OpenXcom Forum
OpenXcom => Suggestions => Topic started by: xan on January 11, 2013, 12:26:59 pm
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in 1994 monitors has a few resolution, now we have fullHD and more
why we increare dimention of pixel on increase of resolution?
for me is better to increase number pixel to view on screen
this does not change gameplay because black area and visible area are same, we can just scroll screen a little less
I do not know if it is feasible
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https://openxcom.org/forum/index.php/topic,363.0.html
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This is something that was discussed more than one time on this very forum.
It's something that I want also, and maybe it will happen sometime later... It just remains to be seen if the engine will be able to support it.
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im trying michal patch at fullhd and it's seams good (there is only some bugs, for example do not see the hud) but performance are good
im on linux 64 bit with AMD FX 4100 and geforce 550 ti with proprietary driver
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Wow, that patch still works? :)
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michal, time for a champagne bottle and congratulations :)
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this https://openxcom.org/forum/index.php/topic,363.msg3964.html#msg3964
based on this post i done some try and the final are just change this 2 line
const double Screen::BASE_WIDTH = 320.0;
const double Screen::BASE_HEIGHT = 200.0;
in
const double Screen::BASE_WIDTH = 1920.0;
const double Screen::BASE_HEIGHT = 1080.0;
in Screen.cpp and the battlescape works fine but without hud
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The reason it somewhat works in the battlescape is because I've once started to implement flexible screen resolutions in the battlescape to make this possible, but as you noticed it is far from complete.
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but as you noticed it is far from complete.
So, what about completing it? :D
Xan, could you post some screenshots? ;)
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https://imageshack.us/photo/my-images/687/xcomfullhd.png/
this is xcom in Full HD with only 2 rows changed !
this with bug fix, some antialiasing and some effects and we make best game of 2013 :D
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Cool, whole map visible on screen ;)
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someone is interested in creating a patch to make the game fully functional at this resolution?
I need a person who knows the source code of openxcom because I get lost in all these classes
if yes we can exchange facebook or gtalk accounts, tell me
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someone is interested in creating a patch to make the game fully functional at this resolution?
Well, I'm certainly interested, as I said, I started it already. And it's probably easy to make it work quickly by hacking and code some ugly stuff in the battlescape, but I'd vote for an elegant solution, which works over the entire game, so including geoscape and every screen in the game. We need to carefully identify what needs to be stretched and what not and where all GUI stuff is positioned.
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from what I understand by reading the code: theres a middle layer between the texture and the native resolution, so you can view low-resolution textures also going to choose a high resolution
I think this is a bad thing.
the first thing is to eliminate this intermediate layer, so doing openxcom only work in native resolution (320x200 I think).
as a next step is to go to support different resolutions deciding screen by screen which components should be expanded and which should be fixed length.
As a general rule: the buttons and HUD must be fixed, others can be expanded
I can help, but I can not coordinate this because I do not know enough about the openxcom source code
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with some new fix
1440x900
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with some new fix
1440x900
See , Who Needs HD artwork , this is the best solution :D
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nice, my only complaint is the button scaling.
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Can you zoom in and out? :D
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with some new fix
1440x900
I'm glad I got my glasses on.
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Well, 1440x900 may look better on some > 60 LCD TV ;)
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what happens if you go into inventory view? can you make a screenshot of that? I'm just curious, and a bit lazy to try it myself :)
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https://imageshack.us/photo/my-images/17/inventory1440.png/
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High-resolution mode should be included in a special limited edition of OpenXcom, which will be supplied with a magnifying glass.
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Double sized (640x400) native resolution will be quite enough actually. Inventory screen could be stretched, as well as other screens. Only geoscape and battlescape are subjects of increasing of detail.
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https://imageshack.us/photo/my-images/17/inventory1440.png/
Somebody is going to ask for an inventory display with all the soldiers visible.
Please can we have an inventory display with all the soldiers visible?
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There are votes to add soldiers stats on the inventory screen, others want to make the "ground grid" larger, so you need less scrolling when you have a lot of available equipment.
Now I read just stretching the screen and a vote for multiple soldiers on the screen...
It just is an example of how hard it is to make a proper design for a higher resolution game, you can have endless discussions about just one screen, but there are dozens of screens out there. Enlarging the battlefield to show more tiles is peanuts, it's all the screens that is the biggest work.
Unless you keep it simple, as volutar says, only the battlescape map and geoscape globe in a higher resolution, and just stretch everything else.
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in my opinion we do a first minimal version, and extend only battlescape and geoscape, everything else will be stretch
after that we can think screen by screen how we can improve it
these two steps are independent and if second are too hard, the first is still useful
i have some problem to understand code, for example
https://github.com/SupSuper/OpenXcom/blob/master/src/Interface/Window.cpp
what is the meaning of rows 221 to 224?
