[Not a bug] Widescreen Weapon Clipping - 2.0.95

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wildweasel
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Widescreen Weapon Clipping - 2.0.95

Post by wildweasel »

Using a 16:9 letterboxed screen resolution, some weapon sprites which are intended to go off the side fo the screen are forced toward the center, making them look silly on occasion. Screenshot attached below.

I'm not entirely sure how this could be fixed, aside from distorting the sprites.
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Graf Zahl
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Post by Graf Zahl »

Well, I think that's one unavoidable limitation of widescreen - unless you want to screw up the layout completely. Puttiing these weapons further outside will look even worse on occasion - especially if you use position sensitive weapon code pointers like A_FireRailgunRight.
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Risen
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Post by Risen »

I don't think moving them over would look wrong some of the time... I think it would look wrong all of the time. The perspecitve would be incorrect. But how would ZDoom even know that it was a left or right-aligned weapon? What if it is both? ZDoom would have to do some interesting checks (probably against transparent columns) and even that could fail easily.

This is something you will have to deal with if you play widescreen, otherwise talk to the mod authors. It's not something randy can fix.
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Chilvence
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Post by Chilvence »

Haha, take that angled weapon lovers ;P

Nah but seriously, what about just having a r_hudweaponscale cvar that enlarges weapons to suit your video mode?

It wouldnt look awful:

normal:
http://www.stateoftheworld.eclipse.co.u ... OM0000.png

godawful test example scaled at 120%:

http://www.stateoftheworld.eclipse.co.u ... OM0001.png

add another option to decide whether to scale from the centre or the bottom of the screen, and everyone's happy. (this would just be because the larger sprite fills too much vertical space on the screen)
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randi
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Post by randi »

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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Chilvence
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Post by Chilvence »

So... no scaling :( ?
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Csonicgo
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Post by Csonicgo »

there should be.
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wildweasel
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Post by wildweasel »

Ought to be a compatibility option (R_SCALEPLAYERSPRITES?).
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Enjay
 
 
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Post by Enjay »

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

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).
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Chilvence
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Post by Chilvence »

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
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Graf Zahl
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Post by Graf Zahl »

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.
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Chilvence
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Post by Chilvence »

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?
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Ultraviolet
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Post by Ultraviolet »

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

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.
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