Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Admiral Nelson on September 12, 2007, 04:49:23 pm

Title: 1920x1200 Resolution
Post by: Admiral Nelson on September 12, 2007, 04:49:23 pm
My new LCD monitor arrived today, with a naitive resolution of 1920x1200. The launcher only reaches a resolution of 1920x1080.  Is there a way to enable 1920x1200 resolution in FSO?
Title: Re: 1920x1200 Resolution
Post by: Polpolion on September 12, 2007, 05:12:09 pm
:eek:

I have 1600x1200, but I had to mess around with the monitor display area to get it.
Title: Re: 1920x1200 Resolution
Post by: CP5670 on September 12, 2007, 06:54:31 pm
You can change the resolution manually with the Videocard and VideocardFs2open flags in the registry. I had to do that back when the launcher didn't support 2048x1536 and it worked fine. However, the game does not work properly with widescreen resolutions. The HUD elements will look stretched or misaligned.
Title: Re: 1920x1200 Resolution
Post by: Admiral Nelson on September 12, 2007, 07:39:24 pm
i hesitate to randonly futz around with regestry settings -- I presume I want to change
VideocardFs2open from OGL -(1024x768)x32 bit to OGL -(1920x1200)x32 bit
I do not see any Videocard registry entry.
Title: Re: 1920x1200 Resolution
Post by: CP5670 on September 12, 2007, 10:39:53 pm
Well, just change that one. I think the name was changed to maintain compatibility with retail FS2, so I might have the other one in my registry from retail.

Note that the launcher may keep changing it back if you set the resolution to something it doesn't recognize, even though the game itself works with it. I remember that I had to create a small reg file to keep updating that flag every time I opened the launcher, as it would always reset it to the standard 1024x768.
Title: Re: 1920x1200 Resolution
Post by: Admiral Nelson on September 12, 2007, 11:21:19 pm
It works -- results are good, as these cropped shots show:

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/DeimosCropped.jpg)

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/UrsaCropped.jpg)
Title: Re: 1920x1200 Resolution
Post by: jr2 on September 13, 2007, 03:36:17 am
It works -- results are good, as these cropped shots show:

Don't crop - use lvlshot...
Code: [Select]
[lvlshot]http://www.imageshack.us/fancyimageurlhere/image.jpg[/lvlshot]
(That's LVLSHOT, but in lower-case)
Title: Re: 1920x1200 Resolution
Post by: Admiral Nelson on September 13, 2007, 09:17:45 am

(http://img.photobucket.com/albums/v106/NelsonAndBronte/FS2/GTCVRisha.jpg)
Title: Re: 1920x1200 Resolution
Post by: CP5670 on September 13, 2007, 11:34:28 am
Nice shots, but the HUD looks messed up as I had said earlier. :p
Title: Re: 1920x1200 Resolution
Post by: Admiral Nelson on September 13, 2007, 12:39:25 pm
Cue yet another thread whining to taylor about widescreen support....  ;)

The performance of this engine is remarkable -- 1920x1200 res 16Qx AA 16xAF.  No slowdowns.
Title: Re: 1920x1200 Resolution
Post by: CP5670 on September 13, 2007, 02:37:50 pm
Depends on what you call a slowdown. There are certain situations where the performance inexplicably tanks a lot regardless of the video card or settings. I think it's being worked on though.
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 13, 2007, 09:30:14 pm
you know when you think about it, all the gauges that get distorted, the lead indicator, target boxes, ect. could probibly be replaced my scripted versions. i know the way ive been dealing with multi res support in custom hud elements, seems to work great on wide screen resolutions. all youd really need is a flag (or a hud table) to disable those elements and a script to replace them. even though i dont think making a mod to fix the problem would fly very well in multi.
Title: Re: 1920x1200 Resolution
Post by: Dark Hunter on September 13, 2007, 09:34:42 pm
Well, are these scripts of yours available somewhere, Nuke?
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 14, 2007, 03:58:05 pm
the reticle i made was slightly different than freespace's in that the gauge itself moved so that when you put the ship in the middle of it, you would hit it. and my recent version draws a line form the center of the ship to the redicle to indicate what ship it is that youre targeted to. care would need to be taken to script a lead indicator that works exactly like the one in freespace. i know mine doesnt yet take subsystem targets into account, but i wish factor that in at some point, as well as tweak the lead to go for the weekest shield quadrant when attacking shielded ships.
Title: Re: 1920x1200 Resolution
Post by: jr2 on September 15, 2007, 03:05:20 am
, as well as tweak the lead to go for the weekest shield quadrant when attacking shielded ships.

FTW!  :yes:  :D
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 15, 2007, 04:04:34 am
the hard part is figuring out where that is. i figure a good way is to go after a front, back, right,or left normal times 1/2 the ships radius.
Title: Re: 1920x1200 Resolution
Post by: colecampbell666 on September 15, 2007, 10:14:24 am
So you're saying that the guns would target the selected ship if it was in the center reticle?
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 15, 2007, 07:50:54 pm
no thats blindfire. the guns dont move the reticle does
Title: Re: 1920x1200 Resolution
Post by: colecampbell666 on September 15, 2007, 07:56:05 pm
Well if the reticle moves wouldn't the guns move, too?
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 15, 2007, 10:22:20 pm
no. the retical is lead compensated. instead of ligning up a lead indicator and a retical, you line up a retical that moves and the ship.
Title: Re: 1920x1200 Resolution
Post by: jr2 on September 16, 2007, 01:58:01 am
no. the retical is lead compensated. instead of ligning up a lead indicator and a retical, you line up a retical that moves and the ship.

Could you take into consideration the different leads for the particular type of missile?  I know the pri weapons is accounted for their different speeds, but for dumbfiring missiles, you're out of luck.  (eg, Furys & trebs ;7 )
Title: Re: 1920x1200 Resolution
Post by: Nuke on September 16, 2007, 02:20:42 am
i could put compensated leads for all weapons that need leading, but then that clutters the hud. i might go back to a simple gauge rather than one that indicates shield and hull integrety, or reduce the complexity of those elements. i want the gauge to adjust to the range of the weapon so that the gauge is exactly the size of the ship youre gonna be shooting at.

another thing i might look into is different gauges on a per weapon basis. like a long range maxim like weapon would need sniper accuracy and a 1 pixel pipper would be more than enough with perhaps a high accuracy deflection gauge indicating relative angle in arc minures, theen for a shotgun or scattering gatling gun youd want a large circle gauge that perhaps indicates the radius of the spread at target range. then i can go as far as computing multiple leads for multiple targets like in freelancer. newer lead gauges have a pair of curved lines which is actually a projection of your bullet path. i havent figured out how to lead with it but you can rake the plane through it and youl probibly score a hit. this gauge seems abit rather complicated for freespace.
Title: Re: 1920x1200 Resolution
Post by: jr2 on September 16, 2007, 03:09:25 am
....Just make it a launcher flag: crosshairsensitivity=1,2,or3 for differing levels of complexity.  And, for the missiles, a second target indicator of a different color would do.  But, I'm not sure about the idea of making the target indicator vary with the target size... you can target subsystems, so what's the point?