Hiradur Posted June 13, 2018 Report Posted June 13, 2018 You can set any res you want in the cfg file or in console. seta r_customHeightseta r_customWidthseta r_aspectRatioThe correct way to set the aspect ratio on ultrawides should be r_fovRatio: "r_fovRatio" is:"0" default:"0"Aspect ratio of view, if set to greater than 0, determines the ratio between FOV for x and y directly, and r_aspectRatio is ignored. The value should closely match r_customWidth / r_customHeight.Because r_aspectRatio only allows certain classes: "r_aspectRatio" is:"1" default:"0"Aspect ratio of view, determines the ratio between FOV for x and y. Only used if r_fovRatio is 0:0 = 4:31 = 16:92 = 16:103 = 5:44 = 16:9 TV Quote
AluminumHaste Posted June 13, 2018 Report Posted June 13, 2018 Since r_fovRatio is just a width/height it could just be done automatically. Quote I always assumed I'd taste like boot leather.
MayheM Posted June 14, 2018 Report Posted June 14, 2018 Last question... Do you guys share any codes or component with the Doom 3's sourceport Dhewm3? Just right now, i tried firing up the original Doom 3, and got to the place (alphalab3) where i always get the crash (the one that i mention in my post similar to the DarkMod's one, but i was using Dhewm3 at that time). It seems i am not getting any crash at all with the original Doom 3 engine. Could it be there is something wrong with source port? Quote
Obsttorte Posted June 14, 2018 Report Posted June 14, 2018 Since r_fovRatio is just a width/height it could just be done automatically.It is actually, unless the user has specified a value there. 1 Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
Anderson Posted June 14, 2018 Report Posted June 14, 2018 (edited) Sword stuck when trying to hit a rat and freezed in a position prepared to swing. Changing to different weapon or sheathing the sword did not help.Neither does getting hit or climbing something. Only by dying.Minor bug but interesting. Edited June 14, 2018 by Anderson Quote "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."... - 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.
AluminumHaste Posted June 14, 2018 Report Posted June 14, 2018 I've never seen that one Quote I always assumed I'd taste like boot leather.
Filizitas Posted June 14, 2018 Report Posted June 14, 2018 Its the volta 2 mission. It has an extreme high rate of these glitches.Were investigating that and the author spoken out that they are aware of this issue. 1 Quote Can we have more scary Zombie Horror maps?
Hiradur Posted June 14, 2018 Report Posted June 14, 2018 It is actually, unless the user has specified a value there.But in the default configuration it's always overwritten by r_aspectRatio, isn't it? Quote
Obsttorte Posted June 14, 2018 Report Posted June 14, 2018 That's the code /* ==================== idGameLocal::CalcFov Calculates the horizontal and vertical field of view based on a horizontal field of view and custom aspect ratio ==================== */ void idGameLocal::CalcFov( float base_fov, float &fov_x, float &fov_y ) const { float x; float y; float ratio_x; float ratio_y; float ratio_fov; // first, calculate the vertical fov based on a 640x480 view x = 640.0f / tan( base_fov / 360.0f * idMath::PI ); y = atan2( 480.0f, x ); fov_y = y * 360.0f / idMath::PI; // FIXME: somehow, this is happening occasionally assert( fov_y > 0 ); if ( fov_y <= 0 ) { Error( "idGameLocal::CalcFov: bad result" ); } // if r_fovRatio != 0, use it directly: ratio_fov = cv_r_fovRatio.GetFloat(); if (ratio_fov > 0.01) { ratio_x = ratio_fov; ratio_y = 1.0f; } else { // old code, use r_aspectRatio switch( r_aspectRatio.GetInteger() ) { default : case 0 : // 4:3 fov_x = base_fov; return; break; case 1 : // 16:9 case 4 : // TV 16:9 ratio_x = 16.0f; ratio_y = 9.0f; break; case 2 : // 16:10 ratio_x = 16.0f; ratio_y = 10.0f; break; case 3 : // 5:4 ratio_x = 5.0f; ratio_y = 4.0f; break; } } // Printf( "Using FOV ratio %0.3f:%0.0f\n", ratio_x, ratio_y ); y = ratio_y / tan( fov_y / 360.0f * idMath::PI ); fov_x = atan2( ratio_x, y ) * 360.0f / idMath::PI; if ( fov_x < base_fov ) { fov_x = base_fov; x = ratio_x / tan( fov_x / 360.0f * idMath::PI ); fov_y = atan2( ratio_y, x ) * 360.0f / idMath::PI; } // FIXME: somehow, this is happening occasionally assert( ( fov_x > 0 ) && ( fov_y > 0 ) ); if ( ( fov_y <= 0 ) || ( fov_x <= 0 ) ) { Error( "idGameLocal::CalcFov: bad result" ); } } r_fovRatio gets the highest priority. Only if it is zero (the default) r_aspectRatio is used. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter
Hiradur Posted June 15, 2018 Report Posted June 15, 2018 Since r_fovRatio is 0 by default and r_aspectRatio only has a limited amount of aspect ratios available it's still necessary to set r_fovRatio manually on screens with aspect ratios which are not present in r_aspectRatio.I wonder if a better approach would be to always default to the native monitor resolution in fullscreen mode and calculate r_fovRatio based on that resolution assuming square pixels. Of course it should still be possible to force specific resolutions and aspect ratios. Always defaulting to the native resolution would be nice for laptop users who connect their device to monitors/TVs with different resolutions frequently. Quote
peter_spy Posted June 15, 2018 Report Posted June 15, 2018 Speaking of FOV, is there a way to tweak its settings for wider angles of 16:9 resolutions? Image gets heavily distorted on the sides with values above 70 (and 70 feels uncomfortable, like walking with zoom lens). Values between 80 and 90 feel more or less natural in terms of viewing angle, but the distorsion is pretty high there. Quote Artstation stuff
AluminumHaste Posted June 15, 2018 Report Posted June 15, 2018 We could add some distortion to compensate: http://www.decarpentier.nl/lens-distortion 1 Quote I always assumed I'd taste like boot leather.
