Not using 1:1.2 ratio?

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Enjay
 
 
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Not using 1:1.2 ratio?

Post by Enjay »

Is it possible to set Zdoom to not use 1:1.2 ratio pixels but square ones instead?

For those that don't know what I'm talking about, this close up screen grab of a wall illustrates the point:
Spoiler:
I know that for the standard game it would probably look bad but, if it's possible, I'd like to see what it is like and it might help with modding too. eg, in GZdoom, to get a "cube" shaped model to be the same size as a Doom 64x64x64 crate, it actually has to be ~77 units tall. Also, this may explain why "45 degree" slopes in Zdoom look steeper than their real-life counterparts. ie the vertical component is actually 1.2 times the horizontal one.
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phi108
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Re: Not using 1:1.2 ratio?

Post by phi108 »

With the new force aspect ratio options, you can force 16:9 or 16:10, but that only squashes it more horizontally, making the effect even more pronounced.

The only thing I can think of is a new feature in the video modes menu: "force 1:1 pixels", that would draw black bars on the top and botton to flatten the image to bring it to 1:1.

And if you don't know, you can use 320x200 or 640x400, which are at 1:1 ratio in ZDoom, or 1280x800 with "vid_nowidescreen 1". But that's a limited solution, while a "force 1:1 pixels" option might be more useful.
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Re: Not using 1:1.2 ratio?

Post by NeuralStunner »

phi108 wrote:And if you don't know, you can use 320x200 or 640x400, which are at 1:1 ratio in ZDoom, or 1280x800 with "vid_nowidescreen 1".
If you play windowed, pixels always display at 1:1. "Vanilla resolutions" stretch pixels vertically in fullscreen, making enemies and the like look narrower in general.
Gez
 
 
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Re: Not using 1:1.2 ratio?

Post by Gez »

There is this code in ZDoom (DCanvas::ParseDrawTextureTags() in v_draw.cpp):

Code: Select all

		case DTA_KeepRatio:
			// I think this is a terribly misleading name, since it actually turns
			// *off* aspect ratio correction.
			parms->keepratio = va_arg(tags, INTBOOL);
			break;

So there is a way to turn off aspect ratio correction for (some) textures, I guess. I have about no idea how to trigger this case, though. That's not a part of the code I have any familiarity with.
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Nash
 
 
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Re: Not using 1:1.2 ratio?

Post by Nash »

I'd also like such a feature so that "realistic" maps would look correct.

I think Vavoom has an in-game option in the game's menu to do this.
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Graf Zahl
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Re: Not using 1:1.2 ratio?

Post by Graf Zahl »

Gez wrote:There is this code in ZDoom (DCanvas::ParseDrawTextureTags() in v_draw.cpp):

Code: Select all

		case DTA_KeepRatio:
			// I think this is a terribly misleading name, since it actually turns
			// *off* aspect ratio correction.
			parms->keepratio = va_arg(tags, INTBOOL);
			break;

So there is a way to turn off aspect ratio correction for (some) textures, I guess. I have about no idea how to trigger this case, though. That's not a part of the code I have any familiarity with.

This has nothing to do with pixel squashing but with disabling some 16:9 fudging.
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