clear, I've got new render methods in-game menu. And, actually, OpenGL crashes at game loading after trailers. So I need to reinstall game and use DirectX then

P.S. Ingame HUD, because of glitches, is totally unusable. It even isn't rendered proprerly
Post edited June 28, 2018 by boomboris
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boomboris: ZellSF, I am reaaly sorry, previous comment was adressed to you, I was inattentive.

Now it's clear, I've got new render methods in-game menu. And, actually, OpenGL crashes at game loading after trailers. So I need to reinstall game and use DirectX then

P.S. Ingame HUD, because of glitches, is totally unusable. It even isn't rendered proprerly
At the risk of sounding a bit rude, but this sounds a bit too complicated for you and you should probably stick to the Glide render. That said...

1) Are you sure you changed "Extensions: %s" to "Extensions: %p" in OpenGLRendEng.dll? I wasn't mentioning that as a fun additional thing to do, the OpenGL render will crash on many GPUs if you don't do that. As a side note I don't recommend the OpenGL render, if you have a DX11 capable GPU the DirectX render is better.

2) Since you said the OpenGL render crashed, I'm assuming the ingame hud glitches is with the DirectX render. You'll need to install dgVoodoo2 (and have a DX11 capable GPU to run it). Make sure dgVoodoo2's ddraw.dll and d3dimm.dll are in the game directory and that you have run dgvoodoocpl.exe and set videocard to ATI Radeon 8500 in the DirectX tab.
Post edited June 28, 2018 by ZellSF
1. Yes, %p helped - I forgot about this mention last time. However all ground terrain is covered by grid - on any map, only terrains, not other 3d objects

2. I have already run dgvoodoocpl.exe and set videocard to ATI Radeon 8500, but if I move ddraw.dll and d3dimm.dll from MS directory to game directory, game crashes.

And one more thing. How did you managed to get upscaled 540p? According to your screenshots, such HUD size is more preffarable for me
Post edited July 03, 2018 by boomboris
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boomboris: 1. Yes, %p helped - I forgot about this mention last time. However all ground terrain is covered by grid - on any map, only terrains, not other 3d objects

2. I have already run dgvoodoocpl.exe and set videocard to ATI Radeon 8500, but if I move ddraw.dll and d3dimm.dll from MS directory to game directory, game crashes.

And one more thing. How did you managed to get upscaled 540p? According to your screenshots, such HUD size is more preffarable for me
1. That would be up to your GPU driver, which is why I recommend the DirectX render with dgVoodoo2.

2. Try running dgVoodooCpl.exe, under "Config folder / Running instance" click "Add" and find your Metal Fatigue folder, it should now say the path of that folder under "Config folder / Running instance" (if not, select it). Go to the DirectX tab again and select Videocard "ATI Radeon 8500" and click apply. This will create dgVoodoo.conf in the game directory rather than appdata (which is subject to being altered by compatibility shims).

Open dgVoodoo.conf in Metal Fatigue's directory and verify that the line
VideoCard = ati_radeon_8500
exists in it. Then remove any compatibility modes (right click, properties, compatibility) on MFatigue.exe and run MFatigue.exe directly from the game directory (you might have a bad shortcut that sets a different working directory).

3. I just hex edited the render to 960x540 resolution and set resolution in dgVoodoo2 to 1920x1080. Your GPU driver must be able to accept 960x540 for that to work, so add a custom resolution for it. Alternatively you can find this line in dgVoodoo.conf:
ExtraEnumeratedResolutions =
and change it to, well, this should be obvious:
ExtraEnumeratedResolutions = 960x540
Post edited July 05, 2018 by ZellSF
ZellSF, thank you for your very detailed explanations! Now game works in widescreen perfectly with DirectX.
So after I recently realized that DxWnd could force rendering resolution for OpenGL games I started testing which games could benefit from this and Metal Fatigue is one of them.

So, how to play it with DxWnd, first download DxWnd:
https://sourceforge.net/projects/dxwnd/
Then add MFatigue.exe (drag it over DxWnd window), in DxWnd menu click "Options" then "Expert mode", right click MFatigue and modify following settings:

* Main: Set position to "Desktop".
* Video: Check "Custom resolution" and write a resolution that's half (or 1/3, or 1/4) of your resolution in the resolution box.
* OpenGL: Hook OpenGL

Then follow the instructions I wrote earlier and hex edit your OpenGLRendEng.dll to use the same resolution as the DxWnd Custom resolution (also remember to change %s). Launch the game via DxWnd, change to OpenGL/800x600 and it should display in high resolution with the UI in a readable size.

This actually seems better than the DirectX render since it doesn't introduce the same artifacts, even if you force MSAA via the Nvidia Control Panel... On Nvidia cards to fix the black texture edges problem download GLOverride:
http://www.humus.name/index.php?page=Cool
Extract it to Metal Fatigue directory, edit opengl32.ini and find FixClamp = 0 and change it to FixClamp = 1.
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Post edited September 16, 2018 by ZellSF
Hi there! I've hust returned back to game... and somehow widescreen solutions doesn't work properly anymore - aspect ration seems to be 4:3 instead 16:19, and the ingame image is stretched. Did anyone faced with same isuue?