[Widescreenfriendly] TUTNT, Austerity, TCotD2

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[Widescreenfriendly] TUTNT, Austerity, TCotD2

Postby Tormentor667 » Wed May 18, 2011 6:07 am

Just as a little note for you people... (copy+paste win)

While most of the projects online here at the Realm667 are widescreen-compatible without any problems (especially the recent ones), I noticed already several times, that The Ultimate Torment & Torture ultimately sucks at 16:9 resolutions. It was always a pain for me to see this as I am one of those perfectionists who simply want their projects to look 100% fine without any flaws. Fortunately I did have the time to fix this yesterday and uploaded a new file to the Realm667 as well as the /idgames repository. No need to post a changelog as there have only been changes to the fullscreen graphics and nothing else, but I just wanted to let you know about this. If you find other projects around here that fail at 16:9 resolutions, just let me know, and I will see if I can fix these as well.


You can get the latest file over at http://www.realm667.com. And please let me know if you can find other projects with flaws in 16:9 resolutions so I can fix them. I know, it's only a little aesthetic thing, but as I said, it's necessary in my eyes!

Cheers,
Dan

*UPDATE*
Also uploaded a new version of Austerity and TCoTD2 with widescreen friendly graphics and stuff.
Last edited by Tormentor667 on Wed May 18, 2011 4:09 pm, edited 3 times in total.
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Re: [v1.07] The Ultimate Torment & Torture

Postby Z86 » Wed May 18, 2011 6:43 am

What was the problem with widescreen? Maybe the Pyrocannon sprite?
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Re: [v1.07] The Ultimate Torment & Torture

Postby Nash » Wed May 18, 2011 6:51 am

TCOTD2 wasn't widescreen friendly last I played...
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Re: [v1.07] The Ultimate Torment & Torture

Postby Enjay » Wed May 18, 2011 8:16 am

Yeah, it's been a couple of years - maybe more - since I ran a poll in the off topic section to find out how many people were using wide screen resolutions. Even back then it was more than half of the people who voted. Nowadays it just makes sense to try and produce projects that are as wide screen compatible as possible. Extra credit for going back and fixing up an already released project though Torm. :)
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Re: [v1.07] The Ultimate Torment & Torture

Postby Tormentor667 » Wed May 18, 2011 10:02 am

Z86 wrote:What was the problem with widescreen? Maybe the Pyrocannon sprite?

The Pyrocannon is an issue I can life with, the main problem was actually all the graphics for the cutscenes and stuff. But hey, even that is fixed now :P

@Nash - What's been the main problem with TCOTD2?

@Enjay - That has been a real problem actually that I never thought of before, but most of the people now tend to have a widescreen monitor and projects simply should stay looking good in the future ;)
Last edited by Tormentor667 on Wed May 18, 2011 10:59 am, edited 1 time in total.
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Re: [v1.07] The Ultimate Torment & Torture

Postby scalliano » Wed May 18, 2011 10:43 am

I use a widescreen setup, but I play Fat Doom.
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby Tormentor667 » Wed May 18, 2011 11:05 am

Fat Doom certainly sucks :P
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby bgraybr » Wed May 18, 2011 12:09 pm

Heh, Fat Doom is annoying.

I've always wondered, whats the "correct" aspect ratio for Doom, Heretic, and Hexen? I'm never sure, so I usually set it to automatic in Zdoom and it works fine at my resolution.
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby Tormentor667 » Wed May 18, 2011 2:37 pm

So next to TCotD2, KDiZD and UTNT, anything else you noticed?
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby scalliano » Wed May 18, 2011 6:14 pm

bgraybr wrote:Heh, Fat Doom is annoying.

I've always wondered, whats the "correct" aspect ratio for Doom, Heretic, and Hexen? I'm never sure, so I usually set it to automatic in Zdoom and it works fine at my resolution.


16:10. If you play Doom on a 16:10 montior without setting a widescreen res it will look correct. Squares will actually be squares.

I do use a 16:9 monitor, so it's not actually that fat :P

At least not as fat as PSX Doom ...
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby esselfortium » Wed May 18, 2011 7:37 pm

scalliano wrote:
bgraybr wrote:Heh, Fat Doom is annoying.

I've always wondered, whats the "correct" aspect ratio for Doom, Heretic, and Hexen? I'm never sure, so I usually set it to automatic in Zdoom and it works fine at my resolution.


16:10. If you play Doom on a 16:10 montior without setting a widescreen res it will look correct. Squares will actually be squares.

Er... :?
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby Sodaholic » Wed May 18, 2011 8:08 pm

esselfortium wrote:
scalliano wrote:16:10. If you play Doom on a 16:10 montior without setting a widescreen res it will look correct. Squares will actually be squares.

Er... :?

No, he's correct. If you play Doom on a 16:10 monitor without aspect ratio correction (it assumes that you're using a 4x3 monitor), the pixels will appear 1x1, not 5x6 in ratio.
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Re: [Widescreenfriendly] TUTNT, Austerity, TCotD2

Postby esselfortium » Wed May 18, 2011 8:22 pm

But 1x1 isn't "correct" in Doom, thus my post.
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Re: [Widescreenfriendly] TUTNT, KDiZD, TCotD2

Postby NeuralStunner » Wed May 18, 2011 8:23 pm

Sodaholic wrote:No, he's correct. If you play Doom on a 16:10 monitor without aspect ratio correction (it assumes that you're using a 4x3 monitor), the pixels will appear 1x1, not 5x6 in ratio.
That's true, however it's not the "correct" aspect ratio DooM (and any other 320x200 game) was made for.

(I prefer 16:10 and true square, but the original design was not that way.)

Also yay, succinct esselninja. :P
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Re: [Widescreenfriendly] TUTNT, Austerity, TCotD2

Postby Sodaholic » Wed May 18, 2011 8:32 pm

I want to know though, did id actually care about the 5x6 pixels when it comes to the game world? (yeah, I know they bothered when it came to 2d, like the titlescreen and intermission and stuff) The press release section of the Doom bible (claimed that Wolfenstein's walls were 8x8x8 feet) and the ReadMe that came with the 0.4 alpha (claims player can climb up to 3 feet) all suggest that id's scale was 8 pixels per foot, regardless of weather it was vertical or horizontal.
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