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PostPosted: 15 Mar 2016, 18:05 
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Joined: 08 Sep 2005, 23:22
Posts: 223
K4sh wrote:
My very latest contribution was programed to be update proof. But only with SP.
I provide once a MGO CT and it wasn't designed to be so...



Ok. My bad. I didn't realize you had made an "auto-update" CT script.

It works perfectly for the new markers!

Thanks a ton! :rockout:

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PostPosted: 15 Mar 2016, 18:13 
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Joined: 26 Jan 2016, 14:36
Posts: 22
Wait - so it's just Single Player working then, correct?


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PostPosted: 15 Mar 2016, 18:56 
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Joined: 19 Aug 2010, 23:05
Posts: 145
wazoo wrote:
K4sh wrote:
My very latest contribution was programed to be update proof. But only with SP.
I provide once a MGO CT and it wasn't designed to be so...



Ok. My bad. I didn't realize you had made an "auto-update" CT script.

It works perfectly for the new markers!

Thanks a ton! :rockout:

At least i know know it is update proof. But it may fail once they reprogram the markers functions, though it's unlikely they will.

lteddy wrote:
Wait - so it's just Single Player working then, correct?

Download my 2nd CT linked in page 65.
Just adapt the CT scripts to the mgo process and check for yourself if that works with the latest update.


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PostPosted: 15 Mar 2016, 19:07 
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Joined: 26 Jan 2016, 14:36
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K4sh wrote:
Just adapt the CT scripts to the mgo process and check for yourself if that works with the latest update.


I'll try diddling with it again when I'm home. Since the "mgsvmgo" process should be the same - is there anything else/specific I have to change?

Edit: Oh, I just realized that only Page 65's CT was future proofed - I was using the one just before it that was dedicated to MGO. I'll report later tonight of how it goes - and if successful I'll upload it dedicated to MGO for other people downloading the fix.


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PostPosted: 15 Mar 2016, 19:15 
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Joined: 19 Aug 2010, 23:05
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You can edit the markers position and FOV scripts. That won't work for sure with sonar effect.


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PostPosted: 16 Mar 2016, 01:30 
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Joined: 26 Jan 2016, 14:36
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K4sh, I'd just like to take a moment to say thank you and that you are the man for making a future proof fix!

Here's the Cheat Table for MGO:

Applying it is the same as the Single Player Marker Fix, however the "Sonar Effect" does not work.


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PostPosted: 16 Mar 2016, 09:46 
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Joined: 19 Aug 2010, 23:05
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Is the sonar effect available in multiplayer anyway ?


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PostPosted: 16 Mar 2016, 13:40 
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Joined: 16 Mar 2016, 13:29
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Can someone tell me where I can get the updated mgsvtpp.exe for 2560x1080? Or do I just rename the mgsvmgo.exe?


EDIT: Never mind guys, I just discovered page 7


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PostPosted: 16 Mar 2016, 17:22 
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Joined: 26 Jan 2016, 14:36
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K4sh wrote:
Is the sonar effect available in multiplayer anyway ?


There is - but only noticable when buddy-ing up with a friend or using Snake's arm - which is pretty uncommon and doesn't affect the gameplay such as markers.

I'm also unsure if the FOV mod works either - when applied the screen is black, though I can still see the HUD. When checked in CE it says "Default FOV is 0.008. Unsure if I change the script value or in the address. (I assume 8 = 80 degrees).


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PostPosted: 16 Mar 2016, 17:34 
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Joined: 19 Aug 2010, 23:05
Posts: 145
The fov script has to be improved .
If you need it to work flawlessly, first enable the markers fix, then go back to game, then alt-tab to desktop, then enable the fov.
That way, you should be able to modify it.


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