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Synchro

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  1. Hi @Narve, great write-up! I’m the author of the modern driver compatibility patch @Vriff mentioned, and I dug into the engine side of what you ran into. It’s the renderer’s design, not due to an authoring or tooling issue as far as I can tell. There are two different kinds of “bump” in K1, and the .txi chooses between them: bumpyshinytexture + bumpmaptexture is environment-mapped bump. The bump map only distorts the cube map reflection; it never affects lighting. The reflection is weighted by your diffuse alpha: dark alpha shows it, white alpha hides it. That’s why you found alpha controls shine and bump together. In this mode they’re the same effect. bumpmaptexture alone is real lit bump, but only from a dynamic light. The engine picks the single strongest light that isn’t ambient-only and has a dynamic type, and bump-lights against that. Without that kind of light nearby, you see no bump at all. The wet highlight is masked by dark alpha, and without an env map, dark alpha also reads as transparency, which is probably the issue you hit. For the Ebon Hawk: with bumpyshinytexture in its .txi and a mostly white alpha, the bump has nothing to show through, so its content can’t matter. Without that line, a lightmapped mesh with tangent space is meant to get lit bump on top of the lightmap near a dynamic light (renderbmlmtype 0 picks a diffuse-only version, otherwise it adds a specular highlight). But that path looks unfinished in the PC release. It loads its vertex program in NVIDIA’s older format through an interface that expects the newer one, and most drivers reject that. So near a dynamic light the hull may not draw at all, and away from one it falls back to the plain lightmap. I haven’t confirmed this in game yet. One catch worth mentioning: in the unmodified game, lit bump on creatures and other non-lightmapped meshes only ever ran on NVIDIA cards. Are you on NVIDIA? If so, you’re seeing what the game was built to show. PS: I wouldn’t use it to test bump on heads quite yet. Reading the code for this, I found it skips lit bump on skinned meshes that use bumpmaptexture without bumpyshinytexture, and I’m fixing that. The lightmapped bump path needs more than shading, because the game’s own vertex program for it doesn’t load. It’s next on my list. The game has two shading backends, one for NVIDIA and one for ATI. The patch is built on the ATI one so it runs on every card, and the ATI backend never had these modes. The NVIDIA one did, so I’m porting them from it.The ATI path handled most of these rendering modes differently, and the patch was built off of them instead of replicating the NV_register_combiners implementation. If you’d like to experiment with the shading itself, every shader the patch generates can be overridden by dropping an ARB fragment program into override/shaders The lightmapped bump modes will become overridable the same way once they exist.
    These look great! Now I know what you meant about not being able to get portrait images out of your head
  2. Hey there! I can take a look and see what could be going on. Worth noting that the latest release of the patch fixes a pretty major issue with the metallic shading, so if you aren't running the latest version give that a try. EDIT: I've taken a look and I don't see anything wrong on the outside of the Hawk on v1.2.2. I'd suggest giving that a go first. If it still shows up, can you send a screenshot my way? (including a debug log if you can, the ini file will explain how to enable debugging)
  3. That's a fair question, and it comes down to a couple of things: At the moment the ModInstaller only has the ability to manage loose file mods, of which there are still a fair few out there! (maybe 60% of the mod builds are loose file mods) Unlike on Windows: loose mod installs on Linux are a bit of a nightmare and require a lot of prep-work, and careful consideration to make sure that case mismatches (This vs this) aren't an issue. For example: to get a mod prepped at the moment you'll need to extract it somewhere, ensure all of the files are the same case, make sure whatever is inside your override folder is the same case so that if you expect to overwrite something you can, and then you can install the mod. And even once you do that, there's no easy way to undo or restore any backups unless you're doing them all yourself. Next: you also need to make sure you're using a pre-release version of HoloPatcher to make sure it also doesn't mess up the case on any files.. The ModInstaller handles the loose file mod side of things: it's able to track loose file mods you've installed as well as handle collisions when there is a naming problem (only really an issue on Linux). It also