TriForce Posted February 20, 2014 Posted February 20, 2014 i know there is a possibility to fix the look of the game in widescreen. well, there are commands to adjust the resolution, but some things get fucked up in relation to the screen (like the HUDs), but that thing has a solution. Here I attached an example (look at the huds). Normal Screen (4:3): http://jk2.gznetwork.com/normal_screen.jpgNormal Widescreen (16:9): http://jk2.gznetwork.com/wide_default.jpgFixed Widescreen (16:9): http://jk2.gznetwork.com/wide_fixed.jpg I find a fix did in a RtCW unofficial patch, i have the source if someone is interested. i dont want to port the fix for jk2/3 right now because im doing another projects. but is possible. Darth_Bothersome and Stoiss like this
Tempust85 Posted February 20, 2014 Posted February 20, 2014 I would be interested in this for DF2 mod.
TriForce Posted February 20, 2014 Author Posted February 20, 2014 I would be interested in this for DF2 mod. u mean the DF2 mod for JKA?
Tempust85 Posted February 20, 2014 Posted February 20, 2014 Yeah, I'm running a slightly modified OpenJK.
eezstreet Posted February 20, 2014 Posted February 20, 2014 I have the source code for JK2:HD on my repo: http://github.com/eezstreet/OpenJK. (branch: jk2hd) If you want to submit a pull request, I'd be happy to accept as long as it works well (keep in mind that JK2:HD is SP only)I might poke the code though also at some point, but I'm aware of how to fix it so it might not be necessary per se.
ent Posted February 20, 2014 Posted February 20, 2014 I have done the ratio fix for almost all 2d (except some texts which would require modified renderer) if you are interested.Find all "cgs.widthRatioCoef" in https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_draw.c.The ratio coefficient is counted there: https://github.com/entdark/jaMME/blob/master/codemp/cgame/cg_main.c#L656. --->
eezstreet Posted February 20, 2014 Posted February 20, 2014 Also, it's worth mentioning that I've already fixed a few things in the HUD anyway atm (crosshair I believe, which is properly resized and not too small)
Apprentice Posted February 20, 2014 Posted February 20, 2014 Isn't it an idea to make this 'standard' for the next OpenJK version and all that derives from it ?? Perhaps an idea to include both 16:9 and 16:10 support or force JA only to run in 16:9 format like Assassins's Creed ?? TriForce likes this
eezstreet Posted February 20, 2014 Posted February 20, 2014 Why would we ever force JA to run in 16:9..Also, again, that's up to OpenJK devs, I don't really have a definitive say-so when it comes to new features like that. But yes, I will be attempting to make the HUD automatically correct itself for your aspect ratio. TriForce likes this
Apprentice Posted February 20, 2014 Posted February 20, 2014 Why would we ever force JA to run in 16:9..Don't know but I recon it's easier to hard code two screen formats (4:3 & 16:9) then code for all available and upcoming formats such as 21:9 . . .
eezstreet Posted February 20, 2014 Posted February 20, 2014 Don't know but I recon it's easier to hard code two screen formats (4:3 & 16:9) then code for all available and upcoming formats such as 21:9 . . .You don't.The HUD (and all other objects onscreen) are rendered on a 640x480 screen, which is then up-scaled to the screen. If the screen is 1440x900 for instance, you just need to multiply the positions of stuff onscreen by a ratio. This conversely makes stuff onscreen smaller because obviously 640x480 is smaller than 1440x900.The problem arises with menus, because..well...menus aren't able to apply said ratio because of the way the .menu format works.
Syko Posted March 8, 2014 Posted March 8, 2014 Not entirely related, but is there any way to improve JK2's menu text? Even when running at 1920x1080, the text is very low resolution. Also, the Jedi Knight Logo model seems squashed.
Raz0r Posted March 8, 2014 Posted March 8, 2014 Yeah, use a font mod. The base ones are pretty small.
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