Description

Pinned download. This is the newest version available at any given time. Will be updated in place weekly, monthly, or as needed.

Preview
FarOut Widescreen 1.0 - 1.1 WIP
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R0ADKILL
R0ADKILL - - 1,175 comments

💪

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FarOutCry Author
FarOutCry - - 237 comments

Now you can see for yourself that native radar is almost identical :)

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pvcf
pvcf - - 4,943 comments

your update process is nice, keep this up!

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FarOutCry Author
FarOutCry - - 237 comments

Danke :)

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stas2x
stas2x - - 16 comments

EXCEPTION_ACCESS_VIOLATION
Attempt to read from address 0x6D756874
The memory could not be "read"

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FarOutCry Author
FarOutCry - - 237 comments

Hi. It's a random CryEngine error not related to this mod. Somewhat rare

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acodemaster94
acodemaster94 - - 1 comments

I would like to know if it's possible to use this in conjunction with the Iron Sights Mod.

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FarOutCry Author
FarOutCry - - 237 comments

Yea it's possible. I think they do share a file or two, so they have to be merged. The optional launcher can do this automatically. Then you'd copy the merged mod and rename it. It stays merged even if you uninstall FarOut Widescreen.

This screenshot shows the result
Media.moddb.com

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dibdob
dibdob - - 1,331 comments

Thanks ,just picked up the steam version in a sale and this looks like a much-needed addition.

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FarOutCry Author
FarOutCry - - 237 comments

Thanks

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Guest
Guest - - 690,484 comments

Second small trigen is deformed after death. But only when i have Far out widescreen. I use max details.

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FarOutCry Author
FarOutCry - - 237 comments

This mod does not modify any trigens :)

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KillerLex
KillerLex - - 117 comments

What is safe mode ?
With enabled safe mode on Matto2 phone model missed, for example. I disabled it and all become OK.

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FarOutCry Author
FarOutCry - - 237 comments

That should not be related. Safe mode in the launcher just makes a fresh copy of the mod rather than modifying the original one

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FarOutCry Author
FarOutCry - - 237 comments

Takes more drive space, but should be safer. If you want, you can browse the code for the launcher and see in detail how it works :)

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Guest
Guest - - 690,484 comments

Excellent mod - is there going to be a fix for view distance? At 32:9 there is a lot of pop-in.

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FarOutCry Author
FarOutCry - - 237 comments

Not sure when that would be, FarCry's draw distance is really messed up. Might have to experiment with settings meanwhile

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PingusDing
PingusDing - - 28 comments

Where is the difference between this here and "Far Cry Fix". According to PC Gaming Wiki it also includes your patch?

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FarOutCry Author
FarOutCry - - 237 comments

They are not related in any direct way. One is an old fashioned mod and the other is a memory mod.

Basically this mod works by changing files to achieve it's effects. If you are under 32:9, this may be your best choice.

"Far Cry Fix" works by modifying the game's memory, based on what I understand about it. if you are above 32:9 you may be forced to use the 13AG mod. (it has more FOV at the moment)

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dukecor777
dukecor777 - - 2 comments

How do I install the iron sight mod with this... I have installed and tested your mod alone(AMAZING WORK BTW- Thank You) but I'm not sure how to install the iron sights Mod with this? Also... With your installer, What is the difference between Lua Only and the [WIP]C++ Hybrid(Which one should I Choose?

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FarOutCry Author
FarOutCry - - 237 comments

Well first you install the iron sights mod like normal. Then if you installed the optional mod launcher, you should be able to integrate it automatically with that. If that works, just copy the modified Iron Sights mod to a new folder and rename it.

The Lua Only option should be fine. The WIP C++ hybrid is more experimental and might flicker during loading screens for some people

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guest_134532
guest_134532 - - 224 comments

how does it Compare to the widescreen fix by thirteenAG?

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FarOutCry Author
FarOutCry - - 237 comments

That exact same thing is asked and answered above.

Maybe the difference is that this is a personal project, where 13AG's was made with the public in mind.

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guest_134532
guest_134532 - - 224 comments

but in practice what's the difference between this one and the one by thirteenAG for 16:9 at least (since that's what I'm using) other than this being a personal project?

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FarOutCry Author
FarOutCry - - 237 comments

Well. Based on a version of 13AG's mod that I tested over a year ago, the difference would be in whether or not scopes and binoculars are scaled or simply centered.

Hud elements will have differences in position as well. This is explained by the fact that FOWS (aka FarOut Widescreen) is a personal project and so I moved the hud to where I wanted. Basically I thought the hud looked better if it was uniformly moved from the edge.

At extreme widescreen, the differences become really significant. At ratios above 32:9, 13AG's will have more FOV and probably be the best solution. (for that reason) On the other hand, the FOWS hud should be better at any ratio. 13AG's menu letterboxing is aimed at 4:3 and the optional FOWS letterboxing is aimed at 16:9. Basically I decided that the stretching to 16:9 is better than being faithful to the game and scaling it to 4:3. In some ways, the 13AG letterboxing looked better, and in other ways it looked worse.

Of course this could all be out-dated by now as I have not paid attention to any updates he may have made. This mod is not a response to his, or vise versa. This is what I made to play the game the way I wanted to, with some additional feedback to make it more usable for the public. Fair enough? :)

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Guest
Guest - - 690,484 comments

Hi FarOutCry,

Good work in your mod. I love it. I only have a problem:

It's known that increasing fov decrease the distance view of objects. This can be alleviated increasing some cvar values. But enemies animations are not smooth at a distance and it's a lot worse when FOV is over 90º. I can't find a way to stop this. You can test easily in the first level (training) first time going out of the starting bunker (first time seeing vegetation). There is an enemy fishing and his animation is rough. Only using FOV = 90, his animation is smooth from the highest place.

Thank you

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FarOutCry Author
FarOutCry - - 237 comments

I think I know what you mean. I'm not sure of a solution right now. This is a CryEngine issue in my opinion

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