Widescreen support

General discussion of the port and Doom-related chat.
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Xan
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Widescreen support

#1

Post by Xan » Fri Jul 26, 2013 1:23 pm

I recently got a new 1080p screen and I noticed a few issues with Zandronum:

1. Messages and some HUD elements are arranged in a virtual 4:3 space ingame, which I find quite irritating. Is there no way to have them at the edges?

2. Menu text is unnecessarily stretched out which makes it totally unreadable. How to prevent this?

Lollipop
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RE: Widescreen support

#2

Post by Lollipop » Fri Jul 26, 2013 1:31 pm

esc -> options -> video options -> aspect ratio
Then you find an appropiate resolution to play with.
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Xan
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RE: Widescreen support

#3

Post by Xan » Fri Jul 26, 2013 1:41 pm

...huh? I thought it would be implied in my previous post that I play in 1920x1080... or do you want to say that I'm supposed to pick a 4:3 resolution?

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RE: Widescreen support

#4

Post by Lollipop » Fri Jul 26, 2013 1:46 pm

Your post did not say you played with that resolution, all that post did was to make it kind of obvious that you did not.
All the symptoms you post describe is saying you play in 4:3, only other advice I can give you is something that I have been told last time I had an error: reset your screen. Wathever it means..
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RE: Widescreen support

#5

Post by katZune » Fri Jul 26, 2013 2:15 pm

i wasn't able to edit my post... anyway again
1. Messages and some HUD elements are arranged in a virtual 4:3 space ingame, which I find quite irritating. Is there no way to have them at the edges?"
Its because the wad is made for 4:3 users, as well sprites, they offset are made for them, ATM i don't know how to fix that...
2. Menu text is unnecessarily stretched out which makes it totally unreadable. How to prevent this?
Try hud_althud 1 and next hud_althudscale 0-3 (that mean try from 0 to 3) but if you dont like that one try hud_scale 0-1 (but i dont think it fix it)
Whitout a good PC ATM, i will back when 2.0 come out, :)
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RE: Widescreen support

#6

Post by -Jes- » Fri Jul 26, 2013 4:25 pm

The sbarinfo flag fullscreenoffsets is what determines if a hud design's offsets are relative to screen corners rather than relative to screen center.

Hence, if a mod's hud doesn't conform to widescreen aspects, it's because the author didn't use that flag.
Last edited by -Jes- on Fri Jul 26, 2013 4:27 pm, edited 1 time in total.

Xan
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RE: Widescreen support

#7

Post by Xan » Sun Aug 04, 2013 10:21 pm

I noticed that with default FOV 90 the left and right edges of the screen will appear distorted/stretched. Why is there still no way to set it completely at the clientside? I thought this port was meant to modernize Doom or something and most people are certainly running widescreens these days.

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RE: Widescreen support

#8

Post by darkstar64 » Sun Aug 04, 2013 10:47 pm

Xan wrote: I noticed that with default FOV 90 the left and right edges of the screen will appear distorted/stretched. Why is there still no way to set it completely at the clientside? I thought this port was meant to modernize Doom or something and most people are certainly running widescreens these days.
use the OpenGL renderer
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Medicris
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RE: Widescreen support

#9

Post by Medicris » Sun Aug 04, 2013 11:25 pm

darkstar64 wrote:
Xan wrote: I noticed that with default FOV 90 the left and right edges of the screen will appear distorted/stretched. Why is there still no way to set it completely at the clientside? I thought this port was meant to modernize Doom or something and most people are certainly running widescreens these days.
use the OpenGL renderer
But his FOV will still be 90.

There's a "FOV" console command you can use. However it won't do much good online, as FOV is usually locked at the default (90) in PVP multiplayer servers to prevent unfair advantages and zoom binds. I know, it's dumb, I wish FOV locking was just clamped to like 75-105.

Otherwise, you can make a new text file in your Zandronum folder called autoexec.cfg, and write this, for example:

Code: Select all

fov 80
Z& will execute all commands in that file every time it starts, so your FOV will only be 90 if the server forces it. Otherwise, you can fix it yourself!

(106 is the correct widescreen FOV for scaling 4:3 to 16:9 according to this tool http://emsai.net/projects/widescreen/fovcalc/ )

Xan
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RE: Widescreen support

#10

Post by Xan » Sun Aug 04, 2013 11:36 pm

As you said it's a design choice to make it restrictable at the server side and that's what I was talking about. I'm not for stupid zoom binds as well but you should be able to choose a Hor+ FOV in a reasonable way. If someone really objects this and sees it as an unfair advantage they shouldn't be playing this in the first place, but rather Vanilla or Chocolate Doom. Just my two cents.

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Medicris
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RE: Widescreen support

#11

Post by Medicris » Sun Aug 04, 2013 11:49 pm

Yeah, in competitive games like Quake 3 or Live you could freely adjust FOV to your liking, within bounds of reason.

Those who wanted to play competitive could just max their FOV at the highest the clamp would allow (75-130 is the range in QL but 75-105 sounds reasonable enough for Doom CTF stuff), while people who wanted to avoid the fisheye effects of 90 and whatnot could turn it down. Zoom binds would still be countered since 75 is hardly a zoom, and is the standard for many "modern" shooters.

There, everyone's happy.
Last edited by Medicris on Sun Aug 04, 2013 11:50 pm, edited 1 time in total.

Xan
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RE: Widescreen support

#12

Post by Xan » Sun Aug 04, 2013 11:57 pm

Indeed. Actually I noticed that in many newer titles like UT3 and the Crysis series there are quite annoying FOV limitations which is quite mindblowing considering there are people who play games like that on 3-monitor setups. In contrast, in most older FPS games like UT99/04 you can adjust FOV pretty much to your liking, even though widescreens weren't common at all back when these games were new.

About actual numbers, I think it's more of an individual game thing. 106 seems a bit high for Zandronum even on 16:9, I'd go somewhere around 100 maybe.
Last edited by Xan on Mon Aug 05, 2013 1:33 am, edited 1 time in total.

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