opens mod archives directly, so you don't even need to extract them somewhere. (You can also handle tpc and tga duplicates too!) So the idea at the moment is to give Linux users (and Windows/Mac users too!) the ability to manage loose file mods in a more convenient way. Now to your point about TSLPatcher or HoloPatcher support: That is part of the final plan, but there is a lot more work to it than just integrating holopatcher and being done with it. Rakata (the library that I built, and what the the organiser is built on) only supports K1 at the moment, and it is almost ready to actually be able to support having a patching engine built on top of it, but it isn't quite ready for prime time yet. The plan is to build out support for Cortisol's Kotor Patching Language. Then write adapters for both old style TSLPatcher mods and HoloPatcher mods, so all variants can be supported properly. What this means is that loose mods and patcher mods will both able to be managed by the same application, and would give you the ability to uninstall/reinstall disable, etc. quite easily. Early days! But things are looking pretty positive. Keep an eye out for my saveeditor that is also almost ready to release as an initial version. It will support live session editing (when paired with a patch via KPM) and a plethora of other useful features (including rakata-lint, a verification engine that is designed to catch crashes before you deploy mods or in the future, edit game assets)
  4. No prob! Enjoy not looking into HK's empty eyes any longer (As a sidenote, BioWare really knocked the Dantooine caves out of the park)
  5. View File Rakata ModInstaller Easily manage, install, and revert loose-file mods. Features: Opens a mod as the zip, 7z or rar it downloaded as, or as a folder you already unpacked. No unpacking first. Works out which files are actually game content. Readmes, screenshots and packaging are left behind, and a mod shipping alternate versions of the same file asks you to pick one. Every install is recorded and can be taken back later. Uninstall leaves a file alone if something has changed it since, so it will not step on a patcher mod's work or on a later mod's. Finds duplicates already sitting in your Override. A name capitalised two ways, or one texture shipped as both a TPC and a TGA. Only one of each is ever loaded, and the game picks it arbitrarily. Shows what every layer of the game holds for a given file, so you can see a loose file quietly shadowing a copy inside a module archive. Finds your installation on its own. Steam, GOG and retail, on Windows, Linux and macOS, for both KotOR 1 and KotOR 2. If you play on Linux or a Steam Deck, this fixes something quiet Mod builds are ordered lists, and later mods are meant to overwrite parts of earlier ones. On Windows that happens by itself, because the filesystem does not care whether a file is called `Appearance.2da` or `appearance.2da`. On Linux it does care. Both files end up in Override, the game loads whichever one it reaches first, and the overwrite prompt the build guide told you to expect never appears. Your install order silently did not happen. This installs by name with a common lowercase filename, so the overwrite you meant is the one you get. What it does not do TSLPatcher mods. Those do not copy files into place. They merge rows into 2DA files that are already there, add entries to the talk table and write inside module archives. This recognises them and says so instead of half-installing them. Keep using HoloPatcher for those. (for now) Tested against The loose-file mods from the community build lists, and a full modded install. Additionally tested on Linux by @Leilukin and on macOS by @FTD Thanks for your help testing! Requirements The window fits a 1280x800 screen, so it works on a Steam Deck without too much squeezing. On Windows: Windows 10+ 64-bit On macOS: macOS 10.12+ for Intel Macs and 11.0+ for Apple Silicon Macs On Linux: Any recent Linux distro with glibc 2.35+ About Rakata Rakata is a clean-room Rust workspace for reading, writing and validating KotOR game data, written from scratch against notes taken from the engine rather than from anybody else's code. This installer is one tool built on top of it. It is free and open-source under GPL-3.0, and the source along with the format documentation is at https://codeberg.org/Synchro/rakata LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes. All LLM-assisted output was modified and reviewed by a human before being committed. Submitter Synchro Submitted 09/13/2026 Category Modding Tools  
  6. Do you have any luck if you try the latest version of Modern Driver Compatibility? I fixed some pretty major shader bugs I initially missed. What kind of issues were you running into with those mods installed? Rendering issues? Or a straight up crash.
