For the original releases, people are already working on enhanced replacements here: viewtopic.php?f=46&t=67843&start=105
I wonder, if I want to add widescreen compatibility to my old mods, how would I do that to make the graphics seamlessly fit also on all the other possible resolution ratios?
Best regards and thanks,
Dan
*EDIT*
I tried to implement it into Blade of Agony for now but with the latest development version of GZDoom from today (April 13th, 2020) it doesn't seem to work.
This is what I've added to the GAMEINFO lump
Code: Select all
FULLSCREENAUTOASPECT = "3"
Subject: Option to change aspect ratio of menu background images
This is the image that I have prepared in a aspect of 21:9 And this is how it ends up ingame (image squished, black letterboxes left and right): What did I do wrong?drfrag wrote:You need a GAMEINFO flag:and wide pics of course, and a recent devbuild.Code: Select all
Due to backwards compatibility needs and for flexibility this needs to be controlled by a gameinfo setting (fullscreenautoaspect): 0: Treat all images as having an aspect ratio of 4:3, this is the default for compatibility reasons 1: Scale all images to fit the screen, i.e. either pillarbox or letterbox them. 2: Scale all images to fill the screen. 3: Scale all images so that the center 4:3 area is always fully visible. This is the recommended mode for 16:9 images designed to be shown with the sides being cropped on narrower displays.