Shadow complex map hud4/1/2023 ![]() ![]() as I don't really understand the renderer, I can't really tell if it would be possible for the Wiper to retrieve the texture at internal res and only render it as fullscreen res (would be more consistent) some of the parts only work correctly cause in Linux GetHeight() = GetTrueHeight() somewhat uncertain about scaling the bounding box in FGLRenderer::Clear, but it seems to work don't quite understand when 'bounds!=NULL' is hit in FGLRenderer::SetViewport, so can't tell if that part is correct ortho change in gl_renderer.cpp is needed (it just mirrors the separation in a different part of code) screenshots are incorrect (fixing that might be a bit more complicated than the wipers) still just under previously mentioned int.res/monitor restrictions That hickup were (as most of you had likely guessed) wipers. Sorry for history wipeout, but with 3 attachments per post limit, I needed to delete something - that didn't really mean I needed to delete all of it, but given somewhat still sub-par quality of the hack not all that much is lost. OK, a bit more tinkering has led to this. Now the only important thing remaining to complete this hack is finding where the little hickup upon loading a save comes from - for an eye blink or two screen size is wrong. As I guessed, it was the same place for both map and load save menu. and shortly after writing the above, I found that place. Now, could I have some constructive feedback ? oops, map is broken in a funny way (namely the content is correct, but not the background - any chance it's the same codepath as load/save menus ?) not the save/load screen though (didn't found the relevant code) game screen, hud and menus are drawn (AFAICT) correctly before you ask: black bars at the sides were intended (for reasons that should be somewhat clear) I've tested only with internal res 800圆00 (though should work with any of actual 4:3 (meaning - not for 320x200)) and a 16:10 screen Funny thing: this one is both most broken and most working yet. On that last note, once the hack is turned into a proper fix, it might lead to a way for modifying GZDoom for a simple implementation of "keep original ratio in fullscreen" option. once the game starts, hud and menu are drawn in the top left corner in the internal res, the gamescreen itself is drawn at incorrect ratio (takes the whole width, but height is computed in an odd way - back on zdoom forum I've incorrectly called that "skybox", but with this hack it's more clear it's a mater of incorrect ratio) load/save menu is drawn incorrectly, but still somewhat usable initial screen is in top left corner, but isn't stretched and its upper part is unnecessarily cleared On the other hand, a slightly different hack, that leads to somewhat interesting results. As I really hate repeating myself, I won't, just point you back to the thread, where I've explained the problem in detail. ![]()
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