  7. Version 1.1.0

    19 downloads

    Easily manage, install, and revert loose-file mods. Features: Opens a mod as the zip, 7z or rar it downloaded as, or as a folder you already unpacked. No unpacking first. Works out which files are actually game content. Readmes, screenshots and packaging are left behind, and a mod shipping alternate versions of the same file asks you to pick one. Every install is recorded and can be taken back later. Uninstall leaves a file alone if something has changed it since, so it will not step on a patcher mod's work or on a later mod's. Finds duplicates already sitting in your Override. A name capitalised two ways, or one texture shipped as both a TPC and a TGA. Only one of each is ever loaded, and the game picks it arbitrarily. Shows what every layer of the game holds for a given file, so you can see a loose file quietly shadowing a copy inside a module archive. Finds your installation on its own. Steam, GOG and retail, on Windows, Linux and macOS, for both KotOR 1 and KotOR 2. If you play on Linux or a Steam Deck, this fixes something quiet Mod builds are ordered lists, and later mods are meant to overwrite parts of earlier ones. On Windows that happens by itself, because the filesystem does not care whether a file is called `Appearance.2da` or `appearance.2da`. On Linux it does care. Both files end up in Override, the game loads whichever one it reaches first, and the overwrite prompt the build guide told you to expect never appears. Your install order silently did not happen. This installs by name with a common lowercase filename, so the overwrite you meant is the one you get. What it does not do (yet) TSLPatcher mods. Those do not copy files into place. They merge rows into 2DA files that are already there, add entries to the talk table and write inside module archives. This recognises them and says so instead of half-installing them. Keep using HoloPatcher for those. (for now) Tested against The loose-file mods from the community build lists, and a full modded install. Additionally tested on Linux by @Leilukin and on macOS by @FTD Thanks for your help testing! Requirements The window fits a 1280x800 screen, so it works on a Steam Deck without too much squeezing. On Windows: Windows 10+ 64-bit On macOS: macOS 10.12+ for Intel Macs and 11.0+ for Apple Silicon Macs On Linux: Any recent Linux distro with glibc 2.35+ About Rakata Rakata is a clean-room Rust workspace for reading, writing and validating KotOR game data, written from scratch against notes taken from the engine rather than from anybody else's code. This installer is one tool built on top of it. It is free and open-source under GPL-3.0, and the source along with the format documentation is at https://codeberg.org/Synchro/rakata LLM Disclosure This project made use of an LLM during development, in the following capacities: Brainstorming: exploring possible approaches and design directions Decompilation assistance: help interpreting reverse-engineered code Code comments: refining and clarifying existing comments Skeletons and fixes: generating initial code scaffolding and minor fixes. All LLM-assisted output was modified and reviewed by a human before being committed.
    The best way to get KOTOR scaled up for modern resolutions. Works great on my superultrawide
  8. Hey there! Thanks for trying the patch out! I will take a look and see if I can reproduce the issue on my end, keep an eye out for a fix. EDIT: Have reproduced the issue and have a fix! The same issue also killed HK-47's eyes as well as a couple other issues. I should have a new release up shortly. Released!
  9. Glad it works! Worst case you can always use the standalone version if you prefer using k1-hrm over KPM and KotorUniResPatch
  10. Thanks! In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline. What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM) The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing
  11. Not rude at all, you're right that it takes more effort than it should. Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues. Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain. Thanks for sticking with it, and sorry for the runaround. EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having
  12. Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's https://github.com/J0-o/KotorUniResPatch patches. They work quite well, but depending on what you already have installed you may need to undo existing overrides in order for everything to look right. (e.g. the high resolution menu mods) They've properly scaled pretty much every interface in the game to look right (and even unlocked the in game resolution menu) This does have me thinking that it might be a good idea to have a standalone version of this mod that can be dropped in to existing modbuild installs or installs with other pre-patched executables. Stay tuned for something on that, I'll see if I can take a look at what is needed on the weekend.
