I don't not want to use ddfix (I very much WANT to use it), I just haven't done it yet, haven't read all the latest stuff/issues on it.
You said I don't need instructions, and then in the next breath you gave them to me!The instructions are "extract the archive to your Thief (or SS2) folder and run the batch file." This is what's missing from the download itself, that's all. All downloads should have a readme.txt, if for no other reason than you download it and don't use it for a while or forget about it, and months later find this file with no explanation what it is or what to do with it, and you would have to remember this thread.
I can manage it, but some people won't know how to properly extract something somewhere, or they'll extract all the files and then stick them in the T2 folder but without the "widescreen" subfolder, etc. Also, a more complete explanation of what happens would be good. A simple "it lets you play widescreen" isn't enough. I would like to have known that it adds the new resolution to the resolution list in Thief 2 and sets the game to it. Also, it would be good to know what happens when the batch file is run and how it works to uninstall, just as you well described it above.
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Okay, I tried it out, very cool, works! I tested Running Interference before the patch, then after, to verify that you can see a bit further on each side, true widescreen! I use 1280x800 on my laptop.
But there are a couple problems/issues. For me at least, the sky is no longer "set" in place (or else the world geometry is "loose"). When I turn right and left, the sky turns less, so that the buildings rotate with me somewhat relative to the sky, not good and very weird. If I simply change the resolution back to a 4:3 (like 1024x768)(without uninstalling this mod), the problem goes away.
Also, at the very edge of the screen, objects pop in and out of existance - I especially noticed it on the trees in the courtyard. This might actually be normal behavoir, since in 4:3 they would pop in before entering the FOV (thus not rendering when you can't see them to save resources), but now with true widescreen we can see them pop in.
Lastly, I also wonder if this might cause problems with very high complexity scenes that barely squeeked through, scenes in Calendra's Legacy for instance, where Purah is pushing the 1024 poly limit, or other limits having to do with FOV (objects, textures?). I guess we'll see.
Overall I LOVE this mod, very promising and exciting, good work!!!![]()
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