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16:9 GUI


lowenz

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Little question: 16:9 GUI element are native 16:10 and stretched?

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Little question: 16:9 GUI element are native 16:10 and stretched?

 

I am sorry, but I don't quite understand your question.

 

The GUI (HUD and menu) in D3 are always stretched over the entire screen - and thus they appear "stretched" depending on your monitor.

 

I did start on working on a GUI that can be scaled/moved around, so you could f.i. put it onto the second monitor on a multi-monitor setup. Or have it 16:9 on a 16:10 monitor.

 

Unfortunately, the "TDM team" (e.g. everyone (aka "the 3 or 4 guys who are left") except me) decided that these changes are "too complicated" or whatever, that I should put them into an extra source branch.

 

This was done a few months ago, and since then nobody ever checked them out, or used them, and of course they were also not bundled with the release of v1.06. So I guess these changes will rot there now for ever...

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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I am sorry, but I don't quite understand your question.

See STALKER Clear Sky.

GUI comes in two "presets", 4:3 and 16:10, so when you choose a 16:9 resolution GUI elements are the 16:10 ones but horizontally stretched a bit.

 

Is the same for TDM/ID Tech 3 engine?

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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See STALKER Clear Sky.

GUI comes in two "presets", 4:3 and 16:10, so when you choose a 16:9 resolution GUI elements are the 16:10 ones but horizontally stretched a bit.

 

Is the same for TDM/ID Tech 3 engine?

 

No, the D3 GUI covers a virtual 4:3 screen of 640x480 units. This "screen" is then stretched over the entire screen, so on 16:10 it stretched a bit, on 16:9 it is stretched rather a lot.

 

The only way to change that is to make all the GUI elements scalable, so the code can move/scale them around by setting proper CVARS.

 

However, I got demotivated and did not finish this work.

 

Here is a screenshot that I got it mostly working for the in-game GUI:

 

post-144-131013484522_thumb.jpg

 

Unfortunately, the main menu is covering the entire screen and would not work this way. I guess a lot of these things can be easier fixed when D3 goes open source, tho.

"The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore, all progress depends on the unreasonable man." -- George Bernard Shaw (1856 - 1950)

 

"Remember: If the game lets you do it, it's not cheating." -- Xarax

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No, the D3 GUI covers a virtual 4:3 screen of 640x480 units. This "screen" is then stretched over the entire screen, so on 16:10 it stretched a bit, on 16:9 it is stretched rather a lot.

 

The only way to change that is to make all the GUI elements scalable, so the code can move/scale them around by setting proper CVARS.

 

However, I got demotivated and did not finish this work.

 

Here is a screenshot that I got it mostly working for the in-game GUI:

 

post-144-131013484522_thumb.jpg

 

Unfortunately, the main menu is covering the entire screen and would not work this way. I guess a lot of these things can be easier fixed when D3 goes open source, tho.

Thanks!

I hope you'll regain motivation one day! :D

GUI is really important aspect to consider to polishing up TDM :)

 

 

 

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Unfortunately, the "TDM team" (e.g. everyone (aka "the 3 or 4 guys who are left") except me) decided that these changes are "too complicated" or whatever, that I should put them into an extra source branch.

 

I really don't like how you paint the team as villains and you as the victim of our whims every time you move ahead with an idea that you feel is of the utmost importance, and are then surprised / upset when there are objections.

 

The objections raised in the thread were reasonable.

 

My bet is on: if it's going to work at all it'll be one hell of a kludge. It's not that I don't see the problem at hand with stretched GUIs on multi-monitors, but I don't like the solution. Adding scaling multiplications to each and every number in the GUI file is not what I call elegant, and once D3 is open sourced the problem can be solved much more easily, basically by setting a simple glTranslate() call.

 

Greebo is the lead coder, and I would say that he and Angua know the source code better than anyone on the team. If they feel it's something better left until the source code is released, I am happy to trust their judgement.

 

If this had come up a few years ago, perhaps it might have been worth implementing...but with release of the source code for D3 being relatively close, it would just end up being ripped out again anyway. A lot of work, for a short term pay off.

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but with release of the source code for D3 being relatively close

Well, so it's a sure thing?

Not the "relatively close", but the release!

Edited by lowenz

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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Well, so it's a sure thing?

Not the "relatively close", but the release!

 

As far as John Carmack is concerned, it will be released. Zenimax hasn't stopped them from releasing anything else.

 

Carmack's response to an email I sent to him last January.

 

"iPhone open source releases have been without a problem, and I just need to chase down a couple more sign offs for the RTCW release. No Doom 3 release would be possible before Rage's release, though."

 

As we've seen, the RTCW source code was released, so I'm feeling pretty good about a D3 release relatively soon after Rage.

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As far as John Carmack is concerned, it will be released. Zenimax hasn't stopped them from releasing anything else.

 

Carmack's response to an email I sent to him last January.

 

"iPhone open source releases have been without a problem, and I just need to chase down a couple more sign offs for the RTCW release. No Doom 3 release would be possible before Rage's release, though."

 

As we've seen, the RTCW source code was released, so I'm feeling pretty good about a D3 release relatively soon after Rage.

Thanks.

Great to see Carmack so close to community needs ;)

Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.

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