  13. Thanks for the comment! In this case I mean that you need to launch the game with the patch manager as opposed to applying the patch and then launching the game as normal afterwards, you only need to apply the patch once The patch manager on Windows currently handles injection only through the manager, so it injects everything when the game is launched through it. On Linux there is a separate mode that installs a proxy dll that handles that for you (When I get the chance I intend to send some patches for KPM to enable that mode on Windows too)
  14. View File K1 Modern Driver Compatibility Patch Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky. See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html Why the game looks wrong KOTOR shades its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards without per-pixel shading, and the grass bug comes from that same path. The patch rebuilds the game's lighting on a method every current driver supports, and runs every card on it. What it restores Grass that stays on the ground Light from the room on lightmapped walls and floors Reflections on metal, armour and water, including cube map reflections on Intel cards Fog, where the game meant to have it Soft shadows, glow, motion blur, film grain and Force power distortion Bump lighting on creatures, which the game only drew on NVIDIA cards Glow and soft shadows that hold still as the camera moves A brightness slider that works, including in cutscenes For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map, which the game never drew on any card The Cube Map Fix and Soft Shadows Fix are included. Uninstall them before installing this. Requirements KotOR version 1.03: GOG, Steam, or a CD copy with the common 1.03 no-CD executable KotOR Patch Manager 0.7.2 or later: https://github.com/LaneDibello/Kotor-Patch-Manager Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html Settings You don't need any to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation. With the Mod Options patch installed, the game's options screen has menus for them. Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html The patch can draw the game as a GeForce card of the time did, which is the default, or as an ATI Radeon did. The look setting chooses between them, and in the game's own content the two differ only a little. The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html Replacement Shaders Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program. Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html Reporting issues Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder. Thanks @Lane and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them. Lane also wrote the KotOR Patch Manager, which this patch is built for. @Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match. Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/ Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility LLM Disclosure This project made use of an LLM during development, in the following capacities: - Brainstorming: exploring possible approaches and design directions - Decompilation assistance: help interpreting and structuring reverse-engineered code - Code comments: refining and clarifying existing comments - Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed. Submitter Synchro Submitted 08/16/2026 Category Mods K1R Compatible Yes  
  15. Version 2.0.0

    447 downloads

    Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky. See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html Why the game looks wrong KOTOR lights its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards with no per-pixel lighting, which is also where the grass bug comes from. The patch rebuilds the game's lighting on a method every current driver supports, and puts every card on it. What it restores Grass that stays on the ground Light from the room on lightmapped walls and floors Reflections on metal, armour and water, including cube map reflections on Intel cards Fog, where the game meant to have it Soft shadows, glow, motion blur, film grain and Force power distortion Bump lighting on creatures, which the game only ever drew on NVIDIA cards What it also fixes The glow around lights and the edges of soft shadows no longer shimmer as the camera moves. The game did this on the hardware of its day too. The brightness slider works, cutscenes included, on drivers that refuse the game's request to change brightness, NVIDIA's on Windows among them. For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map never drew on any card. They do now. The Cube Map Fix and Soft Shadows Fix are part of this patch. Don't install them alongside it. Requirements KotOR version 1.03: GOG, Steam, or a CD copy with the common 1.03 no-CD executable KotOR Patch Manager 0.7.2 or later: https://github.com/LaneDibello/Kotor-Patch-Manager Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html Settings You don't need to change anything to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation, and with the Mod Options patch installed the game's options screen has menus for them. By default the patch draws the game as a GeForce card of the time did. Set look to ati to see it as an ATI Radeon did. In the game's own content the two differ only a little. Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html Replacement Shaders Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program. Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html Reporting issues Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder. Thanks @Lane and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them. Lane also wrote the KotOR Patch Manager, which this patch is built for. @Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match. Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/ Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility LLM Disclosure This project made use of an LLM during development, in the following capacities: - Brainstorming: exploring possible approaches and design directions - Decompilation assistance: help interpreting and structuring reverse-engineered code - Code comments: refining and clarifying existing comments - Skeletons and fixes: generating initial code scaffolding and minor fixes All LLM-assisted output was modified and reviewed by a human before being committed.
