Max Payne Widescreen Patch

Posted on by
Max Payne Widescreen Patch Rating: 5,9/10 3481reviews

I found a widescreen fix for Max Payne the other day on the created by ThirteenAG with the help of Silver's ASI loader for GTA:SA, but a lot of the loading screens and HUD elements were still stretched so I spent all of yesterday making a mod to fix that. Not the graphic novel pages, however. I don't know how many of you would appreciate downloading a ~100mb widescreen fix. I've packaged everything you need together for the first ever Max Payne 1 widescreen fix mod! (that I know of) Hooray! It will work on retail versions with the latest patch (1.05) and Steam versions, just copy all the files into your Max Payne directory.

As far as I know, there is only one fairly major bug that I think the creator of the widescreen fix would have to address in order to fix it. If you are far away from certain pieces of the map (hallways/doors especially), there will be a 'ghosting effect' that can be rather distracting. From the saves that I've loaded, it didn't seem to come up that often (although I didn't try the nightmare sequences, in theory those are the worst possible place for the bug to occur because it's all long and narrow hallways). Let me know of other bugs. For Max Payne 2, there are two current ways to do widescreen. ThirteenAG also did a fix for Max Payne 2, but it is very broken and not really worth using quite yet. There is a second method that has none of the flaws of his fix via, but it doesn't work with retail versions and you can't use the -developer target line.

Playing Max Payne 1 for the first time in along time in 1080p and widescreen patch. Game doesn't look to. I'm using the original retail game with 1.01 patch. Max Payne 2 Widescreen Fix Max Payne 2 doesn't have a dsound.dll by default in. Max Payne 2 Widescreen Fix. The game features a gritty neo-noir style and uses graphic novel panels (with voice-overs) in place of cutscenes to narrate the game. Max Payne is heavily influenced.

Max Payne Widescreen Patch

It also has to be launched separately from the game, which nobody likes doing. I am working on a widescreen HUD mod for Max Payne 2, but I'm going to wait a few days to see if ThirteenAG can sort out the issues with his fix. Oh, and since I only have a 16:9 monitor, I'm not sure how the HUD elements mod will look on a 16:10 monitor. Let me know if I have to make a separate version. ALSO: I wouldn't mind having a version without the black bars in the cutscenes, but I have no idea how I would disable that. If any modders here on the forums can give a hint, please let me know! Re: Max Payne 1 Widescreen Fix The ghosting effect is not so easy to fix, probably impossible, becouse the occlusion culling feature of the map editor (the function that loads parts of the map only when you see it) is hardcoded with the default fov, so with a hack that forces a bigger fov these occlusion triggers are still working on a 75° angle, this means that they turn parts of the map invisible when out of the 4:3 portion of your widescreen monitor, becouse they believe that you can't see them.

It's completely unrelated with the amount of particles etc, these settings (along with the fov) are stored in a simple.txt file, but nothing modifies the fov setting of the occlusion triggers embedded into the maps, probably it's inside some. Yamaha Dsp Factory Drivers. dll that would require a lot of reverse engineering to be modified. About the MP1 bug, have you used the latest version of the fix? Redownload it and retry. For the MP2 fix, there are two versions in the latest download, one.asi script works and the other doesn't, so try swapping them. [cinematic] 2DSoundMinimumPitchMultiplier = 1.0; //so that narrative isn't slowed down 3DSoundMinimumPitchMultiplier = 0.15; MusicMinimumPitchMultiplier = 1; //removed because this was not in use and it interferes with sniper's fov dependent sensitivity //MouseSensitivityMultiplier = 1.0; // sensitivity is from this to 1.0 according to time multiplier // normal screen height is 1.0, in widescreen mode screen height is simply multiplied // by widescreenmultiplier.

Real life examples: // Wide-screen (i.e.