Oktokolo Posted June 15, 2018 Report Posted June 15, 2018 I wonder if a better approach would be to always default to the native monitor resolution in fullscreen mode and calculate r_fovRatio based on that resolution assuming square pixels.Do displays with non-square pixels still exist? Quote
Durandall Posted June 15, 2018 Report Posted June 15, 2018 Got another piece of unfrobable loot. Had this a few times over the years. Once on a key. Didn't see a bug tracker entry for it.More specifically, the loot is not being frob blocked. I just can't frob it. It can be moved by g_dragentity. Quote
Hiradur Posted June 17, 2018 Report Posted June 17, 2018 Sword stuck when trying to hit a rat and freezed in a position prepared to swing. Changing to different weapon or sheathing the sword did not help.Neither does getting hit or climbing something. Only by dying.Minor bug but interesting.I can reproduce this when swinging the sword a dozen times in the Training Mission. Do displays with non-square pixels still exist?I don't know. Found another sound that should be mono instead of stereo for proper positional audio: tdm_sound_vocals04.pk4/sound/voices/generic/sniff01.wav 1 Quote
Goldwell Posted June 22, 2018 Report Posted June 22, 2018 Any mappers getting excessively longer dmapping times in 2.06? I have a little test map that's 99 brushes, 10 patches and 88 entities and it's taking me 1 minute and 45 seconds to dmap. I tested the same map in 2.05 and the dmap time was 4 seconds. I turned off everything in the menu, reversed the nvidia soft shadows hack and restarted the engine and still had the same issue. A map that small should only take a few seconds to dmap. Anyone else been getting similar issues? Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
duzenko Posted June 22, 2018 Report Posted June 22, 2018 Any mappers getting excessively longer dmapping times in 2.06? I have a little test map that's 99 brushes, 10 patches and 88 entities and it's taking me 1 minute and 45 seconds to dmap. I turned off everything in the menu, reversed the nvidia soft shadows hack and restarted the engine and still had the same issue. A map that small should only take a few seconds to dmap. Anyone else been getting similar issues?Send me a download link in PM and I will look Quote
Goldwell Posted June 22, 2018 Report Posted June 22, 2018 Send me a download link in PM and I will look Will do, thank you! Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse | Snowed Inn | Noble Affairs
Spooks Posted June 23, 2018 Report Posted June 23, 2018 Here's a fun one: 1 Quote My FMs: The King of Diamonds (2016) | Visit my Mapbook thread sometimes! | Read my tutorial on Image-Based Lighting Workflows for TDM!
Darkriser Posted September 12, 2018 Report Posted September 12, 2018 ...- The rope arrow is suddenly broken... As soon as i climb on it, it freaks out and lashes itself into the first wall it can find. Unclimbable....Guys,today I wanted to continue my saved progress but I'm experiencing the same problem as Filizitas.All ropes (fixed ones and rope arrows) behave the same...once climbing, they start to shake, shiver and I fall down.When looking up, the rope still shivers like crazy.I definitely did NOT notice this issue in previous version (2.05).The issue makes it impossible to continue playing this awesome game....anyone to help, please? I'm running TDM (x64) on HP EliteBook 8730wOS: ArchLinuxOpenGL vendor: NVIDIA CorporationOpenGL renderer: Quadro FX 2700M/PCIe/SSE2OpenGL version: 3.3.0 NVIDIA 340.107 Many thanks,Marcel 1 Quote
SuaveSteve Posted September 16, 2018 Report Posted September 16, 2018 I've been experiecing slowdowns in some maps, this was not present in 2.05. There's only two maps I can explain the behaviour clearly from memory: In Penny Dreadful 3, the fps would tank to single digits when running through the streets, I can't recall it ever happening inside a building. It would return to normal in a few seconds. In William Steele 1, it will always tank after about 10-15 minutes, regardless of my movement or location (I've left the game running from a quick-load without touching anything). It will NOT return to normal, and I have to quit the game, quick-loading doesn't restore it. Please let me know if you want me to run any experiments. Quote
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