When the HUD was minimized, the weapon groups would be located at the exact same offset from the shield battery text as when the HUD was not minimized. Since the minimized HUD is less wide, the weapon group buttons were partially outside the minimized HUD borders.
Full patch for the edits (original bytes are from the original non-edited DLL):
01932E: 74 31 DB 2D -> D9 45 E4 B8
019337: 45 E4 89 5D A4 DB 45 A4 D8 4E 24 DE C1 D9 5D E4 9B DB 2D -> 00 D8 48 04 8B 7D FC D9 40 08 D8 9F AC 00 00 00 DF E0 BF
01934E: D8 6D E8 D8 46 20 D9 5D E8 9B -> F6 C4 44 7B 17 D8 67 60 EB 12
0194BC: AE 47 E1 7A 14 AE 47 E1 FC 3F 00 00 7B 14 AE 47 -> A6 9B 44 3D 66 66 A6 3F 0A D7 23 BE A6 9B 44 3C
The crow_tile01 texture looked too obvious when repeated, which was the case in bw08 and bw09. Hence the texture has been adjusted to make the tiling less blatant.
Rather than using a hex-edited dinput8.dll from Windows 7, now dynamically apply the patch. The correct offsets are found using pattern scanning. This allows for a less volatile approach of fixing the problem which works on older versions of Windows, too.
When pressing the Print Screen key in HDE, a screenshot is already copied to the clipboard and stored in the Pictures folder. This makes a third copy of the screenshot by ReShade redundant.
"We bring Artifacts to this base from Crete. It is not as lucrative a run as others, but the Zoners will find buyers for them. Either way we make our money." -> "We get many of our goods from Freeport 1 in Omega-3. We ship Polymers, Engine Components, and Fertilizers here from that area. The Corsairs must fight the Red Hessians to enter that space, but we may pass unhindered."
"The shipyard Tripoli requires many different Commodities to maintain production of our vessels and raiding crafts. We ship Polymers and Engine Components there from this base." -> "There is a very dangerous radiation zone in the center of the system. Even very good shields will not hold up very long in there. Be careful when traveling through that you avoid it, or you may end up dead."
Before the WG buttons were hardcoded for 16:9 and 4:3 resolutions only, meaning they'd be positioned incorrectly on other aspect ratios. This patch makes it so that the WG buttons are positioned correctly on all aspect ratios, dynamically. This makes the HudWeaponGroups entry in HudShift.ini obsolete.
HudWeaponGroups.dll:
1932F, 31 DB 2D -> 00 90 B8
19336, D8 -> D9
19339, 89 5D A4 DB 45 A4 D8 4E 24 DE -> D8 00 D8 48 04 D8 40 08 EB 27
194BC, AE 47 E1 7A 14 AE 47 E1 FC 3F 00 00 -> 77 BE 1F 3D 66 66 A6 3F CD CC 4C 3C
Resolves#159.
Previously the missile alert and NN icon windows would overlap if you played on Multiplayer. This happened because the icon window has two additional icons in MP, making it wider. Thus the right-side alerts have been shifted more towards the center of the screen. The same has been done for the left-side alerts to ensure symmetry.
The previous patch removed an `fstp` instruction. This caused the FPU stack to not be cleaned, resulting in funky behavior occuring during cutscenes on some setups. The new patch fixes this.
This adds exclusion bands around the sun’s exclusion zones of Bering, Omega-41, Tau-31 and Tau-23.
Those bands are using `cull_mode = 2` so only their sun-facing side is visible.
Also their fade distances was set up so they are mostly just visible when you are at the edge of the sun’s exclusion zones.
Same cull-mode and fade added for Tau-31 Harris exclusion band, too.
Before the player accepts mission 2, there would be a chance that Manhattan NPCs tell a rumor about King being at Manhattan waiting for you, even though you are literally in the same bar. Hence this rumor will not be told by Manhattan NPCs anymore.