  16. The reason I have suspicions it's related to the driver is that the same models were being used on Windows were being used here and that causes crashes. MESA (The open source driver for AMD and Intel) tends to be more pedantic and would rather fall over as compared to failing silently like many Windows drivers do. Wine does tend to workaround a lot of those issues as assumptions for Windows environments aren't the same everywhere (on Linux or macOS), this could be how memory is being addressed or otherwise. For example this is how the game looked before some specific workarounds were added to MESA a few years back: Recently the weird anti-aliasing issues that could cause textures to fail to be loaded/rendered correctly was worked around in Wine recently (by wrapping the weird extension that KOTOR uses for antialiasing, which unfortunately shares the same name as the legitimate extension in OpenGL 2.0..) If KOTOR is being super hyper-optimized and calling OpenGL while assuming models are correct without checking for validity in some way, the drivers on Windows might silently failover and render things but on Linux the drivers here don't have any workarounds for issues like this. Game fixes from years back still in the codebase for proprietary Windows drivers tend to protect against nonstandard usage of OpenGL (or DirectX). The core issue definitely has it's roots in KMax and MDLEdit/MDLOps though, so that at least narrows down where to look. Unfortunately there's no debugging symbols embedded in the KOTOR binary so debugging it correctly means reverse engineering the binary 🙁 If there is a pdb file floating around that would help with this immensely. I'll take a look at this and report my findings here, I am fairly certain it is related to the room with the kolto tanks in it and not the main lobby area of the clinic. If you do end up exporting anything specific feel free to ping me here/on github/on discord if you'd like me to test, I don't mind spending some time on ensuring everything is working. Do you know what the model filenames are? (or if there's a place I can check to find that out?) Thanks for the help 😄 EDIT: Tried this now, seems like m02ac_02h is the bad room. Using the models (and wok file) for m02ac_02g that is included with 1.4 seems to be fine.
  17. Thanks! This seems to have fixed the crashing issue I was running into. I wish I knew more about these tools.. graphics drivers on Linux are a bit different when it comes to enforcing OpenGL standards. These issues with models tend to be down to how the game is streaming them in as the memory management is slightly different, drivers may also expect certain things to be clamped down. It also is probably related to how old KOTOR is as well (There aren't many drivers that have a full still working OpenGL 1.4 implementation for example) 😛 The last time I tried out a KOTOR run I got hung up on another scene of the game as well Which tools were you using previously to export all the models? I might be able to track down what mods might be having problems based on that (sniffing around descriptions for the tools being used) Ideally I hope to go through the entire game and run into these bad models if I can so we can fix them would be nice to have things working on a Steam Deck if someone followed the Mod Build for example
  18. Hey! First of all I love what this mod adds to the game. Unfortunately I seem to be running into a game crash on Linux when I have version 1.4 installed. If I transplant m02ac_02g.mdl/mdx and m02ac_02h.mdl/mdx/wok from version 1.3 the game seems to run fine. (I do loose the new "crispy models" in the tanks) There was a similar issue with Kexikus' HQ Skybox mod which was solved by importing and reexporting the affected models using KBlender. I'm not fully sure what that could fix, but if you could do that I can test and see if that works to fix the crash I'm running into
  19. Hey! These cutscenes are awesome. I also ran into a similar issue with the 3440x1440 60fps cutscenes when getting the game going on Linux. With some cutscenes everything is fine (the alt legal.bik works) but some of them have issues, 01a is a good example. I poked into VLC to see what was up and noticed that the vertical resolution is slightly off. I vaguely remember there being issues back in the day when the hexedited value for a larger cutscene resolution didn't match what was being played and the behaviour I saw is similar to that See the video and buffer resolution in the 60fps movie file: Comparing this to the same movie in 30fps version: The reason that the alt legal movie works is that it has the correct resolution: So unfortunately it looks like the 60fps videos need to be trimmed by a tad 😅
  20. Here's a patch for anyone using a 32x9 display at 5120x1440! I did adjust the locations a bit so that they more closely match the 4:3 map, so it is not a 1:1 if you scaled up the 1440p patch. Thanks for pointing me to the Visual GUI editor, that tool is pretty awesome! galaxymap.gui
  21. Excellent, I did try manually changing values which worked, but it wasn't a 1:1 match, I'll give this a shot Thanks!
  22. Heyo, would it be possible to get a widescreen patch for 32:9 aspect ratios? I am running the game in 5120x1440 and would love to be able to have this patched to work correctly. How would I go about patching this myself? (modding the 5120x2880 galaxymap.gui with k-gff for example) As I've used this mod in my modded builds of the game in the past, thanks for making this
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