Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: defiant on July 18, 2004, 06:47:28 am
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The first thing i noticed after starting up FS SCP (apart from the great graphics and work) was that the lead indicator for targeted ships appears to be waaaay off. Like a drone ship in the tutorial missions will be heading directly at me but its lead indicator will be more towards the lower right side of the screen instead of dead center on the hud where it should be.
The first thing that comes to mind is that this is the result of running the game at 1280x1024, seeing as ive also noticed text not appearing in the correct place on the screen...eg the collision warning text appearing outside to the right of the the flashing box that it should appear in.
I'll see wot happens when I lower the res but I wanted to know if this is a common problem that can be fixed or whether its something else. :confused:
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Gave it go, seems to be fixed when at 1024x768. Thats such a pain, the game just looks so much more beautiful at 1280x1024 :sigh: Is there a work around? Id imagine that playing through the entire game with a completely inaccurate lead indicator would be bloody difficult, especially during the later levels with those ultra fast shivan ships!
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As far as I understand, correct support for resses higher than 1024x768 hasn't been implemented yet.
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Originally posted by Ransom Arceihn
As far as I understand, correct support for resses higher than 1024x768 hasn't been implemented yet.
goddamit :(
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Anything but 640*480 or 1024*768 is called a "non-standard resolution" because it was a) not supported in retail and b) isn't truly supported in FSO either.
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Originally posted by kasperl
Anything but 640*480 or 1024*768 is called a "non-standard resolution" because it was a) not supported in retail and b) isn't truly supported in FSO either.
I understand that, its just that the game looks so much better at 1280x1024, was just hoping that there was some type of workaround or fix
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Aside from using 1024*768 or forgetting the indicator?
Buying C++ for Dummies might be a start.
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the HUD code is being reworked right now with this in mind.
but, the non-standard resolutions arn't suported yet RT just gave it a quick implementation so that people who were willing to put up with the buggyness would still be able to play with it
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Isnt HUD art all that is required to make it work properly? (and possibly a small code change letting the game recognize files named somthing like 3_leadindicator.ani)
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This will be fixed the next time I commit to CVS. I think.
Edit: Guess not. :p Looks like the problem might be that the HUD stuff is being rendered at the wrong distance from the hud; as you get closer to a ship, the reticule gets more accurate. The text for the bounding box is rendered far to the right/bottom, yet it uses the same lower-right coordinates as the bounding box for its upper-right coordinates.
ANyone with more experience with the lower-level graphics system have an idea?