Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - octagon

Pages: [1]
1
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: September 19, 2018, 01:15:26 pm »
Essential feature?
Don't be ridiculous.
Tens of thousands of people play OpenXcom without ever noticing anything, including myself.
That's because everybody forgot what the game was supposed to look like, and this thread is a testament to that. Because NTVDM and DosBOX (unless you knew you should set it up for non-square pixels) had the same problem. Stuff like that is easy not to notice. Hell, if Geoscape was flat in OXC, everybody would get used to it by now.
Anyway, I've miscalculated in my last post, 1:1.2 pixel ratio is actually correct. So some unevenness and/or blurring are inevitable. But this hardly matters on higher resolutions. 4K monitors are going to become common in a few years. In fact the blurring should be barely noiticable on 1440p monitors.

The proportions do look a lot better when you use non-square pixels. What I have to ask is what engineer thought it was a good idea to make pixels not be square?!?
This resolution was originally intended for 40x25 text mode with 8x8 letters. Letter resolution was limited by byte size, and stretching square letters vertically was a reasonable way to maintain their proper shape.

2
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: September 18, 2018, 06:19:09 pm »
Hmm. Now that you mention it, it looks like the pixel ratio with nonSquarePixelRatio on is actually 3x3.6, probably for compatibility with 16:9 monitors.

Code: [Select]
if (Options::nonSquarePixelRatio)
{
pixelRatioY = 1.2;
}

So there's currently no way to get the correct aspect ratio in inventory. It's kinda ridiculous that OpenXCom is missing such an essential feature despite being pretty much complete.

3
Work In Progress / Re: Badfella's Guns, Pillows, and Soldiers of Fortune
« on: September 17, 2018, 04:16:29 pm »
The main reason why proportions are wrong is because Battlescape was made for non-square pixel 4:3 320:200 resolution. Weirdly, Geoscape requires 8:5 aspect ratio for the globe to be actually round. If you display the sprites in correct aspect ratio, the proportions are a lot less unrealistic.

There's a nonSquarePixelRatio option in options.cfg, at least in OXCE+. It doesn't work with some of the scale settings, which can be used to get square pixels in Geoscape and non-square ones in Battlescape.
The whole OXC scale/aspect handling is a bit of a mess IMO. Depending on the monitor resolution it may be impossible to get a good result.

4
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
« on: May 20, 2018, 12:16:15 pm »
Thanks a lot.

I've made a "quick and dirty" temporary fix for hazmat by making it use Aqualung sprites. Also changed movementType to 3, because I assume it wasn't supposed to be able to fly. Uploading in case somebody needs it.

5
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
« on: May 20, 2018, 07:32:36 am »
And another one.

6
Released Mods / Re: [TFTD] [Expansion] TWoTS+ Release (v.2.10)
« on: May 20, 2018, 04:39:14 am »
Crash when trying to swim up in Hazmat suit.

Pages: [1]