The resolution

General discussion of the port and Doom-related chat.
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FLYBAT
 
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The resolution

#1

Post by FLYBAT » Mon Jul 23, 2012 2:53 pm

Standard Doom resolution is 320x200.
The game just takes 320x200 and stretches it so it fills the whole 4:3 screen with a 230x240 game view.

You see the game like this:
Image
But actually it looks like this:
Image

This results in few bad things such as "Circle -> Ellipse", "Pixel -> Quadrangle", "Good-looking graphics -> Stretched-ass graphics" etc.

What about making Zandronum (maybe optionally) 320x240?
So the game does not stretch anything, it shows all the graphics "as-is"?
The modders would say thanks.

Look at this. Do you notice how the rank icon is stretched the fuck up?
Image
Last edited by FLYBAT on Wed Jul 25, 2012 11:23 pm, edited 1 time in total.

VGA
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RE: The resolution

#2

Post by VGA » Mon Jul 23, 2012 5:11 pm

Cool story, bro.

This is what I see when starting a New Game in Doom2 in Zandronum :

[spoiler]Image[/spoiler]

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Ænima
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RE: The resolution

#3

Post by Ænima » Mon Jul 23, 2012 5:35 pm

Who the hell plays at anything lower than 800x600 nowadays?

My mods really don't support anything lower than that.
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FLYBAT
 
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RE: The resolution

#4

Post by FLYBAT » Mon Jul 23, 2012 5:49 pm

You don't get it.

The point is that game resolution is NOT 4:3.
It stretches from 320x200 to 320x240.

Let's say your display resolution is 1600x1200.
The game is only 1600x1000, but it stretches up and down to fill your display. Because default Doom resolution is not 320x240 but 320x200.

Image

[spoiler]Image[/spoiler]
Last edited by FLYBAT on Mon Jul 23, 2012 6:02 pm, edited 1 time in total.

TerminusEst13
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RE: The resolution

#5

Post by TerminusEst13 » Mon Jul 23, 2012 6:29 pm

The modders would say thanks.
I wouldn't really care either way, really.

But to be honest, feels like it depends on how much work it'd be. It'd be a nice sort of addition for those who insist on playing oldschool, but it's hardly going to be any sort of major feature--if it takes too much work for very little benefit, then I don't think there'd be much point.

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Medicris
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RE: The resolution

#6

Post by Medicris » Mon Jul 23, 2012 6:45 pm

Doom was made on non-square pixel displays. Older displays had taller pixels and so the graphics appeared correct on those displays. Modern ports correct the issue by stretching the pixels of sprites vertically to have the sprites looking the way id Software intended them to on today's 4:3 square pixel screens.

You're not looking at a bug or oversight, you're looking at how Doom was always supposed to look. By extension 320x200 and 640x400 are indeed incorrect on today's displays but are available for purists.
Last edited by Medicris on Mon Jul 23, 2012 7:09 pm, edited 1 time in total.

Llewellyn
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RE: The resolution

#7

Post by Llewellyn » Mon Jul 23, 2012 7:32 pm

Would be nice if I could see any of the images and actually understand what the heck he's talking about.
Either way, no, no one should be able to set my resolution with a mod, 100% of the time in every game I play at 1280*720 windowed because I multitask.

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RE: The resolution

#8

Post by one_Two » Mon Jul 23, 2012 7:36 pm

It only seems to display right with one res for me anyway.

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Empyre
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RE: The resolution

#9

Post by Empyre » Tue Jul 24, 2012 9:49 pm

Skulltag (and so I assume Zandronum) looks fine on my 1920x1080 monitor in its native resolution. This is not the case in ZDaemon, so I play that port in a window.
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RE: The resolution

#10

Post by FLYBAT » Fri Apr 05, 2013 10:11 pm

I mean... Doom was originally 16:10. And the pixels were square.
Modern Doom ports display Doom stretching everything vertically.

I think it would be cool to make it so Zandronum will display Doom in it's original format, without stretching the graphics.

If you ever played WhoDunIt you have certainly seen the tally icons. Notice how they are oval while the sprite is round.

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RE: The resolution

#11

Post by Tux » Fri Apr 05, 2013 10:31 pm

when I were playing zandronum on my 400 mhz computer there was 320x240 option and it didn't looked bad rofl[/size], so it must be your monitor
Last edited by Tux on Fri Apr 05, 2013 10:32 pm, edited 1 time in total.
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Qent
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RE: The resolution

#12

Post by Qent » Fri Apr 05, 2013 10:38 pm

Wrong. The original Doom was stretched vertically. Doom95 thought it would be clever and not stretch it, which pissed off a few people.

Also you might want to try imgur for your screenshots so that they will show up.
Last edited by Qent on Fri Apr 05, 2013 10:47 pm, edited 1 time in total.

FLYBAT
 
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RE: The resolution

#13

Post by FLYBAT » Fri Apr 05, 2013 11:12 pm

One way or another, an option to view Doom without vertical distortion would be good, I think.

Lots of mods have circles which appear as ovals ingame, even when they are actually intended to be round. It is annoying. Makes the game look like a bad TVRip.

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RE: The resolution

#14

Post by ibm5155 » Fri Apr 05, 2013 11:16 pm

My gpu doesn´t support 320x200 .-.
If I try a lower resolution he do a "fake" 320x200 but with maybe 640x480 resolution (or the monitor does that)

[strike]400MHz? lol you can´t play almost no mods on it[/strike] <-i think it was the author topic sorry :s
I remember the day that i played online skulltag on a pentium 133, OMG, it was playable at 320x240 with original keyb and mouse, the problem is when a "big" map came it let more than one minute loading .-. ...

hmm why support such a too old hardware that even low end smartphones have more horse power than that? D:

EDIT:does you have a pentium 1/2 to need to play at a too old resolution?
Last edited by ibm5155 on Fri Apr 05, 2013 11:20 pm, edited 1 time in total.
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FLYBAT
 
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RE: The resolution

#15

Post by FLYBAT » Fri Apr 05, 2013 11:40 pm

I mean the aspect ratio. ZDoom does not stretch graphics vertically if you choose 16:10, but Zandronum does.

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Hypnotoad
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RE: The resolution

#16

Post by Hypnotoad » Fri Apr 05, 2013 11:48 pm

There is already an option anyway, something like cl_nostretch (cannot remember the exact command), but it will make the game look stupid.

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