Fix intermission scaling
Moderator: GZDoom Developers
Re: Fix intermission scaling
I've added screen border flats resizing, I do want to do the frame too but not sure how much work that will be.
I've also added customization - you can now put in a factor that determines how much the pixels will resize, relative to 320x200. You can also change the pixel aspect.
I've also added customization - you can now put in a factor that determines how much the pixels will resize, relative to 320x200. You can also change the pixel aspect.
Re: Fix intermission scaling
Glad to see my clueless rummaging in the source turned into a sophisticated and customizable feature. :) Great job, Rachael!
Re: Fix intermission scaling
Those look amazing! The visuals are SOOOOO much better now!
Re: Fix intermission scaling
Egad! I forgot how big those bevels were. Mind you, I don't really see them anyway.
Good work on this. As Graf said in the other thread, it's something that has lain untouched for 20+ years and it definitely needed doing.
Good work on this. As Graf said in the other thread, it's something that has lain untouched for 20+ years and it definitely needed doing.
Re: Fix intermission scaling
Thanks, again.
If anyone wants to try this out before the feature gets solidly set in stone, Github created an artifact that you can run: https://github.com/coelckers/gzdoom/sui ... ts/5759418 - install it on top of a dev build or GZDoom 4.3.3.
The relevant CVARs are thus:
If anyone wants to try this out before the feature gets solidly set in stone, Github created an artifact that you can run: https://github.com/coelckers/gzdoom/sui ... ts/5759418 - install it on top of a dev build or GZDoom 4.3.3.
The relevant CVARs are thus:
Code: Select all
CVAR(Bool, inter_classic_scaling, true, CVAR_ARCHIVE)
- This is a switch to turn on/off intermission scaling
CVAR(Bool, ui_screenborder_classic_scaling, true, CVAR_ARCHIVE)
- This is a switch to turn on/off screen border scaling
CVAR(Float, classic_scaling_factor, 1.0, CVAR_ARCHIVE)
- This is a multiplier relative to 320x200. Increase it to make the scaling relative to a higher resolution.
CVAR(Float, classic_scaling_pixelaspect, 1.2, CVAR_ARCHIVE)
- This is a multiplier for the pixel aspect ratio. Set to 1.2 for the default (stretched like 320x200), set to 1.0 to make it square.
Re: Fix intermission scaling
Very nice! Will there be any consideration for mod-side control? I can imagine someone has created a high-resolution frame image that will now look horrible and pixelated with the new defaults...
EDIT: Is that build you linked based off of the texture rework branch? If so, I may have a bug to report with shader compilation.
EDIT: Is that build you linked based off of the texture rework branch? If so, I may have a bug to report with shader compilation.
Re: Fix intermission scaling
Yes, it's based on the texture rework.
This could be redone for an older code base like LZDoom but it would have to be done manually.
This could be redone for an older code base like LZDoom but it would have to be done manually.
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Re: Fix intermission scaling
Good god, that looks so much better.
Re: Fix intermission scaling
Thank you, again.
I've now put the finishing touches on the branch, it should be ready for merge as soon as texture_rework is.
Graf - would it be more convenient for me to simply merge my work into texture_rework, itself?
I've now put the finishing touches on the branch, it should be ready for merge as soon as texture_rework is.
Graf - would it be more convenient for me to simply merge my work into texture_rework, itself?
- Redneckerz
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Re: Fix intermission scaling
This is really the kind of feature you never knew was missed or even needed but now that its here, it looks sublime.
Once more a great showcase that details can have a dramatic impact on the result. Well done Rachael, that's definitely a selling point for GZDoom.
Once more a great showcase that details can have a dramatic impact on the result. Well done Rachael, that's definitely a selling point for GZDoom.
Re: Fix intermission scaling
Done.
Thank you, Red.
Thank you, Red.
Re: Fix intermission scaling
Closing as added.
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Re: Fix intermission scaling
Rachael, how can I test Doom with this enabled? I thought it would be in the latest SVN build... but I can't find if I still have to enable it through a cvar.