Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kamakazie on February 22, 2006, 05:28:36 am
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Using DX8, this supports 1680x1050 (yay!), but aside from standard HUD skewing, I have a problem with the targetting reticule not being consistant with the actual location of the target ship as it approaches the edges of the screen. Changing the FOV didn't seem to help so any help from you guys would be greatly appreciated :)
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i have the same problem on OGL at 1280x800
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Ok, that's one username that is gonna get confuzing.
Also... widescreen isn't supported. In fact, no other sizes are "supported" aside form the retail ones. Despite some working better than others.
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It's not like the retail ones are supported either. Is there an SCP customer service number I can call if I get problems in 10x7? :D
All 4:3 resolutions work perfectly, but I'm not sure about the rest. There are some people here who use widescreen laptops though and may know more.
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Even 4:3 resolutions don't work perfectly in truth. HUD targetting brackets don't really line up perfectly regardless of the resolution. It's mainly an issue of the 3D and 2D elements being handled differently by the renderer. A different FOV setting (like a widescreen resolution would simulate) makes the problem more noticable, but the problem exists either way. Eventually this will get fixed but it's so back-burner right now I don't want to even speculate as to when that might be worked on. For now it's just something that everyone has to live with.
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hmm, I haven't noticed any problems with those. Maybe it works correctly with exact multiples of the standard resolutions, which I use.
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Well I wasnt implying that 1680x1050 was officially supported, but I was hoping that I could at least get some support for my issue :)
Its a minor nuisance and not a game killer, but it can get annoying when trying to line up the aspect seeking reticle on a ship thats not dead center. So no biggie, but if you devs feel like taking a crack at this for the next build, be my guest ;7
Thanks for the help, and thanks for the great additions you devs have made to the game :D
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Ok, that's one username that is gonna get confuzing.
:lol: I didnt realize there was someone here named Kamikaze :lol:
Well just remember, I'm the one that spells the word incorrectly :)
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My turn to blast someone with the welcome beam!!
:welcome:
Have fun at the forums.
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Didn't I post in this topic?
Anyway: distortion is more evident at screen edges.
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hmm, I haven't noticed any problems with those. Maybe it works correctly with exact multiples of the standard resolutions, which I use.
It's visible in all resolutions, though more evident with lower FOV settings. Try -fov 0.4 and watch 2d stuff getting distorted towards the edges. It's not just the HUD, but glowpoints too.
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Oh, I see it now, at least the targeting bracket issue. It occurs at every resolution I tried though, including the standard 1024x768, and it doesn't look any worse in the others. Changing the FOV makes it pretty bad but it's minimal at the default FOV setting (never noticed it until now).
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any word on getting this fixed?
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Eventually this will get fixed but it's so back-burner right now I don't want to even speculate as to when that might be worked on. For now it's just something that everyone has to live with.
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At the risk of going off topic, out of curiousity, what's on the frontburners at the moment?
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At the risk of going off topic, out of curiousity, what's on the frontburners at the moment?
new launcher
bug fixing
new pilot code
new installer
updated opengl code
newer sound code
newer input code
dynamic ship/weapon limits with network support
new pxo client/server
new interface code
platform support overhaul
...
[about 14 months from now]
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widescreen support is somewhere way down here.
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At the risk of going off topic, out of curiousity, what's on the frontburners at the moment?
new launcher
bug fixing
new pilot code
new installer
updated opengl code
newer sound code
newer input code
dynamic ship/weapon limits with network support
new pxo client/server
new interface code
platform support overhaul
...
[about 14 months from now]
...
widescreen support is somewhere way down here.
frak
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widescreen support is somewhere way down here.
Hey, the fact that FS2 is willing to display at widescreen resolutions (even with some minor misalignment) sets it a step above lots of other games. VegaStrike, for example, is locked to 4:3.