[Not a bug] Widescreen Weapon Clipping - 2.0.95

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Expand view Topic review: [Not a bug] Widescreen Weapon Clipping - 2.0.95

by Arcane » Tue Dec 28, 2004 8:14 pm

I love you, Graf. :O

by Graf Zahl » Mon Dec 27, 2004 5:39 am

And it's as easy to suggest 'solutions' that won't work. Face it, Doom was never made for widescreen displays so you have to live with those limitations if you weapon designers don't do anything yourselves to solve it.

by wildweasel » Sun Dec 26, 2004 11:32 pm

Ultraviolet wrote:So uh, when making weapons, don't stop at your vanishing points, except for the ones at the bottom line.
That's easy to say for those who make weapons. In the case of the Jackhammer (which was screenshot-ripped from Delta Force and cleaned up a little) it would be impossible to replicate the weapon's style and make it extend further.

by Chris » Sun Dec 26, 2004 9:46 pm

Why not just keep the weapons so they're off to the right? O.o
What happens if the graphic is designed to be on the left?

by Arcane » Sun Dec 26, 2004 8:45 pm

Why not just keep the weapons so they're off to the right? O.o

so instead of the gap, you just have a crosshair off to the right a little.

by Ultraviolet » Sun Dec 26, 2004 7:50 pm

So uh, when making weapons, don't stop at your vanishing points, except for the ones at the bottom line.

by Chilvence » Sun Dec 26, 2004 5:29 am

I dont think it could push it off that much, especially if it takes the scaling origin from the middle of the screen + the highest point of the first frame of the weapon. At any rate, it is still miles better than having a sliced in half weapon, in one of the official games, with a resolution that the game supports. It cant be difficult to scale a weapon either, since they already have to be scaled to fit the screen resolution.

Does anyone care to point me to a wad that uses lots of different angled weapons so that I can experiment with it a bit?

by Graf Zahl » Sun Dec 26, 2004 4:59 am

Yes, for this one weapon it looks ok, but what if something else is used?. An angled rail gun with A_FireRailgunRight would not look good with it. Same for angled weapons that shoot their projectiles from that position. In those cases the weapon will be visibly off.

by Chilvence » Sun Dec 26, 2004 4:13 am

Enjay wrote:I suspect it would just look silly - all stretched off to one side and distorted.
Look at the cut and paste example :P

by Chris » Sat Dec 25, 2004 7:21 am

Indeed. Just use the resolution you normally use if it's that bad.. or fix the sprite yourself (or ask the creator to fix it).

by Enjay » Sat Dec 25, 2004 6:43 am

I suspect it would just look silly - all stretched off to one side and distorted.

by wildweasel » Sat Dec 25, 2004 3:14 am

Ought to be a compatibility option (R_SCALEPLAYERSPRITES?).

by Csonicgo » Fri Dec 24, 2004 11:05 pm

there should be.

by Chilvence » Fri Dec 24, 2004 5:14 pm

So... no scaling :( ?

by randi » Fri Dec 24, 2004 4:10 pm

Indeed. I already noticed it with the fighter's fist and decided to leave it alone. The sprite just wasn't designed for a wider screen.

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