[GZDoom] Retro HUD got stretched if over 16:9 ratio

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Expand view Topic review: [GZDoom] Retro HUD got stretched if over 16:9 ratio

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Rachael » Tue Jan 19, 2021 1:24 am

Ah, I forgot this topic even existed.

Graphics that are made only for 16:9 monitors will have trouble with the new change, but overall I think it's a better idea than arbitrarily stretching the status bar at 21:9 resolutions. I don't consider it a "fix" though, mostly because the stretching originally was intentional. (For what reason? I don't know) So to me it's a new feature.

Either way, there's absolutely no reason why graphics should be locked at that aspect ratio anymore. GZDoom can be run at pretty much any aspect ratio - even nonsense ones like 100:1 or 1:100. I think it's up to the user to decide "yeah this looks like shit" than the source port placing arbitrary limits on how the graphics can be designed.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Tue Jan 19, 2021 12:06 am

This should be fixed now in the latest development build (https://devbuilds.drdteam.org/gzdoom/). Trimint123, can you confirm that this is the case for you?

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Wed Nov 11, 2020 6:39 pm

Trimint123 wrote:
Yarn366 wrote:I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched.
Did you tried it with the Widescreen graphics included in the latest GZDoom?
Yes I did, and the behavior is exactly the same.

drfrag wrote:
Yarn366 wrote:Does it still look stretched if you enable HUD Options -> Scaling Options -> HUD preserves aspect ratio?
Now it looks correct but i can't test higher aspect ratios anyway.
In Options -> Set video mode, set "Resolution scale" to Normal (to avoid stretching), then set "Force aspect ratio" to 21:9; this should give you a proper 21:9 viewing area (and is sufficient for reproducing this bug). To test custom aspect ratios, first set "Force aspect ratio" to Off (to avoid stretching this time, since "Resolution scale" will change to Custom), then change the "Custom Width" and "Custom Height" values to whatever you want, then select one of the "Apply Changes" options.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by drfrag » Wed Nov 11, 2020 8:02 am

Yarn366 wrote:Does it still look stretched if you enable HUD Options -> Scaling Options -> HUD preserves aspect ratio?
Now it looks correct but i can't test higher aspect ratios anyway.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Trimint123 » Wed Nov 11, 2020 5:53 am

Yarn366 wrote:I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched.
Did you tried it with the Widescreen graphics included in the latest GZDoom?

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Wed Nov 11, 2020 1:57 am

I just now found that the "the end" text at the end of Doom's bunny scroller has a similar (and probably the same) problem: it looks right at 16:9 and narrower, but at any wider aspect ratio it gets stretched. And as with the status bar, the wider the aspect ratio is, the more the text gets stretched--and at insanely wide ratios, the text gets wider than the (vanilla) background image! This happens regardless of the aspect ratio of the background image; only the screen aspect ratio matters.

The difference here is that there is no option (that I'm aware of) to adjust the scaling of that text.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Trimint123 » Tue Nov 10, 2020 11:52 pm

Yarn366 wrote:The wider the aspect ratio is beyond 16:9, the more the status bar is stretched. So, this issue is not caused by a simple lack of aspect ratio correction; rather, it seems that in this scenario, GZDoom lays out the status bar for 16:9 and then stretches that to "fit" the screen width.
There you go. Thanks for confirmation.
Rachael wrote:It's probably worth mentioning that setting is unconditionally true now in GZDoom, and the setting is even removed - any status bar that is offset (0,0) but is greater than 320 in width is automatically adjusted.
Huh, I didn't know it'll automatically adjusted.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Mon Nov 09, 2020 6:47 pm

drfrag wrote:Huh, somehow i downloaded the thumbnail. But for me it looks stretched even in 16:9, seems it depends on your screen resolution.
Does it still look stretched if you enable HUD Options -> Scaling Options -> HUD preserves aspect ratio? If so, then try playing with a fresh config file, changing only that option and loading only a vanilla Doom IWAD and optionally that status bar. If the status bar still looks stretched, then it's possible your whole display is being stretched.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by drfrag » Mon Nov 09, 2020 3:35 pm

Of course i know, but i used a different method in LZDoom and i wasn't sure.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Rachael » Mon Nov 09, 2020 3:08 pm

drfrag wrote:BTW the wide status bar also works in LZDoom setting fixunitystatusbar to true.
It's probably worth mentioning that setting is unconditionally true now in GZDoom, and the setting is even removed - any status bar that is offset (0,0) but is greater than 320 in width is automatically adjusted.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by drfrag » Mon Nov 09, 2020 3:02 pm

Huh, somehow i downloaded the thumbnail. But for me it looks stretched even in 16:9, seems it depends on your screen resolution.
BTW the wide status bar also works in LZDoom setting fixunitystatusbar to true.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Mon Nov 09, 2020 2:44 pm

drfrag wrote:I'm just dragging and dropping the linked file over the executable, GZDoom 4.5.0. If i should load the status bar in a different way please tell me how.
That method should work; at least it does for me. Are you using the full-resolution, 560x32 image, or are you instead using the scaled-down, 400x23 thumbnail (which will obviously look wrong in-game)? The linked post does have the full image, but you need to click the attachment first.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by drfrag » Mon Nov 09, 2020 6:04 am

I'm just dragging and dropping the linked file over the executable, GZDoom 4.5.0. If i should load the status bar in a different way please tell me how.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by Yarn366 » Mon Nov 09, 2020 4:55 am

drfrag wrote:
Trimint123 wrote:Title said it all
It didn't. If i load that status bar it's screwed i can't get the same results as you. How am i supposed to reproduce the issue? My screen resolution is 1366x768 and it's broken with every scale option, the aspect ratio doesn't matter much if i can't get the graphic to display properly. How should i load the graphic then?
If your problem is that the status bar is offset to the right, then make sure you are running GZDoom 4.5.0, which added support for widescreen status bars.

Re: [GZDoom] Retro HUD got stretched if over 16:9 ratio

by drfrag » Mon Nov 09, 2020 3:52 am

Trimint123 wrote:Title said it all
It didn't. If i load that status bar it's screwed i can't get the same results as you. How am i supposed to reproduce the issue? My screen resolution is 1366x768 and it's broken with every scale option, the aspect ratio doesn't matter much if i can't get the graphic to display properly. How should i load the graphic then?

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