Teancum Posted April 11, 2017 Share Posted April 11, 2017 I'll keep it short: I'm just curious if @@DT85 plans to implement the widescreen support to OpenJK. That'd be such a welcome addition. Link to comment
Guest Redemption Posted April 11, 2017 Share Posted April 11, 2017 I don't entirely understand... I thought what they did by enabling r_mode -2 gave you you're native resolution. If by what you refer to is the hud elements and such then, YES... I am curious also. Link to comment
minilogoguy18 Posted April 11, 2017 Share Posted April 11, 2017 @, it's gone further than that, the DF2 renderer supports widescreen only with actual toggle settings in the menu to choose a variety of resolutions as if the game shipped that way. Pretty sure 4:3 support has been removed since no ones using that type of monitor anymore. Link to comment
Guest Redemption Posted April 11, 2017 Share Posted April 11, 2017 with actual toggle settings in the menu to choose a variety of resolutions as if the game shipped that way @@minilogoguy18 but the game already does that... Still not sure on what @@Teancum actually means though. Link to comment
minilogoguy18 Posted April 11, 2017 Share Posted April 11, 2017 No, I mean having ONLY widescreen choices in the menu, there is no more 4:3. Link to comment
Guest Redemption Posted April 11, 2017 Share Posted April 11, 2017 Ohh.. Thanks for clearing that up for me. What about what @@Teancum said? Link to comment
Teancum Posted April 11, 2017 Author Share Posted April 11, 2017 @, it's gone further than that, the DF2 renderer supports widescreen only with actual toggle settings in the menu to choose a variety of resolutions as if the game shipped that way. Pretty sure 4:3 support has been removed since no ones using that type of monitor anymore.Huh? I know tons of people who still rely on their not-yet-broken 4:3 LCD, especially on secondary PCs that play old games like Jedi Academy. Still, not my code, so I shouldn't complain. Jeff likes this Link to comment
DT. Posted April 12, 2017 Share Posted April 12, 2017 The code is largely @@ent 's and its upto him if they want to implement it in Openjk.I've added support for widescreen resolutions in the r_mode code, so we aren't just using that custom resolution method.While the toggle for widescreen works, the menus just became too much of a hassle to make sure they worked for both 4:3 & 16:9 so we've the dumped 4:3 option in setup. You can always set the r_mode to be a 4:3 resolution, but beware the menus won't always display correctly. EDIT: When the 1 level PBR demo is out, the menus will be there for anyone to play with. I have the 4:3 resolutions commented out, so you could just un-comment them and the 4:3 aspect ratio option. Maybe one day down the track I'll come back and make sure the menus look fine using 4:3 resolutions, but there's just so much to do right now and very little man-power. Link to comment
Jeff Posted April 12, 2017 Share Posted April 12, 2017 I still play on a 4:3, so that's two of us at least. Teancum likes this Link to comment
Ramikad Posted April 12, 2017 Share Posted April 12, 2017 I still play on a 4:3, so that's two of us at least. Three Although it's unlikely that I'll still have the same monitor when I'll update to a system able to run GL2, whenever that will be. Link to comment
minilogoguy18 Posted April 12, 2017 Share Posted April 12, 2017 Man, I thought I was late to the 16:9 party years ago, can't believe people are still using 4:3. You guys should upgrade, there are always deals out there to be had. Link to comment
Teancum Posted April 12, 2017 Author Share Posted April 12, 2017 I can't speak for others, but I just treat it as an "if it ain't broke" situation. My main PC has a widescreen monitor, but only because I got a good deal at a garage sale. Link to comment
DT. Posted April 12, 2017 Share Posted April 12, 2017 My last 4:3 monitor was a CRT, so long ago now. Smoo likes this Link to comment
ensiform Posted April 24, 2017 Share Posted April 24, 2017 OpenJK can't implement properly scaled HUD and remain compatible with mods or rewrite a new separate API code path. JKA and OpenJK have supported any resolution since forever actually. The only problem was you couldn't host a local server with jamp.exe and have a non 4:3 resolution without crashing which was fixed shortly after the source dump release. Playing on a server without also being a host worked fine at any though. Just the HUD isn't scaled, nor was the fov adjusted. The fov is adjusted with OpenJK SP and OpenJK mod code for mp + ja++ with several options to customize to ones liking. Hopefully this clears up some confusion over what people mean by resolution support. Smoo likes this Link to comment
minilogoguy18 Posted April 24, 2017 Share Posted April 24, 2017 Yeah, not to confuse, when we meant support we meant being able to choose 16:9 in the settings menu in game rather than having to do it through cfg file editing, we also have menus, load screens and hud redone so that there is no stretching. Link to comment
DT. Posted April 25, 2017 Share Posted April 25, 2017 Well, not exactly redone. The ratio code from ent takes care of any stretching. Link to comment
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