scientt: I wish I could reproduce this issue. What the widescreen fix is doing is setting the wall polygon values to match what is being used by WS mod.
To those affected, would someone try to make a clean install of PST with widescreen mod and my fix using a different lower resolution? I'm curious if it is triggered for people at certain res configurations because not everyone is getting it.
On another note, touched base with posfan12 and will see if I can track down one of the other lingering crash bugs related to WS mod.
Okay I've tested a number of things. I have the same problem on my laptop (which has an nvidia with a 16:9 widescreen too).
So I've tried this scenario with several resolutions: I load up my game in the lower ward, go to the clerk ward and the to the apothecary's shop, first without your patch, then after applying your fix.
1366*768 nofix: character/wall display ok, crash as I enter the apothecary's house.
1366*768 with fix: bad character/wall display with characters always above the walls (except in my art gallery- test chamber (I'm sure there are other places where it does just the same)), no crashes.
At this point I'm thinking it might be because of widescreen resolutions. I try 1024*768.
1024*768 nofix: character/wall display ok, crash as I enter the apothecary's house.
1024*768 with fix: bad character/wall display, no crashes.
Okay let's try an even lower resolution: 800*600.
800*600 nofix: character/wall display ok, NO crash as I enter the apothecary's house. Okay, maybe I can play like that. Always better than 640*480. Well not reallly :p
800*600 with fix: bad character/wall display, no crashes.
No luck then. It doesn't seem to be linked to the resolution (the character/walls issue). Except maybe with which walls will cause trouble, but I didn't test that thoroughly. For instance, I noticed that the arch in my previous screenshot works just fine in 800*600 (with the fix) while some walls in the back of the gallery are bugged. The great arches outside in the wards are always displayed below the characters, though.
Weird. it feels like your fix messes with the collision detection that determines whether an object should be displayed above a character or not...