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Postby Spike » Sun Jun 28, 2009 10:59 am

Or you could set it in-game via a menu, which is probably a bit more friendly (FTE provides this in its video menu, for instance).
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Postby Chip » Sun Jun 28, 2009 11:02 am

Yes, this is a way, too. I just didn't want the user to dig too much in the menus.
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Postby Urre » Mon Jun 29, 2009 8:08 pm

Dunno about you guys, but I have HUD written in CSQC which work in all aspect ratios...
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Postby ceriux » Mon Jun 29, 2009 8:41 pm

Urre wrote:Dunno about you guys, but I have HUD written in CSQC which work in all aspect ratios...


preview?
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Postby Chip » Tue Jun 30, 2009 7:39 am

So, where would this code be in the CSQC? Can you point us to it? I'm sure there is no more than a simple routine.
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Postby r00k » Tue Jun 30, 2009 8:36 am

Chip wrote:
Urre wrote:Your HUD is oddly stretched though.


I'm working on a wide monitor, and I didn't started on the HUD yet. The mod has still other priorities.

On the other side, I don't think it should stretch like this. It should have the same width regardless of resolution. Do you know any trick for that?


If that's DarkPlaces you need to modify your vid_conwidth and vid_conheight values to be the same aspect ratio as your monitor's resolution. Like if you have 1440x900 and a console resolution of 800x600 its gonna look awkward, whereas 720x450 would look correct.
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Postby Chip » Tue Jun 30, 2009 6:35 pm

I know this, thank you, I just wanted it automatic. To be auto selected when the player selects the screen resolution.

EDIT: Hey, the console is half the resolution! Maybe I could write a script to do that.
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Postby r00k » Wed Jul 01, 2009 5:31 am

ya u can u can stuffcmd some macros but im not sure if there is one for screen properties.
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Postby leileilol » Wed Jul 01, 2009 6:22 am

Image
i should not be here
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Postby r00k » Wed Jul 01, 2009 6:53 am

I was bored tonight so i modified this

Code: Select all
qglMultiTexCoord2f (GL_TEXTURE0_ARB, v[3], v[4]);

Image
to
Code: Select all
qglMultiTexCoord2f (GL_TEXTURE0_ARB, v[7], v[8]);

and had these results :D
Image
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Postby Urre » Wed Jul 01, 2009 1:39 pm

Chip: unfortunately it's not as automatic as one would like it to be. You need to code the menuqc to alter the console res when the player changes his video res. DarkPlaces' basic quake menu does this already, but if you have your own menu you need to code it yourself. No idea what FTE does in this case.
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Postby Chip » Thu Jul 02, 2009 6:48 am

Urre wrote:Chip: unfortunately it's not as automatic as one would like it to be. You need to code the menuqc to alter the console res when the player changes his video res. DarkPlaces' basic quake menu does this already, but if you have your own menu you need to code it yourself. No idea what FTE does in this case.


I'll see what I can do. Unfortunately time is something I don't really have these days.
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Postby metalmodman » Sat Jul 04, 2009 3:10 am

r00k wrote:I was bored tonight so i modified this


you took a screenshot of the time. lol nice
looks cool I like what you did with the graphics is this darkplaces?
Last edited by metalmodman on Sun Jul 05, 2009 7:10 am, edited 1 time in total.
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Postby Error » Sun Jul 05, 2009 6:21 am

I've been working on an enhanced coop mod with scar3crow for the last week. It focuses on getting a team to work together and encourages players to not speedrun through everything and stick together. It will also offer replayability and give fresh scenarios every time you play a game, while not adding any additional art content.

So, that's going good ;)
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Postby metalmodman » Sun Jul 05, 2009 7:11 am

Error wrote:I've been working on an enhanced coop mod with scar3crow for the last week. It focuses on getting a team to work together and encourages players to not speedrun through everything and stick together. It will also offer replayability and give fresh scenarios every time you play a game, while not adding any additional art content.

So, that's going good ;)

LINK?
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