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Most remakes just leave the UI as-is, which... well, looks as good as you'd expect (those windows were full-screen in the original games):
(https://i.imgur.com/9BLncs.jpg) (https://i.imgur.com/9BLnc.jpg) (https://i.imgur.com/PVu43s.jpg) (https://i.imgur.com/PVu43.jpg)
I don't really like these approaches, because pixel-hunting is not fun (I have a 1080p screen), but the only alternatives are resizing or redrawing it all.
And yet you know how modern games handle it? They resize. :P They just do it a lot more elegantly than pixel scalers (notice everything is exactly proportional):
(https://i.imgur.com/VMsT3s.jpg) (https://i.imgur.com/VMsT3.jpg) (https://i.imgur.com/eBsi4s.jpg) (https://i.imgur.com/eBsi4.jpg)
i have some problem to understand code, for example
https://github.com/SupSuper/OpenXcom/blob/master/src/Interface/Window.cpp
what is the meaning of rows 221 to 224?
Those rows take care of cropping the background image to match the window frame.
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SupSuper, this elegancy is a result of simplest scalable icons, which can be zoomed without side-effects. XCOM UI elements, on the other hand, will look not that nice, if they would be zoomed. Though I can live with that :)
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for me, geoscape and battlescape can be stretch, all other items can me zoom 2x (or level of zoom can be select in option screen :D)
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I think the best way will be to leave the screen as it is and simply center them, the battlescape can be enhanced to show more tiles as it was mentioned and then the other screen will just be floating windows on top of the battlescape. That way there is no weird proportions errors.
That can be even done base view screen, of course sometimes it might be a little small so maybe a 2X might be good.
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I'd definitely want a zoom feature so I could play with 1px = 4px to avoid needing a magnifying glass at . I should also point out I have excellent vision too, so I think anyone with a high-resolution monitor will have some difficulty playing with an expanding battlescape without lowering the resolution.
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the best option are to add a zoom option in preference to set zoom level, actually battleground works fine
to make this possible to all xcom we refactor entire GUI
this is zoom 1x to 4x
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I suggest to zoom map and gui separetely.
And maybe make zoom with the mouse wheel?
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Ctrl+Mousewheel is the standard zoom shortcut .
I think this should go into the git as soon as possible.
Not only does it look nice but it also makes 16:9 resolutions in battlescape not so ugly anymore.
Can the program be forced internally to always keep the aspect ratio? Right now I think it just sets the resolution and the rest (how big a pixel is) is up to the OS/screen.
Modern games usually are prepared for that and force the aspect ratio by quering the screen to compare it with the actual dimensions, I think.
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actually zoom works only on battlescape, we need to refact all other GUI elements
it requires much time
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Currently screen zoom works as manual image scaling and greatly reduce FPS. Especially with blitNshade.
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standardResolution = 320*200
actually zoom = actualResolution/standardResolution
so the user will always see the same resolution
if we add manual option to set zoom we can play xcom completely old style or increasing the display area
to do this first of all we need to rewrite all GUI element to permit dinamical position of elements, actually works only for battlegrounds (see screenshot)
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an orgasmatic geoscape ;D
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with some fix,
now completely working refactor
soon recieve pull request on github
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Pull request on github? At least I see here wrong "blue" radius.
And what about shading? It will work totally wrong!
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Can you make a screenshot that has a zoom factor like the original xcom only with the viewing area increased to 16:9 ?
so.. 320x180 resolution? or 640x360 ? I don't know
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I think that looks reall nice for a full screen, would it be possible to make the menu flotaing above the geoscape on the right top corner?
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Pull request on github? At least I see here wrong "blue" radius.
And what about shading? It will work totally wrong!
you are right but i commit in pull request only the part to make right menu resolution free (now the menu will be always on center right of the screen)
actually with normal resolution you dont see any change
https://github.com/SupSuper/OpenXcom/pull/288
anyone can help me for blue range and shading? i think that if there is a problem with high res and no in low res, so there is a problem that we cant see in low res
this is some screen at 2 3 and 4 x of zoom
need fix for shadow and blue range
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not only shade and blue. background scale, menu/windows scale, as well as other UI elements. it no use if menus will become tiny. there's no fun of pixel-hunting to push some button.
btw, doubling resolution of globe shade will make fps drop 4 times (at least). x4 (1280x800) will make fps drop 16 times. it it was 200, it will become 12. and it's quite unplayable. in order to keep mouse responsive, it will require for rendering pipeline refactoring. this is task noone help you. and this task cannot be completed "partly". and i'm affraid any SOFTWARE HD will be unplayable, so it won't work unless engine will be hardware-accelerated (opengl for example). but it will introduce other problems, battlescape shading for example.
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@Volutar in patch that i push in git there isnt any about zoom or screen resolution,
just object ancoration to right.
https://github.com/xanscale/OpenXcom/commit/cd50d76f9f95123fc7c5883437f5840ebb18099c
in this patch there is no change to user, just better component drowing